D3D: Fix nonpow2 textures (simply turn off the rect texture stuff since it's not necessary under D3D). some cleanup. Add a TODO (tip from Orphis)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4168 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -28,7 +28,7 @@
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// a unique identifier, basically containing all the bits. Yup, it's a lot ....
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// It would likely be a lot more efficient to build this incrementally as the attributes
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// are set...
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void GetPixelShaderId(PIXELSHADERUID &uid, u32 s_texturemask, u32 dstAlphaEnable)
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void GetPixelShaderId(PIXELSHADERUID &uid, u32 texturemask, u32 dstAlphaEnable)
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{
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u32 projtexcoords = 0;
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for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; i++)
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@ -53,7 +53,7 @@ void GetPixelShaderId(PIXELSHADERUID &uid, u32 s_texturemask, u32 dstAlphaEnable
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for (int i = 0; i < 8; i += 2)
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((u8*)&uid.values[1])[i / 2] = (bpmem.tevksel[i].hex & 0xf) | ((bpmem.tevksel[i + 1].hex & 0xf) << 4);
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uid.values[2] = s_texturemask;
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uid.values[2] = texturemask;
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uid.values[3] = (u32)bpmem.fog.c_proj_fsel.fsel |
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((u32)bpmem.fog.c_proj_fsel.proj << 3);
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@ -831,13 +831,13 @@ void SampleTexture(char *&p, const char *destination, const char *texcoords, con
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if (HLSL)
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WRITE(p, "%s=tex2D(samp%d,tempcoord.xy).%s;\n", destination, texmap, texswap);
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else
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WRITE(p, "%s=texRECT(samp%d,tempcoord.xy).%s;\n", destination, texmap, texswap);
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WRITE(p, "%s=texRECT(samp%d,tempcoord.xy).%s;\n", destination, texmap, texswap);
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}
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else {
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if (HLSL)
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WRITE(p, "%s=tex2D(samp%d,%s.xy).%s;\n", destination, texmap, texcoords, texswap);
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else
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WRITE(p, "%s=texRECT(samp%d,%s.xy).%s;\n", destination, texmap, texcoords, texswap);
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WRITE(p, "%s=texRECT(samp%d,%s.xy).%s;\n", destination, texmap, texcoords, texswap);
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}
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}
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else {
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@ -101,6 +101,6 @@ public:
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};
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const char *GeneratePixelShader(u32 texture_mask, bool dstAlphaEnable, bool HLSL = false);
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void GetPixelShaderId(PIXELSHADERUID &, u32 s_texturemask, u32 dstAlphaEnable);
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void GetPixelShaderId(PIXELSHADERUID &, u32 texturemask, u32 dstAlphaEnable);
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#endif // GCOGL_PIXELSHADER_H
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@ -336,6 +336,7 @@ void decodeDXTBlock(u32 *dst, const DXTBlock *src, int pitch)
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{
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colors[0] = makecol(red1, green1, blue1, 255);
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colors[1] = makecol(red2, green2, blue2, 255);
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// TODO: use 3/8ths and 5/8ths instead of 3rd and 2/3rds. most hw works like that.
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colors[2] = makecol(red1 + (red2 - red1) / 3, green1 + (green2 - green1) / 3, blue1 + (blue2 - blue1) / 3, 255);
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colors[3] = makecol(red2 + (red1 - red2) / 3, green2 + (green1 - green2) / 3, blue2 + (blue1 - blue2) / 3, 255);
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}
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@ -215,26 +215,13 @@ void Flush()
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tex.texTlut[i&3].tlut_format);
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if (tentry) {
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// texture loaded fine, set dims for pixel shader
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if (tentry->isNonPow2)
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{
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PixelShaderManager::SetTexDims(i, tentry->w, tentry->h, tentry->mode.wrap_s, tentry->mode.wrap_t);
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nonpow2tex |= 1 << i;
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if (tentry->mode.wrap_s > 0) nonpow2tex |= 1 << (8 + i);
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if (tentry->mode.wrap_t > 0) nonpow2tex |= 1 << (16 + i);
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}
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// if texture is power of two, set to ones (since don't need scaling)
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// (the above seems to have changed - we set the width and height here too.
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else
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{
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PixelShaderManager::SetTexDims(i, tentry->w, tentry->h, 0, 0);
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}
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PixelShaderManager::SetTexDims(i, tentry->w, tentry->h, 0, 0);
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}
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else
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ERROR_LOG(VIDEO, "error loading texture");
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}
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}
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PixelShaderManager::SetTexturesUsed(nonpow2tex);
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PixelShaderManager::SetTexturesUsed(0);
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int numVertices = indexGen.GetNumVerts();
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if (numVertices)
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@ -109,8 +109,6 @@ void VertexShaderCache::SetShader(u32 components)
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{
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PanicAlert("Failed to compile Vertex Shader:\n\n%s", code);
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}
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D3D::dev->SetFVF(NULL);
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}
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void VertexShaderCache::Cleanup()
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