Well this commit has 2 parts:

first part if fixing, fixed, i thing, the flickering that everyone has reported, at least in my case i only have flickering in the one texture in one game and now is fixed. The other fix is not for an reported issue, is more a correctness fix, running dolphin with pix to review debug errors, result in a ton of warnings and error, now with this commit, at least for ati, there no more error or warnings, this means, correct management and state change, no accurate emulation, for this still a lot of work to do.
for this part of the commit please give me feedback and let me know of remaining issues

Te second part is the partial implementation of efb to ram copy in d3d, this won't brake anything because is commented but i commit this to ask for help from ector and donko in some errors remaining in the implementation related to differences between opengl an d3d.
if you want to test this you have to uncomment line 150 to 155 of bpstruct.cpp

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4594 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Rodolfo Osvaldo Bogado 2009-11-20 18:46:30 +00:00
parent 47f3c5bc31
commit 802c112ad9
9 changed files with 324 additions and 277 deletions

View file

@ -67,7 +67,7 @@ u16 GetEncodedSampleCount(u32 format)
// block dimensions : widthStride, heightStride
// texture dims : width, height, x offset, y offset
void WriteSwizzler(char*& p, u32 format)
void WriteSwizzler(char*& p, u32 format,bool HLSL)
{
WRITE(p, "uniform float4 blkDims : register(c%d);\n", C_COLORMATRIX);
WRITE(p, "uniform float4 textureDims : register(c%d);\n", C_COLORMATRIX + 1);
@ -75,9 +75,11 @@ void WriteSwizzler(char*& p, u32 format)
float blkW = (float)TexDecoder_GetBlockWidthInTexels(format);
float blkH = (float)TexDecoder_GetBlockHeightInTexels(format);
float samples = (float)GetEncodedSampleCount(format);
if(HLSL)
WRITE(p,"uniform sampler samp0 : register(s0);\n");
else
WRITE(p,"uniform samplerRECT samp0 : register(s0);\n");
WRITE(p,
"uniform samplerRECT samp0 : register(s0);\n"
"void main(\n"
" out float4 ocol0 : COLOR0,\n"
" in float2 uv0 : TEXCOORD0)\n"
@ -100,16 +102,23 @@ void WriteSwizzler(char*& p, u32 format)
WRITE(p, " sampleUv.x = xib + (xb * %f);\n", blkW);
WRITE(p, " sampleUv.y = yb + xoff;\n");
WRITE(p, " sampleUv = sampleUv * blkDims.xy;\n"
" sampleUv.y = textureDims.y - sampleUv.y;\n"
WRITE(p, " sampleUv = sampleUv * blkDims.xy;\n");
" sampleUv.x = sampleUv.x + textureDims.z;\n"
if(!HLSL)
WRITE(p," sampleUv.y = textureDims.y - sampleUv.y;\n");
WRITE(p, " sampleUv.x = sampleUv.x + textureDims.z;\n"
" sampleUv.y = sampleUv.y + textureDims.w;\n");
if(HLSL)
{
WRITE(p, " sampleUv.x = sampleUv.x / blkDims.z;\n"
" sampleUv.y = sampleUv.y / blkDims.w;\n");
}
}
// block dimensions : widthStride, heightStride
// texture dims : width, height, x offset, y offset
void Write32BitSwizzler(char*& p, u32 format)
void Write32BitSwizzler(char*& p, u32 format, bool HLSL)
{
WRITE(p, "uniform float4 blkDims : register(c%d);\n", C_COLORMATRIX);
WRITE(p, "uniform float4 textureDims : register(c%d);\n", C_COLORMATRIX + 1);
@ -118,9 +127,11 @@ void Write32BitSwizzler(char*& p, u32 format)
float blkH = (float)TexDecoder_GetBlockHeightInTexels(format);
// 32 bit textures (RGBA8 and Z24) are store in 2 cache line increments
if(HLSL)
WRITE(p,"uniform sampler samp0 : register(s0);\n");
else
WRITE(p,"uniform samplerRECT samp0 : register(s0);\n");
WRITE(p,
"uniform samplerRECT samp0 : register(s0);\n"
"void main(\n"
" out float4 ocol0 : COLOR0,\n"
" in float2 uv0 : TEXCOORD0)\n"
@ -145,14 +156,25 @@ void Write32BitSwizzler(char*& p, u32 format)
WRITE(p, " sampleUv.x = xib + (halfxb * %f);\n", blkW);
WRITE(p, " sampleUv.y = yb + xoff;\n");
WRITE(p, " sampleUv = sampleUv * blkDims.xy;\n");
if(!HLSL)
WRITE(p, " sampleUv.y = textureDims.y - sampleUv.y;\n");
WRITE(p, " sampleUv.x = sampleUv.x + textureDims.z;\n");
WRITE(p, " sampleUv.y = sampleUv.y + textureDims.w;\n");
if(HLSL)
{
WRITE(p, " sampleUv.x = sampleUv.x / blkDims.z;\n"
" sampleUv.y = sampleUv.y / blkDims.w;\n");
}
}
void WriteSampleColor(char*& p, const char* colorComp, const char* dest)
void WriteSampleColor(char*& p, const char* colorComp, const char* dest,bool HLSL)
{
if(HLSL)
WRITE(p, " %s = tex2D(samp0, sampleUv).%s;\n", dest, colorComp);
else
WRITE(p, " %s = texRECT(samp0, sampleUv).%s;\n", dest, colorComp);
}
@ -163,12 +185,14 @@ void WriteColorToIntensity(char*& p, const char* src, const char* dest)
