Add built-in stretch functionality to depth readback shader path

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Henrik Rydgård committed 2023-02-03 19:06:40 +01:00
1 parent d6b37b00cc
commit f2a6c744bc
6 files changed
+48 -22

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@@ -53,7 +53,12 @@ FramebufferManagerDX9::FramebufferManagerDX9(Draw::DrawContext *draw)
FramebufferManagerDX9::~FramebufferManagerDX9() {
}
bool FramebufferManagerDX9::ReadbackDepthbufferSync(Draw::Framebuffer *fbo, int x, int y, int w, int h, uint16_t *pixels, int pixelsStride) {
bool FramebufferManagerDX9::ReadbackDepthbufferSync(Draw::Framebuffer *fbo, int x, int y, int w, int h, uint16_t *pixels, int pixelsStride, int destW, int destH) {
// Don't yet support stretched readbacks here.
if (destW != w || destH != h) {
return false;
}
// We always read the depth buffer in 24_8 format.
LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)draw_->GetFramebufferAPITexture(fbo, Draw::FB_DEPTH_BIT, 0);
if (!tex)