D3D11: Implement EFB format reinterpretation.

Now someone port this to OpenGL please, kthxbye.

Fix some warnings, fix a wrong string, ...

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7061 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
NeoBrainX
2011-02-04 17:00:34 +00:00
parent d698e022f5
commit 91ff420ed6
8 changed files with 122 additions and 11 deletions

View File

@ -87,6 +87,14 @@ public:
static D3DTexture2D* &GetResolvedEFBColorTexture();
static D3DTexture2D* &GetResolvedEFBDepthTexture();
static D3DTexture2D* &GetEFBColorTempTexture() { return m_efb.color_temp_tex; }
static void SwapReinterpretTexture()
{
D3DTexture2D* swaptex = GetEFBColorTempTexture();
m_efb.color_temp_tex = GetEFBColorTexture();
m_efb.color_tex = swaptex;
}
private:
XFBSourceBase* CreateXFBSource(unsigned int target_width, unsigned int target_height);
void GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc);
@ -102,6 +110,8 @@ private:
ID3D11Texture2D* depth_staging_buf;
D3DTexture2D* depth_read_texture;
D3DTexture2D* color_temp_tex;
D3DTexture2D* resolved_color_tex;
D3DTexture2D* resolved_depth_tex;
} m_efb;