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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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@ -1285,14 +1285,15 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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// ---------------------------------------------------------------------
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// Count FPS.
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// -------------
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static int fpscount = 0;
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static int fpscount = 1;
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static unsigned long lasttime;
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++fpscount;
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if(XFBWrited)
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++fpscount;
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if (Common::Timer::GetTimeMs() - lasttime > 1000)
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{
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lasttime = Common::Timer::GetTimeMs();
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s_fps = fpscount - 1;
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fpscount = 0;
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fpscount = 1;
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}
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// Begin new frame
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@ -1307,7 +1308,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
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UpdateViewport();
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VertexShaderManager::SetViewportChanged();
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g_VideoInitialize.pCopiedToXFB(true);
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g_VideoInitialize.pCopiedToXFB(XFBWrited);
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XFBWrited = false;
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}
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