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authorNolan Check <Nolan.Check@gmail.com>2011-02-26 23:41:02 +0000
committerNolan Check <Nolan.Check@gmail.com>2011-02-26 23:41:02 +0000
commitf0c5cc76a998b59ddb1dd720354db366b5e15e9b (patch)
treec1dfc0723b6599d7e3f40610776f1685b4049898 /Source/Core/VideoCommon/Src/BPFunctions.cpp
parent8351177738857041bf87408d48a2efbc168e1c59 (diff)
Add EFB encode-to-RAM support in DX11 backend. It could probably be simplified a lot, and not all the possible formats are implemented. I tried to use the dynamic-linking feature of shader model 5, but Microsoft's HLSL compiler is broken. "Dynamic mode" is implemented, but disabled for now.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7253 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source/Core/VideoCommon/Src/BPFunctions.cpp')
-rw-r--r--Source/Core/VideoCommon/Src/BPFunctions.cpp6
1 files changed, 4 insertions, 2 deletions
diff --git a/Source/Core/VideoCommon/Src/BPFunctions.cpp b/Source/Core/VideoCommon/Src/BPFunctions.cpp
index 5255b6cb54..7e804e1b57 100644
--- a/Source/Core/VideoCommon/Src/BPFunctions.cpp
+++ b/Source/Core/VideoCommon/Src/BPFunctions.cpp
@@ -77,12 +77,14 @@ void SetColorMask(const BPCmd &bp)
g_renderer->SetColorMask();
}
-void CopyEFB(const BPCmd &bp, const EFBRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 &copyfmt, const int &scaleByHalf)
+void CopyEFB(u32 dstAddr, unsigned int dstFormat, unsigned int srcFormat,
+ const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf)
{
// bpmem.zcontrol.pixel_format to PIXELFMT_Z24 is when the game wants to copy from ZBuffer (Zbuffer uses 24-bit Format)
if (g_ActiveConfig.bEFBCopyEnable)
{
- TextureCache::CopyRenderTargetToTexture(address, fromZBuffer, isIntensityFmt, copyfmt, !!scaleByHalf, rc);
+ TextureCache::CopyRenderTargetToTexture(dstAddr, dstFormat, srcFormat,
+ srcRect, isIntensity, scaleByHalf);
}
}