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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
Second Experimental commit:
corrected peek color and peek z to correctly emulate real hardware formats. implements native gamma correction.(i don't own any game that uses this functionality so i will appreciate feedback) i need a lot of feedback in this changes please enjoy git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6664 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -21,7 +21,7 @@ struct XFBSourceBase
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virtual void DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight) = 0;
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virtual void CopyEFB() = 0;
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virtual void CopyEFB(float Gamma) = 0;
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u32 srcAddr;
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u32 srcWidth;
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@ -47,7 +47,7 @@ public:
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FramebufferManagerBase();
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virtual ~FramebufferManagerBase();
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static void CopyToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
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static void CopyToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma);
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static const XFBSourceBase* const* GetXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount);
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protected:
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@ -75,8 +75,8 @@ private:
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static void ReplaceVirtualXFB();
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// TODO: merge these virtual funcs, they are nearly all the same
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virtual void CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc) = 0;
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static void CopyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
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virtual void CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma = 1.0f) = 0;
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static void CopyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma = 1.0f);
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static const XFBSourceBase* const* GetRealXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount);
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static const XFBSourceBase* const* GetVirtualXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount);
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