a little cleanup of dx9 depth conversion code that r6751 made unnecessary, and a question about D3DFMT_D24X8 checks, and (most importantly) spelled Stretch right in video config

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6757 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
nitsuja- 2011-01-06 02:24:03 +00:00
parent 95b6d3f445
commit 4f45b422a2
7 changed files with 20 additions and 39 deletions

View File

@ -3153,7 +3153,7 @@ msgid "Stop"
msgstr ""
#: Source/Core/VideoUICommon/Src/VideoConfigDiag.cpp:163
msgid "Strech to Window"
msgid "Stretch to Window"
msgstr ""
#: Source/Core/InputUICommon/Src/WXInputBase.cpp:75

View File

@ -160,7 +160,7 @@ VideoConfigDiag::VideoConfigDiag(wxWindow* parent, const std::string &title, con
// aspect-ratio
{
const wxString ar_choices[] = { _("Auto [recommended]"),
_("Force 16:9"), _("Force 4:3"), _("Strech to Window") };
_("Force 16:9"), _("Force 4:3"), _("Stretch to Window") };
szr_basic->Add(new wxStaticText(page_general, -1, _("Aspect ratio:")), 1, wxALIGN_CENTER_VERTICAL, 0);
wxChoice* const choice_aspect = new SettingChoice(page_general,

View File

@ -80,6 +80,7 @@ FramebufferManager::FramebufferManager()
// Render buffer for AccessEFB (depth data)
D3DFORMAT DepthTexFormats[2];
// TODO: why is D3DFMT_D24X8 singled out here? why not D3DFMT_D24X4S4/D24S8/D24FS8/D32/D16/D15S1 too, or none of them?
if (s_efb.depth_surface_Format == FOURCC_RAWZ || s_efb.depth_surface_Format == D3DFMT_D24X8)
DepthTexFormats[0] = D3DFMT_A8R8G8B8;
else

View File

@ -50,8 +50,14 @@ enum
COPY_TYPE_MATRIXCOLOR,
NUM_COPY_TYPES
};
enum
{
DEPTH_CONVERSION_TYPE_NONE,
DEPTH_CONVERSION_TYPE_ON,
NUM_DEPTH_CONVERSION_TYPES
};
static LPDIRECT3DPIXELSHADER9 s_CopyProgram[NUM_COPY_TYPES][PixelShaderCache::NUM_DEPTH_CONVERSION_TYPES][MAX_SSAA_SHADERS];
static LPDIRECT3DPIXELSHADER9 s_CopyProgram[NUM_COPY_TYPES][NUM_DEPTH_CONVERSION_TYPES][MAX_SSAA_SHADERS];
static LPDIRECT3DPIXELSHADER9 s_ClearProgram = NULL;
static LPDIRECT3DPIXELSHADER9 s_rgba6_to_rgb8 = NULL;
static LPDIRECT3DPIXELSHADER9 s_rgb8_to_rgba6 = NULL;
@ -61,9 +67,9 @@ LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetColorMatrixProgram(int SSAAMode)
return s_CopyProgram[COPY_TYPE_MATRIXCOLOR][DEPTH_CONVERSION_TYPE_NONE][SSAAMode % MAX_SSAA_SHADERS];
}
LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetDepthMatrixProgram(int SSAAMode, int depthConversionType)
LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetDepthMatrixProgram(int SSAAMode, bool depthConversion)
{
return s_CopyProgram[COPY_TYPE_MATRIXCOLOR][depthConversionType % NUM_DEPTH_CONVERSION_TYPES][SSAAMode % MAX_SSAA_SHADERS];
return s_CopyProgram[COPY_TYPE_MATRIXCOLOR][depthConversion ? DEPTH_CONVERSION_TYPE_ON : DEPTH_CONVERSION_TYPE_NONE][SSAAMode % MAX_SSAA_SHADERS];
}
LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetColorCopyProgram(int SSAAMode)
@ -189,25 +195,19 @@ static LPDIRECT3DPIXELSHADER9 CreateCopyShader(int copyMatrixType, int depthConv
break;
}
switch(depthConversionType % PixelShaderCache::NUM_DEPTH_CONVERSION_TYPES)
if(depthConversionType != DEPTH_CONVERSION_TYPE_NONE)
{
case PixelShaderCache::DEPTH_CONVERSION_TYPE_NONE:
break;
case PixelShaderCache::DEPTH_CONVERSION_TYPE_16BIT:
case PixelShaderCache::DEPTH_CONVERSION_TYPE_24BIT:
WRITE(p, "float4 EncodedDepth = frac((texcol.r * (16777215.0f/16777216.0f)) * float4(1.0f,256.0f,256.0f*256.0f,1.0f));\n"
"texcol = round(EncodedDepth * (16777216.0f/16777215.0f) * float4(255.0f,255.0f,255.0f,15.0f)) / float4(255.0f,255.0f,255.0f,15.0f);\n");
break;
}
//Apply Gamma Correction
if((depthConversionType % PixelShaderCache::NUM_DEPTH_CONVERSION_TYPES) == PixelShaderCache::DEPTH_CONVERSION_TYPE_NONE)
else
{
//Apply Gamma Correction
WRITE(p, "texcol = pow(texcol,uv1.xxxx);\n");
}
if(copyMatrixType == COPY_TYPE_MATRIXCOLOR)
{
WRITE(p, "ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n");
}
else

