mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 14:19:46 -06:00
mixed commit:
in D3D and Opengl: fixed one nasty bug in texture loading where if a dynamic texture keeps his format but the tlut format is changed, the try or reloading the texture in the same texture could cause a hang if the size of the resulting texture is different than the original (size in bytes) Applied a ugly temporal hack to the texture conversor to solve efb to ram misalignments and effect distortions. in D3D: Pseudo implementation of logic ops using basic blending: the first 8 operations are "good approximations", the remaining 8 are bullshit :) if someone have a better approximation to emulate this logic please let me know. please test if i don't break anything in the process and test Mario kart wee you will get a nice surprise.:) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4656 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -71,7 +71,7 @@ void SetDitherMode(const BPCmd &bp)
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}
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void SetLogicOpMode(const BPCmd &bp)
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{
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// Logic op blending. D3D can't do this but can fake some modes.
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Renderer::SetLogicOpMode();
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}
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void SetColorMask(const BPCmd &bp)
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@ -103,13 +103,20 @@ LPDIRECT3DTEXTURE9 CreateTexture2D(const u8* buffer, const int width, const int
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break;
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case D3DFMT_A8R8G8B8:
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{
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u32* pIn = pBuffer;
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for (int y = 0; y < height; y++)
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/*if(Lock.Pitch == width * 4)
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{
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u32* pBits = (u32*)((u8*)Lock.pBits + (y * Lock.Pitch));
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memcpy(pBits, pIn, width * 4);
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pIn += pitch;
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memcpy(Lock.pBits,buffer,width*height*4);
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}
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else
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{*/
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u32* pIn = pBuffer;
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for (int y = 0; y < height; y++)
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{
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u32* pBits = (u32*)((u8*)Lock.pBits + (y * Lock.Pitch));
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memcpy(pBits, pIn, width * 4);
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pIn += pitch;
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}
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//}
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}
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break;
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case D3DFMT_DXT1:
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@ -122,6 +129,25 @@ LPDIRECT3DTEXTURE9 CreateTexture2D(const u8* buffer, const int width, const int
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return pTexture;
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}
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LPDIRECT3DTEXTURE9 CreateOnlyTexture2D(const int width, const int height, D3DFORMAT fmt)
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{
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LPDIRECT3DTEXTURE9 pTexture;
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// crazy bitmagic, sorry :)
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bool isPow2 = !((width&(width-1)) || (height&(height-1)));
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bool bExpand = false;
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HRESULT hr;
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// TODO(ector): Allow mipmaps for non-pow textures on newer cards?
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// TODO(ector): Use the game-specified mipmaps?
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if (!isPow2)
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hr = dev->CreateTexture(width, height, 1, 0, fmt, D3DPOOL_MANAGED, &pTexture, NULL);
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else
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hr = dev->CreateTexture(width, height, 0, D3DUSAGE_AUTOGENMIPMAP, fmt, D3DPOOL_MANAGED, &pTexture, NULL);
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if (FAILED(hr))
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return 0;
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return pTexture;
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}
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void ReplaceTexture2D(LPDIRECT3DTEXTURE9 pTexture, const u8* buffer, const int width, const int height,const int pitch, D3DFORMAT fmt)
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{
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u32* pBuffer = (u32*)buffer;
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@ -25,4 +25,5 @@ namespace D3D
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void ReplaceTexture2D(LPDIRECT3DTEXTURE9 pTexture, const u8* buffer, const int width, const int height,const int pitch, D3DFORMAT fmt);
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LPDIRECT3DTEXTURE9 CreateRenderTarget(const int width, const int height);
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LPDIRECT3DSURFACE9 CreateDepthStencilSurface(const int width, const int height);
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LPDIRECT3DTEXTURE9 CreateOnlyTexture2D(const int width, const int height, D3DFORMAT fmt);
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}
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@ -91,6 +91,86 @@ static const D3DBLEND d3dDestFactors[8] =
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D3DBLEND_INVDESTALPHA
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};
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// 0 0x00
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// 1 Source & destination
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// 2 Source & ~destination
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// 3 Source
