Second Experimental commit:

corrected peek color and peek z to  correctly emulate real hardware formats.
implements native gamma correction.(i don't own any game that uses this functionality so i will appreciate feedback)
i need a lot of feedback in this changes please
enjoy

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6664 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Rodolfo Osvaldo Bogado 2010-12-27 03:18:01 +00:00
parent f3336a84a1
commit c2283ad6c0
25 changed files with 201 additions and 101 deletions

View file

@ -144,7 +144,7 @@ FramebufferManager::~FramebufferManager()
SAFE_RELEASE(m_efb.resolved_depth_tex);
}
void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma)
{
// TODO
PanicAlert("CopyToRealXFB not implemented, yet\n");
@ -187,7 +187,7 @@ void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
PanicAlert("RealXFB not implemented, yet\n");
}
void XFBSource::CopyEFB()
void XFBSource::CopyEFB(float Gamma)
{
// Copy EFB data to XFB and restore render target again
const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)texWidth, (float)texHeight);
@ -199,7 +199,7 @@ void XFBSource::CopyEFB()
D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), sourceRc.AsRECT(),
Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(),
PixelShaderCache::GetColorCopyProgram(true), VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout());
VertexShaderCache::GetSimpleInputLayout(),Gamma);
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());