gsdx: sed /dt/dTex/

This commit is contained in:
Gregory Hainaut 2015-05-15 20:43:57 +02:00
parent d870188d21
commit 6a9e425308
14 changed files with 166 additions and 166 deletions

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@ -122,9 +122,9 @@ void GSDevice::Present(const GSVector4i& r, int shader)
GL_POP(); GL_POP();
} }
void GSDevice::Present(GSTexture* st, GSTexture* dt, const GSVector4& dr, int shader) void GSDevice::Present(GSTexture* st, GSTexture* dTex, const GSVector4& dr, int shader)
{ {
StretchRect(st, dt, dr, shader); StretchRect(st, dTex, dr, shader);
} }
GSTexture* GSDevice::FetchSurface(int type, int w, int h, bool msaa, int format) GSTexture* GSDevice::FetchSurface(int type, int w, int h, bool msaa, int format)
@ -207,9 +207,9 @@ GSTexture* GSDevice::CreateOffscreen(int w, int h, int format)
return FetchSurface(GSTexture::Offscreen, w, h, false, format); return FetchSurface(GSTexture::Offscreen, w, h, false, format);
} }
void GSDevice::StretchRect(GSTexture* st, GSTexture* dt, const GSVector4& dr, int shader, bool linear) void GSDevice::StretchRect(GSTexture* st, GSTexture* dTex, const GSVector4& dr, int shader, bool linear)
{ {
StretchRect(st, GSVector4(0, 0, 1, 1), dt, dr, shader, linear); StretchRect(st, GSVector4(0, 0, 1, 1), dTex, dr, shader, linear);
} }
GSTexture* GSDevice::GetCurrent() GSTexture* GSDevice::GetCurrent()

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@ -100,11 +100,11 @@ protected:
virtual GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format) = 0; virtual GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format) = 0;
virtual GSTexture* FetchSurface(int type, int w, int h, bool msaa, int format); virtual GSTexture* FetchSurface(int type, int w, int h, bool msaa, int format);
virtual void DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c) = 0; virtual void DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c) = 0;
virtual void DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset) = 0; virtual void DoInterlace(GSTexture* st, GSTexture* dTex, int shader, bool linear, float yoffset) = 0;
virtual void DoFXAA(GSTexture* st, GSTexture* dt) {} virtual void DoFXAA(GSTexture* st, GSTexture* dTex) {}
virtual void DoShadeBoost(GSTexture* st, GSTexture* dt) {} virtual void DoShadeBoost(GSTexture* st, GSTexture* dTex) {}
virtual void DoExternalFX(GSTexture* st, GSTexture* dt) {} virtual void DoExternalFX(GSTexture* st, GSTexture* dTex) {}
public: public:
GSDevice(); GSDevice();
@ -118,7 +118,7 @@ public:
virtual bool Reset(int w, int h); virtual bool Reset(int w, int h);
virtual bool IsLost(bool update = false) {return false;} virtual bool IsLost(bool update = false) {return false;}
virtual void Present(const GSVector4i& r, int shader); virtual void Present(const GSVector4i& r, int shader);
virtual void Present(GSTexture* st, GSTexture* dt, const GSVector4& dr, int shader = 0); virtual void Present(GSTexture* st, GSTexture* dTex, const GSVector4& dr, int shader = 0);
virtual void Flip() {} virtual void Flip() {}
virtual void SetVSync(bool enable) {m_vsync = enable;} virtual void SetVSync(bool enable) {m_vsync = enable;}
@ -143,10 +143,10 @@ public:
virtual GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0) {return NULL;} virtual GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0) {return NULL;}
virtual void CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r) {} virtual void CopyRect(GSTexture* st, GSTexture* dTex, const GSVector4i& r) {}
virtual void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader = 0, bool linear = true) {} virtual void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, int shader = 0, bool linear = true) {}
void StretchRect(GSTexture* st, GSTexture* dt, const GSVector4& dr, int shader = 0, bool linear = true); void StretchRect(GSTexture* st, GSTexture* dTex, const GSVector4& dr, int shader = 0, bool linear = true);
virtual void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1) {} virtual void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1) {}
virtual void PSSetShaderResource(int i, GSTexture* sr) {} virtual void PSSetShaderResource(int i, GSTexture* sr) {}

