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

@ -309,7 +309,7 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
Renderer::ResetAPIState();
EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource, dest_ptr, expandedWidth / samples, expandedHeight, readStride, true, bScaleByHalf > 0);
g_framebufferManager.SetFramebuffer(0);
VertexShaderManager::SetViewportChanged();
VertexShaderManager::SetViewportChanged();
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
TextureCache::DisableStage(0);
Renderer::RestoreAPIState();
@ -371,10 +371,9 @@ u64 EncodeToRamFromTexture(u32 address,GLuint source_texture,float MValueX,float
cacheBytes = 64;
int readStride = (expandedWidth * cacheBytes) / TexDecoder_GetBlockWidthInTexels(format);
EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource, dest_ptr, expandedWidth / samples, expandedHeight, readStride, true, bScaleByHalf > 0 && !bFromZBuffer);
TextureCache::MakeRangeDynamic(address,size_in_bytes);
return GetHash64(dest_ptr,size_in_bytes,g_ActiveConfig.iSafeTextureCache_ColorSamples);
return GetHash64(dest_ptr,size_in_bytes,g_ActiveConfig.iSafeTextureCache_ColorSamples);
}
void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* destAddr, int dstWidth, int dstHeight)
@ -400,10 +399,10 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
return;
}
Renderer::ResetAPIState();
int srcFmtWidth = srcWidth / 2;
Renderer::ResetAPIState(); // reset any game specific settings
// swich to texture converter frame buffer
// attach destTexture as color destination
g_framebufferManager.SetFramebuffer(s_texConvFrameBuffer);