Getting closer towards a working D3D
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2638 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
parent
220c11a3d5
commit
79e14b4077
|
@ -455,31 +455,21 @@ void BPWritten(int addr, int changes, int newval)
|
|||
|
||||
VertexShaderManager::SetViewportChanged();
|
||||
|
||||
// clear color
|
||||
u32 clearColor = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
|
||||
if (bpmem.blendmode.colorupdate)
|
||||
{
|
||||
D3DRECT drc;
|
||||
drc.x1 = rc.left;
|
||||
drc.x2 = rc.right;
|
||||
drc.y1 = rc.top;
|
||||
drc.y2 = rc.bottom;
|
||||
//D3D::dev->Clear(1, &drc, D3DCLEAR_STENCIL|D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,clearColor,1.0f,0);
|
||||
//if ((clearColor>>24) == 255)
|
||||
D3D::dev->ColorFill(D3D::GetBackBufferSurface(), &rc, clearColor);
|
||||
}
|
||||
else
|
||||
{
|
||||
// TODO:
|
||||
// bpmem.blendmode.alphaupdate
|
||||
// bpmem.blendmode.colorupdate
|
||||
// i dunno how to implement a clear on alpha only or color only
|
||||
// Since clear operations use the source rectangle, we have to do
|
||||
// regular renders
|
||||
if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate)
|
||||
{
|
||||
D3DCOLOR col = 0;
|
||||
if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate)
|
||||
col = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
|
||||
|
||||
D3D::dev->Clear(0, NULL, NULL, col, 0, 0);
|
||||
}
|
||||
|
||||
// clear z-buffer
|
||||
if (bpmem.zmode.updateenable)
|
||||
{
|
||||
float clearZ = (float)bpmem.clearZValue / float(0xFFFFFF);
|
||||
float clearZ = (float)(bpmem.clearZValue & 0xFFFFFF) / float(0xFFFFFF);
|
||||
if (clearZ > 1.0f) clearZ = 1.0f;
|
||||
if (clearZ < 0.0f) clearZ = 0.0f;
|
||||
|
||||
|
|
|
@ -88,7 +88,7 @@ void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
|
|||
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
if (_vtx_decl.normal_offset[i] >= 0)
|
||||
if (_vtx_decl.normal_offset[i] > 0)
|
||||
{
|
||||
elems[elem_idx].Offset = _vtx_decl.normal_offset[i];
|
||||
elems[elem_idx].Type = VarToD3D(_vtx_decl.normal_gl_type);
|
||||
|
@ -100,7 +100,7 @@ void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
|
|||
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
if (_vtx_decl.color_offset[i] >= 0)
|
||||
if (_vtx_decl.color_offset[i] > 0)
|
||||
{
|
||||
elems[elem_idx].Offset = _vtx_decl.color_offset[i];
|
||||
elems[elem_idx].Type = VarToD3D(_vtx_decl.color_gl_type);
|
||||
|
@ -112,7 +112,7 @@ void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
|
|||
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
if (_vtx_decl.texcoord_offset[i] >= 0)
|
||||
if (_vtx_decl.texcoord_offset[i] > 0)
|
||||
{
|
||||
elems[elem_idx].Offset = _vtx_decl.texcoord_offset[i];
|
||||
elems[elem_idx].Type = VarToD3D(_vtx_decl.texcoord_gl_type[i]);
|
||||
|
|
Loading…
Reference in New Issue