normalize the efb to texture process for color textures to make it work the same in all the plugins and with the same accuracy as real hardware (almost :))

please test for regressions and fixes.
some little changes to make pixel shader more dx9 sm2.0 friendly. the condition is not to use pixel lighting ( sorry no hardware support for the quantity of parameters needed).

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6777 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Rodolfo Osvaldo Bogado
2011-01-07 19:23:57 +00:00
parent 62b79028ef
commit f869281301
14 changed files with 185 additions and 181 deletions

View File

@ -297,8 +297,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleB
glViewport(0, 0, virtualW, virtualH);
PixelShaderCache::SetCurrentShader(bFromZBuffer ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram());
const float* const fConstAdd = colmat + 16; // fConstAdd is the last 4 floats of colmat
PixelShaderManager::SetColorMatrix(colmat, fConstAdd); // set transformation
PixelShaderManager::SetColorMatrix(colmat); // set transformation
GL_REPORT_ERRORD();
TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(source_rect);