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

@ -386,7 +386,8 @@ void drawShadedTexQuad(IDirect3DTexture9 *texture,
int DestWidth,
int DestHeight,
IDirect3DPixelShader9 *PShader,
IDirect3DVertexShader9 *Vshader)
IDirect3DVertexShader9 *Vshader,
float Gamma)
{
float sw = 1.0f /(float) SourceWidth;
float sh = 1.0f /(float) SourceHeight;
@ -396,17 +397,18 @@ void drawShadedTexQuad(IDirect3DTexture9 *texture,
float u2=((float)rSource->right) * sw;
float v1=((float)rSource->top) * sh;
float v2=((float)rSource->bottom) * sh;
float g = 1.0/Gamma;
struct Q2DVertex { float x,y,z,rhw,u,v,w,h,L,T,R,B; } coords[4] = {
{-1.0f - dw,-1.0f + dh, 0.0f,1.0f, u1, v2, sw, sh,u1,v1,u2,v2},
{-1.0f - dw, 1.0f + dh, 0.0f,1.0f, u1, v1, sw, sh,u1,v1,u2,v2},
{ 1.0f - dw,-1.0f + dh, 0.0f,1.0f, u2, v2, sw, sh,u1,v1,u2,v2},
{ 1.0f - dw, 1.0f + dh, 0.0f,1.0f, u2, v1, sw, sh,u1,v1,u2,v2}
struct Q2DVertex { float x,y,z,rhw,u,v,w,h,G; } coords[4] = {
{-1.0f - dw,-1.0f + dh, 0.0f,1.0f, u1, v2, sw, sh, g},
{-1.0f - dw, 1.0f + dh, 0.0f,1.0f, u1, v1, sw, sh, g},
{ 1.0f - dw,-1.0f + dh, 0.0f,1.0f, u2, v2, sw, sh, g},
{ 1.0f - dw, 1.0f + dh, 0.0f,1.0f, u2, v1, sw, sh, g}
};
dev->SetVertexShader(Vshader);
dev->SetPixelShader(PShader);
D3D::SetTexture(0, texture);
dev->SetFVF(D3DFVF_XYZW | D3DFVF_TEX3 | D3DFVF_TEXCOORDSIZE4(2));
dev->SetFVF(D3DFVF_XYZW | D3DFVF_TEX3 | D3DFVF_TEXCOORDSIZE1(2));
dev->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, coords, sizeof(Q2DVertex));
RestoreShaders();
}
@ -419,7 +421,8 @@ void drawShadedTexSubQuad(IDirect3DTexture9 *texture,
int DestWidth,
int DestHeight,
IDirect3DPixelShader9 *PShader,
IDirect3DVertexShader9 *Vshader)
IDirect3DVertexShader9 *Vshader,
float Gamma)
{
float sw = 1.0f /(float) SourceWidth;
float sh = 1.0f /(float) SourceHeight;
@ -429,17 +432,18 @@ void drawShadedTexSubQuad(IDirect3DTexture9 *texture,
float u2= rSource->right * sw;
float v1= rSource->top * sh;
float v2= rSource->bottom * sh;
float g = 1.0/Gamma;
struct Q2DVertex { float x,y,z,rhw,u,v,w,h,L,T,R,B; } coords[4] = {
{ rDest->left - dw , rDest->top + dh, 1.0f,1.0f, u1, v2, sw, sh,u1,v1,u2,v2},
{ rDest->left - dw , rDest->bottom + dh, 1.0f,1.0f, u1, v1, sw, sh,u1,v1,u2,v2},
{ rDest->right - dw , rDest->top + dh, 1.0f,1.0f, u2, v2, sw, sh,u1,v1,u2,v2},
{ rDest->right - dw , rDest->bottom + dh, 1.0f,1.0f, u2, v1, sw, sh,u1,v1,u2,v2}
struct Q2DVertex { float x,y,z,rhw,u,v,w,h,G; } coords[4] = {
{ rDest->left - dw , rDest->top + dh, 1.0f,1.0f, u1, v2, sw, sh, g},
{ rDest->left - dw , rDest->bottom + dh, 1.0f,1.0f, u1, v1, sw, sh, g},
{ rDest->right - dw , rDest->top + dh, 1.0f,1.0f, u2, v2, sw, sh, g},
{ rDest->right - dw , rDest->bottom + dh, 1.0f,1.0f, u2, v1, sw, sh, g}
};
dev->SetVertexShader(Vshader);
dev->SetPixelShader(PShader);
D3D::SetTexture(0, texture);
dev->SetFVF(D3DFVF_XYZW | D3DFVF_TEX3 | D3DFVF_TEXCOORDSIZE4(2));
dev->SetFVF(D3DFVF_XYZW | D3DFVF_TEX3 | D3DFVF_TEXCOORDSIZE1(2));
dev->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, coords, sizeof(Q2DVertex));
RestoreShaders();
}