WRITE(p, " float4 IntensityConst = float4(0.257f,0.504f,0.098f,0.0625f);\n");
IntensityConstantAdded = true;
}
//WRITE(p, " %s = (0.257f * %s.r) + (0.504f * %s.g) + (0.098f * %s.b) + 0.0625f;\n", dest, src, src, src);
WRITE(p, " %s = dot(IntensityConst.rgb, %s.rgb) + IntensityConst.a;\n", dest, src);
}
void WriteIncrementSampleX(char*& p)
void WriteIncrementSampleX(char*& p,bool HLSL)
{
if(HLSL)
WRITE(p, " sampleUv.x = sampleUv.x + blkDims.x / blkDims.z;\n");
else
WRITE(p, " sampleUv.x = sampleUv.x + blkDims.x;\n");
}
@ -184,65 +208,65 @@ void WriteEncoderEnd(char* p)
IntensityConstantAdded = false;
}
void WriteI8Encoder(char* p)
void WriteI8Encoder(char* p, bool HLSL)
{
WriteSwizzler(p, GX_TF_I8);
WriteSwizzler(p, GX_TF_I8,HLSL);
WRITE(p, " float3 texSample;\n");
WriteSampleColor(p, "rgb", "texSample");
WriteSampleColor(p, "rgb", "texSample",HLSL);
WriteColorToIntensity(p, "texSample", "ocol0.b");
WriteIncrementSampleX(p);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "rgb", "texSample");
WriteSampleColor(p, "rgb", "texSample",HLSL);
WriteColorToIntensity(p, "texSample", "ocol0.g");
WriteIncrementSampleX(p);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "rgb", "texSample");
WriteSampleColor(p, "rgb", "texSample",HLSL);
WriteColorToIntensity(p, "texSample", "ocol0.r");
WriteIncrementSampleX(p);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "rgb", "texSample");
WriteSampleColor(p, "rgb", "texSample",HLSL);
WriteColorToIntensity(p, "texSample", "ocol0.a");
WriteEncoderEnd(p);
}
void WriteI4Encoder(char* p)
void WriteI4Encoder(char* p, bool HLSL)
{
WriteSwizzler(p, GX_TF_I4);
WriteSwizzler(p, GX_TF_I4,HLSL);
WRITE(p, " float3 texSample;\n");
WRITE(p, " float4 color0;\n");
WRITE(p, " float4 color1;\n");
WriteSampleColor(p, "rgb", "texSample");
WriteSampleColor(p, "rgb", "texSample",HLSL);
WriteColorToIntensity(p, "texSample", "color0.b");
WriteIncrementSampleX(p);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "rgb", "texSample");
WriteSampleColor(p, "rgb", "texSample",HLSL);
WriteColorToIntensity(p, "texSample", "color1.b");
WriteIncrementSampleX(p);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "rgb", "texSample");
WriteSampleColor(p, "rgb", "texSample",HLSL);
WriteColorToIntensity(p, "texSample", "color0.g");
WriteIncrementSampleX(p);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "rgb", "texSample");
WriteSampleColor(p, "rgb", "texSample",HLSL);
WriteColorToIntensity(p, "texSample", "color1.g");
WriteIncrementSampleX(p);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "rgb", "texSample");
WriteSampleColor(p, "rgb", "texSample",HLSL);
WriteColorToIntensity(p, "texSample", "color0.r");
WriteIncrementSampleX(p);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "rgb", "texSample");
WriteSampleColor(p, "rgb", "texSample",HLSL);
WriteColorToIntensity(p, "texSample", "color1.r");
WriteIncrementSampleX(p);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "rgb", "texSample");
WriteSampleColor(p, "rgb", "texSample",HLSL);
WriteColorToIntensity(p, "texSample", "color0.a");
WriteIncrementSampleX(p);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "rgb", "texSample");
WriteSampleColor(p, "rgb", "texSample",HLSL);
WriteColorToIntensity(p, "texSample", "color1.a");
WriteToBitDepth(p, 4, "color0", "color0");
@ -252,46 +276,46 @@ void WriteI4Encoder(char* p)
WriteEncoderEnd(p);
}
void WriteIA8Encoder(char* p)
void WriteIA8Encoder(char* p,bool HLSL)
{
WriteSwizzler(p, GX_TF_IA8);
WriteSwizzler(p, GX_TF_IA8,HLSL);
WRITE(p, " float4 texSample;\n");
WriteSampleColor(p, "rgba", "texSample");
WriteSampleColor(p, "rgba", "texSample",HLSL);
WRITE(p, " ocol0.b = texSample.a;\n");
WriteColorToIntensity(p, "texSample", "ocol0.g");
WriteIncrementSampleX(p);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "rgba", "texSample");
WriteSampleColor(p, "rgba", "texSample",HLSL);
WRITE(p, " ocol0.r = texSample.a;\n");
WriteColorToIntensity(p, "texSample", "ocol0.a");
WriteEncoderEnd(p);
}
void WriteIA4Encoder(char* p)
void WriteIA4Encoder(char* p,bool HLSL)
{
WriteSwizzler(p, GX_TF_IA4);
WriteSwizzler(p, GX_TF_IA4,HLSL);
WRITE(p, " float4 texSample;\n");
WRITE(p, " float4 color0;\n");
WRITE(p, " float4 color1;\n");
WriteSampleColor(p, "rgba", "texSample");
WriteSampleColor(p, "rgba", "texSample",HLSL);
WRITE(p, " color0.b = texSample.a;\n");
WriteColorToIntensity(p, "texSample", "color1.b");
WriteIncrementSampleX(p);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "rgba", "texSample");
WriteSampleColor(p, "rgba", "texSample",HLSL);
