Added EFB Scale option to the OpenGL plug-in.

Renamed EFB Scale to Internal Resolution.
Removed Auto Scale option (it is now always on).
Added on-the-fly changing of the Internal Resolution in the OpenGL and Direct3D9 plug-ins.
Further consolidated the code in the video plug-ins.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6240 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
skidau
2010-09-30 15:24:34 +00:00
parent ce1057f17d
commit 719521eeeb
25 changed files with 423 additions and 450 deletions

View File

@ -305,36 +305,6 @@ TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width,
if (pcfmt == PC_TEX_FMT_NONE)
pcfmt = TexDecoder_Decode(temp, ptr, expandedWidth, expandedHeight, tex_format, tlutaddr, tlutfmt);
D3DFORMAT d3d_fmt;
bool swap_r_b = false;
switch (pcfmt) {
case PC_TEX_FMT_BGRA32:
d3d_fmt = D3DFMT_A8R8G8B8;
break;
case PC_TEX_FMT_RGBA32:
d3d_fmt = D3DFMT_A8R8G8B8;
swap_r_b = true;
break;
case PC_TEX_FMT_RGB565:
d3d_fmt = D3DFMT_R5G6B5;
break;
case PC_TEX_FMT_IA4_AS_IA8:
d3d_fmt = D3DFMT_A8L8;
break;
case PC_TEX_FMT_I8:
case PC_TEX_FMT_I4_AS_I8:
d3d_fmt = D3DFMT_A8P8; // A hack which means the format is a packed
// 8-bit intensity texture. It is unpacked
// to A8L8 in D3DTexture.cpp
break;
case PC_TEX_FMT_IA8:
d3d_fmt = D3DFMT_A8L8;
break;
case PC_TEX_FMT_DXT1:
d3d_fmt = D3DFMT_DXT1;
break;
}
entry.oldpixel = ((u32 *)ptr)[0];
if (g_ActiveConfig.bSafeTextureCache || entry.isDynamic)
entry.hash = hash_value;
@ -354,6 +324,40 @@ TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width,
if(TexLevels > (maxlevel + 1) && maxlevel > 0)
TexLevels = (maxlevel + 1);
entry.MipLevels = maxlevel;
D3DFORMAT d3d_fmt;
bool swap_r_b = false;
switch (pcfmt)
{
case PC_TEX_FMT_BGRA32:
d3d_fmt = D3DFMT_A8R8G8B8;
break;
case PC_TEX_FMT_RGBA32:
d3d_fmt = D3DFMT_A8R8G8B8;
swap_r_b = true;
break;
case PC_TEX_FMT_RGB565:
d3d_fmt = D3DFMT_R5G6B5;
break;
case PC_TEX_FMT_IA4_AS_IA8:
d3d_fmt = D3DFMT_A8L8;
break;
case PC_TEX_FMT_I8:
case PC_TEX_FMT_I4_AS_I8:
// A hack which means the format is a packed
// 8-bit intensity texture. It is unpacked
// to A8L8 in D3DTexture.cpp
d3d_fmt = D3DFMT_A8P8;
break;
case PC_TEX_FMT_IA8:
d3d_fmt = D3DFMT_A8L8;
break;
case PC_TEX_FMT_DXT1:
d3d_fmt = D3DFMT_DXT1;
break;
}
if (!skip_texture_create)
{
entry.texture = D3D::CreateTexture2D((BYTE*)temp, width, height, expandedWidth, d3d_fmt, swap_r_b, TexLevels);