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more on rtt effect
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0e473a7909
@ -55,7 +55,7 @@ inline u16 RGBA8888toRGBA5551(u32 px) {
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void ConvertFromRGBA8888(u8 *dst, u8 *src, u32 stride, u32 height, GEBufferFormat format);
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void CenterRect(float *x, float *y, float *w, float *h,
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float origW, float origH, float frameW, float frameH)
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float origW, float origH, float frameW, float frameH)
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{
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if (g_Config.bStretchToDisplay)
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{
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@ -110,7 +110,7 @@ void DisableState() {
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FramebufferManager::FramebufferManager() :
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ramDisplayFramebufPtr_(0),
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ramDisplayFramebufPtr_(0),
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displayFramebufPtr_(0),
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displayStride_(0),
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displayFormat_(GE_FORMAT_565),
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@ -123,14 +123,6 @@ FramebufferManager::FramebufferManager() :
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drawPixelsTexFormat_(GE_FORMAT_INVALID),
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convBuf(0)
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{
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#if 0
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draw2dprogram = glsl_create_source(basic_vs, tex_fs);
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glsl_bind(draw2dprogram);
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glUniform1i(draw2dprogram->sampler0, 0);
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glsl_unbind();
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#endif
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// And an initial clear. We don't clear per frame as the games are supposed to handle that
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// by themselves.
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ClearBuffer();
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@ -141,11 +133,6 @@ FramebufferManager::FramebufferManager() :
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}
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FramebufferManager::~FramebufferManager() {
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#if 0
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if (drawPixelsTex_)
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glDeleteTextures(1, &drawPixelsTex_);
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glsl_destroy(draw2dprogram);
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#endif
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if(drawPixelsTex_) {
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drawPixelsTex_->Release();
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}
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@ -176,7 +163,7 @@ void FramebufferManager::DrawPixels(const u8 *framebuf, GEBufferFormat pixelForm
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if (pixelFormat != GE_FORMAT_8888 || linesize != 512) {
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for (int y = 0; y < 272; y++) {
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switch (pixelFormat) {
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// not tested
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// not tested
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case GE_FORMAT_565:
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{
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const u16 *src = (const u16 *)framebuf + linesize * y;
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@ -187,7 +174,7 @@ void FramebufferManager::DrawPixels(const u8 *framebuf, GEBufferFormat pixelForm
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}
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}
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break;
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// faster
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// faster
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case GE_FORMAT_5551:
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{
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const u16 *src = (const u16 *)framebuf + linesize * y;
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@ -198,7 +185,7 @@ void FramebufferManager::DrawPixels(const u8 *framebuf, GEBufferFormat pixelForm
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}
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}
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break;
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// not tested
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// not tested
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case GE_FORMAT_4444:
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{
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const u16 *src = (const u16 *)framebuf + linesize * y;
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@ -260,7 +247,7 @@ void FramebufferManager::DrawActiveTexture(float x, float y, float w, float h, b
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pD3Ddevice->SetVertexDeclaration(pFramebufferVertexDecl);
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pD3Ddevice->SetPixelShader(pFramebufferPixelShader);
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pD3Ddevice->SetVertexShader(pFramebufferVertexShader);
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pD3Ddevice->SetTexture(0, drawPixelsTex_);
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//pD3Ddevice->SetTexture(0, drawPixelsTex_);
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pD3Ddevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coord, 5 * sizeof(float));
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}
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@ -306,8 +293,8 @@ void GuessDrawingSize(int &drawing_width, int &drawing_height) {
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// In case viewport return as 0x0 like FF Type-0
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if (viewport_width <= 1 && viewport_height <=1) {
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drawing_width = default_width;
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drawing_height = default_height;
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drawing_width = default_width;
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drawing_height = default_height;
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}
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if (fb_width < 512) {
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@ -317,7 +304,7 @@ void GuessDrawingSize(int &drawing_width, int &drawing_height) {
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} else {
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drawing_width = region_width;
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drawing_height = region_height;
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}
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}
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} else {
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if (fb_width != region_width) {
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drawing_width = default_width;
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@ -386,10 +373,10 @@ void FramebufferManager::SetRenderFrameBuffer() {
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for (size_t i = 0; i < vfbs_.size(); ++i) {
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VirtualFramebuffer *v = vfbs_[i];
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if (MaskedEqual(v->fb_address, fb_address) && v->format == fmt) {
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// Let's not be so picky for now. Let's say this is the one.
