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authorRodolfo Osvaldo Bogado <rodolfoosvaldobogado@gmail.com>2009-12-07 18:48:31 +0000
committerRodolfo Osvaldo Bogado <rodolfoosvaldobogado@gmail.com>2009-12-07 18:48:31 +0000
commitd02426a8e9c6a0815e033aa48a9506151aaf5c86 (patch)
treef65d4098b99366ccd2cdcc974b052fc36acc72ee /Source/Core/VideoCommon/Src/TextureConversionShader.cpp
parent85a9b3dc2c51a08911c48ff9741b378336081a93 (diff)
mixed commit:
in D3D and Opengl: fixed one nasty bug in texture loading where if a dynamic texture keeps his format but the tlut format is changed, the try or reloading the texture in the same texture could cause a hang if the size of the resulting texture is different than the original (size in bytes) Applied a ugly temporal hack to the texture conversor to solve efb to ram misalignments and effect distortions. in D3D: Pseudo implementation of logic ops using basic blending: the first 8 operations are "good approximations", the remaining 8 are bullshit :) if someone have a better approximation to emulate this logic please let me know. please test if i don't break anything in the process and test Mario kart wee you will get a nice surprise.:) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4656 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source/Core/VideoCommon/Src/TextureConversionShader.cpp')
-rw-r--r--Source/Core/VideoCommon/Src/TextureConversionShader.cpp25
1 files changed, 16 insertions, 9 deletions
diff --git a/Source/Core/VideoCommon/Src/TextureConversionShader.cpp b/Source/Core/VideoCommon/Src/TextureConversionShader.cpp
index 4db14bdeaa..eb6b83e234 100644
--- a/Source/Core/VideoCommon/Src/TextureConversionShader.cpp
+++ b/Source/Core/VideoCommon/Src/TextureConversionShader.cpp
@@ -107,12 +107,16 @@ void WriteSwizzler(char*& p, u32 format,bool HLSL)
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");
+ WRITE(p, " sampleUv = sampleUv + textureDims.zw;\n");
+
if(HLSL)
{
- WRITE(p, " sampleUv.x = sampleUv.x / blkDims.z;\n"
- " sampleUv.y = sampleUv.y / blkDims.w;\n");
+ WRITE(p, " sampleUv = sampleUv + float2(1.0f,1.0f);\n"
+ " sampleUv = sampleUv / blkDims.zw;\n");
+ }
+ else
+ {
+ WRITE(p, " sampleUv = sampleUv + float2(1.0f,-1.0f);\n");
}
}
@@ -158,15 +162,18 @@ void Write32BitSwizzler(char*& p, u32 format, bool HLSL)
WRITE(p, " sampleUv = sampleUv * blkDims.xy;\n");
if(!HLSL)
- WRITE(p, " sampleUv.y = textureDims.y - sampleUv.y;\n");
+ 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");
+ WRITE(p, " sampleUv = sampleUv + textureDims.zw;\n");
if(HLSL)
{
- WRITE(p, " sampleUv.x = sampleUv.x / blkDims.z;\n"
- " sampleUv.y = sampleUv.y / blkDims.w;\n");
+ WRITE(p, " sampleUv = sampleUv + float2(1.0f,1.0f);\n"
+ " sampleUv = sampleUv / blkDims.zw;\n");
+ }
+ else
+ {
+ WRITE(p, " sampleUv = sampleUv + float2(1.0f,-1.0f);\n");
}
}