2013-04-18 03:09:55 +00:00
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// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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2009-02-23 06:17:57 +00:00
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2009-04-03 14:35:49 +00:00
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#ifndef _TEXTURECONVERSIONSHADER_H_
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#define _TEXTURECONVERSIONSHADER_H_
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2009-02-23 06:17:57 +00:00
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#include "Common.h"
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#include "TextureDecoder.h"
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2010-07-12 19:30:25 +00:00
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#include "VideoCommon.h"
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2009-02-23 06:17:57 +00:00
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namespace TextureConversionShader
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{
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u16 GetEncodedSampleCount(u32 format);
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2010-07-12 19:30:25 +00:00
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const char *GenerateEncodingShader(u32 format, API_TYPE ApiType = API_OPENGL);
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2009-02-23 06:17:57 +00:00
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Well this commit has 2 parts:
first part if fixing, fixed, i thing, the flickering that everyone has reported, at least in my case i only have flickering in the one texture in one game and now is fixed. The other fix is not for an reported issue, is more a correctness fix, running dolphin with pix to review debug errors, result in a ton of warnings and error, now with this commit, at least for ati, there no more error or warnings, this means, correct management and state change, no accurate emulation, for this still a lot of work to do.
for this part of the commit please give me feedback and let me know of remaining issues
Te second part is the partial implementation of efb to ram copy in d3d, this won't brake anything because is commented but i commit this to ask for help from ector and donko in some errors remaining in the implementation related to differences between opengl an d3d.
if you want to test this you have to uncomment line 150 to 155 of bpstruct.cpp
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4594 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-11-20 18:46:30 +00:00
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void SetShaderParameters(float width, float height, float offsetX, float offsetY, float widthStride, float heightStride,float buffW = 0.0f,float buffH = 0.0f);
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2009-02-23 06:17:57 +00:00
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}
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2009-04-03 14:35:49 +00:00
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#endif // _TEXTURECONVERSIONSHADER_H_
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2009-02-24 05:20:52 +00:00
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