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// 4 ~Source & destination
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// 5 Destination
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// 6 Source ^ destination = Source & ~destination | ~Source & destination
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// 7 Source | destination
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// 8 ~(Source | destination)
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// 9 ~(Source ^ destination) = ~Source & ~destination | Source & destination
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// 10 ~Destination
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// 11 Source | ~destination
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// 12 ~Source
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// 13 ~Source | destination
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// 14 ~(Source & destination)
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// 15 0xff
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static const D3DBLENDOP d3dLogincOPop[16] =
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{
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D3DBLENDOP_ADD,
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D3DBLENDOP_ADD,
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D3DBLENDOP_ADD,
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D3DBLENDOP_ADD,
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D3DBLENDOP_ADD,
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D3DBLENDOP_ADD,
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D3DBLENDOP_ADD,
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D3DBLENDOP_ADD,
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D3DBLENDOP_REVSUBTRACT,
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D3DBLENDOP_REVSUBTRACT,
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D3DBLENDOP_SUBTRACT,
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D3DBLENDOP_SUBTRACT,
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D3DBLENDOP_REVSUBTRACT,
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D3DBLENDOP_REVSUBTRACT,
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D3DBLENDOP_SUBTRACT,
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D3DBLENDOP_ADD
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};
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static const D3DBLEND d3dLogicOpSrcFactors[16] =
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{
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D3DBLEND_ZERO,
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D3DBLEND_DESTCOLOR,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_ONE,
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D3DBLEND_ZERO,
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D3DBLEND_ZERO,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_ONE,
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D3DBLEND_ONE,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_ONE,
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D3DBLEND_ONE,
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D3DBLEND_ONE,
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D3DBLEND_ONE,
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D3DBLEND_ONE,
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D3DBLEND_ONE
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};
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static const D3DBLEND d3dLogicOpDestFactors[16] =
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{
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D3DBLEND_ZERO,
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D3DBLEND_ZERO,
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D3DBLEND_ZERO,
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D3DBLEND_ZERO,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_ONE,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_ONE,
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D3DBLEND_ONE,
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D3DBLEND_SRCCOLOR,
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D3DBLEND_ONE,
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D3DBLEND_ONE,
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D3DBLEND_ONE,
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D3DBLEND_ONE,
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D3DBLEND_SRCCOLOR,
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D3DBLEND_ONE
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};
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static const D3DCULL d3dCullModes[4] =
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{
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@ -160,7 +240,7 @@ bool Renderer::Init()
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{
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UpdateActiveConfig();
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int fullScreenRes, w_temp, h_temp;
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s_blendMode = 0;
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s_blendMode = 0;
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int backbuffer_ms_mode = 0; // g_ActiveConfig.iMultisampleMode;
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sscanf(g_Config.cFSResolution, "%dx%d", &w_temp, &h_temp);
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@ -823,10 +903,10 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
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D3D::dev->SetScissorRect(&sirc);
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if(zEnable)
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D3D::SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
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D3D::drawClearQuad(&sirc,color,(z & 0xFFFFFF) / float(0xFFFFFF),PixelShaderCache::GetClearProgram(),VertexShaderCache::GetSimpleVertexShader());
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D3D::drawClearQuad(&sirc,color ,(z & 0xFFFFFF) / float(0xFFFFFF),PixelShaderCache::GetClearProgram(),VertexShaderCache::GetSimpleVertexShader());
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if(zEnable)
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D3D::SetRenderState(D3DRS_ZFUNC, d3dCmpFuncs[bpmem.zmode.func]);
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//D3D::dev->Clear(0, NULL, (colorEnable ? D3DCLEAR_TARGET : 0)| ( zEnable ? D3DCLEAR_ZBUFFER : 0), color,(z & 0xFFFFFF) / float(0xFFFFFF), 0);
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//D3D::dev->Clear(0, NULL, (colorEnable ? D3DCLEAR_TARGET : 0)| ( zEnable ? D3DCLEAR_ZBUFFER : 0), color | ((alphaEnable)?0:0xFF000000),(z & 0xFFFFFF) / float(0xFFFFFF), 0);
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SetScissorRect();