WRITE(p, " color0.g = texSample.a;\n");
WriteColorToIntensity(p, "texSample", "color1.g");
WriteIncrementSampleX(p);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "rgba", "texSample");
WriteSampleColor(p, "rgba", "texSample",HLSL);
WRITE(p, " color0.r = texSample.a;\n");
WriteColorToIntensity(p, "texSample", "color1.r");
WriteIncrementSampleX(p);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "rgba", "texSample");
WriteSampleColor(p, "rgba", "texSample",HLSL);
WRITE(p, " color0.a = texSample.a;\n");
WriteColorToIntensity(p, "texSample", "color1.a");
@ -302,16 +326,16 @@ void WriteIA4Encoder(char* p)
WriteEncoderEnd(p);
}
void WriteRGB565Encoder(char* p)
void WriteRGB565Encoder(char* p,bool HLSL)
{
WriteSwizzler(p, GX_TF_RGB565);
WriteSwizzler(p, GX_TF_RGB565,HLSL);
WRITE(p, " float3 texSample;\n");
WRITE(p, " float gInt;\n");
WRITE(p, " float gUpper;\n");
WRITE(p, " float gLower;\n");
WriteSampleColor(p, "rgb", "texSample");
WriteSampleColor(p, "rgb", "texSample",HLSL);
WriteToBitDepth(p, 6, "texSample.g", "gInt");
WRITE(p, " gUpper = floor(gInt / 8.0f);\n");
WRITE(p, " gLower = gInt - gUpper * 8.0f;\n");
@ -321,9 +345,9 @@ void WriteRGB565Encoder(char* p)
WriteToBitDepth(p, 5, "texSample.b", "ocol0.g");
WRITE(p, " ocol0.g = ocol0.g + gLower * 32.0f;\n");
WriteIncrementSampleX(p);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "rgb", "texSample");
WriteSampleColor(p, "rgb", "texSample",HLSL);
WriteToBitDepth(p, 6, "texSample.g", "gInt");
WRITE(p, " gUpper = floor(gInt / 8.0f);\n");
WRITE(p, " gLower = gInt - gUpper * 8.0f;\n");
@ -337,16 +361,16 @@ void WriteRGB565Encoder(char* p)
WriteEncoderEnd(p);
}
void WriteRGB5A3Encoder(char* p)
void WriteRGB5A3Encoder(char* p,bool HLSL)
{
WriteSwizzler(p, GX_TF_RGB5A3);
WriteSwizzler(p, GX_TF_RGB5A3,HLSL);
WRITE(p, " float4 texSample;\n");
WRITE(p, " float color0;\n");
WRITE(p, " float gUpper;\n");
WRITE(p, " float gLower;\n");
WriteSampleColor(p, "rgba", "texSample");
WriteSampleColor(p, "rgba", "texSample",HLSL);
// 0.8784 = 224 / 255 which is the maximum alpha value that can be represented in 3 bits
WRITE(p, "if(texSample.a > 0.878f) {\n");
@ -373,9 +397,9 @@ void WriteRGB5A3Encoder(char* p)
WRITE(p, "}\n");
WriteIncrementSampleX(p);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "rgba", "texSample");
WriteSampleColor(p, "rgba", "texSample",HLSL);
WRITE(p, "if(texSample.a > 0.878f) {\n");
@ -404,23 +428,23 @@ void WriteRGB5A3Encoder(char* p)
WriteEncoderEnd(p);
}
void WriteRGBA4443Encoder(char* p)
void WriteRGBA4443Encoder(char* p,bool HLSL)
{
WriteSwizzler(p, GX_TF_RGB5A3);
WriteSwizzler(p, GX_TF_RGB5A3,HLSL);
WRITE(p, " float4 texSample;\n");
WRITE(p, " float4 color0;\n");
WRITE(p, " float4 color1;\n");
WriteSampleColor(p, "rgba", "texSample");
WriteSampleColor(p, "rgba", "texSample",HLSL);
WriteToBitDepth(p, 3, "texSample.a", "color0.b");
WriteToBitDepth(p, 4, "texSample.r", "color1.b");
WriteToBitDepth(p, 4, "texSample.g", "color0.g");
WriteToBitDepth(p, 4, "texSample.b", "color1.g");
WriteIncrementSampleX(p);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "rgba", "texSample");
WriteSampleColor(p, "rgba", "texSample",HLSL);
WriteToBitDepth(p, 3, "texSample.a", "color0.r");
WriteToBitDepth(p, 4, "texSample.r", "color1.r");
WriteToBitDepth(p, 4, "texSample.g", "color0.a");
@ -430,9 +454,9 @@ void WriteRGBA4443Encoder(char* p)
WriteEncoderEnd(p);
}
void WriteRGBA8Encoder(char* p)
void WriteRGBA8Encoder(char* p,bool HLSL)
{
Write32BitSwizzler(p, GX_TF_RGBA8);
Write32BitSwizzler(p, GX_TF_RGBA8,HLSL);
WRITE(p, " float cl1 = xb - (halfxb * 2);\n");
WRITE(p, " float cl0 = 1.0f - cl1;\n");
@ -441,15 +465,15 @@ void WriteRGBA8Encoder(char* p)
WRITE(p, " float4 color0;\n");
WRITE(p, " float4 color1;\n");
WriteSampleColor(p, "rgba", "texSample");
WriteSampleColor(p, "rgba", "texSample",HLSL);
WRITE(p, " color0.b = texSample.a;\n");
WRITE(p, " color0.g = texSample.r;\n");
WRITE(p, " color1.b = texSample.g;\n");
WRITE(p, " color1.g = texSample.b;\n");
WriteIncrementSampleX(p);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "rgba", "texSample");
WriteSampleColor(p, "rgba", "texSample",HLSL);
WRITE(p, " color0.r = texSample.a;\n");
WRITE(p, " color0.a = texSample.r;\n");
WRITE(p, " color1.r = texSample.g;\n");
@ -460,34 +484,34 @@ void WriteRGBA8Encoder(char* p)
WriteEncoderEnd(p);
}
void WriteC4Encoder(char* p, const char* comp)
void WriteC4Encoder(char* p, const char* comp,bool HLSL)
{
WriteSwizzler(p, GX_CTF_R4);
WriteSwizzler(p, GX_CTF_R4,HLSL);
