dolphin/Source/Plugins/Plugin_VideoDX9/Src/TextureConverter.h
Rodolfo Osvaldo Bogado c2283ad6c0 Second Experimental commit:
corrected peek color and peek z to  correctly emulate real hardware formats.
implements native gamma correction.(i don't own any game that uses this functionality so i will appreciate feedback)
i need a lot of feedback in this changes please
enjoy

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6664 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-12-27 03:18:01 +00:00

48 lines
1.6 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/
#ifndef _TEXTURECONVERTER_H_
#define _TEXTURECONVERTER_H_
#include "VideoCommon.h"
#include "D3DBase.h"
#include "D3DTexture.h"
#include "D3DUtil.h"
#include "D3DShader.h"
// Converts textures between formats
// TODO: support multiple texture formats
namespace TextureConverter
{
void Init();
void Shutdown();
void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt,
u32 copyfmt, int bScaleByHalf, const EFBRectangle& source);
void EncodeToRamYUYV(LPDIRECT3DTEXTURE9 srcTexture, const TargetRectangle& sourceRc,
u8* destAddr, int dstWidth, int dstHeight,float Gamma);
void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, LPDIRECT3DTEXTURE9 destTexture);
u64 EncodeToRamFromTexture(u32 address,LPDIRECT3DTEXTURE9 source_texture, u32 SourceW, u32 SourceH, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source);
}
#endif // _TEXTURECONVERTER_H_