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@ -605,9 +605,9 @@ GSTexture* GSDevice11::CopyOffscreen(GSTexture* src, const GSVector4& sr, int w,
return dst; return dst;
} }
void GSDevice11::CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r) void GSDevice11::CopyRect(GSTexture* st, GSTexture* dTex, const GSVector4i& r)
{ {
if(!st || !dt) if(!st || !dTex)
{ {
ASSERT(0); ASSERT(0);
return; return;
@ -615,22 +615,22 @@ void GSDevice11::CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r)
D3D11_BOX box = {r.left, r.top, 0, r.right, r.bottom, 1}; D3D11_BOX box = {r.left, r.top, 0, r.right, r.bottom, 1};
m_ctx->CopySubresourceRegion(*(GSTexture11*)dt, 0, 0, 0, 0, *(GSTexture11*)st, 0, &box); m_ctx->CopySubresourceRegion(*(GSTexture11*)dTex, 0, 0, 0, 0, *(GSTexture11*)st, 0, &box);
} }
void GSDevice11::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader, bool linear) void GSDevice11::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, int shader, bool linear)
{ {
StretchRect(st, sr, dt, dr, m_convert.ps[shader], NULL, linear); StretchRect(st, sr, dTex, dr, m_convert.ps[shader], NULL, linear);
} }
void GSDevice11::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, bool linear) void GSDevice11::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, bool linear)
{ {
StretchRect(st, sr, dt, dr, ps, ps_cb, m_convert.bs, linear); StretchRect(st, sr, dTex, dr, ps, ps_cb, m_convert.bs, linear);
} }
void GSDevice11::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs, bool linear) void GSDevice11::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs, bool linear)
{ {
if(!st || !dt) if(!st || !dTex)
{ {
ASSERT(0); ASSERT(0);
return; return;
@ -638,13 +638,13 @@ void GSDevice11::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt,
BeginScene(); BeginScene();
GSVector2i ds = dt->GetSize(); GSVector2i ds = dTex->GetSize();
// om // om
OMSetDepthStencilState(m_convert.dss, 0); OMSetDepthStencilState(m_convert.dss, 0);
OMSetBlendState(bs, 0); OMSetBlendState(bs, 0);
OMSetRenderTargets(dt, NULL); OMSetRenderTargets(dTex, NULL);
// ia // ia
@ -702,26 +702,26 @@ void GSDevice11::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt,
PSSetShaderResources(NULL, NULL); PSSetShaderResources(NULL, NULL);
} }
void GSDevice11::DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c) void GSDevice11::DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c)
{ {
ClearRenderTarget(dt, c); ClearRenderTarget(dTex, c);
if(st[1] && !slbg) if(st[1] && !slbg)
{ {
StretchRect(st[1], sr[1], dt, dr[1], m_merge.ps[0], NULL, true); StretchRect(st[1], sr[1], dTex, dr[1], m_merge.ps[0], NULL, true);
} }
if(st[0]) if(st[0])
{ {
m_ctx->UpdateSubresource(m_merge.cb, 0, NULL, &c, 0, 0); m_ctx->UpdateSubresource(m_merge.cb, 0, NULL, &c, 0, 0);
StretchRect(st[0], sr[0], dt, dr[0], m_merge.ps[mmod ? 1 : 0], m_merge.cb, m_merge.bs, true); StretchRect(st[0], sr[0], dTex, dr[0], m_merge.ps[mmod ? 1 : 0], m_merge.cb, m_merge.bs, true);
} }
} }
void GSDevice11::DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset) void GSDevice11::DoInterlace(GSTexture* st, GSTexture* dTex, int shader, bool linear, float yoffset)
{ {
GSVector4 s = GSVector4(dt->GetSize()); GSVector4 s = GSVector4(dTex->GetSize());
GSVector4 sr(0, 0, 1, 1); GSVector4 sr(0, 0, 1, 1);
GSVector4 dr(0.0f, yoffset, s.x, s.y + yoffset); GSVector4 dr(0.0f, yoffset, s.x, s.y + yoffset);
@ -733,7 +733,7 @@ void GSDevice11::DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool line
m_ctx->UpdateSubresource(m_interlace.cb, 0, NULL, &cb, 0, 0); m_ctx->UpdateSubresource(m_interlace.cb, 0, NULL, &cb, 0, 0);
StretchRect(st, sr, dt, dr, m_interlace.ps[shader], m_interlace.cb, linear); StretchRect(st, sr, dTex, dr, m_interlace.ps[shader], m_interlace.cb, linear);
} }
//Included an init function for this also. Just to be safe. //Included an init function for this also. Just to be safe.
@ -751,9 +751,9 @@ void GSDevice11::InitExternalFX()
} }
} }
void GSDevice11::DoExternalFX(GSTexture* st, GSTexture* dt) void GSDevice11::DoExternalFX(GSTexture* st, GSTexture* dTex)
{ {
GSVector2i s = dt->GetSize(); GSVector2i s = dTex->GetSize();
GSVector4 sr(0, 0, 1, 1); GSVector4 sr(0, 0, 1, 1);
GSVector4 dr(0, 0, s.x, s.y); GSVector4 dr(0, 0, s.x, s.y);
@ -768,7 +768,7 @@ void GSDevice11::DoExternalFX(GSTexture* st, GSTexture* dt)
m_ctx->UpdateSubresource(m_shaderfx.cb, 0, NULL, &cb, 0, 0); m_ctx->UpdateSubresource(m_shaderfx.cb, 0, NULL, &cb, 0, 0);
StretchRect(st, sr, dt, dr, m_shaderfx.ps, m_shaderfx.cb, true); StretchRect(st, sr, dTex, dr, m_shaderfx.ps, m_shaderfx.cb, true);
} }
// This shouldn't be necessary, we have some bug corrupting memory // This shouldn't be necessary, we have some bug corrupting memory
@ -787,9 +787,9 @@ void GSDevice11::InitFXAA()
} }
} }
void GSDevice11::DoFXAA(GSTexture* st, GSTexture* dt) void GSDevice11::DoFXAA(GSTexture* st, GSTexture* dTex)
{ {
GSVector2i s = dt->GetSize(); GSVector2i s = dTex->GetSize();
GSVector4 sr(0, 0, 1, 1); GSVector4 sr(0, 0, 1, 1);
GSVector4 dr(0, 0, s.x, s.y); GSVector4 dr(0, 0, s.x, s.y);
@ -803,15 +803,15 @@ void GSDevice11::DoFXAA(GSTexture* st, GSTexture* dt)
m_ctx->UpdateSubresource(m_fxaa.cb, 0, NULL, &cb, 0, 0); m_ctx->UpdateSubresource(m_fxaa.cb, 0, NULL, &cb, 0, 0);
StretchRect(st, sr, dt, dr, m_fxaa.ps, m_fxaa.cb, true); StretchRect(st, sr, dTex, dr, m_fxaa.ps, m_fxaa.cb, true);
//st->Save("c:\\temp1\\1.bmp"); //st->Save("c:\\temp1\\1.bmp");
//dt->Save("c:\\temp1\\2.bmp"); //dTex->Save("c:\\temp1\\2.bmp");
} }
void GSDevice11::DoShadeBoost(GSTexture* st, GSTexture* dt) void GSDevice11::DoShadeBoost(GSTexture* st, GSTexture* dTex)
{ {
GSVector2i s = dt->GetSize(); GSVector2i s = dTex->GetSize();
GSVector4 sr(0, 0, 1, 1); GSVector4 sr(0, 0, 1, 1);
GSVector4 dr(0, 0, s.x, s.y); GSVector4 dr(0, 0, s.x, s.y);
@ -823,7 +823,7 @@ void GSDevice11::DoShadeBoost(GSTexture* st, GSTexture* dt)
m_ctx->UpdateSubresource(m_shadeboost.cb, 0, NULL, &cb, 0, 0); m_ctx->UpdateSubresource(m_shadeboost.cb, 0, NULL, &cb, 0, 0);
StretchRect(st, sr, dt, dr, m_shadeboost.ps, m_shadeboost.cb, true); StretchRect(st, sr, dTex, dr, m_shadeboost.ps, m_shadeboost.cb, true);
} }
void GSDevice11::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm) void GSDevice11::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm)

