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DX9: Create textures needed for CPU->EFB access even if it's disabled.
That way, one can toggle that option during emulation. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6025 8ced0084-cf51-0410-be5f-012b33b47a6e
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2c6f851bba
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@ -97,7 +97,7 @@ void FramebufferManager::Create()
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{
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hr = s_efb_color_texture->GetSurfaceLevel(0, &s_efb_color_surface);
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}
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CHECK(hr, "Create Color Texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
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CHECK(hr, "Create color texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
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hr = D3D::dev->CreateTexture(1, 1, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format,
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D3DPOOL_DEFAULT, &s_efb_colorRead_texture, NULL);
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CHECK(hr, "Create Color Read Texture (hr=%#x)", hr);
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@ -107,71 +107,61 @@ void FramebufferManager::Create()
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}
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// Create an offscreen surface that we can lock to retrieve the data
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hr = D3D::dev->CreateOffscreenPlainSurface(1, 1, s_efb_color_surface_Format, D3DPOOL_SYSTEMMEM, &s_efb_color_OffScreenReadBuffer, NULL);
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CHECK(hr, "Create Color offScreen Surface (hr=%#x)", hr);
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// Select Zbuffer format supported by hardware.
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if (g_ActiveConfig.bEFBAccessEnable)
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CHECK(hr, "Create offscreen color surface (hr=%#x)", hr);
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// Select a Z-buffer format with hardware support
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D3DFORMAT *DepthTexFormats = new D3DFORMAT[5];
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DepthTexFormats[0] = FOURCC_INTZ;
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DepthTexFormats[1] = FOURCC_DF24;
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DepthTexFormats[2] = FOURCC_RAWZ;
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DepthTexFormats[3] = FOURCC_DF16;
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DepthTexFormats[4] = D3DFMT_D24X8;
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for(int i = 0; i < 5; i++)
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{
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D3DFORMAT *DepthTexFormats = new D3DFORMAT[5];
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DepthTexFormats[0] = FOURCC_INTZ;
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DepthTexFormats[1] = FOURCC_DF24;
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DepthTexFormats[2] = FOURCC_RAWZ;
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DepthTexFormats[3] = FOURCC_DF16;
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DepthTexFormats[4] = D3DFMT_D24X8;
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for(int i = 0; i < 5; i++)
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{
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s_efb_depth_surface_Format = DepthTexFormats[i];
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// Get the framebuffer Depth texture
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hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_DEPTHSTENCIL, s_efb_depth_surface_Format,
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D3DPOOL_DEFAULT, &s_efb_depth_texture, NULL);
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if (!FAILED(hr))
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break;
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}
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CHECK(hr, "Depth Color Texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
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// Get the Surface
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if(s_efb_depth_texture)
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{
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s_efb_depth_texture->GetSurfaceLevel(0, &s_efb_depth_surface);
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}
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// Create a 4x4 pixel texture to work as a buffer for peeking
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if(s_efb_depth_surface_Format == FOURCC_RAWZ || s_efb_depth_surface_Format == D3DFMT_D24X8)
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{
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DepthTexFormats[0] = D3DFMT_A8R8G8B8;
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}
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else
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{
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DepthTexFormats[0] = D3DFMT_R32F;
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}
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DepthTexFormats[1] = D3DFMT_A8R8G8B8;
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for(int i = 0; i < 2; i++)
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{
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s_efb_depth_ReadBuffer_Format = DepthTexFormats[i];
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// Get the framebuffer Depth texture
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hr = D3D::dev->CreateTexture(4, 4, 1, D3DUSAGE_RENDERTARGET, s_efb_depth_ReadBuffer_Format,
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D3DPOOL_DEFAULT, &s_efb_depthRead_texture, NULL);
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if (!FAILED(hr))
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break;
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}
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CHECK(hr, "Create Depth Read texture (hr=%#x)", hr);
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if(s_efb_depthRead_texture)
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{
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s_efb_depthRead_texture->GetSurfaceLevel(0, &s_efb_depth_ReadBuffer);
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}
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// Create an offscreen surface that we can lock to retrieve the data
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hr = D3D::dev->CreateOffscreenPlainSurface(4, 4, s_efb_depth_ReadBuffer_Format, D3DPOOL_SYSTEMMEM, &s_efb_depth_OffScreenReadBuffer, NULL);
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CHECK(hr, "Create Depth offScreen Surface (hr=%#x)", hr);
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delete [] DepthTexFormats;
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s_efb_depth_surface_Format = DepthTexFormats[i];
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// Create the framebuffer depth texture
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hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_DEPTHSTENCIL, s_efb_depth_surface_Format,
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D3DPOOL_DEFAULT, &s_efb_depth_texture, NULL);
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if (!FAILED(hr))
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break;
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}
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CHECK(hr, "Framebuffer depth texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
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// Get the Surface
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if(s_efb_depth_texture)
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{
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s_efb_depth_texture->GetSurfaceLevel(0, &s_efb_depth_surface);
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}
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// Create a 4x4 pixel texture to work as a buffer for peeking
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if(s_efb_depth_surface_Format == FOURCC_RAWZ || s_efb_depth_surface_Format == D3DFMT_D24X8)
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{
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DepthTexFormats[0] = D3DFMT_A8R8G8B8;
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}
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else
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{
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s_efb_depth_surface_Format = D3DFMT_D24X8;
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hr = D3D::dev->CreateDepthStencilSurface(target_width, target_height, s_efb_depth_surface_Format,
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D3DMULTISAMPLE_NONE, 0, FALSE, &s_efb_depth_surface, NULL);
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CHECK(hr, "CreateDepthStencilSurface (hr=%#x)", hr);
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DepthTexFormats[0] = D3DFMT_R32F;
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}
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DepthTexFormats[1] = D3DFMT_A8R8G8B8;
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for(int i = 0; i < 2; i++)
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{
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s_efb_depth_ReadBuffer_Format = DepthTexFormats[i];
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// Get the framebuffer Depth texture
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hr = D3D::dev->CreateTexture(4, 4, 1, D3DUSAGE_RENDERTARGET, s_efb_depth_ReadBuffer_Format,
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D3DPOOL_DEFAULT, &s_efb_depthRead_texture, NULL);
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if (!FAILED(hr))
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break;
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}
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CHECK(hr, "Create depth read texture (hr=%#x)", hr);
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if(s_efb_depthRead_texture)
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{
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s_efb_depthRead_texture->GetSurfaceLevel(0, &s_efb_depth_ReadBuffer);
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}
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// Create an offscreen surface that we can lock to retrieve the data
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hr = D3D::dev->CreateOffscreenPlainSurface(4, 4, s_efb_depth_ReadBuffer_Format, D3DPOOL_SYSTEMMEM, &s_efb_depth_OffScreenReadBuffer, NULL);
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CHECK(hr, "Create depth offscreen surface (hr=%#x)", hr);
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delete [] DepthTexFormats;
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}
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void FramebufferManager::Destroy()
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