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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-29 17:19:44 -06:00
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:
@ -1,7 +1,7 @@
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<?xml version="1.0" encoding="Windows-1252"?>
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<VisualStudioProject
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ProjectType="Visual C++"
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Version="9.00"
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Version="9,00"
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Name="Plugin_VideoDX9"
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ProjectGUID="{636FAD5F-02D1-4E9A-BE67-FB8EA99B9A18}"
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RootNamespace="Plugin_VideoDX9"
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@ -1193,14 +1193,14 @@
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RelativePath=".\Src\BPStructs.h"
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>
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</File>
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<File
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RelativePath=".\Src\NativeVertexFormat.cpp"
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>
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</File>
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</Filter>
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<Filter
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Name="Render"
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>
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<File
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RelativePath=".\Src\NativeVertexFormat.cpp"
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>
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</File>
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<File
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RelativePath=".\Src\PixelShaderCache.cpp"
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>
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@ -57,13 +57,31 @@ D3DVertexFormat::~D3DVertexFormat()
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}
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}
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D3DDECLTYPE VarToD3D(VarType t)
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D3DDECLTYPE VarToD3D(VarType t, int size)
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{
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static const D3DDECLTYPE lookup[5] =
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{
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D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4, D3DDECLTYPE_SHORT4N, D3DDECLTYPE_USHORT4N, D3DDECLTYPE_FLOAT3,
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static const D3DDECLTYPE lookup1[5] = {
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D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_FLOAT1,
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};
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return lookup[t];
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static const D3DDECLTYPE lookup2[5] = {
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D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_SHORT2N, D3DDECLTYPE_USHORT2N, D3DDECLTYPE_FLOAT2,
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};
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static const D3DDECLTYPE lookup3[5] = {
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D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_FLOAT3,
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};
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static const D3DDECLTYPE lookup4[5] = {
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D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4, D3DDECLTYPE_SHORT4N, D3DDECLTYPE_USHORT4N, D3DDECLTYPE_FLOAT4,
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};
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D3DDECLTYPE retval = D3DDECLTYPE_UNUSED;
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switch (size) {
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case 1: retval = lookup1[t]; break;
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case 2: retval = lookup2[t]; break;
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case 3: retval = lookup3[t]; break;
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case 4: retval = lookup4[t]; break;
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}
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if (retval == D3DDECLTYPE_UNUSED) {
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PanicAlert("VarToD3D: Invalid type/size combo %i , %i", (int)t, size);
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}
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return retval;
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}
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// TODO: Ban signed bytes as normals - not likely that ATI supports them natively.
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@ -91,7 +109,7 @@ void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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if (_vtx_decl.normal_offset[i] > 0)
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{
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elems[elem_idx].Offset = _vtx_decl.normal_offset[i];
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elems[elem_idx].Type = VarToD3D(_vtx_decl.normal_gl_type);
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elems[elem_idx].Type = VarToD3D(_vtx_decl.normal_gl_type, _vtx_decl.normal_gl_size);
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elems[elem_idx].Usage = D3DDECLUSAGE_NORMAL;
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elems[elem_idx].UsageIndex = i;
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++elem_idx;
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@ -103,7 +121,7 @@ void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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if (_vtx_decl.color_offset[i] > 0)
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{
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elems[elem_idx].Offset = _vtx_decl.color_offset[i];
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elems[elem_idx].Type = VarToD3D(_vtx_decl.color_gl_type);
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elems[elem_idx].Type = VarToD3D(_vtx_decl.color_gl_type, 4);
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elems[elem_idx].Usage = D3DDECLUSAGE_COLOR;
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elems[elem_idx].UsageIndex = i;
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++elem_idx;
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@ -115,7 +133,7 @@ void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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if (_vtx_decl.texcoord_offset[i] > 0)
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{
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elems[elem_idx].Offset = _vtx_decl.texcoord_offset[i];
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elems[elem_idx].Type = VarToD3D(_vtx_decl.texcoord_gl_type[i]);
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elems[elem_idx].Type = VarToD3D(_vtx_decl.texcoord_gl_type[i], _vtx_decl.texcoord_size[i]);
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elems[elem_idx].Usage = D3DDECLUSAGE_TEXCOORD;
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elems[elem_idx].UsageIndex = i;
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++elem_idx;
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@ -72,7 +72,7 @@ void Config::Load()
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iniFile.Get("Enhancements", "MaxAnisotropy", &iMaxAnisotropy, 3); // NOTE - this is x in (1 << x)
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iniFile.Get("Hacks", "EFBCopyDisable", &bEFBCopyDisable, 0);
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iniFile.Get("Hacks", "EFBCopyDisableHotKey", &bEFBCopyDisableHotKey, 0);
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iniFile.Get("Hacks", "EFBCopyDisableHotKey", &bEFBCopyDisableHotKey, 0);
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iniFile.Get("Hacks", "ProjectionHax1", &bProjectionHax1, 0);
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iniFile.Get("Hacks", "EFBToTextureEnable", &bCopyEFBToRAM, 0);
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}
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@ -84,7 +84,6 @@ void __Log(const char *fmt, ...)
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fwrite(Msg, strlen(Msg), 1, pfLog);
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Console::Print(Msg);
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}
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void __Log(int type, const char *fmt, ...)
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@ -587,6 +587,7 @@ GLuint Renderer::ResolveAndGetRenderTarget(const TRectangle &source_rect)
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TRectangle flipped_rect;
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source_rect.FlipYPosition(GetTargetHeight(), &flipped_rect);
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flipped_rect.Clamp(0, 0, GetTargetWidth(), GetTargetHeight());
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// Do the resolve.
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uFramebuffer);
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glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, s_uResolvedFramebuffer);
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@ -612,6 +613,7 @@ GLuint Renderer::ResolveAndGetFakeZTarget(const TRectangle &source_rect)
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TRectangle flipped_rect;
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source_rect.FlipYPosition(GetTargetHeight(), &flipped_rect);
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flipped_rect.Clamp(0, 0, GetTargetWidth(), GetTargetHeight());
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// Do the resolve. We resolve both color channels, not very necessary.
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uFramebuffer);
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glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, s_uResolvedFramebuffer);
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@ -284,6 +284,7 @@ void Video_Prepare(void)
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GL_REPORT_ERRORD();
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VertexLoaderManager::Init();
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TextureConverter::Init();
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INFO_LOG(VIDEO, "Video plugin initialized.");
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}
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void Shutdown(void)
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