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@ -34,11 +34,11 @@ class GSDevice11 : public GSDeviceDX
{ {
GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format); GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format);
void DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c); void DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c);
void DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset = 0); void DoInterlace(GSTexture* st, GSTexture* dTex, int shader, bool linear, float yoffset = 0);
void DoFXAA(GSTexture* st, GSTexture* dt); void DoFXAA(GSTexture* st, GSTexture* dTex);
void DoShadeBoost(GSTexture* st, GSTexture* dt); void DoShadeBoost(GSTexture* st, GSTexture* dTex);
void DoExternalFX(GSTexture* st, GSTexture* dt); void DoExternalFX(GSTexture* st, GSTexture* dTex);
void InitExternalFX(); void InitExternalFX();
void InitFXAA(); // Bug workaround! Stack corruption? Heap corruption? No idea void InitFXAA(); // Bug workaround! Stack corruption? Heap corruption? No idea
@ -186,11 +186,11 @@ public:
GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0); GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0);
void CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r); void CopyRect(GSTexture* st, GSTexture* dTex, const GSVector4i& r);
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader = 0, bool linear = true); void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, int shader = 0, bool linear = true);
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, bool linear = true); void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, bool linear = true);
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs, bool linear = true); void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs, bool linear = true);
void IASetVertexBuffer(const void* vertex, size_t stride, size_t count); void IASetVertexBuffer(const void* vertex, size_t stride, size_t count);
bool IAMapVertexBuffer(void** vertex, size_t stride, size_t count); bool IAMapVertexBuffer(void** vertex, size_t stride, size_t count);

