Plugins build fix

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5624 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
luisr142004
2010-06-05 21:48:38 +00:00
parent c130aa7a36
commit 1aac546185
4 changed files with 25 additions and 25 deletions

View File

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