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
This commit is contained in:
hrydgard 2009-09-02 19:59:41 +00:00
parent 4d9a47f6dc
commit c64b1ca5dc
5 changed files with 8 additions and 22 deletions

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@ -28,7 +28,7 @@
// a unique identifier, basically containing all the bits. Yup, it's a lot ....
// It would likely be a lot more efficient to build this incrementally as the attributes
// are set...
void GetPixelShaderId(PIXELSHADERUID &uid, u32 s_texturemask, u32 dstAlphaEnable)
void GetPixelShaderId(PIXELSHADERUID &uid, u32 texturemask, u32 dstAlphaEnable)
{
u32 projtexcoords = 0;
for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; i++)
@ -53,7 +53,7 @@ void GetPixelShaderId(PIXELSHADERUID &uid, u32 s_texturemask, u32 dstAlphaEnable
for (int i = 0; i < 8; i += 2)
((u8*)&uid.values[1])[i / 2] = (bpmem.tevksel[i].hex & 0xf) | ((bpmem.tevksel[i + 1].hex & 0xf) << 4);
uid.values[2] = s_texturemask;
uid.values[2] = texturemask;
uid.values[3] = (u32)bpmem.fog.c_proj_fsel.fsel |
((u32)bpmem.fog.c_proj_fsel.proj << 3);
@ -831,13 +831,13 @@ void SampleTexture(char *&p, const char *destination, const char *texcoords, con
if (HLSL)
WRITE(p, "%s=tex2D(samp%d,tempcoord.xy).%s;\n", destination, texmap, texswap);
else
WRITE(p, "%s=texRECT(samp%d,tempcoord.xy).%s;\n", destination, texmap, texswap);
WRITE(p, "%s=texRECT(samp%d,tempcoord.xy).%s;\n", destination, texmap, texswap);
}
else {
if (HLSL)
WRITE(p, "%s=tex2D(samp%d,%s.xy).%s;\n", destination, texmap, texcoords, texswap);
else
WRITE(p, "%s=texRECT(samp%d,%s.xy).%s;\n", destination, texmap, texcoords, texswap);
WRITE(p, "%s=texRECT(samp%d,%s.xy).%s;\n", destination, texmap, texcoords, texswap);
}
}
else {

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@ -101,6 +101,6 @@ public:
};
const char *GeneratePixelShader(u32 texture_mask, bool dstAlphaEnable, bool HLSL = false);
void GetPixelShaderId(PIXELSHADERUID &, u32 s_texturemask, u32 dstAlphaEnable);
void GetPixelShaderId(PIXELSHADERUID &, u32 texturemask, u32 dstAlphaEnable);
#endif // GCOGL_PIXELSHADER_H

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@ -336,6 +336,7 @@ void decodeDXTBlock(u32 *dst, const DXTBlock *src, int pitch)
{
colors[0] = makecol(red1, green1, blue1, 255);
colors[1] = makecol(red2, green2, blue2, 255);
// TODO: use 3/8ths and 5/8ths instead of 3rd and 2/3rds. most hw works like that.
colors[2] = makecol(red1 + (red2 - red1) / 3, green1 + (green2 - green1) / 3, blue1 + (blue2 - blue1) / 3, 255);
colors[3] = makecol(red2 + (red1 - red2) / 3, green2 + (green1 - green2) / 3, blue2 + (blue1 - blue2) / 3, 255);
}

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@ -215,26 +215,13 @@ void Flush()
tex.texTlut[i&3].tlut_format);
if (tentry) {
// texture loaded fine, set dims for pixel shader
if (tentry->isNonPow2)
{
PixelShaderManager::SetTexDims(i, tentry->w, tentry->h, tentry->mode.wrap_s, tentry->mode.wrap_t);
nonpow2tex |= 1 << i;
if (tentry->mode.wrap_s > 0) nonpow2tex |= 1 << (8 + i);
if (tentry->mode.wrap_t > 0) nonpow2tex |= 1 << (16 + i);
}
// if texture is power of two, set to ones (since don't need scaling)
// (the above seems to have changed - we set the width and height here too.
else
{
PixelShaderManager::SetTexDims(i, tentry->w, tentry->h, 0, 0);
}
PixelShaderManager::SetTexDims(i, tentry->w, tentry->h, 0, 0);
}
else
ERROR_LOG(VIDEO, "error loading texture");
}
}
PixelShaderManager::SetTexturesUsed(nonpow2tex);
PixelShaderManager::SetTexturesUsed(0);
int numVertices = indexGen.GetNumVerts();
if (numVertices)

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@ -109,8 +109,6 @@ void VertexShaderCache::SetShader(u32 components)
{
PanicAlert("Failed to compile Vertex Shader:\n\n%s", code);
}
D3D::dev->SetFVF(NULL);
}
void VertexShaderCache::Cleanup()