WRITE(p, " float4 color0;\n");
WRITE(p, " float4 color1;\n");
WriteSampleColor(p, comp, "color0.b");
WriteIncrementSampleX(p);
WriteSampleColor(p, comp, "color0.b",HLSL);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, comp, "color1.b");
WriteIncrementSampleX(p);
WriteSampleColor(p, comp, "color1.b",HLSL);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, comp, "color0.g");
WriteIncrementSampleX(p);
WriteSampleColor(p, comp, "color0.g",HLSL);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, comp, "color1.g");
WriteIncrementSampleX(p);
WriteSampleColor(p, comp, "color1.g",HLSL);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, comp, "color0.r");
WriteIncrementSampleX(p);
WriteSampleColor(p, comp, "color0.r",HLSL);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, comp, "color1.r");
WriteIncrementSampleX(p);
WriteSampleColor(p, comp, "color1.r",HLSL);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, comp, "color0.a");
WriteIncrementSampleX(p);
WriteSampleColor(p, comp, "color0.a",HLSL);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, comp, "color1.a");
WriteSampleColor(p, comp, "color1.a",HLSL);
WriteToBitDepth(p, 4, "color0", "color0");
WriteToBitDepth(p, 4, "color1", "color1");
@ -496,47 +520,47 @@ void WriteC4Encoder(char* p, const char* comp)
WriteEncoderEnd(p);
}
void WriteC8Encoder(char* p, const char* comp)
void WriteC8Encoder(char* p, const char* comp,bool HLSL)
{
WriteSwizzler(p, GX_CTF_R8);
WriteSwizzler(p, GX_CTF_R8,HLSL);
WriteSampleColor(p, comp, "ocol0.b");
WriteIncrementSampleX(p);
WriteSampleColor(p, comp, "ocol0.b",HLSL);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, comp, "ocol0.g");
WriteIncrementSampleX(p);
WriteSampleColor(p, comp, "ocol0.g",HLSL);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, comp, "ocol0.r");
WriteIncrementSampleX(p);
WriteSampleColor(p, comp, "ocol0.r",HLSL);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, comp, "ocol0.a");
WriteSampleColor(p, comp, "ocol0.a",HLSL);
WriteEncoderEnd(p);
}
void WriteCC4Encoder(char* p, const char* comp)
void WriteCC4Encoder(char* p, const char* comp,bool HLSL)
{
WriteSwizzler(p, GX_CTF_RA4);
WriteSwizzler(p, GX_CTF_RA4,HLSL);
WRITE(p, " float2 texSample;\n");
WRITE(p, " float4 color0;\n");
WRITE(p, " float4 color1;\n");
WriteSampleColor(p, comp, "texSample");
WriteSampleColor(p, comp, "texSample",HLSL);
WRITE(p, " color0.b = texSample.x;\n");
WRITE(p, " color1.b = texSample.y;\n");
WriteIncrementSampleX(p);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, comp, "texSample");
WriteSampleColor(p, comp, "texSample",HLSL);
WRITE(p, " color0.g = texSample.x;\n");
WRITE(p, " color1.g = texSample.y;\n");
WriteIncrementSampleX(p);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, comp, "texSample");
WriteSampleColor(p, comp, "texSample",HLSL);
WRITE(p, " color0.r = texSample.x;\n");
WRITE(p, " color1.r = texSample.y;\n");
WriteIncrementSampleX(p);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, comp, "texSample");
WriteSampleColor(p, comp, "texSample",HLSL);
WRITE(p, " color0.a = texSample.x;\n");
WRITE(p, " color1.a = texSample.y;\n");
@ -547,96 +571,96 @@ void WriteCC4Encoder(char* p, const char* comp)
WriteEncoderEnd(p);
}
void WriteCC8Encoder(char* p, const char* comp)
void WriteCC8Encoder(char* p, const char* comp, bool HLSL)
{
WriteSwizzler(p, GX_CTF_RA8);
WriteSwizzler(p, GX_CTF_RA8,HLSL);
WriteSampleColor(p, comp, "ocol0.bg");
WriteIncrementSampleX(p);
WriteSampleColor(p, comp, "ocol0.bg",HLSL);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, comp, "ocol0.ra");
WriteSampleColor(p, comp, "ocol0.ra",HLSL);
WriteEncoderEnd(p);
}
void WriteZ8Encoder(char* p, const char* multiplier)
void WriteZ8Encoder(char* p, const char* multiplier,bool HLSL)
{
WriteSwizzler(p, GX_CTF_Z8M);
WriteSwizzler(p, GX_CTF_Z8M,HLSL);
WRITE(p, " float depth;\n");
WriteSampleColor(p, "b", "depth");
WriteSampleColor(p, "b", "depth",HLSL);
WRITE(p, "ocol0.b = frac(depth * %s);\n", multiplier);
WriteIncrementSampleX(p);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "b", "depth");
WriteSampleColor(p, "b", "depth",HLSL);
WRITE(p, "ocol0.g = frac(depth * %s);\n", multiplier);
WriteIncrementSampleX(p);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "b", "depth");
WriteSampleColor(p, "b", "depth",HLSL);
WRITE(p, "ocol0.r = frac(depth * %s);\n", multiplier);
WriteIncrementSampleX(p);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "b", "depth");
WriteSampleColor(p, "b", "depth",HLSL);