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vfb = v;
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// Update fb stride in case it changed
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vfb->fb_stride = fb_stride;
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// Let's not be so picky for now. Let's say this is the one.
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vfb = v;
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// Update fb stride in case it changed
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vfb->fb_stride = fb_stride;
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if (v->bufferWidth >= drawing_width && v->bufferHeight >= drawing_height) {
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v->width = drawing_width;
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v->height = drawing_height;
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@ -427,21 +414,21 @@ void FramebufferManager::SetRenderFrameBuffer() {
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vfb->colorDepth = FBO_8888;
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} else {
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switch (fmt) {
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case GE_FORMAT_4444:
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vfb->colorDepth = FBO_4444;
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break;
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case GE_FORMAT_5551:
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vfb->colorDepth = FBO_5551;
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break;
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case GE_FORMAT_565:
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vfb->colorDepth = FBO_565;
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break;
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case GE_FORMAT_8888:
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vfb->colorDepth = FBO_8888;
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break;
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default:
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vfb->colorDepth = FBO_8888;
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break;
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case GE_FORMAT_4444:
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vfb->colorDepth = FBO_4444;
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break;
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case GE_FORMAT_5551:
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vfb->colorDepth = FBO_5551;
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break;
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case GE_FORMAT_565:
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vfb->colorDepth = FBO_565;
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break;
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case GE_FORMAT_8888:
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vfb->colorDepth = FBO_8888;
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break;
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default:
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vfb->colorDepth = FBO_8888;
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break;
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}
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}
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@ -473,7 +460,7 @@ void FramebufferManager::SetRenderFrameBuffer() {
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INFO_LOG(HLE, "Creating FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->format);
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// We already have it!
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// We already have it!
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} else if (vfb != currentRenderVfb_) {
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#ifndef USING_GLES2
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bool useMem = g_Config.iRenderingMode == FB_READFBOMEMORY_GPU || g_Config.iRenderingMode == FB_READFBOMEMORY_CPU;
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@ -518,23 +505,21 @@ void FramebufferManager::SetRenderFrameBuffer() {
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/*
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if (drawing_width == 480 && drawing_height == 272) {
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gstate_c.skipDrawReason &= ~SKIPDRAW_SKIPNONFB;
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// OK!
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gstate_c.skipDrawReason &= ~SKIPDRAW_SKIPNONFB;
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// OK!
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} else {
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gstate_c.skipDrawReason |= ~SKIPDRAW_SKIPNONFB;
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gstate_c.skipDrawReason |= ~SKIPDRAW_SKIPNONFB;
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}*/
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}
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textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_UPDATED);
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#if 1
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#if 0
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// Some tiled mobile GPUs benefit IMMENSELY from clearing an FBO before rendering
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// to it. This broke stuff before, so now it only clears on the first use of an
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// FBO in a frame. This means that some games won't be able to avoid the on-some-GPUs
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// performance-crushing framebuffer reloads from RAM, but we'll have to live with that.
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if (vfb->last_frame_used != gpuStats.numFlips) {
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dxstate.depthWrite.set(true);
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dxstate.colorMask.set(true, true, true, true);
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pD3Ddevice->Clear(0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_TARGET |D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 0, 0);
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ClearBuffer();
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}
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#endif
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currentRenderVfb_ = vfb;
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@ -594,10 +579,9 @@ void FramebufferManager::CopyDisplayToOutput() {
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dxstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
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DEBUG_LOG(HLE, "Displaying FBO %08x", vfb->fb_address);
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DisableState();
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fbo_bind_color_as_texture(vfb->fbo, 0);
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// These are in the output display coordinates
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// These are in the output display coordinates
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float x, y, w, h;
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CenterRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight);
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DrawActiveTexture(x, y, w, h, true, 480.0f / (float)vfb->width, 272.0f / (float)vfb->height);
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@ -659,27 +643,27 @@ void FramebufferManager::ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool s
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nvfb->colorDepth = FBO_8888;
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} else {
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switch (vfb->format) {
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case GE_FORMAT_4444:
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nvfb->colorDepth = FBO_4444;
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break;
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case GE_FORMAT_5551:
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nvfb->colorDepth = FBO_5551;
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break;
