Minor code formatting:

First step to bring a level of consistency between the video plug-ins - variable names, spacing, function names, function order, comments, file names.  This will help us identify common code for VideoMerge.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6235 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
skidau
2010-09-28 02:15:02 +00:00
parent 73f4bc4598
commit 88cd9f3df1
50 changed files with 1713 additions and 1555 deletions

View File

@ -156,7 +156,6 @@ void Init()
}
CreateRgbToYuyvProgram();
CreateYuyvToRgbProgram();
}
void Shutdown()
@ -242,7 +241,7 @@ void EncodeToRamUsingShader(LPDIRECT3DPIXELSHADER9 shader, LPDIRECT3DTEXTURE9 sr
if (linearFilter)
{
D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
}
else
{
@ -256,7 +255,7 @@ void EncodeToRamUsingShader(LPDIRECT3DPIXELSHADER9 shader, LPDIRECT3DTEXTURE9 sr
vp.Height = dstHeight;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
hr = D3D::dev->SetViewport(&vp);
hr = D3D::dev->SetViewport(&vp);
RECT SrcRect;
SrcRect.top = sourceRc.top;
SrcRect.left = sourceRc.left;
@ -277,40 +276,31 @@ void EncodeToRamUsingShader(LPDIRECT3DPIXELSHADER9 shader, LPDIRECT3DTEXTURE9 sr
D3DLOCKED_RECT drect;
hr = D3D::dev->GetRenderTargetData(Rendersurf,s_texConvReadSurface);
if((hr = s_texConvReadSurface->LockRect(&drect, &DstRect, D3DLOCK_READONLY)) != D3D_OK)
hr = s_texConvReadSurface->LockRect(&drect, &DstRect, D3DLOCK_READONLY);
int writeStride = bpmem.copyMipMapStrideChannels * 32;
if (writeStride != readStride && toTexture)
{
PanicAlert("ERROR: %s", hr == D3DERR_WASSTILLDRAWING ? "Still drawing" :
hr == D3DERR_INVALIDCALL ? "Invalid call" : "w00t");
// writing to a texture of a different size
int readHeight = readStride / dstWidth;
int readStart = 0;
int readLoops = dstHeight / (readHeight/4); // 4 bytes per pixel
u8 *Source = (u8*)drect.pBits;
for (int i = 0; i < readLoops; i++)
{
int readDist = dstWidth*readHeight;
memcpy(destAddr,Source,readDist);
Source += readDist;
destAddr += writeStride;
}
}
else
{
int writeStride = bpmem.copyMipMapStrideChannels * 32;
if (writeStride != readStride && toTexture)
{
// writing to a texture of a different size
int readHeight = readStride / dstWidth;
int readStart = 0;
int readLoops = dstHeight / (readHeight/4); // 4 bytes per pixel
u8 *Source = (u8*)drect.pBits;
for (int i = 0; i < readLoops; i++)
{
int readDist = dstWidth*readHeight;
memcpy(destAddr,Source,readDist);
Source += readDist;
destAddr += writeStride;
}
}
else
memcpy(destAddr,drect.pBits,dstWidth*dstHeight*4);// 4 bytes per pixel
hr = s_texConvReadSurface->UnlockRect();
}
memcpy(destAddr,drect.pBits,dstWidth*dstHeight*4);// 4 bytes per pixel
hr = s_texConvReadSurface->UnlockRect();
}
void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source)
@ -335,7 +325,7 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
u8 *dest_ptr = Memory_GetPtr(address);
LPDIRECT3DTEXTURE9 source_texture = bFromZBuffer ? FBManager.GetEFBDepthTexture(source) : FBManager.GetEFBColorTexture(source);
LPDIRECT3DTEXTURE9 source_texture = bFromZBuffer ? g_framebufferManager.GetEFBDepthTexture(source) : g_framebufferManager.GetEFBColorTexture(source);
int width = (source.right - source.left) >> bScaleByHalf;
int height = (source.bottom - source.top) >> bScaleByHalf;
@ -343,7 +333,7 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
// Invalidate any existing texture covering this memory range.
// TODO - don't delete the texture if it already exists, just replace the contents.
TextureCache::InvalidateRange(address, size_in_bytes);
TextureCache::InvalidateRange(address, size_in_bytes);
u16 blkW = TexDecoder_GetBlockWidthInTexels(format) - 1;
u16 blkH = TexDecoder_GetBlockHeightInTexels(format) - 1;
@ -383,9 +373,9 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
int readStride = (expandedWidth * cacheBytes) / TexDecoder_GetBlockWidthInTexels(format);
Renderer::ResetAPIState();
EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource, dest_ptr, expandedWidth / samples, expandedHeight,readStride, true, bScaleByHalf > 0);
D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource, dest_ptr, expandedWidth / samples, expandedHeight, readStride, true, bScaleByHalf > 0);
D3D::dev->SetRenderTarget(0, g_framebufferManager.GetEFBColorRTSurface());
D3D::dev->SetDepthStencilSurface(g_framebufferManager.GetEFBDepthRTSurface());
Renderer::RestoreAPIState();
}
@ -454,8 +444,7 @@ u64 EncodeToRamFromTexture(u32 address,LPDIRECT3DTEXTURE9 source_texture,u32 Sou
return Hashvalue;
}
void EncodeToRamYUYV(LPDIRECT3DTEXTURE9 srcTexture, const TargetRectangle& sourceRc,u8* destAddr, int dstWidth, int dstHeight)
void EncodeToRamYUYV(LPDIRECT3DTEXTURE9 srcTexture, const TargetRectangle& sourceRc, u8* destAddr, int dstWidth, int dstHeight)
{
TextureConversionShader::SetShaderParameters(
(float)dstWidth,
@ -468,9 +457,9 @@ void EncodeToRamYUYV(LPDIRECT3DTEXTURE9 srcTexture, const TargetRectangle& sourc
(float)Renderer::GetFullTargetHeight());
Renderer::ResetAPIState();
EncodeToRamUsingShader(s_rgbToYuyvProgram, srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, 0, false, false);
D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
Renderer::RestoreAPIState();
D3D::dev->SetRenderTarget(0, g_framebufferManager.GetEFBColorRTSurface());
D3D::dev->SetDepthStencilSurface(g_framebufferManager.GetEFBDepthRTSurface());
Renderer::RestoreAPIState();
}
@ -491,7 +480,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, LPDIRECT3DTEXTURE
LPDIRECT3DSURFACE9 Rendersurf = NULL;
destTexture->GetSurfaceLevel(0,&Rendersurf);
D3D::dev->SetDepthStencilSurface(NULL);
D3D::dev->SetRenderTarget(0, Rendersurf);
D3D::dev->SetRenderTarget(0, Rendersurf);
D3DVIEWPORT9 vp;
@ -535,17 +524,17 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, LPDIRECT3DTEXTURE
srcWidth,
srcHeight,
s_yuyvToRgbProgram,
VertexShaderCache::GetSimpleVertexShader(0));
VertexShaderCache::GetSimpleVertexShader(0));
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
D3D::SetTexture(0,NULL);
D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
D3D::dev->SetRenderTarget(0, g_framebufferManager.GetEFBColorRTSurface());
D3D::dev->SetDepthStencilSurface(g_framebufferManager.GetEFBDepthRTSurface());
Renderer::RestoreAPIState();
Rendersurf->Release();
s_srcTexture->Release();
s_srcTexture->Release();
}
} // namespace