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normalize the efb to texture process for color textures to make it work the same in all the plugins and with the same accuracy as real hardware (almost :))
please test for regressions and fixes. some little changes to make pixel shader more dx9 sm2.0 friendly. the condition is not to use pixel lighting ( sorry no hardware support for the quantity of parameters needed). git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6777 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -362,7 +362,7 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
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(float)expandedWidth,
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(float)Renderer::EFBToScaledY(expandedHeight), // TODO: Why do we scale this?
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(float)(Renderer::EFBToScaledX(source.left) + Renderer::TargetStrideX()),
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(float)(Renderer::EFBToScaledY(source.top) + Renderer::TargetStrideY()),
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(float)(Renderer::EFBToScaledY(EFB_HEIGHT - source.top - expandedHeight) + Renderer::TargetStrideY()),
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Renderer::EFBToScaledXf(sampleStride),
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Renderer::EFBToScaledYf(sampleStride),
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(float)Renderer::GetFullTargetWidth(),
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@ -426,7 +426,7 @@ u64 EncodeToRamFromTexture(u32 address,LPDIRECT3DTEXTURE9 source_texture, u32 So
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(float)expandedWidth,
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(float)Renderer::EFBToScaledY(expandedHeight), // TODO: Why do we scale this?
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(float)(Renderer::EFBToScaledX(source.left) + Renderer::TargetStrideX()),
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(float)(Renderer::EFBToScaledY(source.top) + Renderer::TargetStrideY()),
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(float)(Renderer::EFBToScaledY(EFB_HEIGHT - source.top - expandedHeight) + Renderer::TargetStrideY()),
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Renderer::EFBToScaledXf(sampleStride),
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Renderer::EFBToScaledYf(sampleStride),
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(float)SourceW,
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