Missed a spot. Most games work now, Still have a problem with viewtiful joe. Destination Alpha pass doesn't work yet, going to use Dual source blending on that.
This commit is contained in:
parent
b01c973689
commit
4c136c4efc
|
@ -24,6 +24,7 @@
|
|||
#include "TextureConversionShader.h"
|
||||
#include "TextureCache.h"
|
||||
#include "PixelShaderCache.h"
|
||||
#include "ProgramShaderCache.h"
|
||||
#include "VertexShaderManager.h"
|
||||
#include "FramebufferManager.h"
|
||||
#include "Globals.h"
|
||||
|
@ -228,7 +229,7 @@ void Shutdown()
|
|||
s_texConvFrameBuffer = 0;
|
||||
}
|
||||
|
||||
void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const TargetRectangle& sourceRc,
|
||||
void EncodeToRamUsingShader(GLuint srcTexture, const TargetRectangle& sourceRc,
|
||||
u8* destAddr, int dstWidth, int dstHeight, int readStride,
|
||||
bool toTexture, bool linearFilter)
|
||||
{
|
||||
|
@ -265,8 +266,6 @@ void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const Tar
|
|||
|
||||
glViewport(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight);
|
||||
|
||||
PixelShaderCache::SetCurrentShader(shader.glprogid);
|
||||
|
||||
// Draw...
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2f((float)sourceRc.left, (float)sourceRc.top); glVertex2f(-1,-1);
|
||||
|
@ -347,13 +346,6 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
|
|||
s32 expandedHeight = (height + blkH) & (~blkH);
|
||||
|
||||
float sampleStride = bScaleByHalf ? 2.f : 1.f;
|
||||
TextureConversionShader::SetShaderParameters(
|
||||
(float)expandedWidth,
|
||||
(float)Renderer::EFBToScaledY(expandedHeight), // TODO: Why do we scale this?
|
||||
(float)Renderer::EFBToScaledX(source.left),
|
||||
(float)Renderer::EFBToScaledY(EFB_HEIGHT - source.top - expandedHeight),
|
||||
Renderer::EFBToScaledXf(sampleStride),
|
||||
Renderer::EFBToScaledYf(sampleStride));
|
||||
|
||||
TargetRectangle scaledSource;
|
||||
scaledSource.top = 0;
|
||||
|
@ -366,7 +358,23 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
|
|||
|
||||
int readStride = (expandedWidth * cacheBytes) / TexDecoder_GetBlockWidthInTexels(format);
|
||||
g_renderer->ResetAPIState();
|
||||
EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource, dest_ptr, expandedWidth / samples, expandedHeight, readStride, true, bScaleByHalf > 0);
|
||||
|
||||
if(g_ActiveConfig.bUseGLSL)
|
||||
ProgramShaderCache::SetBothShaders(texconv_shader.glprogid, 0);
|
||||
else
|
||||
PixelShaderCache::SetCurrentShader(texconv_shader.glprogid);
|
||||
|
||||
TextureConversionShader::SetShaderParameters(
|
||||
(float)expandedWidth,
|
||||
(float)Renderer::EFBToScaledY(expandedHeight), // TODO: Why do we scale this?
|
||||
(float)Renderer::EFBToScaledX(source.left),
|
||||
(float)Renderer::EFBToScaledY(EFB_HEIGHT - source.top - expandedHeight),
|
||||
Renderer::EFBToScaledXf(sampleStride),
|
||||
Renderer::EFBToScaledYf(sampleStride));
|
||||
|
||||
EncodeToRamUsingShader(source_texture, scaledSource, dest_ptr, expandedWidth / samples, expandedHeight, readStride, true, bScaleByHalf > 0);
|
||||
|
||||
|
||||
FramebufferManager::SetFramebuffer(0);
|
||||
VertexShaderManager::SetViewportChanged();
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
|
||||
|
@ -411,6 +419,11 @@ u64 EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer,
|
|||
s32 expandedWidth = (width + blkW) & (~blkW);
|
||||
s32 expandedHeight = (height + blkH) & (~blkH);
|
||||
|
||||
if(g_ActiveConfig.bUseGLSL)
|
||||
ProgramShaderCache::SetBothShaders(texconv_shader.glprogid, 0);
|
||||
else
|
||||
PixelShaderCache::SetCurrentShader(texconv_shader.glprogid);
|
||||
|
||||
float sampleStride = bScaleByHalf ? 2.f : 1.f;
|
||||
TextureConversionShader::SetShaderParameters((float)expandedWidth,
|
||||
(float)Renderer::EFBToScaledY(expandedHeight), // TODO: Why do we scale this?
|
||||
|
@ -430,7 +443,7 @@ u64 EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer,
|
|||
|
||||
int readStride = (expandedWidth * cacheBytes) /
|
||||
TexDecoder_GetBlockWidthInTexels(format);
|
||||
EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource,
|
||||
EncodeToRamUsingShader(source_texture, scaledSource,
|
||||
dest_ptr, expandedWidth / samples, expandedHeight, readStride,
|
||||
true, bScaleByHalf > 0 && !bFromZBuffer);
|
||||
|
||||
|
@ -451,7 +464,13 @@ u64 EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer,
|
|||
void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* destAddr, int dstWidth, int dstHeight)
|
||||
{
|
||||
g_renderer->ResetAPIState();
|
||||
EncodeToRamUsingShader(s_rgbToYuyvProgram, srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, 0, false, false);
|
||||
|
||||
if(g_ActiveConfig.bUseGLSL)
|
||||
ProgramShaderCache::SetBothShaders(s_rgbToYuyvProgram.glprogid, 0);
|
||||
else
|
||||
PixelShaderCache::SetCurrentShader(s_rgbToYuyvProgram.glprogid);
|
||||
|
||||
EncodeToRamUsingShader(srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, 0, false, false);
|
||||
FramebufferManager::SetFramebuffer(0);
|
||||
VertexShaderManager::SetViewportChanged();
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
|
||||
|
|
Loading…
Reference in New Issue