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Main change: Implemented EFB pokes in DX9/DX11.
Games affected by this change: Mario Smash Football, Mario Strikers Charged Football, Monster Hunter Tri. Other games possibly affected: Shaun White Snowboarding, Resident Evil Code: Veronica, Baten Kaitos. This implementation will decrease performance if the game uses this feature, but the glitches will be gone. I'll add an option for this in a later commit. EFB pokes are somewhat slow in DX11 right now, speed should be okayish in DX9 though. Other changes: - SOMEWHAT cleaned up the EFB access code in DX9 - Fixed incompatible parameter list of AccessEFB and TVideo_AccessEFB. - Fixed a theoretical bug in ReplaceRGBATexture2D, add support for STAGING textures - Removed unused parameters in various DX9 functions git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6300 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -74,8 +74,8 @@ void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleB
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bool bIsIntensityFmt, u32 copyfmt)
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{
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const LPDIRECT3DTEXTURE9 read_texture = bFromZBuffer ?
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g_framebufferManager.GetEFBDepthTexture(source_rect) :
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g_framebufferManager.GetEFBColorTexture(source_rect);
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g_framebufferManager.GetEFBDepthTexture() :
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g_framebufferManager.GetEFBColorTexture();
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if (!isDynamic || g_ActiveConfig.bCopyEFBToTexture)
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{
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