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UpdateViewport();
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}
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@ -838,7 +918,8 @@ void Renderer::SetBlendMode(bool forceUpdate)
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// 2 - reverse subtract enable (else add)
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// 3-5 - srcRGB function
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// 6-8 - dstRGB function
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if(bpmem.blendmode.logicopenable)
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return;
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u32 newval = bpmem.blendmode.subtract << 2;
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if (bpmem.blendmode.subtract) {
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@ -937,27 +1018,12 @@ void Renderer::RestoreAPIState()
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D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
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SetScissorRect();
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SetColorMask();
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SetBlendMode(true);
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SetLogicOpMode();
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}
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void Renderer::SetGenerationMode()
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{
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D3D::SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]);
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if (bpmem.genMode.cullmode == 3)
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{
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D3D::SetRenderState(D3DRS_COLORWRITEENABLE, 0);
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}
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else
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{
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DWORD write = 0;
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if (bpmem.blendmode.alphaupdate)
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write = D3DCOLORWRITEENABLE_ALPHA;
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if (bpmem.blendmode.colorupdate)
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write |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
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D3D::SetRenderState(D3DRS_COLORWRITEENABLE, write);
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}
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D3D::SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]);
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}
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void Renderer::SetDepthMode()
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@ -977,7 +1043,17 @@ void Renderer::SetDepthMode()
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void Renderer::SetLogicOpMode()
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{
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//TODO
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if (bpmem.blendmode.logicopenable)
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{
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D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, 1);
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D3D::SetRenderState(D3DRS_BLENDOP, d3dLogincOPop[bpmem.blendmode.logicmode]);
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D3D::SetRenderState(D3DRS_SRCBLEND, d3dLogicOpSrcFactors[bpmem.blendmode.logicmode]);
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D3D::SetRenderState(D3DRS_DESTBLEND, d3dLogicOpDestFactors[bpmem.blendmode.logicmode]);
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}
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else
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{
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SetBlendMode(true);
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}
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}
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void Renderer::SetDitherMode()
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@ -133,7 +133,7 @@ void TextureCache::Cleanup()
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}
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}
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TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width, int height, int tex_format, int tlutaddr, int tlutfmt)
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/*TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width, int height, int tex_format, int tlutaddr, int tlutfmt)
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{
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if (address == 0)
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return NULL;
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@ -203,6 +203,162 @@ TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width,
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}
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}
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//PC_TexFormat pcfmt = TexDecoder_Decode(temp, ptr, expandedWidth, height, tex_format, tlutaddr, tlutfmt);
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PC_TexFormat pcfmt = GetPC_TexFormat(tex_format, tlutfmt);
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D3DFORMAT d3d_fmt;
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switch (pcfmt) {
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case PC_TEX_FMT_BGRA32:
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case PC_TEX_FMT_RGBA32:
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d3d_fmt = D3DFMT_A8R8G8B8;
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break;
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case PC_TEX_FMT_RGB565:
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d3d_fmt = D3DFMT_R5G6B5;
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break;
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case PC_TEX_FMT_IA4_AS_IA8:
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d3d_fmt = D3DFMT_A8L8;
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break;
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case PC_TEX_FMT_I8:
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case PC_TEX_FMT_I4_AS_I8:
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d3d_fmt = D3DFMT_A8L8;
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break;
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case PC_TEX_FMT_IA8:
