mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 13:57:57 -07:00
3bdf7d3711
implemented donko's xfb in D3D: the bad things: *is solower in some cases, slower as opengl *it do not work in dual core mode, it seems direct3d has serious synchronization problems, to the other devs please if you can take a look and help me :) *real xfb still not working i have to give it more time to make it work. the good: *games that uses multiples xfbs will work now using the virtual XFB. *implemented a more hardware like approach to scaling, now to calculate the pixel scaling i use the xfb size not the efb so the screen pixels relation is more correct now. *simplified a little donko's virtual xfb to make it less memory consuming as xfb textures are the exact size of the scaled xfb and not full target width. * when it works even real xfb will let us use super sampling. I repeat this commit is totally unstable and in dual core mode it will for sure hang the emulator or at best give totally incorrect results. Other devs please help as thread sync is not one of my strong points :) i'll keep waiting for the comments an the -1 :) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5195 8ced0084-cf51-0410-be5f-012b33b47a6e
46 lines
1.4 KiB
C++
46 lines
1.4 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef _TEXTURECONVERTER_H_
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#define _TEXTURECONVERTER_H_
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#include "VideoCommon.h"
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#include "D3DBase.h"
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#include "D3DTexture.h"
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#include "D3DUtil.h"
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#include "D3DShader.h"
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// Converts textures between formats
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// TODO: support multiple texture formats
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namespace TextureConverter
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{
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void Init();
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void Shutdown();
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void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt,
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u32 copyfmt, int bScaleByHalf, const EFBRectangle& source);
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void EncodeToRamYUYV(LPDIRECT3DTEXTURE9 srcTexture, const TargetRectangle& sourceRc,
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u8* destAddr, int dstWidth, int dstHeight);
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void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, LPDIRECT3DTEXTURE9 destTexture);
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}
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#endif // _TEXTURECONVERTER_H_
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