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case GE_FORMAT_565:
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nvfb->colorDepth = FBO_565;
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break;
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case GE_FORMAT_8888:
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default:
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nvfb->colorDepth = FBO_8888;
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break;
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case GE_FORMAT_4444:
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nvfb->colorDepth = FBO_4444;
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break;
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case GE_FORMAT_5551:
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nvfb->colorDepth = FBO_5551;
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break;
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case GE_FORMAT_565:
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nvfb->colorDepth = FBO_565;
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break;
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case GE_FORMAT_8888:
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default:
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nvfb->colorDepth = FBO_8888;
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break;
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}
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}
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nvfb->fbo = fbo_create(nvfb->width, nvfb->height, 1, true, nvfb->colorDepth);
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if (!(nvfb->fbo)) {
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ERROR_LOG(HLE, "Error creating FBO! %i x %i", nvfb->renderWidth, nvfb->renderHeight);
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return;
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}
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return;
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}
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nvfb->last_frame_used = gpuStats.numFlips;
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bvfbs_.push_back(nvfb);
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@ -690,16 +674,16 @@ void FramebufferManager::ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool s
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nvfb->last_frame_used = gpuStats.numFlips;
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nvfb->dirtyAfterDisplay = true;
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#ifdef USING_GLES2
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fbo_bind_as_render_target(nvfb->fbo);
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#if 0
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fbo_bind_as_render_target(nvfb->fbo);
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// Some tiled mobile GPUs benefit IMMENSELY from clearing an FBO before rendering
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// to it. This broke stuff before, so now it only clears on the first use of an
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// FBO in a frame. This means that some games won't be able to avoid the on-some-GPUs
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// performance-crushing framebuffer reloads from RAM, but we'll have to live with that.
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if (nvfb->last_frame_used != gpuStats.numFlips) {
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// Some tiled mobile GPUs benefit IMMENSELY from clearing an FBO before rendering
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// to it. This broke stuff before, so now it only clears on the first use of an
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// FBO in a frame. This means that some games won't be able to avoid the on-some-GPUs
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// performance-crushing framebuffer reloads from RAM, but we'll have to live with that.
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if (nvfb->last_frame_used != gpuStats.numFlips) {
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ClearBuffer();
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}
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}
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#endif
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}
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@ -720,9 +704,9 @@ void FramebufferManager::BlitFramebuffer_(VirtualFramebuffer *src, VirtualFrameb
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/*
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if(glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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ERROR_LOG(HLE, "Incomplete target framebuffer, aborting blit");
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fbo_unbind();
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return;
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ERROR_LOG(HLE, "Incomplete target framebuffer, aborting blit");
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fbo_unbind();
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return;
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}
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*/
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@ -753,27 +737,27 @@ void ConvertFromRGBA8888(u8 *dst, u8 *src, u32 stride, u32 height, GEBufferForma
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const u32 *src32 = (const u32 *)src;
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u16 *dst16 = (u16 *)dst;
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switch (format) {
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case GE_FORMAT_565: // BGR 565
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for(int i = 0; i < size; i++) {
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dst16[i] = RGBA8888toRGB565(src32[i]);
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}
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break;
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case GE_FORMAT_5551: // ABGR 1555
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for(int i = 0; i < size; i++) {
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dst16[i] = RGBA8888toRGBA5551(src32[i]);
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}
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case GE_FORMAT_565: // BGR 565
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for(int i = 0; i < size; i++) {
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dst16[i] = RGBA8888toRGB565(src32[i]);
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}
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break;
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case GE_FORMAT_5551: // ABGR 1555
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for(int i = 0; i < size; i++) {
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dst16[i] = RGBA8888toRGBA5551(src32[i]);
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}
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break;
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case GE_FORMAT_4444: // ABGR 4444
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for(int i = 0; i < size; i++) {
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dst16[i] = RGBA8888toRGBA4444(src32[i]);
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}
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break;
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case GE_FORMAT_8888:
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// Not possible.
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break;
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default:
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break;
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break;
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case GE_FORMAT_4444: // ABGR 4444
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for(int i = 0; i < size; i++) {
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dst16[i] = RGBA8888toRGBA4444(src32[i]);
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}
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break;
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case GE_FORMAT_8888:
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// Not possible.