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@ -808,30 +808,30 @@ GSTexture* GSDevice9::CopyOffscreen(GSTexture* src, const GSVector4& sr, int w,
return dst; return dst;
} }
void GSDevice9::CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r) void GSDevice9::CopyRect(GSTexture* st, GSTexture* dTex, const GSVector4i& r)
{ {
if(!st || !dt) if(!st || !dTex)
{ {
ASSERT(0); ASSERT(0);
return; return;
} }
m_dev->StretchRect(*(GSTexture9*)st, r, *(GSTexture9*)dt, r, D3DTEXF_NONE); m_dev->StretchRect(*(GSTexture9*)st, r, *(GSTexture9*)dTex, r, D3DTEXF_NONE);
} }
void GSDevice9::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader, bool linear) void GSDevice9::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, int shader, bool linear)
{ {
StretchRect(st, sr, dt, dr, m_convert.ps[shader], NULL, 0, linear); StretchRect(st, sr, dTex, dr, m_convert.ps[shader], NULL, 0, linear);
} }
void GSDevice9::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len, bool linear) void GSDevice9::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len, bool linear)
{ {
StretchRect(st, sr, dt, dr, ps, ps_cb, ps_cb_len, &m_convert.bs, linear); StretchRect(st, sr, dTex, dr, ps, ps_cb, ps_cb_len, &m_convert.bs, linear);
} }
void GSDevice9::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len, Direct3DBlendState9* bs, bool linear) void GSDevice9::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len, Direct3DBlendState9* bs, bool linear)
{ {
if(!st || !dt) if(!st || !dTex)
{ {
ASSERT(0); ASSERT(0);
return; return;
@ -839,13 +839,13 @@ void GSDevice9::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, c
BeginScene(); BeginScene();
GSVector2i ds = dt->GetSize(); GSVector2i ds = dTex->GetSize();
// om // om
OMSetDepthStencilState(&m_convert.dss); OMSetDepthStencilState(&m_convert.dss);
OMSetBlendState(bs, 0); OMSetBlendState(bs, 0);
OMSetRenderTargets(dt, NULL); OMSetRenderTargets(dTex, NULL);
// ia // ia
@ -891,13 +891,13 @@ void GSDevice9::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, c
EndScene(); EndScene();
} }
void GSDevice9::DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c) void GSDevice9::DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c)
{ {
ClearRenderTarget(dt, c); ClearRenderTarget(dTex, c);
if(st[1] && !slbg) if(st[1] && !slbg)
{ {
StretchRect(st[1], sr[1], dt, dr[1], m_merge.ps[0], NULL, true); StretchRect(st[1], sr[1], dTex, dr[1], m_merge.ps[0], NULL, true);
} }
if(st[0]) if(st[0])
@ -906,13 +906,13 @@ void GSDevice9::DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVector
cb.BGColor = c; cb.BGColor = c;
StretchRect(st[0], sr[0], dt, dr[0], m_merge.ps[mmod ? 1 : 0], (const float*)&cb, 1, &m_merge.bs, true); StretchRect(st[0], sr[0], dTex, dr[0], m_merge.ps[mmod ? 1 : 0], (const float*)&cb, 1, &m_merge.bs, true);
} }
} }
void GSDevice9::DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset) void GSDevice9::DoInterlace(GSTexture* st, GSTexture* dTex, int shader, bool linear, float yoffset)
{ {
GSVector4 s = GSVector4(dt->GetSize()); GSVector4 s = GSVector4(dTex->GetSize());
GSVector4 sr(0, 0, 1, 1); GSVector4 sr(0, 0, 1, 1);
GSVector4 dr(0.0f, yoffset, s.x, s.y + yoffset); GSVector4 dr(0.0f, yoffset, s.x, s.y + yoffset);
@ -922,7 +922,7 @@ void GSDevice9::DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linea
cb.ZrH = GSVector2(0, 1.0f / s.y); cb.ZrH = GSVector2(0, 1.0f / s.y);
cb.hH = (float)s.y / 2; cb.hH = (float)s.y / 2;
StretchRect(st, sr, dt, dr, m_interlace.ps[shader], (const float*)&cb, 1, linear); StretchRect(st, sr, dTex, dr, m_interlace.ps[shader], (const float*)&cb, 1, linear);
} }
void GSDevice9::InitExternalFX() void GSDevice9::InitExternalFX()
@ -939,9 +939,9 @@ void GSDevice9::InitExternalFX()
} }
} }
void GSDevice9::DoExternalFX(GSTexture* st, GSTexture* dt) void GSDevice9::DoExternalFX(GSTexture* st, GSTexture* dTex)
{ {
GSVector2i s = dt->GetSize(); GSVector2i s = dTex->GetSize();
GSVector4 sr(0, 0, 1, 1); GSVector4 sr(0, 0, 1, 1);
GSVector4 dr(0, 0, s.x, s.y); GSVector4 dr(0, 0, s.x, s.y);
@ -954,7 +954,7 @@ void GSDevice9::DoExternalFX(GSTexture* st, GSTexture* dt)
cb.rcpFrame = GSVector4(1.0f / s.x, 1.0f / s.y, 0.0f, 0.0f); cb.rcpFrame = GSVector4(1.0f / s.x, 1.0f / s.y, 0.0f, 0.0f);
cb.rcpFrameOpt = GSVector4::zero(); cb.rcpFrameOpt = GSVector4::zero();
StretchRect(st, sr, dt, dr, m_shaderfx.ps, (const float*)&cb, 2, true); StretchRect(st, sr, dTex, dr, m_shaderfx.ps, (const float*)&cb, 2, true);
} }
void GSDevice9::InitFXAA() void GSDevice9::InitFXAA()
@ -971,9 +971,9 @@ void GSDevice9::InitFXAA()
} }
} }
void GSDevice9::DoFXAA(GSTexture* st, GSTexture* dt) void GSDevice9::DoFXAA(GSTexture* st, GSTexture* dTex)
{ {
GSVector2i s = dt->GetSize(); GSVector2i s = dTex->GetSize();
GSVector4 sr(0, 0, 1, 1); GSVector4 sr(0, 0, 1, 1);
GSVector4 dr(0, 0, s.x, s.y); GSVector4 dr(0, 0, s.x, s.y);
@ -985,12 +985,12 @@ void GSDevice9::DoFXAA(GSTexture* st, GSTexture* dt)
cb.rcpFrame = GSVector4(1.0f / s.x, 1.0f / s.y, 0.0f, 0.0f); cb.rcpFrame = GSVector4(1.0f / s.x, 1.0f / s.y, 0.0f, 0.0f);
cb.rcpFrameOpt = GSVector4::zero(); cb.rcpFrameOpt = GSVector4::zero();
StretchRect(st, sr, dt, dr, m_fxaa.ps, (const float*)&cb, 2, true); StretchRect(st, sr, dTex, dr, m_fxaa.ps, (const float*)&cb, 2, true);
} }
void GSDevice9::DoShadeBoost(GSTexture* st, GSTexture* dt) void GSDevice9::DoShadeBoost(GSTexture* st, GSTexture* dTex)
{ {
GSVector2i s = dt->GetSize(); GSVector2i s = dTex->GetSize();
GSVector4 sr(0, 0, 1, 1); GSVector4 sr(0, 0, 1, 1);
GSVector4 dr(0, 0, s.x, s.y); GSVector4 dr(0, 0, s.x, s.y);
@ -1000,7 +1000,7 @@ void GSDevice9::DoShadeBoost(GSTexture* st, GSTexture* dt)
cb.rcpFrame = GSVector4(1.0f / s.x, 1.0f / s.y, 0.0f, 0.0f); cb.rcpFrame = GSVector4(1.0f / s.x, 1.0f / s.y, 0.0f, 0.0f);
cb.rcpFrameOpt = GSVector4::zero(); cb.rcpFrameOpt = GSVector4::zero();
StretchRect(st, sr, dt, dr, m_shadeboost.ps, (const float*)&cb, 1, true); StretchRect(st, sr, dTex, dr, m_shadeboost.ps, (const float*)&cb, 1, true);
} }
void GSDevice9::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm) void GSDevice9::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm)

