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https://github.com/dolphin-emu/dolphin.git
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d52e241cdf
Massivly increases the accuracy of VideoSoftware, if it's going to be slow, it might as well be accurate. * Fixes flickering issues in games which double render to get Hardware AA, like the Peach's Castle tech demo. * Rouge Squadren 2's Cantina Intro doesn't flicker anymore, but it duplicates the top half of the screen onto the bottom. * Any games which need RealXFB support should now work in Video Software
54 lines
1.3 KiB
C++
54 lines
1.3 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#ifndef _EFB_INTERFACE_H_
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#define _EFB_INTERFACE_H_
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#include "VideoCommon.h"
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namespace EfbInterface
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{
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const int DEPTH_BUFFER_START = EFB_WIDTH * EFB_HEIGHT * 3;
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// color order is ABGR in order to emulate RGBA on little-endian hardware
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enum { ALP_C, BLU_C, GRN_C, RED_C };
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// packed so the compiler doesn't mess with alignment
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typedef struct __attribute__ ((packed)) {
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u8 Y;
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u8 UV;
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} yuv422_packed;
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// But this one is only used internally, so we can let the compiler pack it however it likes.
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typedef struct __attribute__ ((aligned (4))){
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u8 Y;
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s8 U;
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s8 V;
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} yuv444;
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// does full blending of an incoming pixel
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void BlendTev(u16 x, u16 y, u8 *color);
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// compare z at location x,y
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// writes it if it passes
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// returns result of compare.
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bool ZCompare(u16 x, u16 y, u32 z);
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// sets the color and alpha
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void SetColor(u16 x, u16 y, u8 *color);
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void SetDepth(u16 x, u16 y, u32 depth);
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void GetColor(u16 x, u16 y, u8 *color);
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void GetColorYUV(u16 x, u16 y, yuv444 *color);
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u32 GetDepth(u16 x, u16 y);
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u8* GetPixelPointer(u16 x, u16 y, bool depth);
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void CopyToXFB(yuv422_packed* xfb_in_ram, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc, float Gamma);
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void DoState(PointerWrap &p);
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}
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#endif
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