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:
Rodolfo Osvaldo Bogado
2009-12-07 18:48:31 +00:00
parent 85a9b3dc2c
commit d02426a8e9
14 changed files with 634 additions and 67 deletions

View File

@ -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);