fix for rbga8 decoding that causes problems in nsmbw
fix for screen clearing in opengl and d3d git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5749 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
parent
208c33f09c
commit
4ab0e4b8a0
|
@ -626,9 +626,9 @@ inline void decodebytesARGB8_4(u32 *dst, const u16 *src, const u16 *src2)
|
|||
|
||||
inline void decodebytesARGB8_4ToRgba(u32 *dst, const u16 *src, const u16 *src2)
|
||||
{
|
||||
for (int x = 0; x < 4; x++) {
|
||||
dst[x] = (src2[x] << 8) | src[x] >> 8 | (src[x] & 0xF) << 24;
|
||||
}
|
||||
for (int x = 0; x < 4; x++) {
|
||||
dst[x] = ((src[x] & 0xFF) << 24) | ((src[x] & 0xFF00)>>8) | (src2[x] << 8);
|
||||
}
|
||||
}
|
||||
|
||||
inline u32 makecol(int r, int g, int b, int a)
|
||||
|
|
|
@ -914,11 +914,13 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
|
|||
sirc.right = targetRc.right;
|
||||
sirc.bottom = targetRc.bottom;
|
||||
D3D::dev->SetScissorRect(&sirc);
|
||||
D3D::ChangeRenderState(D3DRS_ALPHABLENDENABLE, false);
|
||||
if (zEnable)
|
||||
D3D::ChangeRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
|
||||
D3D::drawClearQuad(color ,(z & 0xFFFFFF) / float(0xFFFFFF),PixelShaderCache::GetClearProgram(),VertexShaderCache::GetClearVertexShader());
|
||||
if (zEnable)
|
||||
D3D::RefreshRenderState(D3DRS_ZFUNC);
|
||||
D3D::RefreshRenderState(D3DRS_ZFUNC);
|
||||
D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
|
||||
UpdateViewport();
|
||||
SetScissorRect();
|
||||
}
|
||||
|
|
|
@ -787,13 +787,15 @@ bool Renderer::SetScissorRect()
|
|||
|
||||
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z)
|
||||
{
|
||||
|
||||
// Update the view port for clearing the picture
|
||||
glViewport(0, 0, Renderer::GetTargetWidth(), Renderer::GetTargetHeight());
|
||||
|
||||
TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
|
||||
glViewport(targetRc.left, targetRc.bottom, targetRc.GetWidth(), targetRc.GetHeight());
|
||||
glScissor(targetRc.left, targetRc.bottom, targetRc.GetWidth(), targetRc.GetHeight());
|
||||
|
||||
|
||||
// Always set the scissor in case it was set by the game and has not been reset
|
||||
glScissor(targetRc.left, targetRc.bottom, targetRc.GetWidth(), targetRc.GetHeight());
|
||||
|
||||
|
||||
VertexShaderManager::SetViewportChanged();
|
||||
|
||||
|
@ -805,7 +807,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
|
|||
((color >> 16) & 0xFF) / 255.0f,
|
||||
((color >> 8) & 0xFF) / 255.0f,
|
||||
(color & 0xFF) / 255.0f,
|
||||
(alphaEnable ? ((color >> 24) & 0xFF) / 255.0f : 1.0f)
|
||||
((color >> 24) & 0xFF) / 255.0f
|
||||
);
|
||||
}
|
||||
if (zEnable)
|
||||
|
@ -1242,8 +1244,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
|
|||
// Renderer::SetZBufferRender();
|
||||
// SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget, GetTargetWidth(), GetTargetHeight());
|
||||
XFBWrited = false;
|
||||
g_VideoInitialize.pCopiedToXFB(true);
|
||||
|
||||
g_VideoInitialize.pCopiedToXFB(XFBWrited);
|
||||
}
|
||||
|
||||
// Create On-Screen-Messages
|
||||
|
|
Loading…
Reference in New Issue