a little cleanup of dx9 depth conversion code that r6751 made unnecessary, and a question about D3DFMT_D24X8 checks, and (most importantly) spelled Stretch right in video config

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6757 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
nitsuja-
2011-01-06 02:24:03 +00:00
parent 95b6d3f445
commit 4f45b422a2
7 changed files with 20 additions and 39 deletions

View File

@ -131,18 +131,11 @@ void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleB
D3DFORMAT bformat = FramebufferManager::GetEFBDepthRTSurfaceFormat();
int SSAAMode = g_ActiveConfig.iMultisampleMode;
int depthConversionType;
if(bformat == FOURCC_RAWZ || bformat == D3DFMT_D24X8 || !bFromZBuffer)
depthConversionType = PixelShaderCache::DEPTH_CONVERSION_TYPE_NONE;
else if(bformat == FOURCC_DF16)
depthConversionType = PixelShaderCache::DEPTH_CONVERSION_TYPE_16BIT;
else
depthConversionType = PixelShaderCache::DEPTH_CONVERSION_TYPE_24BIT;
D3D::drawShadedTexQuad(read_texture, &sourcerect,
Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(),
virtualW, virtualH,
PixelShaderCache::GetDepthMatrixProgram(SSAAMode, depthConversionType),
// TODO: why is D3DFMT_D24X8 singled out here? why not D3DFMT_D24X4S4/D24S8/D24FS8/D32/D16/D15S1 too, or none of them?
PixelShaderCache::GetDepthMatrixProgram(SSAAMode, bFromZBuffer && bformat != FOURCC_RAWZ && bformat != D3DFMT_D24X8),
VertexShaderCache::GetSimpleVertexShader(SSAAMode));
Rendersurf->Release();