A fix to D3D NativeVertexFormat. Might not fix much, but should be a step in the right direction. Other misc bits and bobs.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2644 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2009-03-10 22:51:17 +00:00
parent d83dd8a4ae
commit c70a472522
9 changed files with 53 additions and 20 deletions

View File

@ -1,7 +1,7 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Version="9,00"
Name="Plugin_VideoDX9"
ProjectGUID="{636FAD5F-02D1-4E9A-BE67-FB8EA99B9A18}"
RootNamespace="Plugin_VideoDX9"
@ -1193,14 +1193,14 @@
RelativePath=".\Src\BPStructs.h"
>
</File>
<File
RelativePath=".\Src\NativeVertexFormat.cpp"
>
</File>
</Filter>
<Filter
Name="Render"
>
<File
RelativePath=".\Src\NativeVertexFormat.cpp"
>
</File>
<File
RelativePath=".\Src\PixelShaderCache.cpp"
>

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@ -57,13 +57,31 @@ D3DVertexFormat::~D3DVertexFormat()
}
}
D3DDECLTYPE VarToD3D(VarType t)
D3DDECLTYPE VarToD3D(VarType t, int size)
{
static const D3DDECLTYPE lookup[5] =
{
D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4, D3DDECLTYPE_SHORT4N, D3DDECLTYPE_USHORT4N, D3DDECLTYPE_FLOAT3,
static const D3DDECLTYPE lookup1[5] = {
D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_FLOAT1,
};
return lookup[t];
static const D3DDECLTYPE lookup2[5] = {
D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_SHORT2N, D3DDECLTYPE_USHORT2N, D3DDECLTYPE_FLOAT2,
};
static const D3DDECLTYPE lookup3[5] = {
D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_FLOAT3,
};
static const D3DDECLTYPE lookup4[5] = {
D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4, D3DDECLTYPE_SHORT4N, D3DDECLTYPE_USHORT4N, D3DDECLTYPE_FLOAT4,
};
D3DDECLTYPE retval = D3DDECLTYPE_UNUSED;
switch (size) {
case 1: retval = lookup1[t]; break;
case 2: retval = lookup2[t]; break;
case 3: retval = lookup3[t]; break;
case 4: retval = lookup4[t]; break;
}
if (retval == D3DDECLTYPE_UNUSED) {
PanicAlert("VarToD3D: Invalid type/size combo %i , %i", (int)t, size);
}
return retval;
}
// TODO: Ban signed bytes as normals - not likely that ATI supports them natively.
@ -91,7 +109,7 @@ void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
if (_vtx_decl.normal_offset[i] > 0)
{
elems[elem_idx].Offset = _vtx_decl.normal_offset[i];
elems[elem_idx].Type = VarToD3D(_vtx_decl.normal_gl_type);
elems[elem_idx].Type = VarToD3D(_vtx_decl.normal_gl_type, _vtx_decl.normal_gl_size);
elems[elem_idx].Usage = D3DDECLUSAGE_NORMAL;
elems[elem_idx].UsageIndex = i;
++elem_idx;
@ -103,7 +121,7 @@ void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
if (_vtx_decl.color_offset[i] > 0)
{
elems[elem_idx].Offset = _vtx_decl.color_offset[i];
elems[elem_idx].Type = VarToD3D(_vtx_decl.color_gl_type);
elems[elem_idx].Type = VarToD3D(_vtx_decl.color_gl_type, 4);
elems[elem_idx].Usage = D3DDECLUSAGE_COLOR;
elems[elem_idx].UsageIndex = i;
++elem_idx;
@ -115,7 +133,7 @@ void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
if (_vtx_decl.texcoord_offset[i] > 0)
{
elems[elem_idx].Offset = _vtx_decl.texcoord_offset[i];
elems[elem_idx].Type = VarToD3D(_vtx_decl.texcoord_gl_type[i]);
elems[elem_idx].Type = VarToD3D(_vtx_decl.texcoord_gl_type[i], _vtx_decl.texcoord_size[i]);
elems[elem_idx].Usage = D3DDECLUSAGE_TEXCOORD;
elems[elem_idx].UsageIndex = i;
++elem_idx;

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@ -72,7 +72,7 @@ void Config::Load()
iniFile.Get("Enhancements", "MaxAnisotropy", &iMaxAnisotropy, 3); // NOTE - this is x in (1 << x)
iniFile.Get("Hacks", "EFBCopyDisable", &bEFBCopyDisable, 0);
iniFile.Get("Hacks", "EFBCopyDisableHotKey", &bEFBCopyDisableHotKey, 0);
iniFile.Get("Hacks", "EFBCopyDisableHotKey", &bEFBCopyDisableHotKey, 0);
iniFile.Get("Hacks", "ProjectionHax1", &bProjectionHax1, 0);
iniFile.Get("Hacks", "EFBToTextureEnable", &bCopyEFBToRAM, 0);
}

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@ -84,7 +84,6 @@ void __Log(const char *fmt, ...)
fwrite(Msg, strlen(Msg), 1, pfLog);
Console::Print(Msg);
}
void __Log(int type, const char *fmt, ...)

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@ -587,6 +587,7 @@ GLuint Renderer::ResolveAndGetRenderTarget(const TRectangle &source_rect)
TRectangle flipped_rect;
source_rect.FlipYPosition(GetTargetHeight(), &flipped_rect);
flipped_rect.Clamp(0, 0, GetTargetWidth(), GetTargetHeight());
// Do the resolve.
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uFramebuffer);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, s_uResolvedFramebuffer);
@ -612,6 +613,7 @@ GLuint Renderer::ResolveAndGetFakeZTarget(const TRectangle &source_rect)
TRectangle flipped_rect;
source_rect.FlipYPosition(GetTargetHeight(), &flipped_rect);
flipped_rect.Clamp(0, 0, GetTargetWidth(), GetTargetHeight());
// Do the resolve. We resolve both color channels, not very necessary.
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uFramebuffer);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, s_uResolvedFramebuffer);

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@ -284,6 +284,7 @@ void Video_Prepare(void)
GL_REPORT_ERRORD();
VertexLoaderManager::Init();
TextureConverter::Init();
INFO_LOG(VIDEO, "Video plugin initialized.");
}
void Shutdown(void)