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
This commit is contained in:
Rodolfo Osvaldo Bogado
2010-12-27 03:18:01 +00:00
parent f3336a84a1
commit c2283ad6c0
25 changed files with 201 additions and 101 deletions

View File

@ -21,7 +21,7 @@ struct XFBSourceBase
virtual void DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight) = 0;
virtual void CopyEFB() = 0;
virtual void CopyEFB(float Gamma) = 0;
u32 srcAddr;
u32 srcWidth;
@ -47,7 +47,7 @@ public:
FramebufferManagerBase();
virtual ~FramebufferManagerBase();
static void CopyToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
static void CopyToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma);
static const XFBSourceBase* const* GetXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount);
protected:
@ -75,8 +75,8 @@ private:
static void ReplaceVirtualXFB();
// TODO: merge these virtual funcs, they are nearly all the same
virtual void CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc) = 0;
static void CopyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
virtual void CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma = 1.0f) = 0;
static void CopyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma = 1.0f);
static const XFBSourceBase* const* GetRealXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount);
static const XFBSourceBase* const* GetVirtualXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount);