(D3D11) correct the size data of the last pass.
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8db625dd59
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461a936eb4
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@ -128,6 +128,8 @@ static bool d3d11_gfx_set_shader(void* data, enum rarch_shader_type type, const
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D3D11Flush(d3d11->ctx);
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d3d11_free_shader_preset(d3d11);
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d3d11->resize_fbos = true;
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if (!path)
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return true;
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@ -709,8 +711,7 @@ static bool d3d11_init_frame_textures(d3d11_video_t* d3d11, unsigned width, unsi
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switch (pass->fbo.type_x)
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{
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case RARCH_SCALE_INPUT:
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if (pass->fbo.scale_x)
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width *= pass->fbo.scale_x;
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width *= pass->fbo.scale_x;
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break;
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case RARCH_SCALE_VIEWPORT:
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@ -728,8 +729,7 @@ static bool d3d11_init_frame_textures(d3d11_video_t* d3d11, unsigned width, unsi
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switch (pass->fbo.type_y)
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{
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case RARCH_SCALE_INPUT:
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if (pass->fbo.scale_y)
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height *= pass->fbo.scale_y;
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height *= pass->fbo.scale_y;
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break;
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case RARCH_SCALE_VIEWPORT:
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@ -750,17 +750,18 @@ static bool d3d11_init_frame_textures(d3d11_video_t* d3d11, unsigned width, unsi
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if (!height)
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height = d3d11->vp.height;
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d3d11->pass[i].viewport.Width = width;
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d3d11->pass[i].viewport.Height = height;
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d3d11->pass[i].viewport.MaxDepth = 1.0;
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d3d11->pass[i].rt.desc.Width = width;
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d3d11->pass[i].rt.desc.Height = height;
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d3d11->pass[i].rt.desc.BindFlags = D3D11_BIND_RENDER_TARGET;
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d3d11->pass[i].rt.desc.Format = glslang_format_to_dxgi(d3d11->pass[i].semantics.format);
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RARCH_LOG("[D3D11]: Updating framebuffer size %u x %u.\n", width, height);
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if ((i != (d3d11->shader_preset->passes - 1)) || (width != d3d11->vp.width) ||
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(height != d3d11->vp.height))
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{
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d3d11->pass[i].viewport.Width = width;
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d3d11->pass[i].viewport.Height = height;
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d3d11->pass[i].viewport.MaxDepth = 1.0;
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d3d11->pass[i].rt.desc.Width = width;
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d3d11->pass[i].rt.desc.Height = height;
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d3d11->pass[i].rt.desc.BindFlags = D3D11_BIND_RENDER_TARGET;
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d3d11->pass[i].rt.desc.Format = glslang_format_to_dxgi(d3d11->pass[i].semantics.format);
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d3d11_init_texture(d3d11->device, &d3d11->pass[i].rt);
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}
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else
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@ -787,6 +788,7 @@ static bool d3d11_init_frame_textures(d3d11_video_t* d3d11, unsigned width, unsi
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}
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d3d11->resize_fbos = false;
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return true;
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#if 0
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error:
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@ -844,6 +846,9 @@ static bool d3d11_gfx_frame(
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if (frame && width && height)
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{
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if (d3d11->frame.texture.desc.Width != width || d3d11->frame.texture.desc.Height != height)
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d3d11->resize_fbos = true;
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if (d3d11->resize_fbos)
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d3d11_init_frame_textures(d3d11, width, height);
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d3d11_update_texture(
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@ -853,10 +858,6 @@ static bool d3d11_gfx_frame(
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D3D11SetVertexBuffer(d3d11->ctx, 0, d3d11->frame.vbo, sizeof(d3d11_vertex_t), 0);
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D3D11SetBlendState(d3d11->ctx, d3d11->blend_disable, NULL, D3D11_DEFAULT_SAMPLE_MASK);
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/* todo: single pass shaders can also have an empty rt texture */
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if (d3d11->shader_preset && (d3d11->resize_fbos || !d3d11->pass[0].rt.handle))
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d3d11_init_frame_textures(d3d11, width, height);
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d3d11_texture_t* texture = &d3d11->frame.texture;
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if (d3d11->shader_preset)
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