diff options
| author | NeoBrainX <NeoBrainX@googlemail.com> | 2011-01-04 12:56:52 +0000 |
|---|---|---|
| committer | NeoBrainX <NeoBrainX@googlemail.com> | 2011-01-04 12:56:52 +0000 |
| commit | 599020ef994d434864c8ec1dbd0f053d455f8645 (patch) | |
| tree | 7ef4351a3a1022cc232395ecece728980c279c98 /Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.cpp | |
| parent | efe555fc16ebc62ab667189e43908215d64bb754 (diff) | |
D3D9: Fall back to just creating a depth surface instead of a depth texture if the latter one isn't supported by the hardware.
This is a workaround for issue 3256.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6737 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.cpp')
| -rw-r--r-- | Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.cpp | 42 |
1 files changed, 16 insertions, 26 deletions
diff --git a/Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.cpp b/Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.cpp index 1ff4f38fb7..3d4f2709b0 100644 --- a/Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.cpp +++ b/Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.cpp @@ -39,6 +39,7 @@ FramebufferManager::Efb FramebufferManager::s_efb; FramebufferManager::FramebufferManager() { + bool depth_textures_supported = true; int target_width = Renderer::GetFullTargetWidth(); int target_height = Renderer::GetFullTargetHeight(); s_efb.color_surface_Format = D3DFMT_A8R8G8B8; @@ -59,35 +60,17 @@ FramebufferManager::FramebufferManager() hr = D3D::dev->CreateOffscreenPlainSurface(1, 1, s_efb.color_surface_Format, D3DPOOL_SYSTEMMEM, &s_efb.color_OffScreenReadBuffer, NULL); CHECK(hr, "Create offscreen color surface (hr=%#x)", hr); - // Select a Z-buffer format with hardware support - D3DFORMAT DepthTexFormats[] = { - FOURCC_INTZ, - FOURCC_DF24, - FOURCC_RAWZ, - FOURCC_DF16, - D3DFMT_D24X8, - D3DFMT_D24X4S4, - D3DFMT_D24S8, - D3DFMT_D24FS8, - D3DFMT_D32, // too much precision, but who cares - D3DFMT_D16, // much lower precision, but better than nothing - D3DFMT_D15S1, - }; - - // check format support - for (int i = 0; i < sizeof(DepthTexFormats)/sizeof(D3DFORMAT); ++i) - { - if (D3D::CheckTextureSupport(D3DUSAGE_DEPTHSTENCIL, DepthTexFormats[i])) - { - s_efb.depth_surface_Format = DepthTexFormats[i]; - break; - } - } + // Select a Z-buffer texture format with hardware support + s_efb.depth_surface_Format = D3D::GetSupportedDepthTextureFormat(); if (s_efb.depth_surface_Format == D3DFMT_UNKNOWN) { - PanicAlert("No supported depth format found, disabling depth buffers.\nExpect glitches."); + // workaround for Intel GPUs etc: only create a depth _surface_ + depth_textures_supported = false; + s_efb.depth_surface_Format = D3D::GetSupportedDepthSurfaceFormat(s_efb.color_surface_Format); + ERROR_LOG(VIDEO, "No supported depth texture format found, disabling Z peeks for EFB access."); } - else + + if (depth_textures_supported) { // EFB depth buffer - primary depth buffer hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_DEPTHSTENCIL, s_efb.depth_surface_Format, @@ -96,6 +79,7 @@ FramebufferManager::FramebufferManager() CHECK(hr, "Framebuffer depth texture (size: %dx%d; hr=%#x)", target_width, target_height, hr); // Render buffer for AccessEFB (depth data) + D3DFORMAT DepthTexFormats[2]; if (s_efb.depth_surface_Format == FOURCC_RAWZ || s_efb.depth_surface_Format == D3DFMT_D24X8) DepthTexFormats[0] = D3DFMT_A8R8G8B8; else @@ -120,6 +104,12 @@ FramebufferManager::FramebufferManager() hr = D3D::dev->CreateOffscreenPlainSurface(4, 4, s_efb.depth_ReadBuffer_Format, D3DPOOL_SYSTEMMEM, &s_efb.depth_OffScreenReadBuffer, NULL); CHECK(hr, "Create depth offscreen surface (hr=%#x)", hr); } + else if (s_efb.depth_surface_Format) + { + // just create a depth surface + hr = D3D::dev->CreateDepthStencilSurface(target_width, target_height, s_efb.depth_surface_Format, D3DMULTISAMPLE_NONE, 0, FALSE, &s_efb.depth_surface, NULL); + CHECK(hr, "Framebuffer depth surface (size: %dx%d; hr=%#x)", target_width, target_height, hr); + } // ReinterpretPixelData - EFB color data will be copy-converted to this texture and the buffers are swapped then hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb.color_surface_Format, |
