D3D9: Offset vertices used to copy textures by 0.5.
I __think__ this is the actually correct way to do it, but not sure. Someone please have a look at this... Not sure if this changes anything anyway, since we're using scissor rects to clip this stuff anyway... Maybe the screen edges weren't cleaned properly before though. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7063 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -434,13 +434,15 @@ void drawShadedTexSubQuad(IDirect3DTexture9 *texture,
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// Fills a certain area of the current render target with the specified color
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// Fills a certain area of the current render target with the specified color
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// Z buffer disabled; destination coordinates normalized to (-1;1)
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// Z buffer disabled; destination coordinates normalized to (-1;1)
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void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2)
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void drawColorQuad(int DestWidth, int DestHeight, u32 Color, float x1, float y1, float x2, float y2)
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{
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{
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float dw = 1.f / (float)DestWidth;
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float dh = 1.f / (float)DestHeight;
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struct CQVertex { float x, y, z, rhw; u32 col; } coords[4] = {
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struct CQVertex { float x, y, z, rhw; u32 col; } coords[4] = {
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{ x1, y2, 0.f, 1.f, Color },
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{ x1-dw, y2+dh, 0.f, 1.f, Color },
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{ x2, y2, 0.f, 1.f, Color },
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{ x2-dw, y2+dh, 0.f, 1.f, Color },
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{ x1, y1, 0.f, 1.f, Color },
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{ x1-dw, y1+dh, 0.f, 1.f, Color },
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{ x2, y1, 0.f, 1.f, Color },
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{ x2-dw, y1+dh, 0.f, 1.f, Color },
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};
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};
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dev->SetVertexShader(VertexShaderCache::GetClearVertexShader());
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dev->SetVertexShader(VertexShaderCache::GetClearVertexShader());
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dev->SetPixelShader(PixelShaderCache::GetClearProgram());
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dev->SetPixelShader(PixelShaderCache::GetClearProgram());
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@ -449,13 +451,15 @@ void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2)
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RestoreShaders();
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RestoreShaders();
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}
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}
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void drawClearQuad(u32 Color,float z,IDirect3DPixelShader9 *PShader,IDirect3DVertexShader9 *Vshader)
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void drawClearQuad(int DestWidth, int DestHeight, u32 Color, float z, IDirect3DPixelShader9 *PShader, IDirect3DVertexShader9 *Vshader)
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{
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{
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float dw = 1.f / (float)DestWidth;
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float dh = 1.f / (float)DestHeight;
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struct Q2DVertex { float x,y,z,rhw;u32 color;} coords[4] = {
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struct Q2DVertex { float x,y,z,rhw;u32 color;} coords[4] = {
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{-1.0f, 1.0f, z, 1.0f, Color},
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{-1.0f-dw, 1.0f+dh, z, 1.0f, Color},
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{ 1.0f, 1.0f, z, 1.0f, Color},
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{ 1.0f-dw, 1.0f+dh, z, 1.0f, Color},
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{ 1.0f, -1.0f, z, 1.0f, Color},
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{ 1.0f-dw, -1.0f+dh, z, 1.0f, Color},
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{-1.0f, -1.0f, z, 1.0f, Color}
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{-1.0f-dw, -1.0f+dh, z, 1.0f, Color}
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};
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};
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dev->SetVertexShader(Vshader);
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dev->SetVertexShader(Vshader);
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dev->SetPixelShader(PShader);
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dev->SetPixelShader(PShader);
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@ -82,8 +82,8 @@ namespace D3D
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IDirect3DPixelShader9 *PShader,
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IDirect3DPixelShader9 *PShader,
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IDirect3DVertexShader9 *Vshader,
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IDirect3DVertexShader9 *Vshader,
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float Gamma = 1.0f);
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float Gamma = 1.0f);
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void drawClearQuad(u32 Color, float z, IDirect3DPixelShader9 *PShader, IDirect3DVertexShader9 *Vshader);
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void drawClearQuad(int DestWidth, int DestHeight, u32 Color, float z, IDirect3DPixelShader9 *PShader, IDirect3DVertexShader9 *Vshader);
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void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2);
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void drawColorQuad(int DestWidth, int DestHeight, u32 Color, float x1, float y1, float x2, float y2);
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void SaveRenderStates();
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void SaveRenderStates();
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void RestoreRenderStates();
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void RestoreRenderStates();
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@ -691,10 +691,11 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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{
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{
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// TODO: Speed this up by batching pokes?
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// TODO: Speed this up by batching pokes?
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ResetAPIState();
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ResetAPIState();
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D3D::drawColorQuad(poke_data, (float)RectToLock.left * 2.f / (float)Renderer::GetFullTargetWidth() - 1.f,
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D3D::drawColorQuad(GetFullTargetWidth(), GetFullTargetHeight(), poke_data,
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- (float)RectToLock.top * 2.f / (float)Renderer::GetFullTargetHeight() + 1.f,
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(float)RectToLock.left * 2.f / (float)Renderer::GetFullTargetWidth() - 1.f,
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(float)RectToLock.right * 2.f / (float)Renderer::GetFullTargetWidth() - 1.f,
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- (float)RectToLock.top * 2.f / (float)Renderer::GetFullTargetHeight() + 1.f,
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- (float)RectToLock.bottom * 2.f / (float)Renderer::GetFullTargetHeight() + 1.f);
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(float)RectToLock.right * 2.f / (float)Renderer::GetFullTargetWidth() - 1.f,
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- (float)RectToLock.bottom * 2.f / (float)Renderer::GetFullTargetHeight() + 1.f);
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RestoreAPIState();
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RestoreAPIState();
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return 0;
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return 0;
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}
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}
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@ -838,7 +839,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
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vp.MinZ = 0.0;
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vp.MinZ = 0.0;
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vp.MaxZ = 1.0;
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vp.MaxZ = 1.0;
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D3D::dev->SetViewport(&vp);
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D3D::dev->SetViewport(&vp);
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D3D::drawClearQuad(color, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
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D3D::drawClearQuad(GetFullTargetWidth(), GetFullTargetHeight(), color, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
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RestoreAPIState();
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RestoreAPIState();
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}
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}
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@ -978,7 +979,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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vp.MinZ = 0.0f;
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vp.MinZ = 0.0f;
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vp.MaxZ = 1.0f;
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vp.MaxZ = 1.0f;
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D3D::dev->SetViewport(&vp);
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D3D::dev->SetViewport(&vp);
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D3D::drawClearQuad(0, 1.0, PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
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D3D::drawClearQuad(GetFullTargetWidth(), GetFullTargetHeight(), 0, 1.0, PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
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}
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}
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else
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else
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{
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{
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