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d3d_fmt = D3DFMT_A8L8;
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break;
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case PC_TEX_FMT_DXT1:
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d3d_fmt = D3DFMT_DXT1;
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break;
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}
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//Make an entry in the table
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TCacheEntry& entry = textures[texID];
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entry.oldpixel = ((u32 *)ptr)[0];
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if (g_ActiveConfig.bSafeTextureCache)
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entry.hash = hash_value;
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else
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{
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entry.hash = (u32)(((double)rand() / RAND_MAX) * 0xFFFFFFFF);
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((u32 *)ptr)[0] = entry.hash;
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}
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entry.addr = address;
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entry.size_in_bytes = TexDecoder_GetTextureSizeInBytes(width, height, tex_format);
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entry.isRenderTarget = false;
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entry.isNonPow2 = ((width & (width - 1)) || (height & (height - 1)));
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if (!skip_texture_create) {
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entry.texture = D3D::CreateOnlyTexture2D(width, height, d3d_fmt);
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}
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D3DLOCKED_RECT Lock;
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entry.texture->LockRect(0, &Lock, NULL, 0);
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TexDecoder_DirectDecode((u8*)Lock.pBits,ptr,expandedWidth,height,Lock.Pitch,tex_format,tlutaddr,tlutfmt);
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entry.texture->UnlockRect(0);
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entry.frameCount = frameCount;
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entry.w = width;
|
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entry.h = height;
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entry.fmt = tex_format;
|
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|
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if (g_ActiveConfig.bDumpTextures)
|
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{
|
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// dump texture to file
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char szTemp[MAX_PATH];
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char szDir[MAX_PATH];
|
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const char* uniqueId = globals->unique_id;
|
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bool bCheckedDumpDir = false;
|
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sprintf(szDir, "%s/%s", FULL_DUMP_TEXTURES_DIR, uniqueId);
|
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if (!bCheckedDumpDir)
|
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{
|
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if (!File::Exists(szDir) || !File::IsDirectory(szDir))
|
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File::CreateDir(szDir);
|
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|
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bCheckedDumpDir = true;
|
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}
|
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sprintf(szTemp, "%s/%s_%08x_%i.png", szDir, uniqueId, texHash, tex_format);
|
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//sprintf(szTemp, "%s\\txt_%04i_%i.png", g_Config.texDumpPath.c_str(), counter++, format); <-- Old method
|
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if (!File::Exists(szTemp))
|
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D3DXSaveTextureToFileA(szTemp,D3DXIFF_BMP,entry.texture,0);
|
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}
|
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|
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INCSTAT(stats.numTexturesCreated);
|
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SETSTAT(stats.numTexturesAlive, (int)textures.size());
|
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|
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//Set the texture!
|
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D3D::SetTexture(stage, entry.texture);
|
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|
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DEBUGGER_PAUSE_LOG_AT(NEXT_NEW_TEXTURE,true,{printf("A new texture (%d x %d) is loaded", width, height);});
|
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return &entry;
|
||||
}*/
|
||||
|
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TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width, int height, int tex_format, int tlutaddr, int tlutfmt)
|
||||
{
|
||||
if (address == 0)
|
||||
return NULL;
|
||||
|
||||
u8 *ptr = g_VideoInitialize.pGetMemoryPointer(address);
|
||||
int bsw = TexDecoder_GetBlockWidthInTexels(tex_format) - 1; //TexelSizeInNibbles(format)*width*height/16;
|
||||
int bsh = TexDecoder_GetBlockHeightInTexels(tex_format) - 1; //TexelSizeInNibbles(format)*width*height/16;
|
||||
int expandedWidth = (width + bsw) & (~bsw);
|
||||
int expandedHeight = (height + bsh) & (~bsh);
|
||||
|
||||
u32 hash_value;
|
||||
u32 texID = address;
|
||||
u32 texHash;
|
||||
|
||||
if (g_ActiveConfig.bSafeTextureCache || g_ActiveConfig.bDumpTextures)
|
||||
{
|
||||
texHash = TexDecoder_GetSafeTextureHash(ptr, expandedWidth, expandedHeight, tex_format, 0);
|
||||
if (g_ActiveConfig.bSafeTextureCache)
|
||||
hash_value = texHash;
|
||||
if ((tex_format == GX_TF_C4) || (tex_format == GX_TF_C8) || (tex_format == GX_TF_C14X2))
|
||||
{
|
||||
// WARNING! texID != address now => may break CopyRenderTargetToTexture (cf. TODO up)
|
||||
// tlut size can be up to 32768B (GX_TF_C14X2) but Safer == Slower.
|
||||
// This trick (to change the texID depending on the TLUT addr) is a trick to get around
|
||||
// an issue with metroid prime's fonts, where it has multiple sets of fonts on top of
|
||||
// each other stored in a single texture, and uses the palette to make different characters
|
||||
// visible or invisible. Thus, unless we want to recreate the textures for every drawn character,
|
||||
// we must make sure that texture with different tluts get different IDs.
