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https://github.com/dolphin-emu/dolphin.git
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GL: Delete "exact-2x" feature. The way it's currently implemented it requires us to allocate double-sized buffers, which really hurt some GFX cards. So, it's gone for now but may return later in some form.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4201 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -325,6 +325,86 @@ void Renderer::SetColorMask()
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D3D::SetRenderState(D3DRS_COLORWRITEENABLE, write);
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}
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u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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{
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// Get the rectangular target region covered by the EFB pixel.
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EFBRectangle efbPixelRc;
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efbPixelRc.left = x;
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efbPixelRc.top = y;
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efbPixelRc.right = x + 1;
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efbPixelRc.bottom = y + 1;
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TargetRectangle targetPixelRc = Renderer::ConvertEFBRectangle(efbPixelRc);
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// TODO (FIX) : currently, AA path is broken/offset and doesn't return the correct pixel
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switch (type)
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{
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case PEEK_Z:
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{
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// if (s_MSAASamples > 1)
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{
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// Resolve our rectangle.
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// g_framebufferManager.GetEFBDepthTexture(efbPixelRc);
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// glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, g_framebufferManager.GetResolvedFramebuffer());
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}
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// Sample from the center of the target region.
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int srcX = (targetPixelRc.left + targetPixelRc.right) / 2;
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int srcY = (targetPixelRc.top + targetPixelRc.bottom) / 2;
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u32 z = 0;
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// glReadPixels(srcX, srcY, 1, 1, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, &z);
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// Scale the 32-bit value returned by glReadPixels to a 24-bit
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// value (GC uses a 24-bit Z-buffer).
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// TODO: in RE0 this value is often off by one, which causes lighting to disappear
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return z >> 8;
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}
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case POKE_Z:
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// TODO: Implement
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break;
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case PEEK_COLOR: // GXPeekARGB
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{
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// Although it may sound strange, this really is A8R8G8B8 and not RGBA or 24-bit...
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// Tested in Killer 7, the first 8bits represent the alpha value which is used to
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// determine if we're aiming at an enemy (0x80 / 0x88) or not (0x70)
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// Wind Waker is also using it for the pictograph to determine the color of each pixel
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// if (s_MSAASamples > 1)
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{
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// Resolve our rectangle.
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// g_framebufferManager.GetEFBColorTexture(efbPixelRc);
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// glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, g_framebufferManager.GetResolvedFramebuffer());
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}
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// Sample from the center of the target region.
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int srcX = (targetPixelRc.left + targetPixelRc.right) / 2;
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int srcY = (targetPixelRc.top + targetPixelRc.bottom) / 2;
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// Read back pixel in BGRA format, then byteswap to get GameCube's ARGB Format.
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u32 color = 0;
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// glReadPixels(srcX, srcY, 1, 1, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, &color);
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return color;
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}
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case POKE_COLOR:
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// TODO: Implement. One way is to draw a tiny pixel-sized rectangle at
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// the exact location. Note: EFB pokes are susceptible to Z-buffering
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// and perhaps blending.
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//WARN_LOG(VIDEOINTERFACE, "This is probably some kind of software rendering");
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break;
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}
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return 0;
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}
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// mtx.m[0][3] = pMatrix[1]; // -0.5f/m_targetWidth; <-- fix d3d pixel center?
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// mtx.m[1][3] = pMatrix[3]; // +0.5f/m_targetHeight; <-- fix d3d pixel center?
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