gsdx-ogl-wnd: port (minor) renderer update of r5649 to opengl

Now the brach is ready to be merged :)

Dears Window users. If you can test that:
1/ still compile
2/ still running on DX
3/ can run with opengl


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5663 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
gregory.hainaut 2013-06-15 09:24:13 +00:00
parent f8242bd458
commit 19961175c9
3 changed files with 9 additions and 12 deletions

View File

@ -30,7 +30,6 @@ GSRendererOGL::GSRendererOGL()
m_logz = !!theApp.GetConfig("logz", 0);
m_fba = !!theApp.GetConfig("fba", 1);
UserHacks_AlphaHack = !!theApp.GetConfig("UserHacks_AlphaHack", 0) && !!theApp.GetConfig("UserHacks", 0);
UserHacks_WildHack = !!theApp.GetConfig("UserHacks", 0) ? theApp.GetConfig("UserHacks_WildHack", 0) : 0;
UserHacks_AlphaStencil = !!theApp.GetConfig("UserHacks_AlphaStencil", 0) && !!theApp.GetConfig("UserHacks", 0);
m_pixelcenter = GSVector2(-0.5f, -0.5f);
@ -162,14 +161,15 @@ void GSRendererOGL::SetupIA()
{
GSVector4i::storent(ptr, m_vertex.buff, sizeof(GSVertex) * m_vertex.next);
if(UserHacks_WildHack && !isPackedUV_HackFlag)
{
GSVertex* RESTRICT d = (GSVertex*)ptr;
for(unsigned int i = 0; i < m_vertex.next; i++, d++)
if(PRIM->TME && PRIM->FST)
d->UV &= 0x3FEF3FEF;
}
if(UserHacks_WildHack && !isPackedUV_HackFlag)
{
GSVertex* RESTRICT d = (GSVertex*)ptr;
for(unsigned int i = 0; i < m_vertex.next; i++)
{
if(PRIM->TME && PRIM->FST) d[i].UV &= 0x3FEF3FEF;
}
}
dev->IAUnmapVertexBuffer();
}

View File

@ -39,7 +39,6 @@ class GSRendererOGL : public GSRendererHW
bool m_fba;
bool UserHacks_AlphaHack;
bool UserHacks_AlphaStencil;
unsigned int UserHacks_WildHack;
unsigned int UserHacks_TCOffset;
float UserHacks_TCO_x, UserHacks_TCO_y;

View File

@ -23,7 +23,6 @@
#include "GSWndWGL.h"
#ifdef _WINDOWS
//TODO
GSWndWGL::GSWndWGL()
: m_NativeWindow(NULL), m_NativeDisplay(NULL), m_context(NULL), m_ctx_attached(false)
{
@ -134,7 +133,6 @@ bool GSWndWGL::Attach(void* handle, bool managed)
return true;
}
//TODO
void GSWndWGL::Detach()
{
// Actually the destructor is not called when there is only a GSclose/GSshutdown