D3D: get rid of flickering in various games by changing way and time to flip backbuffer to frontbuffer. Also added some debugging messages. ZTP intro seems to be additionally 10%+ faster now, maybe only for me in windows mode.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4303 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
rice1964
2009-09-20 03:29:43 +00:00
parent 7a8f6bdd6d
commit 81e7ce9ad2
8 changed files with 139 additions and 65 deletions

View File

@ -23,6 +23,7 @@
#include "VertexManager.h"
#include "VertexShaderManager.h"
#include "Utils.h"
#include "debugger/debugger.h"
bool textureChanged[8];
@ -209,6 +210,9 @@ void CopyEFB(const BPCmd &bp, const EFBRectangle &rc, const u32 &address, const
//TextureConverter::EncodeToRam(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
//else // To D3D Texture
TextureCache::CopyRenderTargetToTexture(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
DEBUGGER_PAUSE_LOG_AT(NEXT_EFB_CMD,false,
{printf("EFB to texture: addr = %08X\n",address);});
}
}
@ -229,8 +233,7 @@ void ClearScreen(const BPCmd &bp, const EFBRectangle &rc)
if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate)
{
if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate)
col = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
col = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
clearflags |= D3DCLEAR_TARGET; // set to break animal crossing :p ??
}