View File

@ -74,11 +74,11 @@ class GSDevice9 : public GSDeviceDX
{ {
GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format); GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format);
void DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c); void DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c);
void DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset = 0); void DoInterlace(GSTexture* st, GSTexture* dTex, int shader, bool linear, float yoffset = 0);
void DoFXAA(GSTexture* st, GSTexture* dt); void DoFXAA(GSTexture* st, GSTexture* dTex);
void DoShadeBoost(GSTexture* st, GSTexture* dt); void DoShadeBoost(GSTexture* st, GSTexture* dTex);
void DoExternalFX(GSTexture* st, GSTexture* dt); void DoExternalFX(GSTexture* st, GSTexture* dTex);
void InitExternalFX(); void InitExternalFX();
void InitFXAA(); void InitFXAA();
@ -211,11 +211,11 @@ public:
GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0); GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0);
void CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r); void CopyRect(GSTexture* st, GSTexture* dTex, const GSVector4i& r);
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader = 0, bool linear = true); void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, int shader = 0, bool linear = true);
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len, bool linear = true); void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len, bool linear = true);
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len, Direct3DBlendState9* bs, bool linear = true); void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len, Direct3DBlendState9* bs, bool linear = true);
void IASetVertexBuffer(const void* vertex, size_t stride, size_t count); void IASetVertexBuffer(const void* vertex, size_t stride, size_t count);
bool IAMapVertexBuffer(void** vertex, size_t stride, size_t count); bool IAMapVertexBuffer(void** vertex, size_t stride, size_t count);

View File

@ -29,8 +29,8 @@ class GSDeviceNull : public GSDevice
private: private:
GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format); GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format);
void DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c) {} void DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c) {}
void DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset = 0) {} void DoInterlace(GSTexture* st, GSTexture* dTex, int shader, bool linear, float yoffset = 0) {}
public: public:
GSDeviceNull() {} GSDeviceNull() {}