WRITE(p, "ocol0.a = frac(depth * %s);\n", multiplier);
WriteEncoderEnd(p);
}
void WriteZ16Encoder(char* p)
void WriteZ16Encoder(char* p,bool HLSL)
{
WriteSwizzler(p, GX_TF_Z16);
WriteSwizzler(p, GX_TF_Z16,HLSL);
WRITE(p, " float depth;\n");
// byte order is reversed
WriteSampleColor(p, "b", "depth");
WriteSampleColor(p, "b", "depth",HLSL);
WRITE(p, " ocol0.b = frac(depth * 256.0f);\n");
WRITE(p, " ocol0.g = depth;\n");
WriteIncrementSampleX(p);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "b", "depth");
WriteSampleColor(p, "b", "depth",HLSL);
WRITE(p, " ocol0.r = frac(depth * 256.0f);\n");
WRITE(p, " ocol0.a = depth;\n");
WriteEncoderEnd(p);
}
void WriteZ16LEncoder(char* p)
void WriteZ16LEncoder(char* p,bool HLSL)
{
WriteSwizzler(p, GX_CTF_Z16L);
WriteSwizzler(p, GX_CTF_Z16L,HLSL);
WRITE(p, " float depth;\n");
// byte order is reversed
WriteSampleColor(p, "b", "depth");
WriteSampleColor(p, "b", "depth",HLSL);
WRITE(p, " ocol0.b = frac(depth * 65536.0f);\n");
WRITE(p, " ocol0.g = frac(depth * 256.0f);\n");
WriteIncrementSampleX(p);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "b", "depth");
WriteSampleColor(p, "b", "depth",HLSL);
WRITE(p, " ocol0.r = frac(depth * 65536.0f);\n");
WRITE(p, " ocol0.a = frac(depth * 256.0f);\n");
WriteEncoderEnd(p);
}
void WriteZ24Encoder(char* p)
void WriteZ24Encoder(char* p, bool HLSL)
{
Write32BitSwizzler(p, GX_TF_Z24X8);
Write32BitSwizzler(p, GX_TF_Z24X8,HLSL);
WRITE(p, " float cl = xb - (halfxb * 2);\n");
WRITE(p, " float depth0;\n");
WRITE(p, " float depth1;\n");
WriteSampleColor(p, "b", "depth0");
WriteIncrementSampleX(p);
WriteSampleColor(p, "b", "depth1");
WriteSampleColor(p, "b", "depth0",HLSL);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "b", "depth1",HLSL);
WRITE(p, " if(cl > 0.5f) {\n");
// upper 16
@ -654,7 +678,7 @@ void WriteZ24Encoder(char* p)
WriteEncoderEnd(p);
}
const char *GenerateEncodingShader(u32 format)
const char *GenerateEncodingShader(u32 format,bool HLSL)
{
setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
text[sizeof(text) - 1] = 0x7C; // canary
@ -664,73 +688,73 @@ const char *GenerateEncodingShader(u32 format)
switch(format)
{
case GX_TF_I4:
WriteI4Encoder(p);
WriteI4Encoder(p,HLSL);
break;
case GX_TF_I8:
WriteI8Encoder(p);
WriteI8Encoder(p,HLSL);
break;
case GX_TF_IA4:
WriteIA4Encoder(p);
WriteIA4Encoder(p,HLSL);
break;
case GX_TF_IA8:
WriteIA8Encoder(p);
WriteIA8Encoder(p,HLSL);
break;
case GX_TF_RGB565:
WriteRGB565Encoder(p);
WriteRGB565Encoder(p,HLSL);
break;
case GX_TF_RGB5A3:
WriteRGB5A3Encoder(p);
WriteRGB5A3Encoder(p,HLSL);
break;
case GX_TF_RGBA8:
WriteRGBA8Encoder(p);
WriteRGBA8Encoder(p,HLSL);
break;
case GX_CTF_R4:
WriteC4Encoder(p, "r");
WriteC4Encoder(p, "r",HLSL);
break;
case GX_CTF_RA4:
WriteCC4Encoder(p, "ar");
WriteCC4Encoder(p, "ar",HLSL);
break;
case GX_CTF_RA8:
WriteCC8Encoder(p, "ar");
WriteCC8Encoder(p, "ar",HLSL);
break;
case GX_CTF_A8:
WriteC8Encoder(p, "a");
WriteC8Encoder(p, "a",HLSL);
break;
case GX_CTF_R8:
WriteC8Encoder(p, "r");
WriteC8Encoder(p, "r",HLSL);
break;
case GX_CTF_G8:
WriteC8Encoder(p, "g");
WriteC8Encoder(p, "g",HLSL);
break;
case GX_CTF_B8:
WriteC8Encoder(p, "b");
WriteC8Encoder(p, "b",HLSL);
break;
case GX_CTF_RG8:
WriteCC8Encoder(p, "rg");
WriteCC8Encoder(p, "rg",HLSL);
break;
case GX_CTF_GB8:
WriteCC8Encoder(p, "gb");
WriteCC8Encoder(p, "gb",HLSL);
break;
case GX_TF_Z8:
WriteC8Encoder(p, "b");
WriteC8Encoder(p, "b",HLSL);
break;
case GX_TF_Z16:
WriteZ16Encoder(p);
WriteZ16Encoder(p,HLSL);
break;
case GX_TF_Z24X8:
WriteZ24Encoder(p);
WriteZ24Encoder(p,HLSL);
break;
case GX_CTF_Z4:
WriteC4Encoder(p, "b");
WriteC4Encoder(p, "b",HLSL);
break;
case GX_CTF_Z8M:
WriteZ8Encoder(p, "256.0f");
WriteZ8Encoder(p, "256.0f",HLSL);
break;
case GX_CTF_Z8L:
WriteZ8Encoder(p, "65536.0f" );
WriteZ8Encoder(p, "65536.0f" ,HLSL);
break;
case GX_CTF_Z16L:
WriteZ16LEncoder(p);
WriteZ16LEncoder(p,HLSL);
break;
default:
PanicAlert("Unknown texture copy format: 0x%x\n", format);
@ -744,9 +768,9 @@ const char *GenerateEncodingShader(u32 format)
return text;
}
void SetShaderParameters(float width, float height, float offsetX, float offsetY, float widthStride, float heightStride)
void SetShaderParameters(float width, float height, float offsetX, float offsetY, float widthStride, float heightStride,float buffW,float buffH)
{
SetPSConstant4f(C_COLORMATRIX, widthStride, heightStride, 0.0f, 0.0f);
SetPSConstant4f(C_COLORMATRIX, widthStride, heightStride, buffW, buffH);
SetPSConstant4f(C_COLORMATRIX + 1, width, (height - 1), offsetX, offsetY);
}

