dolphin/Source/Plugins/Plugin_VideoDX9/Src/D3DUtil.h
Rodolfo Osvaldo Bogado 802c112ad9 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
2009-11-20 18:46:30 +00:00

71 lines
2.1 KiB
C++

// Copyright (C) 2003 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/
#pragma once
#include "D3DBase.h"
namespace D3D
{
// Font creation flags
#define D3DFONT_BOLD 0x0001
#define D3DFONT_ITALIC 0x0002
// Font rendering flags
#define D3DFONT_CENTERED 0x0001
//a cut-down variant of the DXSDK CD3DFont class
class CD3DFont
{
LPDIRECT3DTEXTURE9 m_pTexture; // The d3d texture for this font
LPDIRECT3DVERTEXBUFFER9 m_pVB; // VertexBuffer for rendering text
//int m_dwTexWidth; // Texture dimensions
//int m_dwTexHeight;
float m_fTextScale;
float m_fTexCoords[128-32][4];
public:
CD3DFont();
// 2D (no longer 3D) text drawing function
// Initializing and destroying device-dependent objects
void SetRenderStates();
int Init();
int Shutdown();
int DrawTextScaled( float x, float y,
float fXScale, float fYScale,
float spacing, u32 dwColor,
const char* strText, bool center=true );
// Constructor / destructor
//~CD3DFont();
};
extern CD3DFont font;
void quad2d(float x1, float y1, float x2, float y2, u32 color, float u1=0, float v1=0, float u2=1, float v2=1);
void drawShadedTexQuad(IDirect3DTexture9 *texture,
const RECT *rSource,
int SourceWidth,
int SourceHeight,
const RECT *rDest,
IDirect3DPixelShader9 *PShader,
IDirect3DVertexShader9 *Vshader);
void drawColoredQuad(const RECT *rDest, u32 Color);
void SaveRenderStates();
void RestoreRenderStates();
}