- Remove code that aligns the host backbuffer with the xbox backbuffer
- Remove code related to setting the backbuffer format
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@ -2182,8 +2182,9 @@ static void SetupPresentationParameters
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// TODO: Investigate the best option for this
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params.SwapEffect = D3DSWAPEFFECT_COPY;
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// Attempt to match backbuffer format, this is not *required*, but leads to faster blitting/swapping
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params.BackBufferFormat = EmuXB2PC_D3DFormat(pXboxPresentationParameters->BackBufferFormat);
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// Any backbuffer format should do, since we render to a separate xbox backbuffer
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// Rather than directly to the host backbuffer
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params.BackBufferFormat = D3DFMT_UNKNOWN;
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params.PresentationInterval = g_XBVideo.bVSync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
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g_Xbox_PresentationInterval_Default = pXboxPresentationParameters->PresentationInterval;
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@ -2214,26 +2215,10 @@ static void SetupPresentationParameters
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params.FullScreen_RefreshRateInHz = pXboxPresentationParameters->FullScreen_RefreshRateInHz;
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}
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if(params.Windowed)
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{
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D3DDISPLAYMODE D3DDisplayMode;
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g_pDirect3D->GetAdapterDisplayMode(g_EmuCDPD.Adapter, &D3DDisplayMode);
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params.BackBufferFormat = D3DDisplayMode.Format;
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if (params.Windowed) {
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// Refresh rate must be 0 in windowed mode, as is documented
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params.FullScreen_RefreshRateInHz = 0;
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}
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else
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{
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// In exclusive fullscreen mode, make *sure* to use the info that was in the resolution string
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if (strcmp(szBackBufferFormat, "x1r5g5b5") == 0)
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params.BackBufferFormat = D3DFMT_X1R5G5B5;
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else if (strcmp(szBackBufferFormat, "r5g6r5") == 0)
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params.BackBufferFormat = D3DFMT_R5G6B5;
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else if (strcmp(szBackBufferFormat, "x8r8g8b8") == 0)
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params.BackBufferFormat = D3DFMT_X8R8G8B8;
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else if (strcmp(szBackBufferFormat, "a8r8g8b8") == 0)
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params.BackBufferFormat = D3DFMT_A8R8G8B8;
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}
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}
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static void DetermineSupportedD3DFormats
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@ -5679,11 +5664,6 @@ void CreateHostResource(xbox::X_D3DResource *pResource, DWORD D3DUsage, int iTex
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if (IsSupportedFormat(X_Format, XboxResourceType, D3DUsage)) {
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// Then use matching host format
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PCFormat = EmuXB2PC_D3DFormat(X_Format);
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// If, and ONLY if this is the default backbuffer, make sure the format matches the host backbuffer
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if (pResource == g_pXbox_BackBufferSurface) {
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PCFormat = g_EmuCDPD.HostPresentationParameters.BackBufferFormat;
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}
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}
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else {
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if (D3DUsage & D3DUSAGE_DEPTHSTENCIL) {
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