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
This commit is contained in:
NeoBrainX 2011-02-04 18:15:14 +00:00
parent 1339c06d6e
commit f7d757b46e
3 changed files with 23 additions and 18 deletions

View File

@ -434,13 +434,15 @@ void drawShadedTexSubQuad(IDirect3DTexture9 *texture,
// Fills a certain area of the current render target with the specified color // Fills a certain area of the current render target with the specified color
// Z buffer disabled; destination coordinates normalized to (-1;1) // Z buffer disabled; destination coordinates normalized to (-1;1)
void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2) void drawColorQuad(int DestWidth, int DestHeight, u32 Color, float x1, float y1, float x2, float y2)
{ {
float dw = 1.f / (float)DestWidth;
float dh = 1.f / (float)DestHeight;
struct CQVertex { float x, y, z, rhw; u32 col; } coords[4] = { struct CQVertex { float x, y, z, rhw; u32 col; } coords[4] = {
{ x1, y2, 0.f, 1.f, Color }, { x1-dw, y2+dh, 0.f, 1.f, Color },
{ x2, y2, 0.f, 1.f, Color }, { x2-dw, y2+dh, 0.f, 1.f, Color },
{ x1, y1, 0.f, 1.f, Color }, { x1-dw, y1+dh, 0.f, 1.f, Color },
{ x2, y1, 0.f, 1.f, Color }, { x2-dw, y1+dh, 0.f, 1.f, Color },
}; };
dev->SetVertexShader(VertexShaderCache::GetClearVertexShader()); dev->SetVertexShader(VertexShaderCache::GetClearVertexShader());
dev->SetPixelShader(PixelShaderCache::GetClearProgram()); dev->SetPixelShader(PixelShaderCache::GetClearProgram());
@ -449,13 +451,15 @@ void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2)
RestoreShaders(); RestoreShaders();
} }
void drawClearQuad(u32 Color,float z,IDirect3DPixelShader9 *PShader,IDirect3DVertexShader9 *Vshader) void drawClearQuad(int DestWidth, int DestHeight, u32 Color, float z, IDirect3DPixelShader9 *PShader, IDirect3DVertexShader9 *Vshader)
{ {
float dw = 1.f / (float)DestWidth;
float dh = 1.f / (float)DestHeight;
struct Q2DVertex { float x,y,z,rhw;u32 color;} coords[4] = { struct Q2DVertex { float x,y,z,rhw;u32 color;} coords[4] = {
{-1.0f, 1.0f, z, 1.0f, Color}, {-1.0f-dw, 1.0f+dh, z, 1.0f, Color},
{ 1.0f, 1.0f, z, 1.0f, Color}, { 1.0f-dw, 1.0f+dh, z, 1.0f, Color},
{ 1.0f, -1.0f, z, 1.0f, Color}, { 1.0f-dw, -1.0f+dh, z, 1.0f, Color},
{-1.0f, -1.0f, z, 1.0f, Color} {-1.0f-dw, -1.0f+dh, z, 1.0f, Color}
}; };
dev->SetVertexShader(Vshader); dev->SetVertexShader(Vshader);
dev->SetPixelShader(PShader); dev->SetPixelShader(PShader);

View File

@ -82,8 +82,8 @@ namespace D3D
IDirect3DPixelShader9 *PShader, IDirect3DPixelShader9 *PShader,
IDirect3DVertexShader9 *Vshader, IDirect3DVertexShader9 *Vshader,
float Gamma = 1.0f); float Gamma = 1.0f);
void drawClearQuad(u32 Color, float z, IDirect3DPixelShader9 *PShader, IDirect3DVertexShader9 *Vshader); void drawClearQuad(int DestWidth, int DestHeight, u32 Color, float z, IDirect3DPixelShader9 *PShader, IDirect3DVertexShader9 *Vshader);
void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2); void drawColorQuad(int DestWidth, int DestHeight, u32 Color, float x1, float y1, float x2, float y2);
void SaveRenderStates(); void SaveRenderStates();
void RestoreRenderStates(); void RestoreRenderStates();

View File

@ -691,10 +691,11 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
{ {
// TODO: Speed this up by batching pokes? // TODO: Speed this up by batching pokes?
ResetAPIState(); ResetAPIState();
D3D::drawColorQuad(poke_data, (float)RectToLock.left * 2.f / (float)Renderer::GetFullTargetWidth() - 1.f, D3D::drawColorQuad(GetFullTargetWidth(), GetFullTargetHeight(), poke_data,
- (float)RectToLock.top * 2.f / (float)Renderer::GetFullTargetHeight() + 1.f, (float)RectToLock.left * 2.f / (float)Renderer::GetFullTargetWidth() - 1.f,
(float)RectToLock.right * 2.f / (float)Renderer::GetFullTargetWidth() - 1.f, - (float)RectToLock.top * 2.f / (float)Renderer::GetFullTargetHeight() + 1.f,
- (float)RectToLock.bottom * 2.f / (float)Renderer::GetFullTargetHeight() + 1.f); (float)RectToLock.right * 2.f / (float)Renderer::GetFullTargetWidth() - 1.f,
- (float)RectToLock.bottom * 2.f / (float)Renderer::GetFullTargetHeight() + 1.f);
RestoreAPIState(); RestoreAPIState();
return 0; return 0;
} }
@ -838,7 +839,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
vp.MinZ = 0.0; vp.MinZ = 0.0;
vp.MaxZ = 1.0; vp.MaxZ = 1.0;
D3D::dev->SetViewport(&vp); D3D::dev->SetViewport(&vp);
D3D::drawClearQuad(color, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader()); D3D::drawClearQuad(GetFullTargetWidth(), GetFullTargetHeight(), color, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
RestoreAPIState(); RestoreAPIState();
} }
@ -978,7 +979,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
vp.MinZ = 0.0f; vp.MinZ = 0.0f;
vp.MaxZ = 1.0f; vp.MaxZ = 1.0f;
D3D::dev->SetViewport(&vp); D3D::dev->SetViewport(&vp);
D3D::drawClearQuad(0, 1.0, PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader()); D3D::drawClearQuad(GetFullTargetWidth(), GetFullTargetHeight(), 0, 1.0, PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
} }
else else
{ {