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Code cleanup. Juggling rectangles. I'm about to investigate the problems with Real XFB's in PAL games, so I wanted to make sure all our rectangles were cleaned up and organized.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3794 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -214,28 +214,25 @@ void SetColorMask(const Bypass &bp)
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Renderer::SetRenderState(D3DRS_COLORWRITEENABLE, write);
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}
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float GetRendererTargetScaleX()
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{
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return Renderer::GetXScale();
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}
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float GetRendererTargetScaleY()
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{
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return Renderer::GetYScale();
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}
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void CopyEFB(const Bypass &bp, const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 ©fmt, const bool &scaleByHalf)
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void CopyEFB(const Bypass &bp, const EFBRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 ©fmt, const bool &scaleByHalf)
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{
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// TODO: Scale EFBRectangle correctly
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RECT rec = { rc.left, rc.top, rc.right, rc.bottom };
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TextureCache::CopyEFBToRenderTarget(bpmem.copyTexDest<<5, &rec);
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}
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void RenderToXFB(const Bypass &bp, const TRectangle &multirc, const float &yScale, const float &xfbLines, u32 xfbAddr, const u32 &dstWidth, const u32 &dstHeight)
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void RenderToXFB(const Bypass &bp, const EFBRectangle &rc, const float &yScale, const float &xfbLines, u32 xfbAddr, const u32 &dstWidth, const u32 &dstHeight)
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{
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Renderer::SwapBuffers();
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PRIM_LOG("Renderer::SwapBuffers()");
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g_VideoInitialize.pCopiedToXFB();
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}
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void ClearScreen(const Bypass &bp, const TRectangle &multirc)
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void ClearScreen(const Bypass &bp, const EFBRectangle &rc)
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{
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// TODO: Scale EFBRectangle correctly
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// it seems that the GC is able to alpha blend on color-fill
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// we cant do that so if alpha is != 255 we skip it
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