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Fix screen flickering with frameskip on D3D plugin, also fix occasional hang when turning frameskip off
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4194 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -266,14 +266,13 @@ TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width,
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}
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// EXTREMELY incomplete.
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void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, bool bScaleByHalf, const EFBRectangle &source_rect)
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void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle &source_rect)
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{
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int efb_w = source_rect.GetWidth();
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int efb_h = source_rect.GetHeight();
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int mult = bScaleByHalf ? 2 : 1;
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int tex_w = (abs(source_rect.GetWidth()) / mult);
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int tex_h = (abs(source_rect.GetHeight()) / mult);
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int tex_w = (abs(source_rect.GetWidth()) >> bScaleByHalf);
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int tex_h = (abs(source_rect.GetHeight()) >> bScaleByHalf);
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TexCache::iterator iter;
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LPDIRECT3DTEXTURE9 tex;
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@ -282,7 +281,6 @@ void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, boo
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{
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if (!iter->second.isRenderTarget)
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{
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ERROR_LOG(VIDEO, "Using non-rendertarget texture as render target!!! WTF?", FALSE);
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// Remove it and recreate it as a render target
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iter->second.texture->Release();
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iter->second.texture = 0;
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@ -305,7 +303,6 @@ void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, boo
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entry.w = tex_w;
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entry.h = tex_h;
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// TODO(ector): infer this size in some sensible way
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D3D::dev->CreateTexture(tex_w, tex_h, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &entry.texture, 0);
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textures[address] = entry;
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tex = entry.texture;
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