|
||||
u32 tlutHash = TexDecoder_GetTlutHash(&texMem[tlutaddr], (tex_format == GX_TF_C4) ? 32 : 128);
|
||||
texHash ^= tlutHash;
|
||||
if (g_ActiveConfig.bSafeTextureCache)
|
||||
texID ^= tlutHash;
|
||||
}
|
||||
}
|
||||
|
||||
bool skip_texture_create = false;
|
||||
TexCache::iterator iter = textures.find(texID);
|
||||
|
||||
if (iter != textures.end())
|
||||
{
|
||||
TCacheEntry &entry = iter->second;
|
||||
|
||||
if (!g_ActiveConfig.bSafeTextureCache)
|
||||
hash_value = ((u32 *)ptr)[0];
|
||||
|
||||
if (entry.isRenderTarget || ((address == entry.addr) && (hash_value == entry.hash)))
|
||||
{
|
||||
entry.frameCount = frameCount;
|
||||
D3D::SetTexture(stage, entry.texture);
|
||||
return &entry;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Let's reload the new texture data into the same texture,
|
||||
// instead of destroying it and having to create a new one.
|
||||
// Might speed up movie playback very, very slightly.
|
||||
|
||||
if (width == entry.w && height==entry.h &&(tex_format | (tlutfmt << 16)) == entry.fmt)
|
||||
{
|
||||
skip_texture_create = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
entry.Destroy(false);
|
||||
textures.erase(iter);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
PC_TexFormat pcfmt = TexDecoder_Decode(temp, ptr, expandedWidth, height, tex_format, tlutaddr, tlutfmt);
|
||||
|
||||
D3DFORMAT d3d_fmt;
|
||||
@ -255,7 +411,7 @@ TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width,
|
||||
entry.frameCount = frameCount;
|
||||
entry.w = width;
|
||||
entry.h = height;
|
||||
entry.fmt = tex_format;
|
||||
entry.fmt = tex_format | (tlutfmt << 16);
|
||||
|
||||
if (g_ActiveConfig.bDumpTextures)
|
||||
{
|
||||
@ -286,8 +442,7 @@ TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width,
|
||||
|
||||
DEBUGGER_PAUSE_LOG_AT(NEXT_NEW_TEXTURE,true,{printf("A new texture (%d x %d) is loaded", width, height);});
|
||||
return &entry;
|
||||
}
|
||||
|
||||
}
|
||||
void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle &source_rect)
|
||||
{
|
||||
int efb_w = source_rect.GetWidth();
|
||||
|
@ -40,7 +40,9 @@ public:
|
||||
|
||||
int frameCount;
|
||||
int w, h, fmt;
|
||||
|
||||
|
||||
float scaleX, scaleY; // Hires texutres need this
|
||||
|
||||
bool isRenderTarget;
|
||||
bool isNonPow2;
|
||||
|
||||
@ -51,6 +53,12 @@ public:
|
||||
hash = 0;
|
||||
paletteHash = 0;
|
||||
oldpixel = 0;
|
||||
addr = 0;
|
||||
size_in_bytes = 0;
|
||||
frameCount = 0;
|
||||
scaleX = 1.0f;
|
||||
scaleY = 1.0f;
|
||||
isNonPow2 = true;
|
||||
}
|
||||
void Destroy(bool shutdown);
|
||||
bool IntersectsMemoryRange(u32 range_address, u32 range_size);
|
||||
|
@ -363,8 +363,8 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
|
||||
TextureConversionShader::SetShaderParameters(
|
||||
(float)expandedWidth,
|
||||
expandedHeight * MValueY,
|
||||
ceilf(source.left * MValueX + 1.0f),
|
||||
ceilf(source.top * MValueY + 1.0f),
|
||||
source.left * MValueX,
|
||||
source.top * MValueY,
|
||||
sampleStride * MValueX,
|
||||
sampleStride * MValueY,
|
||||
(float)Renderer::GetTargetWidth(),
|
||||
|
@ -252,12 +252,15 @@ void Flush()
|
||||
|
||||
if (tentry) {
|
||||
PixelShaderManager::SetTexDims(i, tentry->w, tentry->h, 0, 0);
|
||||
if (tentry->scaleX != 1.0f || tentry->scaleY != 1.0f)
|
||||
PixelShaderManager::SetCustomTexScale(i, tentry->scaleX, tentry->scaleY);
|
||||
}
|
||||
else
|
||||
{
|
||||
DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to load texture\n");});
|
||||
ERROR_LOG(VIDEO, "error loading texture");
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
PixelShaderManager::SetTexturesUsed(0);
|
||||
|
Reference in New Issue
Block a user