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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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@ -74,7 +74,7 @@ struct XFBSource
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int texWidth;
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int texHeight;
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TRectangle sourceRc;
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TargetRectangle sourceRc;
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};
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class FramebufferManager
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@ -95,19 +95,19 @@ public:
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void Init(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples);
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void Shutdown();
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// sourceRc is in GL target coordinates, not GameCube EFB coordinates!
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// TODO: Clean that up.
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void CopyToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const TRectangle& sourceRc);
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void CopyToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
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const XFBSource* GetXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight);
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// To get the EFB in texture form, these functions may have to transfer
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// the EFB to a resolved texture first.
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GLuint GetEFBColorTexture(const TRectangle& sourceRc) const;
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GLuint GetEFBDepthTexture(const TRectangle& sourceRc) const;
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GLuint GetEFBColorTexture(const EFBRectangle& sourceRc) const;
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GLuint GetEFBDepthTexture(const EFBRectangle& sourceRc) const;
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GLuint GetEFBFramebuffer() const { return m_efbFramebuffer; }
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TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc) const;
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private:
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struct VirtualXFB
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@ -124,8 +124,8 @@ private:
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VirtualXFBListType::iterator findVirtualXFB(u32 xfbAddr, u32 width, u32 height);
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void copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const TRectangle& sourceRc);
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void copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const TRectangle& sourceRc);
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void copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
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void copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
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const XFBSource* getRealXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight);
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const XFBSource* getVirtualXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight);
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