Changes:
* Fixed a bug on Texture Converter when Copy EFB to RAM's cache is disabled, so... * ...accordingly, I revert my latest commit because now it becomes useless. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6760 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -152,13 +152,10 @@ bool Renderer::CalculateTargetSize(int multiplier)
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newEFBWidth *= multiplier;
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newEFBHeight *= multiplier;
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s_Fulltarget_width = newEFBWidth;
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s_Fulltarget_height = newEFBHeight;
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if (newEFBWidth != s_target_width || newEFBHeight != s_target_height)
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{
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s_target_width = newEFBWidth;
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s_target_height = newEFBHeight;
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s_Fulltarget_width = s_target_width = newEFBWidth;
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s_Fulltarget_height = s_target_height = newEFBHeight;
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return true;
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}
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return false;
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@ -325,7 +325,7 @@ Renderer::Renderer()
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vp.Width = s_target_width;
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vp.Height = s_target_height;
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D3D::dev->SetViewport(&vp);
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D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(255,0,0,0), 1.0f, 0);
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D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 0);
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D3D::BeginFrame();
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D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, true);
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D3D::dev->CreateOffscreenPlainSurface(s_backbuffer_width,s_backbuffer_height, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &ScreenShootMEMSurface, NULL );
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@ -800,7 +800,7 @@ void Renderer::UpdateViewport()
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D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
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D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
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D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(255,0,0,0), 1.0f, 0);
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D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 0);
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}
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}
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@ -1217,7 +1217,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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}
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D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
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D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
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D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(255,0,0,0), 1.0f, 0);
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D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 0);
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}
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// Place messages on the picture, then copy it to the screen
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@ -443,11 +443,9 @@ u64 EncodeToRamFromTexture(u32 address,LPDIRECT3DTEXTURE9 source_texture, u32 So
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int readStride = (expandedWidth * cacheBytes) / TexDecoder_GetBlockWidthInTexels(format);
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EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource, dest_ptr, expandedWidth / samples, expandedHeight, readStride, true, bScaleByHalf > 0,1.0f);
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u64 hash = 0;
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u64 hash = GetHash64(dest_ptr,size_in_bytes,g_ActiveConfig.iSafeTextureCache_ColorSamples);
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if (g_ActiveConfig.bEFBCopyCacheEnable)
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{
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hash = GetHash64(dest_ptr,size_in_bytes,g_ActiveConfig.iSafeTextureCache_ColorSamples);
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// If the texture in RAM is already in the texture cache, do not copy it again as it has not changed.
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if (TextureCache::Find(address, hash))
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return hash;
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@ -371,12 +371,10 @@ u64 EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer,
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dest_ptr, expandedWidth / samples, expandedHeight, readStride,
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true, bScaleByHalf > 0 && !bFromZBuffer);
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u64 hash = 0;
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u64 hash = GetHash64(dest_ptr, size_in_bytes,
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g_ActiveConfig.iSafeTextureCache_ColorSamples);
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if (g_ActiveConfig.bEFBCopyCacheEnable)
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{
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hash = GetHash64(dest_ptr, size_in_bytes,
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g_ActiveConfig.iSafeTextureCache_ColorSamples);
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// If the texture in RAM is already in the texture cache,
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// do not copy it again as it has not changed.
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if (TextureCache::Find(address, hash))
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