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D3D: Eliminate black borders, add 4:3 and 16:9 settings, and the widescreen hack. Unfortunately this temporarily breaks MSAA (in d3d only) until I have time to fix it.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4263 8ced0084-cf51-0410-be5f-012b33b47a6e
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Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.h
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Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.h
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef _FRAMEBUFFERMANAGER_D3D_H_
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#define _FRAMEBUFFERMANAGER_D3D_H_
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#include <list>
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#include "D3DBase.h"
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namespace FBManager
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{
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void Create();
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void Destroy();
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// To get the EFB in texture form, these functions may have to transfer
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// the EFB to a resolved texture first.
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LPDIRECT3DTEXTURE9 GetEFBColorTexture(const EFBRectangle& sourceRc);
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LPDIRECT3DTEXTURE9 GetEFBDepthTexture(const EFBRectangle& sourceRc);
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LPDIRECT3DSURFACE9 GetEFBColorRTSurface();
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LPDIRECT3DSURFACE9 GetEFBDepthRTSurface();
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/*
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// Resolved framebuffer is only used in MSAA mode.
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LPDIRECT3DTEXTURE9 GetResolvedFramebuffer() const { return m_resolvedFramebuffer; }
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TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc) const;
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void SetFramebuffer(LPDIRECT3DSURFACE9 surface);
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// If in MSAA mode, this will perform a resolve of the specified rectangle, and return the resolve target as a texture ID.
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// Thus, this call may be expensive. Don't repeat it unnecessarily.
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// If not in MSAA mode, will just return the render target texture ID.
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// After calling this, before you render anything else, you MUST bind the framebuffer you want to draw to.
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LPDIRECT3DTEXTURE9 ResolveAndGetRenderTarget(const EFBRectangle &rect);
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// Same as above but for the depth Target.
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// After calling this, before you render anything else, you MUST bind the framebuffer you want to draw to.
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LPDIRECT3DTEXTURE9 ResolveAndGetDepthTarget(const EFBRectangle &rect);
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*/
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};
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#endif
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