View File

@ -702,12 +702,12 @@ GSTexture* GSDeviceOGL::CopyOffscreen(GSTexture* src, const GSVector4& sr, int w
} }
// Copy a sub part of a texture into another // Copy a sub part of a texture into another
void GSDeviceOGL::CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r) void GSDeviceOGL::CopyRect(GSTexture* st, GSTexture* dTex, const GSVector4i& r)
{ {
ASSERT(st && dt); ASSERT(st && dTex);
const GLuint& sid = st->GetID(); const GLuint& sid = st->GetID();
const GLuint& did = dt->GetID(); const GLuint& did = dTex->GetID();
#ifdef ENABLE_OGL_DEBUG #ifdef ENABLE_OGL_DEBUG
GL_PUSH(format("CopyRect from %d to %d", sid, did).c_str()); GL_PUSH(format("CopyRect from %d to %d", sid, did).c_str());
@ -733,25 +733,25 @@ void GSDeviceOGL::CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r)
GL_POP(); GL_POP();
} }
void GSDeviceOGL::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader, bool linear) void GSDeviceOGL::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, int shader, bool linear)
{ {
StretchRect(st, sr, dt, dr, m_convert.ps[shader], linear); StretchRect(st, sr, dTex, dr, m_convert.ps[shader], linear);
} }
void GSDeviceOGL::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, GLuint ps, bool linear) void GSDeviceOGL::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, GLuint ps, bool linear)
{ {
StretchRect(st, sr, dt, dr, ps, m_convert.bs, linear); StretchRect(st, sr, dTex, dr, ps, m_convert.bs, linear);
} }
void GSDeviceOGL::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, GLuint ps, GSBlendStateOGL* bs, bool linear) void GSDeviceOGL::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, GLuint ps, GSBlendStateOGL* bs, bool linear)
{ {
if(!st || !dt) if(!st || !dTex)
{ {
ASSERT(0); ASSERT(0);
return; return;
} }
GL_PUSH(format("StretchRect from %d to %d", st->GetID(), dt->GetID()).c_str()); GL_PUSH(format("StretchRect from %d to %d", st->GetID(), dTex->GetID()).c_str());
// ************************************ // ************************************
// Init // Init
@ -759,7 +759,7 @@ void GSDeviceOGL::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt,
BeginScene(); BeginScene();
GSVector2i ds = dt->GetSize(); GSVector2i ds = dTex->GetSize();
// WARNING: setup of the program must be done first. So you can setup // WARNING: setup of the program must be done first. So you can setup
// 1/ subroutine uniform // 1/ subroutine uniform
@ -775,7 +775,7 @@ void GSDeviceOGL::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt,
OMSetDepthStencilState(m_convert.dss, 0); OMSetDepthStencilState(m_convert.dss, 0);
OMSetBlendState(bs, 0); OMSetBlendState(bs, 0);
OMSetRenderTargets(dt, NULL); OMSetRenderTargets(dTex, NULL);
OMSetColorMaskState(); OMSetColorMaskState();
// ************************************ // ************************************
@ -802,7 +802,7 @@ void GSDeviceOGL::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt,
// 2/ in case some GSdx code expect thing in dx order. // 2/ in case some GSdx code expect thing in dx order.
// Only flipping the backbuffer is transparent (I hope)... // Only flipping the backbuffer is transparent (I hope)...
GSVector4 flip_sr = sr; GSVector4 flip_sr = sr;
if (static_cast<GSTextureOGL*>(dt)->IsBackbuffer()) { if (static_cast<GSTextureOGL*>(dTex)->IsBackbuffer()) {
flip_sr.y = sr.w; flip_sr.y = sr.w;
flip_sr.w = sr.y; flip_sr.w = sr.y;
} }
@ -844,36 +844,36 @@ void GSDeviceOGL::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt,
GL_POP(); GL_POP();
} }
void GSDeviceOGL::DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c) void GSDeviceOGL::DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c)
{ {
GL_PUSH("DoMerge"); GL_PUSH("DoMerge");
OMSetColorMaskState(); OMSetColorMaskState();
ClearRenderTarget(dt, c); ClearRenderTarget(dTex, c);
if(st[1] && !slbg) if(st[1] && !slbg)
{ {
StretchRect(st[1], sr[1], dt, dr[1], m_merge_obj.ps[0]); StretchRect(st[1], sr[1], dTex, dr[1], m_merge_obj.ps[0]);
} }
if(st[0]) if(st[0])
{ {
m_merge_obj.cb->upload(&c.v); m_merge_obj.cb->upload(&c.v);
StretchRect(st[0], sr[0], dt, dr[0], m_merge_obj.ps[mmod ? 1 : 0], m_merge_obj.bs); StretchRect(st[0], sr[0], dTex, dr[0], m_merge_obj.ps[mmod ? 1 : 0], m_merge_obj.bs);
} }
GL_POP(); GL_POP();
} }
void GSDeviceOGL::DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset) void GSDeviceOGL::DoInterlace(GSTexture* st, GSTexture* dTex, int shader, bool linear, float yoffset)
{ {
GL_PUSH("DoInterlace"); GL_PUSH("DoInterlace");
OMSetColorMaskState(); OMSetColorMaskState();
GSVector4 s = GSVector4(dt->GetSize()); GSVector4 s = GSVector4(dTex->GetSize());
GSVector4 sr(0, 0, 1, 1); GSVector4 sr(0, 0, 1, 1);
GSVector4 dr(0.0f, yoffset, s.x, s.y + yoffset); GSVector4 dr(0.0f, yoffset, s.x, s.y + yoffset);
@ -885,12 +885,12 @@ void GSDeviceOGL::DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool lin
m_interlace.cb->upload(&cb); m_interlace.cb->upload(&cb);
StretchRect(st, sr, dt, dr, m_interlace.ps[shader], linear); StretchRect(st, sr, dTex, dr, m_interlace.ps[shader], linear);
GL_POP(); GL_POP();
} }
void GSDeviceOGL::DoFXAA(GSTexture* st, GSTexture* dt) void GSDeviceOGL::DoFXAA(GSTexture* st, GSTexture* dTex)
{ {
// Lazy compile // Lazy compile
if (!m_fxaa.ps) { if (!m_fxaa.ps) {
@ -907,17 +907,17 @@ void GSDeviceOGL::DoFXAA(GSTexture* st, GSTexture* dt)
OMSetColorMaskState(); OMSetColorMaskState();
GSVector2i s = dt->GetSize(); GSVector2i s = dTex->GetSize();
GSVector4 sr(0, 0, 1, 1); GSVector4 sr(0, 0, 1, 1);
GSVector4 dr(0, 0, s.x, s.y); GSVector4 dr(0, 0, s.x, s.y);
StretchRect(st, sr, dt, dr, m_fxaa.ps, true); StretchRect(st, sr, dTex, dr, m_fxaa.ps, true);
GL_POP(); GL_POP();
} }
void GSDeviceOGL::DoExternalFX(GSTexture* st, GSTexture* dt) void GSDeviceOGL::DoExternalFX(GSTexture* st, GSTexture* dTex)
{ {
// Lazy compile // Lazy compile
if (!m_shaderfx.ps) { if (!m_shaderfx.ps) {
@ -945,7 +945,7 @@ void GSDeviceOGL::DoExternalFX(GSTexture* st, GSTexture* dt)
OMSetColorMaskState(); OMSetColorMaskState();
GSVector2i s = dt->GetSize(); GSVector2i s = dTex->GetSize();
GSVector4 sr(0, 0, 1, 1); GSVector4 sr(0, 0, 1, 1);
GSVector4 dr(0, 0, s.x, s.y); GSVector4 dr(0, 0, s.x, s.y);
@ -958,18 +958,18 @@ void GSDeviceOGL::DoExternalFX(GSTexture* st, GSTexture* dt)
m_shaderfx.cb->upload(&cb); m_shaderfx.cb->upload(&cb);
StretchRect(st, sr, dt, dr, m_shaderfx.ps, true); StretchRect(st, sr, dTex, dr, m_shaderfx.ps, true);
GL_POP(); GL_POP();
} }
void GSDeviceOGL::DoShadeBoost(GSTexture* st, GSTexture* dt) void GSDeviceOGL::DoShadeBoost(GSTexture* st, GSTexture* dTex)
{ {
GL_PUSH("DoShadeBoost"); GL_PUSH("DoShadeBoost");
OMSetColorMaskState(); OMSetColorMaskState();
GSVector2i s = dt->GetSize(); GSVector2i s = dTex->GetSize();
GSVector4 sr(0, 0, 1, 1); GSVector4 sr(0, 0, 1, 1);
GSVector4 dr(0, 0, s.x, s.y); GSVector4 dr(0, 0, s.x, s.y);
@ -981,7 +981,7 @@ void GSDeviceOGL::DoShadeBoost(GSTexture* st, GSTexture* dt)
m_shadeboost.cb->upload(&cb); m_shadeboost.cb->upload(&cb);
StretchRect(st, sr, dt, dr, m_shadeboost.ps, true); StretchRect(st, sr, dTex, dr, m_shadeboost.ps, true);
GL_POP(); GL_POP();
} }

