mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-24 22:59:47 -06:00
just a bunch of random code cleanup i did on the train bored, plus a d3d implementation of NativeVertexFormat which isn't actually used yet.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1658 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -30,8 +30,6 @@
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#define XFB_USE_SHADERS 1
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enum {
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XFB_WIDTH = 640,
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XFB_HEIGHT = 480, // 528 is max height.
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XFB_BUF_HEIGHT = 538, //480,
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// TODO: figure out what to do with PAL
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};
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@ -121,7 +119,7 @@ void XFB_Init()
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, XFB_WIDTH, XFB_HEIGHT, 0, GL_BGRA, GL_UNSIGNED_BYTE, xfb_buffer);
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// used to render EFB
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glGenFramebuffersEXT( 1, &s_xfbFrameBuffer);
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glGenFramebuffersEXT(1, &s_xfbFrameBuffer);
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glGenRenderbuffersEXT(1, &s_xfbRenderBuffer);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_xfbRenderBuffer);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA, nBackbufferWidth, nBackbufferHeight);
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@ -145,10 +143,9 @@ void XFB_Shutdown()
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void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt)
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{
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Renderer::SetRenderMode(Renderer::RM_Normal);
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Renderer::ResetGLState();
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// switch to XFB frame buffer
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// Switch to XFB frame buffer.
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Renderer::SetFramebuffer(s_xfbFrameBuffer);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_xfbRenderBuffer);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, s_xfbRenderBuffer);
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@ -172,7 +169,7 @@ void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt)
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GL_REPORT_ERRORD();
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int width = sourceRc.right - sourceRc.left;
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int height = sourceRc.bottom - sourceRc.top;
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int height = sourceRc.bottom - sourceRc.top;
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glReadPixels(sourceRc.left, sourceRc.top, width, height, GL_RGBA, GL_UNSIGNED_BYTE, efb_buffer);
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GL_REPORT_ERRORD();
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@ -215,10 +212,10 @@ void XFB_Draw(u8 *xfb_in_ram, u32 width, u32 height, s32 yOffset)
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GL_REPORT_ERRORD();
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glBegin(GL_QUADS);
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glTexCoord2f(width, height + yOffset); glVertex2f(1,-1);
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glTexCoord2f(width, 0 + yOffset); glVertex2f(1,1);
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glTexCoord2f(0, 0 + yOffset); glVertex2f(-1,1);
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glTexCoord2f(0, height + yOffset); glVertex2f(-1,-1);
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glTexCoord2f(width, height + yOffset); glVertex2f( 1,-1);
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glTexCoord2f(width, 0 + yOffset); glVertex2f( 1, 1);
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glTexCoord2f(0, 0 + yOffset); glVertex2f(-1, 1);
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glTexCoord2f(0, height + yOffset); glVertex2f(-1,-1);
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glEnd();
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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