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let's keep experimenting:
almost fixed real xfb in d3d, i say almost because there are some minor scalling problems. hope will fix them soon. implemented a more intelligent index generator to emulate more accurately the behavior of the gc. please give me feedback on this changes. enjoy :) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5465 8ced0084-cf51-0410-be5f-012b33b47a6e
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7 changed files with 234 additions and 86 deletions
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@ -111,13 +111,8 @@ void WriteSwizzler(char*& p, u32 format,bool HLSL)
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if(HLSL)
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{
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WRITE(p, " sampleUv = sampleUv + float2(1.0f,1.0f);\n"
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" sampleUv = sampleUv / blkDims.zw;\n");
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}
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else
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{
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WRITE(p, " sampleUv = sampleUv;\n");
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}
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WRITE(p, " sampleUv = sampleUv / blkDims.zw;\n");
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}
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}
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// block dimensions : widthStride, heightStride
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@ -168,13 +163,8 @@ void Write32BitSwizzler(char*& p, u32 format, bool HLSL)
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if(HLSL)
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{
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WRITE(p, " sampleUv = sampleUv + float2(1.0f,1.0f);\n"
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" sampleUv = sampleUv / blkDims.zw;\n");
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}
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else
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{
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WRITE(p, " sampleUv = sampleUv + float2(1.0f,-1.0f);\n");
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}
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WRITE(p, " sampleUv = sampleUv / blkDims.zw;\n");
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}
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}
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void WriteSampleColor(char*& p, const char* colorComp, const char* dest,bool HLSL)
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