View File

@ -536,11 +536,11 @@ class GSDeviceOGL : public GSDevice
GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format); GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format);
GSTexture* FetchSurface(int type, int w, int h, bool msaa, int format); GSTexture* FetchSurface(int type, int w, int h, bool msaa, int format);
void DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c); void DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c);
void DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset = 0); void DoInterlace(GSTexture* st, GSTexture* dTex, int shader, bool linear, float yoffset = 0);
void DoFXAA(GSTexture* st, GSTexture* dt); void DoFXAA(GSTexture* st, GSTexture* dTex);
void DoShadeBoost(GSTexture* st, GSTexture* dt); void DoShadeBoost(GSTexture* st, GSTexture* dTex);
void DoExternalFX(GSTexture* st, GSTexture* dt); void DoExternalFX(GSTexture* st, GSTexture* dTex);
void OMAttachRt(GSTextureOGL* rt = NULL); void OMAttachRt(GSTextureOGL* rt = NULL);
void OMAttachDs(GSTextureOGL* ds = NULL); void OMAttachDs(GSTextureOGL* ds = NULL);
@ -587,10 +587,10 @@ class GSDeviceOGL : public GSDevice
GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0); GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0);
void CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r); void CopyRect(GSTexture* st, GSTexture* dTex, const GSVector4i& r);
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader = 0, bool linear = true); void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, int shader = 0, bool linear = true);
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, GLuint ps, bool linear = true); void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, GLuint ps, bool linear = true);
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, GLuint ps, GSBlendStateOGL* bs, bool linear = true); void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, GLuint ps, GSBlendStateOGL* bs, bool linear = true);
void SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm); void SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm);

View File

@ -102,13 +102,13 @@ GSTexture* GSDeviceSW::CopyOffscreen(GSTexture* src, const GSVector4& sr, int w,
return dst; return dst;
} }
void GSDeviceSW::CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r) void GSDeviceSW::CopyRect(GSTexture* st, GSTexture* dTex, const GSVector4i& r)
{ {
GSTexture::GSMap m; GSTexture::GSMap m;
if(st->Map(m, &r)) if(st->Map(m, &r))
{ {
dt->Update(r, m.bits, m.pitch); dTex->Update(r, m.bits, m.pitch);
st->Unmap(); st->Unmap();
} }
@ -207,21 +207,21 @@ public:
} }
}; };
template<class SHADER> static void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, const SHADER& shader, bool linear) template<class SHADER> static void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, const SHADER& shader, bool linear)
{ {
GSVector4i r(dr.ceil()); GSVector4i r(dr.ceil());
r = r.rintersect(GSVector4i(dt->GetSize()).zwxy()); r = r.rintersect(GSVector4i(dTex->GetSize()).zwxy());
if(r.rempty()) return; if(r.rempty()) return;
GSTexture::GSMap dm; GSTexture::GSMap dm;
if(!dt->Map(dm, &r)) return; if(!dTex->Map(dm, &r)) return;
GSTexture::GSMap sm; GSTexture::GSMap sm;
if(!st->Map(sm, NULL)) {dt->Unmap(); return;} if(!st->Map(sm, NULL)) {dTex->Unmap(); return;}
GSVector2i ssize = st->GetSize(); GSVector2i ssize = st->GetSize();
@ -298,33 +298,33 @@ template<class SHADER> static void StretchRect(GSTexture* st, const GSVector4& s
} }
st->Unmap(); st->Unmap();
dt->Unmap(); dTex->Unmap();
} }
void GSDeviceSW::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader, bool linear) void GSDeviceSW::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, int shader, bool linear)
{ {
// TODO: if dt == m_backbuffer && m_backbuffer is special // TODO: if dTex == m_backbuffer && m_backbuffer is special
if(shader == 0) if(shader == 0)
{ {
if((sr == GSVector4(0, 0, 1, 1) & dr == GSVector4(dt->GetSize()).zwxy()).alltrue() && st->GetSize() == dt->GetSize()) if((sr == GSVector4(0, 0, 1, 1) & dr == GSVector4(dTex->GetSize()).zwxy()).alltrue() && st->GetSize() == dTex->GetSize())
{ {
// shortcut // shortcut
CopyRect(st, dt, GSVector4i(dt->GetSize()).zwxy()); CopyRect(st, dTex, GSVector4i(dTex->GetSize()).zwxy());
return; return;
} }
ShaderCopy s; ShaderCopy s;
::StretchRect(st, sr, dt, dr, s, linear); ::StretchRect(st, sr, dTex, dr, s, linear);
} }
else if(shader == 1) else if(shader == 1)
{ {
ShaderAlphaBlend s; ShaderAlphaBlend s;
::StretchRect(st, sr, dt, dr, s, linear); ::StretchRect(st, sr, dTex, dr, s, linear);
} }
else else
{ {
@ -349,13 +349,13 @@ void GSDeviceSW::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector
// //
void GSDeviceSW::DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c) void GSDeviceSW::DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c)
{ {
ClearRenderTarget(dt, c); ClearRenderTarget(dTex, c);
if(st[1] && !slbg) if(st[1] && !slbg)
{ {
StretchRect(st[1], sr[1], dt, dr[1]); StretchRect(st[1], sr[1], dTex, dr[1]);
} }
if(st[0]) if(st[0])
@ -366,7 +366,7 @@ void GSDeviceSW::DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVecto
ShaderAlpha2xBlend s; ShaderAlpha2xBlend s;
::StretchRect(st[0], sr[0], dt, dr[0], s, true); ::StretchRect(st[0], sr[0], dTex, dr[0], s, true);
} }
else else
{ {
@ -374,23 +374,23 @@ void GSDeviceSW::DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVecto
ShaderFactorBlend s((uint32)(int)(c.a * 255)); ShaderFactorBlend s((uint32)(int)(c.a * 255));
::StretchRect(st[0], sr[0], dt, dr[0], s, true); ::StretchRect(st[0], sr[0], dTex, dr[0], s, true);
} }
} }
// dt->Save("c:\\1.bmp"); // dTex->Save("c:\\1.bmp");
} }
void GSDeviceSW::DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset) void GSDeviceSW::DoInterlace(GSTexture* st, GSTexture* dTex, int shader, bool linear, float yoffset)
{ {
GSVector4 s = GSVector4(dt->GetSize()); GSVector4 s = GSVector4(dTex->GetSize());
GSVector4 sr(0, 0, 1, 1); GSVector4 sr(0, 0, 1, 1);
GSVector4 dr(0.0f, yoffset, s.x, s.y + yoffset); GSVector4 dr(0.0f, yoffset, s.x, s.y + yoffset);
if(shader == 0 || shader == 1) if(shader == 0 || shader == 1)
{ {
// TODO: 0/1 => update even/odd lines of dt // TODO: 0/1 => update even/odd lines of dTex
} }
else if(shader == 2) else if(shader == 2)
{ {
@ -398,7 +398,7 @@ void GSDeviceSW::DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool line
} }
else if(shader == 3) else if(shader == 3)
{ {
StretchRect(st, sr, dt, dr, 0, linear); StretchRect(st, sr, dTex, dr, 0, linear);
} }
else else
{ {

