Add EFB encode-to-RAM support in DX11 backend. It could probably be simplified a lot, and not all the possible formats are implemented. I tried to use the dynamic-linking feature of shader model 5, but Microsoft's HLSL compiler is broken. "Dynamic mode" is implemented, but disabled for now.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7253 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Nolan Check
2011-02-26 23:41:02 +00:00
parent 8351177738
commit f0c5cc76a9
19 changed files with 1687 additions and 112 deletions

View File

@ -45,7 +45,8 @@ void SetBlendMode(const BPCmd &bp);
void SetDitherMode(const BPCmd &bp);
void SetLogicOpMode(const BPCmd &bp);
void SetColorMask(const BPCmd &bp);
void CopyEFB(const BPCmd &bp, const EFBRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 &copyfmt, const int &scaleByHalf);
void CopyEFB(u32 dstAddr, unsigned int dstFormat, unsigned int srcFormat,
const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf);
void ClearScreen(const BPCmd &bp, const EFBRectangle &rc);
void OnPixelFormatChange(const BPCmd &bp);
u8 *GetPointer(const u32 &address);