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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
This commit is contained in:
@ -166,7 +166,7 @@ void Shutdown()
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s_texConvFrameBuffer = 0;
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}
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void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const TRectangle& sourceRc,
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void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const TargetRectangle& sourceRc,
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u8* destAddr, int dstWidth, int dstHeight, bool linearFilter)
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{
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Renderer::ResetGLState();
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@ -228,7 +228,7 @@ void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const TRe
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GL_REPORT_ERRORD();
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}
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void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, bool bScaleByHalf, const TRectangle& source)
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void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, bool bScaleByHalf, const EFBRectangle& source)
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{
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u32 format = copyfmt;
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@ -250,10 +250,7 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
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u8 *dest_ptr = Memory_GetPtr(address);
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TRectangle scaledTargetSource;
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source.Scale(Renderer::GetTargetScaleX(), Renderer::GetTargetScaleY(), &scaledTargetSource);
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u32 source_texture = bFromZBuffer ? Renderer::ResolveAndGetDepthTarget(scaledTargetSource) : Renderer::ResolveAndGetRenderTarget(scaledTargetSource);
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GLuint source_texture = bFromZBuffer ? Renderer::ResolveAndGetDepthTarget(source) : Renderer::ResolveAndGetRenderTarget(source);
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int width = source.right - source.left;
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int height = source.bottom - source.top;
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@ -291,7 +288,7 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
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TextureConversionShader::SetShaderParameters((float)expandedWidth, expandedHeight * MValueY, source.left * MValueX, top, sampleStride * MValueX, sampleStride * MValueY);
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TRectangle scaledSource;
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TargetRectangle scaledSource;
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scaledSource.top = 0;
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scaledSource.bottom = expandedHeight;
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scaledSource.left = 0;
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@ -300,7 +297,7 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
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EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource, dest_ptr, expandedWidth / samples, expandedHeight, bScaleByHalf);
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}
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void EncodeToRamYUYV(GLuint srcTexture, const TRectangle& sourceRc,
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void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc,
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u8* destAddr, int dstWidth, int dstHeight)
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{
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EncodeToRamUsingShader(s_rgbToYuyvProgram, srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, false);
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