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https://github.com/dolphin-emu/dolphin.git
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Implement pixel data reinterpretation on EFB format change.
Whatever that means, it fixes that stupid Super Mario Sunshine glitch and possibly lots of other stuff, so test as many glitchy games as possible with this ;) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6669 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -45,6 +45,9 @@ FramebufferManager::FramebufferManager()
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s_efb.color_OffScreenReadBuffer = NULL;
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s_efb.depth_OffScreenReadBuffer = NULL;
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s_efb.color_reinterpret_texture = NULL;
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s_efb.color_reinterpret_surface = NULL;
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s_efb.color_surface_Format = D3DFMT_FORCE_DWORD;
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s_efb.depth_surface_Format = D3DFMT_FORCE_DWORD;
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s_efb.depth_ReadBuffer_Format = D3DFMT_FORCE_DWORD;
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@ -62,6 +65,7 @@ FramebufferManager::FramebufferManager()
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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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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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@ -130,6 +134,15 @@ FramebufferManager::FramebufferManager()
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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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// create resources for ReinterpretPixelData
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hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb.color_surface_Format,
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D3DPOOL_DEFAULT, &s_efb.color_reinterpret_texture, NULL);
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if (s_efb.color_reinterpret_texture)
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{
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hr = s_efb.color_reinterpret_texture->GetSurfaceLevel(0, &s_efb.color_reinterpret_surface);
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}
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CHECK(hr, "Create color reinterpret texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
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}
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FramebufferManager::~FramebufferManager()
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@ -144,6 +157,8 @@ FramebufferManager::~FramebufferManager()
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SAFE_RELEASE(s_efb.colorRead_texture);
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SAFE_RELEASE(s_efb.depth_texture);
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SAFE_RELEASE(s_efb.depthRead_texture);
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SAFE_RELEASE(s_efb.color_reinterpret_texture);
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SAFE_RELEASE(s_efb.color_reinterpret_surface);
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}
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XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height)
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