parent
7d43d10dd5
commit
bca97d42aa
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@ -317,7 +317,7 @@ bool DrawFrameBufferToScreen(FB_TO_SCREEN_INFO & fb_info)
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FRDP("DrawFrameBufferToScreen. ul_x=%d, ul_y=%d, lr_x=%d, lr_y=%d, size=%d, addr=%08lx\n", fb_info.ul_x, fb_info.ul_y, fb_info.lr_x, fb_info.lr_y, fb_info.size, fb_info.addr);
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GrTexInfo t_info;
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wxUint8 * image = gfx.RDRAM+fb_info.addr;
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wxUint32 texwidth, texheight;
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wxUint32 texwidth;
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float scale;
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if (width <= 256)
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{
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@ -335,12 +335,10 @@ bool DrawFrameBufferToScreen(FB_TO_SCREEN_INFO & fb_info)
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if (height <= (texwidth>>1))
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{
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t_info.aspectRatioLog2 = GR_ASPECT_LOG2_2x1;
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texheight = texwidth>>1;
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}
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else
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{
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t_info.aspectRatioLog2 = GR_ASPECT_LOG2_1x1;
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texheight = texwidth;
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}
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if (fb_info.size == 2)
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@ -588,7 +586,7 @@ void DrawDepthBufferToScreen(FB_TO_SCREEN_INFO & fb_info)
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FRDP("DrawDepthBufferToScreen. ul_x=%d, ul_y=%d, lr_x=%d, lr_y=%d, size=%d, addr=%08lx\n", fb_info.ul_x, fb_info.ul_y, fb_info.lr_x, fb_info.lr_y, fb_info.size, fb_info.addr);
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GrTexInfo t_info;
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wxUint8 * image = gfx.RDRAM+fb_info.addr;
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wxUint32 texwidth, texheight;
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wxUint32 texwidth;
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float scale;
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if (width <= 256)
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{
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@ -606,12 +604,10 @@ void DrawDepthBufferToScreen(FB_TO_SCREEN_INFO & fb_info)
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if (height <= (texwidth>>1))
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{
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t_info.aspectRatioLog2 = GR_ASPECT_LOG2_2x1;
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texheight = texwidth>>1;
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}
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else
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{
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t_info.aspectRatioLog2 = GR_ASPECT_LOG2_1x1;
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texheight = texwidth;
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}
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wxUint16 * tex = (wxUint16*)texture_buffer;
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@ -359,14 +359,13 @@ static void mod_tex_scale_col_add_col (wxUint16 *dst, int size, wxUint32 color0,
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static void mod_tex_add_col (wxUint16 *dst, int size, wxUint32 color)
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{
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wxUint32 cr, cg, cb, ca;
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wxUint32 cr, cg, cb;
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wxUint16 col;
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wxUint8 a, r, g, b;
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cr = (color >> 12) & 0xF;
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cg = (color >> 8) & 0xF;
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cb = (color >> 4) & 0xF;
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ca = color & 0xF;
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for (int i=0; i<size; i++)
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{
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@ -540,7 +539,6 @@ static void mod_tex_mul_col (wxUint16 *dst, int size, wxUint32 color)
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wxUint16 col;
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wxUint8 r, g, b;
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wxUint16 a;
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float percent, percent_i;
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cr = (float)((color >> 12) & 0xF)/16.0f;
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cg = (float)((color >> 8) & 0xF)/16.0f;
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@ -550,8 +548,6 @@ static void mod_tex_mul_col (wxUint16 *dst, int size, wxUint32 color)
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{
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col = *dst;
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a = col & 0xF000;
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percent = (a >> 12) / 15.0f;
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percent_i = 1.0f - percent;
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r = (wxUint8)(cr * ((col & 0x0F00) >> 8));
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g = (wxUint8)(cg * ((col & 0x00F0) >> 4));
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b = (wxUint8)(cb * (col & 0x000F));
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@ -593,10 +593,7 @@ static void uc2_moveword ()
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int index_y = index_x >> 2;
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index_x &= 3;
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float fpart = (float)fabs(rdp.combined[index_y][index_x] - (int)rdp.combined[index_y][index_x]);
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rdp.combined[index_y][index_x] = (short)(rdp.cmd1>>16);
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fpart = (float)fabs(rdp.combined[index_y][index_x+1] - (int)rdp.combined[index_y][index_x+1]);
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rdp.combined[index_y][index_x+1] = (short)(rdp.cmd1&0xFFFF);
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}
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@ -66,11 +66,9 @@ static float set_sprite_combine_mode ()
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float Z = 0.0f;
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if ((rdp.othermode_l & 0x00000030) && rdp.cycle_mode < 2)
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{
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wxUint16 prim_dz = 0;
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if (rdp.zsrc == 1)
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{
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Z = rdp.prim_depth;
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prim_dz = rdp.prim_dz;
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}
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FRDP ("prim_depth = %d, prim_dz = %d\n", rdp.prim_depth, rdp.prim_dz);
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Z = ScaleZ(Z);
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@ -37,7 +37,6 @@ void Super2xSaI_8888(uint32 *srcPtr, uint32 *destPtr, uint32 width, uint32 heigh
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#define SAI_Q_INTERPOLATE SAI_Q_INTERPOLATE_8888
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uint32 destWidth = width << 1;
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uint32 destHeight = height << 1;
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uint32 color4, color5, color6;
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uint32 color1, color2, color3;
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@ -38,11 +38,9 @@ int need_to_compile;
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static GLhandleARB fragment_shader_object;
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static GLhandleARB fragment_depth_shader_object;
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static GLhandleARB fragment_bw_shader_object;
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static GLhandleARB vertex_shader_object;
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static GLhandleARB program_object_default;
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static GLhandleARB program_object_depth;
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static GLhandleARB program_object_bw;
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static GLhandleARB program_object;
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static int constant_color_location;
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static int ccolor0_location;
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@ -87,16 +85,6 @@ static const char* fragment_shader_default =
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" gl_FragColor = texture2D(texture0, vec2(gl_TexCoord[0])); \n"
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;
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static const char* fragment_shader_depth =
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" gl_FragDepth = dot(texture2D(texture0, vec2(gl_TexCoord[0])), vec4(32*64*32/65536.0, 64*32/65536.0, 32/65536.0, 0))*0.5 + 0.5; \n"
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;
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static const char* fragment_shader_bw =
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" vec4 readtex0 = texture2D(texture0, vec2(gl_TexCoord[0])); \n"
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" gl_FragColor = vec4(vec3(readtex0.b), \n"
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" readtex0.r + readtex0.g * 8.0 / 256.0); \n"
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;
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static const char* fragment_shader_readtex0color =
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" vec4 readtex0 = texture2D(texture0, vec2(gl_TexCoord[0])); \n"
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;
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@ -762,7 +762,7 @@ int isWglExtensionSupported(const char *extension)
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FX_ENTRY GrContext_t FX_CALL
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grSstWinOpenExt(
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HWND hWnd,
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HWND hWnd,
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GrScreenResolution_t screen_resolution,
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GrScreenRefresh_t refresh_rate,
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GrColorFormat_t color_format,
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@ -787,7 +787,7 @@ grSstWinOpenExt(
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FX_ENTRY GrContext_t FX_CALL
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grSstWinOpen(
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HWND hWnd,
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HWND hWnd,
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GrScreenResolution_t screen_resolution,
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GrScreenRefresh_t refresh_rate,
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GrColorFormat_t color_format,
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Loading…
Reference in New Issue