jabo-fix antialiasing

This commit is contained in:
zeromus 2014-07-27 06:25:59 +00:00
parent d3af111a5e
commit 5639284a81
3 changed files with 13 additions and 7 deletions

View File

@ -144,7 +144,7 @@ extern "C"
D3D8Base::IDirect3DSurface8 *f2 = NULL;
// make a new render target
HRESULT hr2 = base_device->CreateRenderTarget(pPresentationParameters->BackBufferWidth,pPresentationParameters->BackBufferHeight,D3D8Base::D3DFMT_X8R8G8B8,pPresentationParameters->MultiSampleType,TRUE,&f2);
HRESULT hr2 = base_device->CreateRenderTarget(pPresentationParameters->BackBufferWidth,pPresentationParameters->BackBufferHeight,D3D8Base::D3DFMT_X8R8G8B8,pPresentationParameters->MultiSampleType,FALSE,&f2);
render_surface = D3D8Wrapper::IDirect3DSurface8::GetSurface(f2);
// Return our wrapped object

View File

@ -64,10 +64,6 @@ extern "C"
return;
}
// get back buffer (surface)
//D3D8Base::IDirect3DSurface8 *backbuffer;
//D3D8Wrapper::last_device->GetD3D8Device()->GetBackBuffer(0,D3D8Base::D3DBACKBUFFER_TYPE_MONO,&backbuffer);
// surface...
// make a D3DSURFACE_DESC, pass to GetDesc
D3D8Base::D3DSURFACE_DESC desc;
@ -87,10 +83,18 @@ extern "C"
entire_buffer.right = desc.Width;
entire_buffer.bottom = desc.Height;
//X8R8G8B8 or fail -- A8R8G8B8 will malfunction (is it because the source surface format isnt matching?)
//resolve rendertarget to a system memory texture, for locking
//TODO! UNACCEPTABLE CODE! THIS IS HORRIBLE!
//X8R8G8B8 or fail -- A8R8G8B8 will malfunction (is it because the source surface format isnt matching? I think so)
static D3D8Wrapper::IDirect3DTexture8* tex = NULL;
if(!tex)
static RECT texRect;
if(!tex || (texRect.right != entire_buffer.right) || (texRect.bottom != entire_buffer.bottom))
{
if(tex)
tex->Release();
texRect = entire_buffer;
D3D8Wrapper::last_device->CreateTexture(desc.Width, desc.Height, 1, 0, D3D8Base::D3DFMT_X8R8G8B8, D3D8Base::D3DPOOL_SYSTEMMEM, &tex);
}
D3D8Wrapper::IDirect3DSurface8* surf;
tex->GetSurfaceLevel(0,&surf);
@ -102,6 +106,8 @@ extern "C"
//this loop was reversed from the original.
//it should be faster anyway if anything since the reading can be prefetched forwardly.
//TODO - allow bizhawk to handle flipped images.... nonetheless, it might not handle images with unusual pitches, although maybe we should consider that.
//so this code will probably remain for quite some time
int dest_row = desc.Height - 1;
for (int from_row = 0; from_row < desc.Height; from_row++)
{

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