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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
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f3336a84a1
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25 changed files with 201 additions and 101 deletions
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@ -144,7 +144,7 @@ FramebufferManager::~FramebufferManager()
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SAFE_RELEASE(m_efb.resolved_depth_tex);
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}
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void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
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void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma)
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{
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// TODO
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PanicAlert("CopyToRealXFB not implemented, yet\n");
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@ -187,7 +187,7 @@ void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
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PanicAlert("RealXFB not implemented, yet\n");
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}
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void XFBSource::CopyEFB()
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void XFBSource::CopyEFB(float Gamma)
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{
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// Copy EFB data to XFB and restore render target again
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const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)texWidth, (float)texHeight);
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@ -199,7 +199,7 @@ void XFBSource::CopyEFB()
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D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), sourceRc.AsRECT(),
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Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(),
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PixelShaderCache::GetColorCopyProgram(true), VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout());
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VertexShaderCache::GetSimpleInputLayout(),Gamma);
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
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FramebufferManager::GetEFBDepthTexture()->GetDSV());
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