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

@ -70,7 +70,8 @@ namespace D3D
int SourceHeight,
ID3D11PixelShader* PShader,
ID3D11VertexShader* VShader,
ID3D11InputLayout* layout);
ID3D11InputLayout* layout,
float Gamma = 1.0f);
void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
const MathUtil::Rectangle<float>* rSource,
int SourceWidth,
@ -78,7 +79,8 @@ namespace D3D
const MathUtil::Rectangle<float>* rDest,
ID3D11PixelShader* PShader,
ID3D11VertexShader* Vshader,
ID3D11InputLayout* layout);
ID3D11InputLayout* layout,
float Gamma = 1.0f);
void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexShader* Vshader, ID3D11InputLayout* layout);
void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2);
}