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

@ -63,9 +63,10 @@ public:
virtual void Load(unsigned int width, unsigned int height,
unsigned int expanded_width, unsigned int level, bool autogen_mips = false) = 0;
virtual void FromRenderTarget(bool bFromZBuffer, bool bScaleByHalf,
unsigned int cbufid, const float *colmat, const EFBRectangle &source_rect,
bool bIsIntensityFmt, u32 copyfmt) = 0;
virtual void FromRenderTarget(u32 dstAddr, unsigned int dstFormat,
unsigned int srcFormat, const EFBRectangle& srcRect,
bool isIntensity, bool scaleByHalf, unsigned int cbufid,
const float *colmat) = 0;
int IntersectsMemoryRange(u32 range_address, u32 range_size) const;
};
@ -87,8 +88,8 @@ public:
static TCacheEntryBase* Load(unsigned int stage, u32 address, unsigned int width, unsigned int height,
int format, unsigned int tlutaddr, int tlutfmt, bool UseNativeMips, unsigned int maxlevel);
static void CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt,
u32 copyfmt, bool bScaleByHalf, const EFBRectangle &source_rect);
static void CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat, unsigned int srcFormat,
const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf);
static bool DeferredInvalidate;