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Cleanup and unify handling of efb copy stride.
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@ -20,6 +20,7 @@
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#include "VideoCommon/PixelShaderManager.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/TextureCacheBase.h"
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#include "VideoCommon/TextureDecoder.h"
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#include "VideoCommon/VertexShaderManager.h"
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#include "VideoCommon/VideoCommon.h"
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@ -205,6 +206,7 @@ static void BPWritten(const BPCmd& bp)
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// The values in bpmem.copyTexSrcXY and bpmem.copyTexSrcWH are updated in case 0x49 and 0x4a in this function
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u32 destAddr = bpmem.copyTexDest << 5;
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u32 destStride = bpmem.copyMipMapStrideChannels << 5;
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EFBRectangle srcRect;
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srcRect.left = (int)bpmem.copyTexSrcXY.x;
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@ -223,8 +225,9 @@ static void BPWritten(const BPCmd& bp)
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if (g_ActiveConfig.bShowEFBCopyRegions)
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stats.efb_regions.push_back(srcRect);
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CopyEFB(destAddr, srcRect,
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PE_copy.tp_realFormat(), bpmem.zcontrol.pixel_format,
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// bpmem.zcontrol.pixel_format to PEControl::Z24 is when the game wants to copy from ZBuffer (Zbuffer uses 24-bit Format)
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TextureCache::CopyRenderTargetToTexture(destAddr, PE_copy.tp_realFormat(), destStride,
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bpmem.zcontrol.pixel_format, srcRect,
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!!PE_copy.intensity_fmt, !!PE_copy.half_scale);
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}
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else
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@ -251,10 +254,9 @@ static void BPWritten(const BPCmd& bp)
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height = MAX_XFB_HEIGHT;
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}
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u32 stride = bpmem.copyMipMapStrideChannels << 5;
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DEBUG_LOG(VIDEO, "RenderToXFB: destAddr: %08x | srcRect {%d %d %d %d} | fbWidth: %u | fbStride: %u | fbHeight: %u",
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destAddr, srcRect.left, srcRect.top, srcRect.right, srcRect.bottom, bpmem.copyTexSrcWH.x + 1, stride, height);
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Renderer::RenderToXFB(destAddr, srcRect, stride, height, s_gammaLUT[PE_copy.gamma]);
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destAddr, srcRect.left, srcRect.top, srcRect.right, srcRect.bottom, bpmem.copyTexSrcWH.x + 1, destStride, height);
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Renderer::RenderToXFB(destAddr, srcRect, destStride, height, s_gammaLUT[PE_copy.gamma]);
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}
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// Clear the rectangular region after copying it.
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