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added option to use XFB in GL, but XFB support still needs work. modified viewport to include scissor offset.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@879 8ced0084-cf51-0410-be5f-012b33b47a6e
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70eebcb3a3
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17 changed files with 416 additions and 100 deletions
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@ -707,7 +707,21 @@ void Renderer::Swap(const TRectangle& rc)
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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TextureMngr::DisableStage(0);
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static int fpscount;
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SwapBuffers();
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RestoreGLState();
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GL_REPORT_ERRORD();
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g_Config.iSaveTargetId = 0;
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// for testing zbuffer targets
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//Renderer::SetZBufferRender();
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//SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget, GetTargetWidth(), GetTargetHeight());
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}
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void Renderer::SwapBuffers()
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{
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static int fpscount;
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static int s_fps;
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static unsigned long lasttime;
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++fpscount;
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@ -812,15 +826,6 @@ void Renderer::Swap(const TRectangle& rc)
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Renderer::SetRenderMode(RM_Normal); // turn off any zwrites
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}
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}
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RestoreGLState();
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GL_REPORT_ERRORD();
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g_Config.iSaveTargetId = 0;
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// for testing zbuffer targets
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//Renderer::SetZBufferRender();
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//SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget, GetTargetWidth(), GetTargetHeight());
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}
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bool Renderer::SaveRenderTarget(const char* filename, int jpeg)
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