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D3D: Fix nonpow2 textures (simply turn off the rect texture stuff since it's not necessary under D3D). some cleanup. Add a TODO (tip from Orphis)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4168 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -28,7 +28,7 @@
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// a unique identifier, basically containing all the bits. Yup, it's a lot ....
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// It would likely be a lot more efficient to build this incrementally as the attributes
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// are set...
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void GetPixelShaderId(PIXELSHADERUID &uid, u32 s_texturemask, u32 dstAlphaEnable)
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void GetPixelShaderId(PIXELSHADERUID &uid, u32 texturemask, u32 dstAlphaEnable)
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{
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u32 projtexcoords = 0;
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for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; i++)
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@ -53,7 +53,7 @@ void GetPixelShaderId(PIXELSHADERUID &uid, u32 s_texturemask, u32 dstAlphaEnable
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for (int i = 0; i < 8; i += 2)
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((u8*)&uid.values[1])[i / 2] = (bpmem.tevksel[i].hex & 0xf) | ((bpmem.tevksel[i + 1].hex & 0xf) << 4);
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uid.values[2] = s_texturemask;
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uid.values[2] = texturemask;
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uid.values[3] = (u32)bpmem.fog.c_proj_fsel.fsel |
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((u32)bpmem.fog.c_proj_fsel.proj << 3);
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@ -831,13 +831,13 @@ void SampleTexture(char *&p, const char *destination, const char *texcoords, con
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if (HLSL)
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WRITE(p, "%s=tex2D(samp%d,tempcoord.xy).%s;\n", destination, texmap, texswap);
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else
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WRITE(p, "%s=texRECT(samp%d,tempcoord.xy).%s;\n", destination, texmap, texswap);
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WRITE(p, "%s=texRECT(samp%d,tempcoord.xy).%s;\n", destination, texmap, texswap);
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}
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else {
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if (HLSL)
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WRITE(p, "%s=tex2D(samp%d,%s.xy).%s;\n", destination, texmap, texcoords, texswap);
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else
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WRITE(p, "%s=texRECT(samp%d,%s.xy).%s;\n", destination, texmap, texcoords, texswap);
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WRITE(p, "%s=texRECT(samp%d,%s.xy).%s;\n", destination, texmap, texcoords, texswap);
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}
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}
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else {
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