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Plugins build fix
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5624 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -90,7 +90,7 @@ void FramebufferManager::Create()
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int target_height = Renderer::GetFullTargetHeight();
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s_efb_color_surface_Format = D3DFMT_A8R8G8B8;
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//get the framebuffer texture
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// Get the framebuffer texture
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HRESULT hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format,
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D3DPOOL_DEFAULT, &s_efb_color_texture, NULL);
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if(s_efb_color_texture)
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@ -105,11 +105,11 @@ void FramebufferManager::Create()
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{
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s_efb_colorRead_texture->GetSurfaceLevel(0, &s_efb_color_ReadBuffer);
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}
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//create an offscreen surface that we can lock to retrieve the data
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// Create an offscreen surface that we can lock to retrieve the data
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hr = D3D::dev->CreateOffscreenPlainSurface(1, 1, s_efb_color_surface_Format, D3DPOOL_SYSTEMMEM, &s_efb_color_OffScreenReadBuffer, NULL);
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CHECK(hr, "Create Color offScreen Surface");
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//Select Zbuffer format supported by hadware.
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// Select Zbuffer format supported by hardware.
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if (g_ActiveConfig.bEFBAccessEnable)
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{
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D3DFORMAT *DepthTexFormats = new D3DFORMAT[5];
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@ -122,19 +122,19 @@ void FramebufferManager::Create()
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for(int i = 0; i < 5; i++)
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{
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s_efb_depth_surface_Format = DepthTexFormats[i];
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//get the framebuffer Depth texture
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// Get the framebuffer Depth texture
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hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_DEPTHSTENCIL, s_efb_depth_surface_Format,
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D3DPOOL_DEFAULT, &s_efb_depth_texture, NULL);
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if (!FAILED(hr))
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break;
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}
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CHECK(hr,"Depth Color Texture");
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//get the Surface
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CHECK(hr, "Depth Color Texture");
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// Get the Surface
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if(s_efb_depth_texture)
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{
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s_efb_depth_texture->GetSurfaceLevel(0, &s_efb_depth_surface);
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}
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//create a 4x4 pixel texture to work as a buffer for peeking
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// Create a 4x4 pixel texture to work as a buffer for peeking
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if(s_efb_depth_surface_Format == FOURCC_RAWZ || s_efb_depth_surface_Format == D3DFMT_D24X8)
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{
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DepthTexFormats[0] = D3DFMT_A8R8G8B8;
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@ -148,7 +148,7 @@ void FramebufferManager::Create()
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for(int i = 0; i < 2; i++)
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{
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s_efb_depth_ReadBuffer_Format = DepthTexFormats[i];
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//get the framebuffer Depth texture
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// Get the framebuffer Depth texture
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hr = D3D::dev->CreateTexture(4, 4, 1, D3DUSAGE_RENDERTARGET, s_efb_depth_ReadBuffer_Format,
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D3DPOOL_DEFAULT, &s_efb_depthRead_texture, NULL);
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if (!FAILED(hr))
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@ -160,7 +160,7 @@ void FramebufferManager::Create()
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{
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s_efb_depthRead_texture->GetSurfaceLevel(0, &s_efb_depth_ReadBuffer);
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}
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//create an offscreen surface that we can lock to retrieve the data
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// Create an offscreen surface that we can lock to retrieve the data
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hr = D3D::dev->CreateOffscreenPlainSurface(4, 4, s_efb_depth_ReadBuffer_Format, D3DPOOL_SYSTEMMEM, &s_efb_depth_OffScreenReadBuffer, NULL);
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CHECK(hr, "Create Depth offScreen Surface");
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delete [] DepthTexFormats;
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@ -280,7 +280,7 @@ void FramebufferManager::replaceVirtualXFB()
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if (dstLower >= srcLower && dstUpper <= srcUpper)
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{
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// invalidate the data
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// Invalidate the data
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it->xfbAddr = 0;
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it->xfbHeight = 0;
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it->xfbWidth = 0;
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@ -328,7 +328,7 @@ void FramebufferManager::copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight
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if (it == m_virtualXFBList.end() && (int)m_virtualXFBList.size() >= MAX_VIRTUAL_XFB)
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{
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// replace the last virtual XFB
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// Replace the last virtual XFB
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--it;
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}
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@ -410,7 +410,7 @@ void FramebufferManager::copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight
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return;
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LPDIRECT3DTEXTURE9 read_texture = GetEFBColorTexture(sourceRc);
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Renderer::ResetAPIState(); // reset any game specific settings
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Renderer::ResetAPIState(); // Reset any game specific settings
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LPDIRECT3DSURFACE9 Rendersurf = NULL;
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xfbTexture->GetSurfaceLevel(0, &Rendersurf);
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