View file

@ -25,9 +25,9 @@ namespace TextureConversionShader
{
u16 GetEncodedSampleCount(u32 format);
const char *GenerateEncodingShader(u32 format);
const char *GenerateEncodingShader(u32 format,bool HLSL = false);
void SetShaderParameters(float width, float height, float offsetX, float offsetY, float widthStride, float heightStride);
void SetShaderParameters(float width, float height, float offsetX, float offsetY, float widthStride, float heightStride,float buffW = 0.0f,float buffH = 0.0f);
}

View file

@ -1,7 +1,7 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Version="9,00"
Name="Plugin_VideoDX9"
ProjectGUID="{636FAD5F-02D1-4E9A-BE67-FB8EA99B9A18}"
RootNamespace="Plugin_VideoDX9"
@ -1276,6 +1276,14 @@
RelativePath=".\Src\D3DUtil.h"
>
</File>
<File
RelativePath=".\Src\TextureConverter.cpp"
>
</File>
<File
RelativePath=".\Src\TextureConverter.h"
>
</File>
</Filter>
<Filter
Name="UI"

View file

@ -24,6 +24,7 @@
#include "VertexShaderManager.h"
#include "Utils.h"
#include "debugger/debugger.h"
#include "TextureConverter.h"
bool textureChanged[8];
@ -145,24 +146,24 @@ void CopyEFB(const BPCmd &bp, const EFBRectangle &rc, const u32 &address, const
{
if (!g_ActiveConfig.bEFBCopyDisable)
{
//if (g_ActiveConfig.bCopyEFBToRAM)
//uncomment this to see the efb to ram work in progress
/*if (g_ActiveConfig.bCopyEFBToRAM)
{
// To RAM, not implemented yet
//TextureConverter::EncodeToRam(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
//else // To D3D Texture
TextureConverter::EncodeToRam(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
}
else // To D3D Texture*/
{
TextureCache::CopyRenderTargetToTexture(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
DEBUGGER_PAUSE_LOG_AT(NEXT_EFB_CMD,false,
{printf("EFB to texture: addr = %08X\n",address);});
}
}
}
void ClearScreen(const BPCmd &bp, const EFBRectangle &rc)
{
// TODO: Scale EFBRectangle correctly
// it seems that the GC is able to alpha blend on color-fill
// we cant do that so if alpha is != 255 we skip it
VertexShaderManager::SetViewportChanged();
bool colorEnable = bpmem.blendmode.colorupdate;
bool alphaEnable = (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24 && bpmem.blendmode.alphaupdate);

View file

@ -189,9 +189,9 @@ const int TS[6][2] =
static DWORD RS_old[6];
static DWORD TS_old[6];
static LPDIRECT3DBASETEXTURE9 texture_old;
static LPDIRECT3DPIXELSHADER9 ps_old;
static LPDIRECT3DVERTEXSHADER9 vs_old;
static LPDIRECT3DBASETEXTURE9 texture_old = NULL;
static LPDIRECT3DPIXELSHADER9 ps_old = NULL;
static LPDIRECT3DVERTEXSHADER9 vs_old = NULL;
void SaveRenderStates()
{
@ -397,7 +397,7 @@ void drawShadedTexQuad(IDirect3DTexture9 *texture,
IDirect3DVertexShader9 *Vshader)
{
SaveRenderStates();
D3D::SetTexture(0, 0);
//float span = ((rSource->right-rSource->left - 1.0f) * (rDest->right - rDest->left))/(SourceWidth*((rDest->right - rDest->left)-1.0f));
float u1=((float)rSource->left+1.0f)/(float) SourceWidth;//*/((0.5f+rSource->left)/(float) SourceWidth)-(span*0.5f/(float)(rDest->right - rDest->left));
float u2=((float)rSource->right-1.0f)/(float) SourceWidth;;//*/u1+span;
@ -421,4 +421,22 @@ void drawShadedTexQuad(IDirect3DTexture9 *texture,
}
void drawColoredQuad(const RECT *rDest, u32 Color)
{
SaveRenderStates();
struct Q2DVertex { float x,y,z,rhw;u32 Color; } coords[4] = {
{(float)rDest->left-0.5f, (float)rDest->top-0.5f, 0.0f, 1.0f, Color},
{(float)rDest->right-0.5f, (float)rDest->top-0.5f, 0.0f,1.0f, Color},
{(float)rDest->right-0.5f, (float)rDest->bottom-0.5f, 0.0f,1.0f, Color},
{(float)rDest->left-0.5f, (float)rDest->bottom-0.5f, 0.0f,1.0f, Color}
};
dev->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
dev->SetVertexShader(0);
dev->SetPixelShader(0);
dev->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coords, sizeof(Q2DVertex));
D3D::RefreshVertexDeclaration();
RestoreRenderStates();
}
} // namespace

View file

@ -65,6 +65,7 @@ namespace D3D
const RECT *rDest,
IDirect3DPixelShader9 *PShader,
IDirect3DVertexShader9 *Vshader);
void drawColoredQuad(const RECT *rDest, u32 Color);
void SaveRenderStates();
void RestoreRenderStates();
}

View file

@ -188,7 +188,7 @@ void Create()
D3DMULTISAMPLE_NONE, 0, FALSE, &s_efb_depth_surface, NULL);
CHECK(hr,"CreateDepthStencilSurface");
//ULTRAAAAAAAAAAA ugly hack when no depth textures are supported
s_efb_depthColor_surface = s_efb_color_surface;
//s_efb_depthColor_surface = s_efb_color_surface;
}
}

