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
This commit is contained in:
hrydgard
2009-09-13 17:46:33 +00:00
parent 5911abc600
commit a7c70ddb66
32 changed files with 2041 additions and 370 deletions

View File

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