(3ds) video driver:

- fix frame dupes
- bypass DMA for small frames.
This commit is contained in:
aliaspider 2015-11-12 15:00:53 +01:00
parent 75b57f1567
commit 13699280b4

View File

@ -536,7 +536,8 @@ static bool ctr_frame(void* data, const void* frame,
{ {
if(((((u32)(frame)) >= 0x14000000 && ((u32)(frame)) < 0x40000000)) /* frame in linear memory */ if(((((u32)(frame)) >= 0x14000000 && ((u32)(frame)) < 0x40000000)) /* frame in linear memory */
&& !((u32)frame & 0x7F) /* 128-byte aligned */ && !((u32)frame & 0x7F) /* 128-byte aligned */
&& !((pitch) & 0xF)) /* 16-byte aligned */ && !(pitch & 0xF) /* 16-byte aligned */
&& (pitch > 0x40))
{ {
/* can copy the buffer directly with the GPU */ /* can copy the buffer directly with the GPU */
ctrGuCopyImage(false, frame, pitch / (ctr->rgb32? 4: 2), height, ctr->rgb32 ? CTRGU_RGBA8: CTRGU_RGB565, false, ctrGuCopyImage(false, frame, pitch / (ctr->rgb32? 4: 2), height, ctr->rgb32 ? CTRGU_RGBA8: CTRGU_RGB565, false,
@ -562,6 +563,12 @@ static bool ctr_frame(void* data, const void* frame,
} }
ctr->frame_coords->u = width;
ctr->frame_coords->v = height;
GSPGPU_FlushDataCache(ctr->frame_coords, sizeof(ctr_vertex_t));
ctrGuSetAttributeBuffersAddress(VIRT_TO_PHYS(ctr->frame_coords));
ctrGuSetVertexShaderFloatUniform(0, (float*)&ctr->scale_vector, 1);
} }
ctrGuSetTexture(GPU_TEXUNIT0, VIRT_TO_PHYS(ctr->texture_swizzled), ctr->texture_width, ctr->texture_height, ctrGuSetTexture(GPU_TEXUNIT0, VIRT_TO_PHYS(ctr->texture_swizzled), ctr->texture_width, ctr->texture_height,
@ -570,13 +577,6 @@ static bool ctr_frame(void* data, const void* frame,
GPU_TEXTURE_WRAP_S(GPU_CLAMP_TO_EDGE) | GPU_TEXTURE_WRAP_T(GPU_CLAMP_TO_EDGE), GPU_TEXTURE_WRAP_S(GPU_CLAMP_TO_EDGE) | GPU_TEXTURE_WRAP_T(GPU_CLAMP_TO_EDGE),
ctr->rgb32 ? GPU_RGBA8: GPU_RGB565); ctr->rgb32 ? GPU_RGBA8: GPU_RGB565);
ctr->frame_coords->u = width;
ctr->frame_coords->v = height;
GSPGPU_FlushDataCache(ctr->frame_coords, sizeof(ctr_vertex_t));
ctrGuSetAttributeBuffersAddress(VIRT_TO_PHYS(ctr->frame_coords));
ctrGuSetVertexShaderFloatUniform(0, (float*)&ctr->scale_vector, 1);
/* ARGB --> RGBA */ /* ARGB --> RGBA */
if (ctr->rgb32) if (ctr->rgb32)
{ {