View file

@ -41,6 +41,7 @@
#include "OnScreenDisplay.h"
#include "FramebufferManager.h"
#include "Fifo.h"
#include "TextureConverter.h"
#include "debugger/debugger.h"
@ -97,7 +98,7 @@ void SetupDeviceObjects()
VertexShaderManager::Dirty();
PixelShaderManager::Dirty();
TextureConverter::Init();
// Tex and shader caches will recreate themselves over time.
}
@ -114,6 +115,7 @@ void TeardownDeviceObjects()
VertexLoaderManager::Shutdown();
VertexShaderCache::Clear();
PixelShaderCache::Clear();
TextureConverter::Shutdown();
}
bool Renderer::Init()
@ -167,7 +169,7 @@ bool Renderer::Init()
vp.Width = s_backbuffer_width;
vp.Height = s_backbuffer_height;
vp.MinZ = 0.0f;
vp.MaxZ = 0.0f;
vp.MaxZ = 1.0f;
D3D::dev->SetViewport(&vp);
D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, 0x0, 0, 0);
@ -177,8 +179,6 @@ bool Renderer::Init()
D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface());
vp.Width = s_target_width;
vp.Height = s_target_height;
vp.MinZ = 0.0f;
vp.MaxZ = 0.0f;
D3D::dev->SetViewport(&vp);
D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x0, 1.0f, 0);
D3D::BeginFrame();
@ -273,12 +273,6 @@ void CheckForResize()
static void EFBTextureToD3DBackBuffer(const EFBRectangle& sourceRc)
{
// Set the backbuffer as the rendering target
D3D::dev->SetDepthStencilSurface(NULL);
if(D3D::GetCaps().NumSimultaneousRTs > 1)
D3D::dev->SetRenderTarget(1, NULL);
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
TargetRectangle src_rect, dst_rect;
src_rect = Renderer::ConvertEFBRectangle(sourceRc);
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
@ -288,22 +282,34 @@ static void EFBTextureToD3DBackBuffer(const EFBRectangle& sourceRc)
vp.Width = s_backbuffer_width;
vp.Height = s_backbuffer_height;
vp.MinZ = 0.0f;
vp.MaxZ = 0.0f;
vp.MaxZ = 1.0f;
D3D::dev->SetViewport(&vp);
D3D::dev->Clear(0,NULL, D3DCLEAR_TARGET,D3DCOLOR_XRGB(0,0,0),1.0f,0);
vp.X = dst_rect.left;
vp.Y = dst_rect.top;
vp.Width = dst_rect.right - dst_rect.left;
vp.Height = dst_rect.bottom - dst_rect.top;
int X = dst_rect.left;
int Y = dst_rect.top;
int Width = dst_rect.right - dst_rect.left;
int Height = dst_rect.bottom - dst_rect.top;
if(X < 0) X = 0;
if(Y < 0) Y = 0;
if(X > s_backbuffer_width) X = s_backbuffer_width;
if(Y > s_backbuffer_height) Y = s_backbuffer_height;
if(Width < 0) Width = 0;
if(Height < 0) Height = 0;
if(Width > (s_backbuffer_width - X)) Width = s_backbuffer_width - X;
if(Height > (s_backbuffer_height - Y)) Height = s_backbuffer_height - Y;
vp.X = X;
vp.Y = Y;
vp.Width = Width;
vp.Height = Height;
vp.MinZ = 0.0f;
vp.MaxZ = 0.0f;
vp.MaxZ = 1.0f;
D3D::dev->SetViewport(&vp);
EFBRectangle efbRect;
LPDIRECT3DTEXTURE9 read_texture = FBManager::GetEFBColorTexture(efbRect);
RECT destinationrect;
destinationrect.bottom = dst_rect.bottom;
@ -331,13 +337,6 @@ static void EFBTextureToD3DBackBuffer(const EFBRectangle& sourceRc)
}
OSD::DrawMessages();
D3D::dev->SetRenderTarget(0, FBManager::GetEFBColorRTSurface());
if(D3D::GetCaps().NumSimultaneousRTs > 1)
D3D::dev->SetRenderTarget(1, FBManager::GetEFBDepthEncodedSurface());
D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface());
VertexShaderManager::SetViewportChanged();
}
@ -414,8 +413,13 @@ void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRect
DEBUGGER_PAUSE_LOG_AT(NEXT_XFB_CMD,false,{printf("RenderToXFB - disabled");});
return;
}
Renderer::ResetAPIState();
// Set the backbuffer as the rendering target
D3D::dev->SetDepthStencilSurface(NULL);
if(D3D::GetCaps().NumSimultaneousRTs > 1)
D3D::dev->SetRenderTarget(1, NULL);
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
D3DDumpFrame();
EFBTextureToD3DBackBuffer(sourceRc);
D3D::EndFrame();
@ -433,7 +437,12 @@ void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRect
// until the XFB pointer is updated by VI
D3D::BeginFrame();
Renderer::RestoreAPIState();
D3D::dev->SetRenderTarget(0, FBManager::GetEFBColorRTSurface());
if(D3D::GetCaps().NumSimultaneousRTs > 1)
D3D::dev->SetRenderTarget(1, FBManager::GetEFBDepthEncodedSurface());
D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface());
UpdateViewport();
VertexShaderManager::SetViewportChanged();
}
@ -460,20 +469,7 @@ bool Renderer::SetScissorRect()
if (rc.bottom < 0) rc.bottom = 0;
if (rc.top > s_target_height) rc.top = s_target_height;
if (rc.bottom > s_target_height) rc.bottom = s_target_height;
/*LONG temprc = 0;
if(rc.right < rc.left)
{
temprc = rc.right;
rc.right = rc.left;
rc.left = temprc;
}
if(rc.bottom < rc.top)
{
temprc = rc.bottom;
rc.bottom = rc.top;
rc.top = temprc;
}
D3D::dev->SetScissorRect(&rc);*/
if (rc.right >= rc.left && rc.bottom >= rc.top)
{
D3D::dev->SetScissorRect(&rc);
@ -482,14 +478,14 @@ bool Renderer::SetScissorRect()
else
{
WARN_LOG(VIDEO, "Bad scissor rectangle: %i %i %i %i", rc.left, rc.top, rc.right, rc.bottom);
rc.left = 0;
/*rc.left = 0;
rc.top = 0;
rc.right = GetTargetWidth();
rc.bottom = GetTargetHeight();
D3D::dev->SetScissorRect(&rc);
D3D::dev->SetScissorRect(&rc);*/
return false;
}
return true;
return false;
}
void Renderer::SetColorMask()
@ -644,18 +640,23 @@ void UpdateViewport()
D3DVIEWPORT9 vp;
// Stretch picture with increased internal resolution
vp.X = (int)(ceil(xfregs.rawViewport[3] - xfregs.rawViewport[0] - (scissorXOff)) * MValueX);
vp.Y = (int)(ceil(xfregs.rawViewport[4] + xfregs.rawViewport[1] - (scissorYOff)) * MValueY);
vp.Width = (int)ceil(abs((int)(2 * xfregs.rawViewport[0])) * MValueX);
vp.Height = (int)ceil(abs((int)(2 * xfregs.rawViewport[1])) * MValueY);
if(vp.X < 0) vp.X = 0;
if(vp.Y < 0) vp.Y = 0;
if(vp.X > s_target_width) vp.X = s_target_width;
if(vp.Y > s_target_height) vp.Y = s_target_height;
if(vp.Width < 0) vp.Width = 0;
if(vp.Height < 0) vp.Height = 0;
if(vp.Width > (s_target_width - vp.X)) vp.Width = s_target_width - vp.X;
if(vp.Height > (s_target_height - vp.Y)) vp.Height = s_target_height - vp.Y;
int X = (int)(ceil(xfregs.rawViewport[3] - xfregs.rawViewport[0] - (scissorXOff)) * MValueX);
int Y = (int)(ceil(xfregs.rawViewport[4] + xfregs.rawViewport[1] - (scissorYOff)) * MValueY);
int Width = (int)ceil(abs((int)(2 * xfregs.rawViewport[0])) * MValueX);
int Height = (int)ceil(abs((int)(2 * xfregs.rawViewport[1])) * MValueY);
if(X < 0) X = 0;
if(Y < 0) Y = 0;
if(X > s_target_width) X = s_target_width;
if(Y > s_target_height) Y = s_target_height;
if(Width < 0) Width = 0;
if(Height < 0) Height = 0;
if(Width > (s_target_width - X)) Width = s_target_width - X;
if(Height > (s_target_height - Y)) Height = s_target_height - Y;
vp.X = X;
vp.Y = Y;
vp.Width = Width;
vp.Height = Height;
//some games set invalids values for z min and z max so fix them to the max an min alowed and let the shaders do this work
vp.MinZ = 0.0f;//(xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777216.0f;
vp.MaxZ = 1.0f;//xfregs.rawViewport[5] / 16777216.0f;
@ -663,6 +664,17 @@ void UpdateViewport()
}
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z)
{
DWORD clearflags = 0;
if(colorEnable)
{
clearflags |= D3DCLEAR_TARGET;
}
if (zEnable)
{
clearflags |= D3DCLEAR_ZBUFFER;
}
if(clearflags)
{
// Update the view port for clearing the picture
D3DVIEWPORT9 vp;
@ -683,20 +695,10 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
sirc.right = targetRc.right;
sirc.bottom = targetRc.bottom;
D3D::dev->SetScissorRect(&sirc);
VertexShaderManager::SetViewportChanged();
DWORD clearflags = 0;
if(colorEnable)
{
clearflags |= D3DCLEAR_TARGET;
}
if (zEnable)
{
clearflags |= D3DCLEAR_ZBUFFER;
}
D3D::dev->Clear(0, NULL, clearflags, color,(z & 0xFFFFFF) / float(0xFFFFFF), 0);
SetScissorRect();
VertexShaderManager::SetViewportChanged();
}
}
void Renderer::SetBlendMode(bool forceUpdate)

