DX11: Prefer DXGI_FORMAT_R8G8B8A8 to DXGI_FORMAT_B8G8R8A8 wherever appropriate.

Slightly modify the way we're doing screenshots once again, thanks to Orphis this time ;)


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5743 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
NeoBrainX
2010-06-19 01:02:43 +00:00
parent 08d7861578
commit d7bbddcbd3
8 changed files with 42 additions and 15 deletions

View File

@ -165,7 +165,7 @@ int CD3DFont::Init()
// possible optimization: store the converted data in a buffer and fill the texture on creation.
// That way, we can use a static texture
ID3D11Texture2D* buftex;
D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_B8G8R8A8_UNORM, m_dwTexWidth, m_dwTexHeight,
D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_dwTexWidth, m_dwTexHeight,
1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DYNAMIC,
D3D11_CPU_ACCESS_WRITE);
hr = device->CreateTexture2D(&texdesc, NULL, &buftex);
@ -567,6 +567,7 @@ void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
lastrdest.bottom = rDest->bottom;
}
// TODO: Check whether we're passing Color in the right order (should be RGBA)
void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexShader* Vshader, ID3D11InputLayout* layout)
{
static u32 lastcol = 0;