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authordonkopunchstania <donkopunchstania@gmail.com>2009-05-15 02:39:55 +0000
committerdonkopunchstania <donkopunchstania@gmail.com>2009-05-15 02:39:55 +0000
commit14a67bc8bc5d663b5cd2d1d324d76444be3602d7 (patch)
tree19511fe94b78527c1b35317821fedc4229c860ea /Source/Plugins/Plugin_VideoOGL/Src/TextureConverter.cpp
parent034e3c72a22601e2bfe2d43f72d2a16c8f2c6e96 (diff)
Changing where depth is read. Trying to use the same depth buffer GL uses when copying depth to a texture. This eliminates some quirky code and gets depth copies working in AA, but may not work on older graphics cards.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3234 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source/Plugins/Plugin_VideoOGL/Src/TextureConverter.cpp')
-rw-r--r--Source/Plugins/Plugin_VideoOGL/Src/TextureConverter.cpp8
1 files changed, 1 insertions, 7 deletions
diff --git a/Source/Plugins/Plugin_VideoOGL/Src/TextureConverter.cpp b/Source/Plugins/Plugin_VideoOGL/Src/TextureConverter.cpp
index 5a70a0088a..b6b51b2321 100644
--- a/Source/Plugins/Plugin_VideoOGL/Src/TextureConverter.cpp
+++ b/Source/Plugins/Plugin_VideoOGL/Src/TextureConverter.cpp
@@ -160,8 +160,6 @@ void Shutdown()
void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const TRectangle& sourceRc,
u8* destAddr, int dstWidth, int dstHeight, bool linearFilter)
{
- Renderer::SetRenderMode(Renderer::RM_Normal);
-
Renderer::ResetGLState();
// switch to texture converter frame buffer
@@ -243,7 +241,7 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
u8 *dest_ptr = Memory_GetPtr(address);
- u32 source_texture = bFromZBuffer ? Renderer::ResolveAndGetFakeZTarget(source) : Renderer::ResolveAndGetRenderTarget(source);
+ u32 source_texture = bFromZBuffer ? Renderer::ResolveAndGetDepthTarget(source) : Renderer::ResolveAndGetRenderTarget(source);
int width = source.right - source.left;
int height = source.bottom - source.top;
@@ -288,9 +286,6 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
scaledSource.right = expandedWidth / samples;
EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource, dest_ptr, expandedWidth / samples, expandedHeight, bScaleByHalf);
-
- if (bFromZBuffer)
- Renderer::SetZBufferRender(); // notify for future settings
}
void EncodeToRamYUYV(GLuint srcTexture, const TRectangle& sourceRc,
@@ -303,7 +298,6 @@ void EncodeToRamYUYV(GLuint srcTexture, const TRectangle& sourceRc,
// Should be scale free.
void DecodeToTexture(u8* srcAddr, int srcWidth, int srcHeight, GLuint destTexture)
{
- Renderer::SetRenderMode(Renderer::RM_Normal);
Renderer::ResetGLState();
float srcFormatFactor = 0.5f;