let's keep experimenting:

almost fixed real xfb in d3d, i say almost because there are some minor scalling problems. hope will fix them soon.
implemented a more intelligent index generator to emulate more accurately the behavior of the gc.
please give me feedback on this changes.
enjoy :)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5465 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Rodolfo Osvaldo Bogado
2010-05-22 21:58:43 +00:00
parent b1a79b822d
commit 782d9111e5
7 changed files with 234 additions and 86 deletions

View File

@ -111,13 +111,8 @@ void WriteSwizzler(char*& p, u32 format,bool HLSL)
if(HLSL)
{
WRITE(p, " sampleUv = sampleUv + float2(1.0f,1.0f);\n"
" sampleUv = sampleUv / blkDims.zw;\n");
}
else
{
WRITE(p, " sampleUv = sampleUv;\n");
}
WRITE(p, " sampleUv = sampleUv / blkDims.zw;\n");
}
}
// block dimensions : widthStride, heightStride
@ -168,13 +163,8 @@ void Write32BitSwizzler(char*& p, u32 format, bool HLSL)
if(HLSL)
{
WRITE(p, " sampleUv = sampleUv + float2(1.0f,1.0f);\n"
" sampleUv = sampleUv / blkDims.zw;\n");
}
else
{
WRITE(p, " sampleUv = sampleUv + float2(1.0f,-1.0f);\n");
}
WRITE(p, " sampleUv = sampleUv / blkDims.zw;\n");
}
}
void WriteSampleColor(char*& p, const char* colorComp, const char* dest,bool HLSL)