View File

@ -62,14 +62,7 @@ public:
static bool InsertByteCode(const PIXELSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate);
static LPDIRECT3DPIXELSHADER9 GetColorMatrixProgram(int SSAAMode);
static LPDIRECT3DPIXELSHADER9 GetColorCopyProgram(int SSAAMode);
enum
{
DEPTH_CONVERSION_TYPE_NONE,
DEPTH_CONVERSION_TYPE_16BIT,
DEPTH_CONVERSION_TYPE_24BIT,
NUM_DEPTH_CONVERSION_TYPES
};
static LPDIRECT3DPIXELSHADER9 GetDepthMatrixProgram(int SSAAMode, int depthConversionType);
static LPDIRECT3DPIXELSHADER9 GetDepthMatrixProgram(int SSAAMode, bool depthConversion);
static LPDIRECT3DPIXELSHADER9 GetClearProgram();
static LPDIRECT3DPIXELSHADER9 ReinterpRGBA6ToRGB8();
static LPDIRECT3DPIXELSHADER9 ReinterpRGB8ToRGBA6();

View File

@ -559,6 +559,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
RectToLock.top = targetPixelRc.top;
if (type == PEEK_Z)
{
// TODO: why is D3DFMT_D24X8 singled out here? why not D3DFMT_D24X4S4/D24S8/D24FS8/D32/D16/D15S1 too, or none of them?
if (FramebufferManager::GetEFBDepthRTSurfaceFormat() == D3DFMT_D24X8)
return 0;
@ -599,13 +600,6 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
D3DFORMAT bformat = FramebufferManager::GetEFBDepthRTSurfaceFormat();
int depthConversionType;
if(bformat == FOURCC_RAWZ)
depthConversionType = PixelShaderCache::DEPTH_CONVERSION_TYPE_NONE;
else if(bformat == FOURCC_DF16)
depthConversionType = PixelShaderCache::DEPTH_CONVERSION_TYPE_16BIT;
else
depthConversionType = PixelShaderCache::DEPTH_CONVERSION_TYPE_24BIT;
D3D::drawShadedTexQuad(
read_texture,
@ -613,7 +607,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
Renderer::GetFullTargetWidth(),
Renderer::GetFullTargetHeight(),
4, 4,
PixelShaderCache::GetDepthMatrixProgram(0, depthConversionType),
PixelShaderCache::GetDepthMatrixProgram(0, bformat != FOURCC_RAWZ),
VertexShaderCache::GetSimpleVertexShader(0));
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);

View File

@ -131,18 +131,11 @@ void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleB
D3DFORMAT bformat = FramebufferManager::GetEFBDepthRTSurfaceFormat();
int SSAAMode = g_ActiveConfig.iMultisampleMode;
int depthConversionType;
if(bformat == FOURCC_RAWZ || bformat == D3DFMT_D24X8 || !bFromZBuffer)
depthConversionType = PixelShaderCache::DEPTH_CONVERSION_TYPE_NONE;
else if(bformat == FOURCC_DF16)
depthConversionType = PixelShaderCache::DEPTH_CONVERSION_TYPE_16BIT;
else
depthConversionType = PixelShaderCache::DEPTH_CONVERSION_TYPE_24BIT;
D3D::drawShadedTexQuad(read_texture, &sourcerect,
Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(),
virtualW, virtualH,
PixelShaderCache::GetDepthMatrixProgram(SSAAMode, depthConversionType),
// TODO: why is D3DFMT_D24X8 singled out here? why not D3DFMT_D24X4S4/D24S8/D24FS8/D32/D16/D15S1 too, or none of them?
PixelShaderCache::GetDepthMatrixProgram(SSAAMode, bFromZBuffer && bformat != FOURCC_RAWZ && bformat != D3DFMT_D24X8),
VertexShaderCache::GetSimpleVertexShader(SSAAMode));
Rendersurf->Release();