D3D: Switch color render target to a texture. Should not have any visible effects - if this causes slowdown compared to the previous revision right before this one, let me know in the comments. This is a prerequisite to do postprocessing, and also things like copy-efb-to-ram.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4278 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -22,6 +22,7 @@
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namespace FBManager
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{
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static LPDIRECT3DTEXTURE9 s_efb_color_texture;
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static LPDIRECT3DSURFACE9 s_efb_color_surface;
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static LPDIRECT3DSURFACE9 s_efb_depth_surface;
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@ -31,14 +32,24 @@ static LPDIRECT3DSURFACE9 s_efb_depth_surface;
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LPDIRECT3DSURFACE9 GetEFBColorRTSurface() { return s_efb_color_surface; }
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LPDIRECT3DSURFACE9 GetEFBDepthRTSurface() { return s_efb_depth_surface; }
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LPDIRECT3DTEXTURE9 GetEFBColorTexture(const EFBRectangle& sourceRc)
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{
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return s_efb_color_texture;
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}
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void Create()
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{
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// Simplest possible setup to start with.
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int target_width = Renderer::GetTargetWidth();
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int target_height = Renderer::GetTargetHeight();
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HRESULT hr = D3D::dev->CreateRenderTarget(target_width, target_height, D3DFMT_A8R8G8B8,
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D3DMULTISAMPLE_NONE, 0, FALSE, &s_efb_color_surface, NULL);
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HRESULT hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
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D3DPOOL_DEFAULT, &s_efb_color_texture, NULL);
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CHECK(hr);
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hr = s_efb_color_texture->GetSurfaceLevel(0, &s_efb_color_surface);
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CHECK(hr);
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hr = D3D::dev->CreateDepthStencilSurface(target_width, target_height, D3DFMT_D24S8,
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D3DMULTISAMPLE_NONE, 0, FALSE, &s_efb_depth_surface, NULL);
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CHECK(hr);
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@ -48,8 +59,13 @@ void Destroy()
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{
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s_efb_depth_surface->Release();
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s_efb_depth_surface = NULL;
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s_efb_color_surface->Release();
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s_efb_color_surface = NULL;
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#ifdef TEXSURF
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s_efb_color_texture->Release();
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s_efb_color_texture = NULL;
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#endif
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}
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} // namespace
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