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D3D: Fix Virtual XFB viewport. #1781

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merged 4 commits into from
Dec 28, 2014
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CrossVR
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@CrossVR CrossVR commented Dec 28, 2014

Looks like I was incorrect about swapping the bottom and top members.

This PR also fixes a problem where the framebuffer was not invalidated when XFB modes are switched.

Looks like I was incorrect about swapping the bottom and top members.
@degasus
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degasus commented Dec 28, 2014

Yeah, stupid OGL... LGTM

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CrossVR commented Dec 28, 2014

@degasus Btw, what do you think of merging Television.cpp into FramebufferManager.cpp? The only thing we do in Television.cpp is decode YUV data which is normally done through XFBSource::DecodeToTexture which is left unimplemented in D3D.

Actually we should probably merge Television.cpp into XFBEncoder.cpp, since Television.cpp is nothing more than the decoder counterpart. We could rename this new module to TextureConverter, which would reflect the OGL architecture. We would then call the decode function from XFBSource::DecodeToTexture just like OGL.

Also, I'm going to add one more small commit to fix viewport problems when switching between Virtual and Real XFB.

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CrossVR commented Dec 28, 2014

This PR is ready for review. I hope you don't mind that I included a couple of code style fixes that were annoying me.

@Sonicadvance1
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LGTM

degasus added a commit that referenced this pull request Dec 28, 2014
D3D: Fix Virtual XFB viewport.
@degasus degasus merged commit 0f87d9b into dolphin-emu:master Dec 28, 2014
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3 participants