corrected depth copy shader in dx9/dx11 to improve accuracy when doing efb to texture for depth formats

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6751 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Rodolfo Osvaldo Bogado
2011-01-05 17:16:52 +00:00
parent 4425140424
commit d435fd8957
4 changed files with 10 additions and 13 deletions

View File

@ -360,7 +360,6 @@ void BPWritten(const BPCmd& bp)
// ----------------------------------
// Display Copy Filtering Control - GX_SetCopyFilter(u8 aa,u8 sample_pattern[12][2],u8 vf,u8 vfilter[7])
// Fields: Destination, Frame2Field, Gamma, Source
// TODO: We might have to implement the gamma one, some games might need this, if they are too dark to see.
// ----------------------------------
case BPMEM_DISPLAYCOPYFILER: // if (aa) { use sample_pattern } else { use 666666 }
case BPMEM_DISPLAYCOPYFILER+1: // if (aa) { use sample_pattern } else { use 666666 }

View File

@ -428,6 +428,8 @@ void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer,
switch(copyfmt)
{
case 0: // Z4
colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1;
break;
case 1: // Z8
case 8: // Z8
colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1;
@ -474,7 +476,7 @@ void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer,
cbufid = 12;
break;
case 3: // Z16 //?
case 3: // Z16
colmat[1] = colmat[5] = colmat[9] = colmat[12] = 1.0f;
cbufid = 13;
break;