prevent missing polygons with AMD GPU
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30dbba8d37
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8850b52d88
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@ -1662,6 +1662,17 @@ VOID EmuD3DInit()
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std::cout << "Host D3DCaps : " << g_D3DCaps << "\n";
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std::cout << "----------------------------------------\n";
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}
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// AMD compatibility workaround since VS model 3.0 doesn't work as intended with Direct3D9.
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{
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D3DADAPTER_IDENTIFIER9 adapter_info;
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HRESULT status = g_pDirect3D->GetAdapterIdentifier(g_EmuCDPD.Adapter, 0, &adapter_info);
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// 1002 and 1022 are vendor ids of AMD gpus
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if (status == D3D_OK && (adapter_info.VendorId == 0x1002 || adapter_info.VendorId == 0x1022)) {
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g_vs_model = vs_model_2_a;
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EmuLog(LOG_LEVEL::WARNING, "AMD GPU Detected, falling back to shader model 2.X to prevent missing polygons");
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}
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}
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}
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// cleanup Direct3D
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@ -6,6 +6,8 @@
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#include <sstream>
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extern const char* g_vs_model = vs_model_3_0;
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// HLSL generation
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void OutputHlsl(std::stringstream& hlsl, VSH_IMD_OUTPUT& dest)
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{
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@ -247,9 +249,8 @@ extern HRESULT EmuCompileShader
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EmuLog(LOG_LEVEL::DEBUG, DebugPrependLineNumbers(hlsl_str).c_str());
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EmuLog(LOG_LEVEL::DEBUG, "-----------------------");
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// Level 0 for fastest runtime compilation
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// TODO Can we recompile an optimized shader in the background?
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UINT flags1 = D3DCOMPILE_OPTIMIZATION_LEVEL0;
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UINT flags1 = D3DCOMPILE_OPTIMIZATION_LEVEL3 | D3DCOMPILE_AVOID_FLOW_CONTROL;
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hRet = D3DCompile(
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hlsl_str.c_str(),
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@ -258,7 +259,7 @@ extern HRESULT EmuCompileShader
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nullptr, // pDefines
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nullptr, // pInclude // TODO precompile x_* HLSL functions?
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"main", // shader entry poiint
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"vs_3_0", // shader profile
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g_vs_model, // shader profile
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flags1, // flags1
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0, // flags2
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ppHostShader, // out
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@ -275,7 +276,7 @@ extern HRESULT EmuCompileShader
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nullptr, // pDefines
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nullptr, // pInclude // TODO precompile x_* HLSL functions?
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"main", // shader entry poiint
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"vs_3_0", // shader profile
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g_vs_model, // shader profile
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flags1, // flags1
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0, // flags2
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ppHostShader, // out
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@ -10,6 +10,10 @@ enum class ShaderType {
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Unsupported,
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};
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static const char* vs_model_2_a = "vs_2_a";
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static const char* vs_model_3_0 = "vs_3_0";
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extern const char* g_vs_model;
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extern ShaderType EmuGetShaderInfo(IntermediateVertexShader* pIntermediateShader);
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extern HRESULT EmuCompileShader
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