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https://github.com/blawar/GLideN64.git
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Add g_bIgnoreCFB option.
It is necessary for Zelda Pause Screen, otherwise it will be replaced by blank data from RDRAM.
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parent
15e5947503
commit
4635e24d62
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@ -18,8 +18,9 @@
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bool g_bCopyToRDRAM = false;
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bool g_bCopyToRDRAM = false;
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bool g_bCopyFromRDRAM = false;
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bool g_bCopyFromRDRAM = false;
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bool g_bCopyDepthToRDRAM = true;
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bool g_bCopyDepthToRDRAM = false;
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bool g_bUseFloatDepthTexture = true;
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bool g_bUseFloatDepthTexture = true;
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bool g_bIgnoreCFB = true;
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static const GLint depthTextureInternalFormat = g_bUseFloatDepthTexture ? GL_R32F : GL_R16;
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static const GLint depthTextureInternalFormat = g_bUseFloatDepthTexture ? GL_R32F : GL_R16;
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static const GLenum depthTextureType = g_bUseFloatDepthTexture ? GL_FLOAT : GL_UNSIGNED_INT;
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static const GLenum depthTextureType = g_bUseFloatDepthTexture ? GL_FLOAT : GL_UNSIGNED_INT;
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@ -33,6 +33,7 @@ extern bool g_bCopyToRDRAM;
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extern bool g_bCopyDepthToRDRAM;
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extern bool g_bCopyDepthToRDRAM;
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extern bool g_bCopyFromRDRAM;
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extern bool g_bCopyFromRDRAM;
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extern bool g_bUseFloatDepthTexture;
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extern bool g_bUseFloatDepthTexture;
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extern bool g_bIgnoreCFB;
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void FrameBuffer_Init();
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void FrameBuffer_Init();
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void FrameBuffer_Destroy();
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void FrameBuffer_Destroy();
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2
VI.cpp
2
VI.cpp
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@ -53,7 +53,7 @@ void VI_UpdateScreen()
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VI.vStart = VI.vEnd = 0;
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VI.vStart = VI.vEnd = 0;
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if (OGL.frameBufferTextures) {
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if (OGL.frameBufferTextures) {
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const bool bCFB = (gSP.changed&CHANGED_CPU_FB_WRITE) == CHANGED_CPU_FB_WRITE;
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const bool bCFB = !g_bIgnoreCFB && (gSP.changed&CHANGED_CPU_FB_WRITE) == CHANGED_CPU_FB_WRITE;
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const bool bNeedUpdate = bCFB ? true : (*REG.VI_ORIGIN != VI.lastOrigin);// && gDP.colorImage.changed;
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const bool bNeedUpdate = bCFB ? true : (*REG.VI_ORIGIN != VI.lastOrigin);// && gDP.colorImage.changed;
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if (bNeedUpdate) {
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if (bNeedUpdate) {
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