Some stuff which was still lying around on my hard disk:
- Add a sanity check in CRenderFrame::MSWWindowProc. Possibly reduces the risk of a crash when starting a game and immediately closing the emulation window when using the DX9 plugin. - DX11: Add the resource usage as a parameter to CreateQuadVertexBuffer, possibly to be used in the future. - reduce the size of the EFB access buffers from 4x4 to 1x1 since they needn't be bigger anymore - some fixes to the recent hires commit. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6256 8ced0084-cf51-0410-be5f-012b33b47a6e
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4907e6b6d2
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@ -218,6 +218,12 @@ WXLRESULT CRenderFrame::MSWWindowProc(WXUINT nMsg, WXWPARAM wParam, WXLPARAM lPa
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return wxFrame::MSWWindowProc(nMsg, wParam, lParam);
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}
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break;
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case WM_CLOSE:
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// Let Core finish initializing before accepting any WM_CLOSE messages
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if (Core::GetState() == Core::CORE_UNINITIALIZED) break;
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// Use default action otherwise
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default:
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// By default let wxWidgets do what it normally does with this event
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return wxFrame::MSWWindowProc(nMsg, wParam, lParam);
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@ -391,15 +391,29 @@ int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dw
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return S_OK;
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}
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ID3D11Buffer* CreateQuadVertexBuffer(unsigned int size, void* data)
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ID3D11Buffer* CreateQuadVertexBuffer(unsigned int size, void* data, D3D11_USAGE usage = D3D11_USAGE_DYNAMIC)
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{
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ID3D11Buffer* vb;
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D3D11_BUFFER_DESC vbdesc;
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vbdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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vbdesc.ByteWidth = size;
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vbdesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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vbdesc.MiscFlags = 0;
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vbdesc.Usage = D3D11_USAGE_DYNAMIC;
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vbdesc.Usage = usage;
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switch (usage)
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{
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case D3D11_USAGE_DEFAULT:
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case D3D11_USAGE_IMMUTABLE:
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vbdesc.CPUAccessFlags = 0;
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break;
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case D3D11_USAGE_DYNAMIC:
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vbdesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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break;
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case D3D11_USAGE_STAGING:
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vbdesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE|D3D11_CPU_ACCESS_READ;
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break;
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}
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if (data)
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{
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D3D11_SUBRESOURCE_DATA bufdata;
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@ -65,7 +65,7 @@ void FramebufferManager::Create()
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetSRV(), "EFB depth texture shader resource view");
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// render target for depth buffer access in Renderer::AccessEFB
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 4, 4, 1, 1, D3D11_BIND_RENDER_TARGET);
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, D3D11_BIND_RENDER_TARGET);
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hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf);
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CHECK(hr==S_OK, "create EFB depth read texture (hr=%#x)", hr);
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m_efb.depth_read_texture = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
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@ -74,7 +74,7 @@ void FramebufferManager::Create()
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetRTV(), "EFB depth read texture render target view (used in Renderer::AccessEFB)");
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// staging texture to which we copy the data from m_efb.depth_read_texture
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 4, 4, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ|D3D11_CPU_ACCESS_WRITE);
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ|D3D11_CPU_ACCESS_WRITE);
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hr = D3D::device->CreateTexture2D(&texdesc, NULL, &m_efb.depth_staging_buf);
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CHECK(hr==S_OK, "create EFB depth staging buffer (hr=%#x)", hr);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_staging_buf, "EFB depth staging texture (used for Renderer::AccessEFB)");
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@ -291,18 +291,16 @@ TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width,
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{
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// Load Custom textures
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char texPathTemp[MAX_PATH];
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int oldWidth = width;
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int oldHeight = height;
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int newWidth = width;
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int newHeight = height;
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sprintf(texPathTemp, "%s_%08x_%i", globals->unique_id, texHash, tex_format);
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pcfmt = HiresTextures::GetHiresTex(texPathTemp, &width, &height, tex_format, temp);
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pcfmt = HiresTextures::GetHiresTex(texPathTemp, &newWidth, &newHeight, tex_format, temp);
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if (pcfmt != PC_TEX_FMT_NONE)
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{
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expandedWidth = width;
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expandedHeight = height;
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entry.Realw = oldWidth;
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entry.Realh = oldHeight;
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expandedWidth = width = newWidth;
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expandedHeight = height = newHeight;
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}
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}
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@ -394,6 +392,8 @@ TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width,
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entry.frameCount = frameCount;
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entry.w = width;
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entry.h = height;
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entry.Scaledw = width;
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entry.Scaledh = height;
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entry.fmt = FullFormat;
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if (g_ActiveConfig.bDumpTextures)
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@ -382,18 +382,16 @@ TextureCache::TCacheEntry* TextureCache::Load(int texstage, u32 address, int wid
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// Load Custom textures
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char texPathTemp[MAX_PATH];
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int oldWidth = width;
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int oldHeight = height;
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int newWidth = width;
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int newHeight = height;
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sprintf(texPathTemp, "%s_%08x_%i", globals->unique_id, (unsigned int) texHash, tex_format);
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pcfmt = HiresTextures::GetHiresTex(texPathTemp, &width, &height, tex_format, temp);
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pcfmt = HiresTextures::GetHiresTex(texPathTemp, &newWidth, &newHeight, tex_format, temp);
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if (pcfmt != PC_TEX_FMT_NONE)
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{
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expandedWidth = width;
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expandedHeight = height;
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entry.Realw = oldWidth;
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entry.Realh = oldHeight;
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expandedWidth = width = newWidth;
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expandedHeight = height = newHeight;
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}
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}
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