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break;
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default:
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break;
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}
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}
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}
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@ -893,7 +877,7 @@ void FramebufferManager::DecimateFBOs() {
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int age = frameLastFramebufUsed - vfb->last_frame_used;
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if(useMem && !age && !vfb->memoryUpdated) {
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ReadFramebufferToMemory(vfb);
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ReadFramebufferToMemory(vfb);
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}
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if (vfb == displayFramebuf_ || vfb == prevDisplayFramebuf_ || vfb == prevPrevDisplayFramebuf_) {
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@ -902,7 +886,7 @@ void FramebufferManager::DecimateFBOs() {
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if (age > FBO_OLD_AGE) {
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INFO_LOG(HLE, "Decimating FBO for %08x (%i x %i x %i), age %i", vfb->fb_address, vfb->width, vfb->height, vfb->format, age)
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DestroyFramebuf(vfb);
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DestroyFramebuf(vfb);
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vfbs_.erase(vfbs_.begin() + i--);
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}
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}
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@ -913,7 +897,7 @@ void FramebufferManager::DecimateFBOs() {
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int age = frameLastFramebufUsed - vfb->last_frame_used;
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if (age > FBO_OLD_AGE) {
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INFO_LOG(HLE, "Decimating FBO for %08x (%i x %i x %i), age %i", vfb->fb_address, vfb->width, vfb->height, vfb->format, age)
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DestroyFramebuf(vfb);
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DestroyFramebuf(vfb);
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bvfbs_.erase(bvfbs_.begin() + i--);
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}
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}
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@ -960,7 +944,7 @@ void FramebufferManager::UpdateFromMemory(u32 addr, int size) {
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DrawPixels(Memory::GetPointer(addr), vfb->format, vfb->fb_stride);
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} else {
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INFO_LOG(HLE, "Invalidating FBO for %08x (%i x %i x %i)", vfb->fb_address, vfb->width, vfb->height, vfb->format)
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DestroyFramebuf(vfb);
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DestroyFramebuf(vfb);
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vfbs_.erase(vfbs_.begin() + i--);
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}
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}
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@ -3,6 +3,7 @@
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#include <string.h>
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#include "fbo.h"
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static LPDIRECT3DSURFACE9 workingRtt;
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static LPDIRECT3DSURFACE9 deviceRTsurf;
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static LPDIRECT3DSURFACE9 deviceDSsurf;
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@ -24,6 +25,8 @@ struct FBO {
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void fbo_init() {
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pD3Ddevice->GetRenderTarget(0, &deviceRTsurf);
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pD3Ddevice->GetDepthStencilSurface(&deviceDSsurf);
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//pD3Ddevice->CreateRenderTarget(1280/2, 720/2, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &workingRtt, NULL);
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}
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FBO * current_fbo = NULL;
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@ -36,13 +39,13 @@ FBO *fbo_create(int width, int height, int num_color_textures, bool z_stencil, F
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fbo->colorDepth = colorDepth;
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// only support 32bit surfaces
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//pD3Ddevice->CreateRenderTarget(fbo->width, fbo->height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &fbo->surf, NULL);
