dolphin/Source/Plugins/Plugin_VideoOGL/Src/XFB.cpp
Nolan Check ade9479005 Display buffer flips are now triggered by the CPU thread through the Video_UpdateXFB function. This is a fairly significant change of behavior, but it improves performance.
Also, render target code is cleaned up. Post-processing shaders now work with multisampling and Real-XFB mode.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3545 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-06-26 08:57:53 +00:00

41 lines
1.9 KiB
C++

// Copyright (C) 2003-2009 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
// ----------------------------------------------------------------------------------------------------------
// This file handles the External Frame Buffer (XFB). The XFB is a storage point when the picture is resized
// by the system to the correct display format for output to the TV. In most cases its function can be
// supplemented by the equivalent adjustments in glScissor and glViewport (or their DirectX equivalents). But
// for some homebrew games these functions are necessary because the homebrew game communicate directly with
// them.
// ----------------------------------------------------------------------------------------------------------
#include "Globals.h"
#include "XFB.h"
#include "Render.h"
#include "TextureConverter.h"
void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt)
{
TRectangle renderSrcRc;
renderSrcRc.left = sourceRc.left;
renderSrcRc.right = sourceRc.right;
// OpenGL upside down as usual...
renderSrcRc.top = Renderer::GetTargetHeight() - sourceRc.top;
renderSrcRc.bottom = Renderer::GetTargetHeight() - sourceRc.bottom;
TextureConverter::EncodeToRamYUYV(Renderer::ResolveAndGetRenderTarget(sourceRc), renderSrcRc, xfb_in_ram, dstWd, dstHt);
}