First version of MSAA code added. No UI yet. No CSAA yet. Doesn't work in Zeldas and Metroids for unknown reason.

Automatic texture invalidation when using copy efb to ram (fixes weird flickery scanner in metroid 2). 

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2617 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2009-03-08 19:19:51 +00:00
parent c7a45ecf95
commit c6ffcec991
12 changed files with 346 additions and 148 deletions

View File

@ -88,11 +88,13 @@ public:
// If in MSAA mode, this will perform a resolve of the specified rectangle, and return the resolve target as a texture ID.
// Thus, this call may be expensive. Don't repeat it unnecessarily.
// If not in MSAA mode, will just return the render target texture ID.
// After calling this, before you render anything else, you MUST bind the framebuffer you want to draw to.
static GLuint ResolveAndGetRenderTarget(const TRectangle &rect);
// Same as above but for the FakeZ Target.
// After calling this, before you render anything else, you MUST bind the framebuffer you want to draw to.
static GLuint ResolveAndGetFakeZTarget(const TRectangle &rect);
static GLuint GetFakeZTarget(); // This is used by some functions to check for Z target existence. Should be changed to a bool.
static bool UseFakeZTarget(); // This is used by some functions to check for Z target existence.
// Random utilities
static void RenderText(const char* pstr, int left, int top, u32 color);