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//pD3Ddevice->CreateRenderTarget(fbo->width/4, fbo->height/4, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &fbo->surf, NULL);
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/*
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// Create depth + stencil target | forced to 24-bit Z, 8-bit stencil
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pD3Ddevice->CreateDepthStencilSurface(fbo->width, fbo->height, D3DFMT_D24S8, D3DMULTISAMPLE_NONE, 0, FALSE, &fbo->depthstencil, NULL);
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*/
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// Only needed on xbox :s
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// Only needed on xbox
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pD3Ddevice->CreateTexture(fbo->width, fbo->height, 1, 0, D3DFMT_A8R8G8B8, 0, &fbo->tex, NULL);
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fbo->stencil_buffer = 8;
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@ -56,22 +59,30 @@ void * fbo_get_rtt(FBO *fbo) {
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void fbo_unbind() {
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if (current_fbo != NULL) {
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//pD3Ddevice->Resolve( D3DRESOLVE_RENDERTARGET0, NULL, current_fbo->tex, NULL, 0, 0, NULL, 0.0f, 0, NULL );
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/*
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D3DVECTOR4 White = {1.0f, 1.0f, 1.0f, 1.0f};
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pD3Ddevice->Resolve( D3DRESOLVE_RENDERTARGET0|D3DRESOLVE_ALLFRAGMENTS|D3DRESOLVE_CLEARRENDERTARGET|D3DRESOLVE_CLEARDEPTHSTENCIL, NULL,
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||||
current_fbo->tex, NULL, 0, 0, &White, 0.0f, 0, NULL );
|
||||
*/
|
||||
pD3Ddevice->Resolve( D3DRESOLVE_RENDERTARGET0|D3DRESOLVE_ALLFRAGMENTS, NULL,
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||||
current_fbo->tex, NULL, 0, 0, 0, 0.0f, 0, NULL );
|
||||
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||||
pD3Ddevice->Clear(0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_TARGET |D3DCLEAR_ZBUFFER, 0xFFFFFFFF, 0, 0);
|
||||
}
|
||||
current_fbo = NULL;
|
||||
|
||||
//pD3Ddevice->SetRenderTarget(0, deviceRTsurf);
|
||||
pD3Ddevice->SetRenderTarget(0, deviceRTsurf);
|
||||
//pD3Ddevice->SetDepthStencilSurface(deviceDSsurf);
|
||||
}
|
||||
|
||||
void fbo_resolve(FBO *fbo) {
|
||||
pD3Ddevice->Resolve( D3DRESOLVE_RENDERTARGET0|D3DRESOLVE_ALLFRAGMENTS|D3DRESOLVE_CLEARRENDERTARGET|D3DRESOLVE_CLEARDEPTHSTENCIL, NULL, fbo->tex, NULL, 0, 0, NULL, 0.0f, 0, NULL );
|
||||
//pD3Ddevice->Resolve( D3DRESOLVE_RENDERTARGET0|D3DRESOLVE_ALLFRAGMENTS, NULL, fbo->tex, NULL, 0, 0, NULL, 0.0f, 0, NULL );
|
||||
}
|
||||
|
||||
void fbo_bind_as_render_target(FBO *fbo) {
|
||||
current_fbo = fbo;
|
||||
|
||||
//pD3Ddevice->SetRenderTarget(0, fbo->surf);
|
||||
//pD3Ddevice->SetRenderTarget(0, workingRtt);
|
||||
//pD3Ddevice->Clear(0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_TARGET |D3DCLEAR_ZBUFFER, 0xFFFFFFFF, 0, 0);
|
||||
//pD3Ddevice->SetDepthStencilSurface(fbo->depthstencil);
|
||||
}
|
||||
|
||||
@ -81,8 +92,8 @@ void fbo_bind_for_read(FBO *fbo) {
|
||||
|
||||
void fbo_bind_color_as_texture(FBO *fbo, int color) {
|
||||
//OutputDebugStringA("fbo_bind_color_as_texture: Fix me\r\n");
|
||||
//pD3Ddevice->SetTexture(0, fbo->tex);
|
||||
pD3Ddevice->SetTexture(0, NULL);
|
||||
pD3Ddevice->SetTexture(0, fbo->tex);
|
||||
//pD3Ddevice->SetTexture(0, NULL);
|
||||
}
|
||||
|
||||
void fbo_destroy(FBO *fbo) {
|
||||
@ -103,5 +114,5 @@ void SwapBuffer() {
|
||||
pD3Ddevice->Present(0, 0, 0, 0);
|
||||
|
||||
// :s
|
||||
pD3Ddevice->Clear(0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_TARGET |D3DCLEAR_ZBUFFER, 0xFFFFFFFF, 0, 0);
|
||||
//pD3Ddevice->Clear(0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_TARGET |D3DCLEAR_ZBUFFER, 0xFFFFFFFF, 0, 0);
|
||||
}
|
@ -199,6 +199,11 @@ void DirectxInit() {
|
||||
|
||||
pD3D = Direct3DCreate9( D3D_SDK_VERSION );
|
||||
|
||||
D3DRING_BUFFER_PARAMETERS d3dr = {0};
|
||||
d3dr.PrimarySize = 64*1024;
|
||||
d3dr.SecondarySize = 4*1024*1024;
|
||||
|
||||
|
||||
// Set up the structure used to create the D3DDevice. Most parameters are
|
||||
// zeroed out. We set Windowed to TRUE, since we want to do D3D in a
|
||||
// window, and then set the SwapEffect to "discard", which is the most
|
||||
@ -218,6 +223,7 @@ void DirectxInit() {
|
||||
d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
|
||||
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
|
||||
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
|
||||
//d3dpp.RingBufferParameters = d3dr;
|
||||
|
||||
pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, NULL,
|
||||
D3DCREATE_HARDWARE_VERTEXPROCESSING,
|
||||
|
Loading…
Reference in New Issue
Block a user