View file

@ -288,12 +288,8 @@ TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width,
return &entry;
}
#undef CHECK
#define CHECK(hr) if (FAILED(hr)) { PanicAlert(__FUNCTION__ " FAIL"); }
// EXTREMELY incomplete.
void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle &source_rect)
{
HRESULT hr = S_OK;
int efb_w = source_rect.GetWidth();
int efb_h = source_rect.GetHeight();
@ -330,8 +326,7 @@ void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, boo
entry.h = tex_h;
entry.fmt = copyfmt;
hr = D3D::dev->CreateTexture(tex_w, tex_h, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &entry.texture, 0);
CHECK(hr);
D3D::dev->CreateTexture(tex_w, tex_h, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &entry.texture, 0);
textures[address] = entry;
tex = entry.texture;
}
@ -451,8 +446,7 @@ have_texture:
// We have to run a pixel shader, for color conversion.
Renderer::ResetAPIState(); // reset any game specific settings
LPDIRECT3DSURFACE9 Rendersurf = NULL;
hr = tex->GetSurfaceLevel(0,&Rendersurf);
CHECK(hr);
tex->GetSurfaceLevel(0,&Rendersurf);
D3D::dev->SetDepthStencilSurface(NULL);
if(D3D::GetCaps().NumSimultaneousRTs > 1)
D3D::dev->SetRenderTarget(1, NULL);
@ -467,8 +461,7 @@ have_texture:
vp.Height = tex_h;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
hr = D3D::dev->SetViewport(&vp);
CHECK(hr);
D3D::dev->SetViewport(&vp);
RECT destrect;
destrect.bottom = tex_h;
destrect.left = 0;