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@ -28,8 +28,8 @@ class GSDeviceSW : public GSDevice
{ {
GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format); GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format);
void DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c); void DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c);
void DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset = 0); void DoInterlace(GSTexture* st, GSTexture* dTex, int shader, bool linear, float yoffset = 0);
void Clear(GSTexture* t, uint32 c); void Clear(GSTexture* t, uint32 c);
@ -52,8 +52,8 @@ public:
GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0); GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0);
void CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r); void CopyRect(GSTexture* st, GSTexture* dTex, const GSVector4i& r);
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader = 0, bool linear = true); void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, int shader = 0, bool linear = true);
void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1); void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1);
void PSSetShaderResource(int i, GSTexture* sr); void PSSetShaderResource(int i, GSTexture* sr);

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@ -173,7 +173,7 @@ void GSDrawScanline::SetupPrim(const GSVertexSW* vertex, const uint32* index, co
m_local.d8.stq = dt8; m_local.d8.stq = dt8;
} }
GSVector8 dt(dscan.t); GSVector8 dTex(dscan.t);
for(int j = 0, k = sel.fst ? 2 : 3; j < k; j++) for(int j = 0, k = sel.fst ? 2 : 3; j < k; j++)
{ {
@ -181,9 +181,9 @@ void GSDrawScanline::SetupPrim(const GSVertexSW* vertex, const uint32* index, co
switch(j) switch(j)
{ {
case 0: dstq = dt.xxxx(); break; case 0: dstq = dTex.xxxx(); break;
case 1: dstq = dt.yyyy(); break; case 1: dstq = dTex.yyyy(); break;
case 2: dstq = dt.zzzz(); break; case 2: dstq = dTex.zzzz(); break;
} }
for(int i = 0; i < 8; i++) for(int i = 0; i < 8; i++)

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@ -828,13 +828,13 @@ void GSRasterizer::DrawSprite(const GSVertexSW* vertex, const uint32* index)
GSVertexSW dv = v[1] - v[0]; GSVertexSW dv = v[1] - v[0];
GSVector4 dt = dv.t / dv.p.xyxy(); GSVector4 dTex = dv.t / dv.p.xyxy();
GSVertexSW dedge; GSVertexSW dedge;
GSVertexSW dscan; GSVertexSW dscan;
dedge.t = GSVector4::zero().insert32<1, 1>(dt); dedge.t = GSVector4::zero().insert32<1, 1>(dTex);
dscan.t = GSVector4::zero().insert32<0, 0>(dt); dscan.t = GSVector4::zero().insert32<0, 0>(dTex);
GSVector4 prestep = GSVector4(r.left, r.top) - scan.p; GSVector4 prestep = GSVector4(r.left, r.top) - scan.p;

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@ -745,7 +745,7 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
GSVector4 sr(0, 0, w, h); GSVector4 sr(0, 0, w, h);
GSTexture* st = src->m_texture ? src->m_texture : dst->m_texture; GSTexture* st = src->m_texture ? src->m_texture : dst->m_texture;
GSTexture* dt = m_renderer->m_dev->CreateRenderTarget(w, h, false); GSTexture* dTex = m_renderer->m_dev->CreateRenderTarget(w, h, false);
// GH: by default (m_paltex == 0) GSdx converts texture to the 32 bit format // GH: by default (m_paltex == 0) GSdx converts texture to the 32 bit format
// However it is different here. We want to reuse a Render Target as a texture. // However it is different here. We want to reuse a Render Target as a texture.
// Because the texture is already on the GPU, CPU can't convert it. // Because the texture is already on the GPU, CPU can't convert it.
@ -754,26 +754,26 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
if(!src->m_texture) if(!src->m_texture)
{ {
src->m_texture = dt; src->m_texture = dTex;
} }
if((sr == dr).alltrue()) if((sr == dr).alltrue())
{ {
m_renderer->m_dev->CopyRect(st, dt, GSVector4i(0, 0, w, h)); m_renderer->m_dev->CopyRect(st, dTex, GSVector4i(0, 0, w, h));
} }
else else
{ {
sr.z /= st->GetWidth(); sr.z /= st->GetWidth();
sr.w /= st->GetHeight(); sr.w /= st->GetHeight();
m_renderer->m_dev->StretchRect(st, sr, dt, dr); m_renderer->m_dev->StretchRect(st, sr, dTex, dr);
} }
if(dt != src->m_texture) if(dTex != src->m_texture)
{ {
m_renderer->m_dev->Recycle(src->m_texture); m_renderer->m_dev->Recycle(src->m_texture);
src->m_texture = dt; src->m_texture = dTex;
} }
if( src->m_texture ) if( src->m_texture )