Guess what, more ClearScreen fixes.
Additionally a small cleanup. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6656 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -156,13 +156,13 @@ void ClearScreen(const BPCmd &bp, const EFBRectangle &rc)
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u32 srcg8 = (color & 0xFF00) >> 8;
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u32 srcb8 = color & 0xFF;
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u32 dstr6 = srcr8 >> 2;
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u32 dstg6 = ((srcr8 & 0xFF) << 4) | (srcg8 >> 4);
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u32 dstb6 = ((srcg8 & 0xFFFF) << 2) | (srcb8 >> 6);
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u32 dsta6 = srcb8 & 0xFFFFFF;
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u32 dstr8 = (dstr6 << 2) | (dstr6>>4);
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u32 dstg8 = (dstg6 << 2) | (dstg6>>4);
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u32 dstb8 = (dstb6 << 2) | (dstb6>>4);
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u32 dsta8 = (dsta6 << 2) | (dsta6>>4);
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u32 dstg6 = ((srcr8 & 0x3) << 4) | (srcg8 >> 4);
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u32 dstb6 = ((srcg8 & 0xF) << 2) | (srcb8 >> 6);
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u32 dsta6 = srcb8 & 0x3F;
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u32 dstr8 = (dstr6 << 2) | (dstr6 >> 4);
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u32 dstg8 = (dstg6 << 2) | (dstg6 >> 4);
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u32 dstb8 = (dstb6 << 2) | (dstb6 >> 4);
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u32 dsta8 = (dsta6 << 2) | (dsta6 >> 4);
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color = (dsta8 << 24) | (dstr8 << 16) | (dstg8 << 8) | dstb8;
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}
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else // (2): convert RGBA8 color to RGBA6
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@ -94,8 +94,8 @@ public:
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static int EFBToScaledY(int y) { return y * GetTargetHeight() / EFB_HEIGHT; }
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// Floating point versions of the above - only use them if really necessary
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static float EFBToScaledXf(float x) { return x * (float)GetTargetWidth() / (float)EFB_WIDTH; }
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static float EFBToScaledYf(float y) { return y * (float)GetTargetHeight() / (float)EFB_HEIGHT; }
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static float EFBToScaledXf(float x) { return x * ((float)GetTargetWidth() / (float)EFB_WIDTH); }
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static float EFBToScaledYf(float y) { return y * ((float)GetTargetHeight() / (float)EFB_HEIGHT); }
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// Returns the offset at which the EFB will be drawn onto the backbuffer
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// NOTE: Never calculate this manually (e.g. to "increase accuracy"), since you might end up getting off-by-one errors.
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@ -355,7 +355,6 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
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s32 expandedHeight = (height + blkH) & (~blkH);
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float sampleStride = bScaleByHalf ? 2.f : 1.f;
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// TODO: sampleStride scaling might be slightly off
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TextureConversionShader::SetShaderParameters(
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(float)expandedWidth,
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(float)Renderer::EFBToScaledY(expandedHeight), // TODO: Why do we scale this?
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@ -420,7 +419,6 @@ u64 EncodeToRamFromTexture(u32 address,LPDIRECT3DTEXTURE9 source_texture, u32 So
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s32 expandedHeight = (height + blkH) & (~blkH);
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float sampleStride = bScaleByHalf ? 2.f : 1.f;
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// TODO: sampleStride scaling might be slightly off
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TextureConversionShader::SetShaderParameters(
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(float)expandedWidth,
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(float)Renderer::EFBToScaledY(expandedHeight), // TODO: Why do we scale this?
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@ -285,7 +285,6 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
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s32 expandedHeight = (height + blkH) & (~blkH);
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float sampleStride = bScaleByHalf ? 2.f : 1.f;
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// TODO: sampleStride scaling might be slightly off
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TextureConversionShader::SetShaderParameters((float)expandedWidth,
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(float)Renderer::EFBToScaledY(expandedHeight), // TODO: Why do we scale this?
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(float)Renderer::EFBToScaledX(source.left),
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@ -350,7 +349,6 @@ u64 EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer,
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s32 expandedHeight = (height + blkH) & (~blkH);
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float sampleStride = bScaleByHalf ? 2.f : 1.f;
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// TODO: sampleStride scaling might be slightly off
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TextureConversionShader::SetShaderParameters((float)expandedWidth,
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(float)Renderer::EFBToScaledY(expandedHeight), // TODO: Why do we scale this?
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(float)Renderer::EFBToScaledX(source.left),
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