From c3cb4a8b5d8ca0c53879ba032407f9484c2217bc Mon Sep 17 00:00:00 2001 From: sonninnos Date: Thu, 8 May 2025 22:11:53 +0300 Subject: [PATCH] D3D11+12: Minor cleanups --- gfx/drivers/d3d11.c | 15 +++++++-------- gfx/drivers/d3d12.c | 26 ++++++++++++-------------- 2 files changed, 19 insertions(+), 22 deletions(-) diff --git a/gfx/drivers/d3d11.c b/gfx/drivers/d3d11.c index 5ea83039a0..c2ba0dabdf 100644 --- a/gfx/drivers/d3d11.c +++ b/gfx/drivers/d3d11.c @@ -2736,7 +2736,7 @@ static void d3d11_init_render_targets(d3d11_video_t* d3d11, unsigned width, unsi height = d3d11->vp.height; } - RARCH_LOG("[D3D11]: Updating framebuffer size %ux%u.\n", width, height); + RARCH_DBG("[D3D11]: Updating framebuffer size %ux%u.\n", width, height); if ( (i != (d3d11->shader_preset->passes - 1)) || (width != d3d11->vp.width) @@ -3082,10 +3082,9 @@ static bool d3d11_gfx_frame( } if (d3d11->shader_preset->pass[i].frame_count_mod) - d3d11->pass[i].frame_count = - frame_count % d3d11->shader_preset->pass[i].frame_count_mod; + d3d11->pass[i].frame_count = frame_count % d3d11->shader_preset->pass[i].frame_count_mod; else - d3d11->pass[i].frame_count = frame_count; + d3d11->pass[i].frame_count = frame_count; #ifdef HAVE_REWIND d3d11->pass[i].frame_direction = state_manager_frame_is_reversed() ? -1 : 1; @@ -3097,10 +3096,10 @@ static bool d3d11_gfx_frame( d3d11->pass[i].rotation = retroarch_get_rotation(); d3d11->pass[i].core_aspect = video_driver_get_core_aspect(); /* OriginalAspectRotated: return 1 / aspect for 90 and 270 rotated content */ - d3d11->pass[i].core_aspect_rot = video_driver_get_core_aspect(); - uint32_t rot = retroarch_get_rotation(); - if (rot == 1 || rot == 3) - d3d11->pass[i].core_aspect_rot = 1/d3d11->pass[i].core_aspect_rot; + d3d11->pass[i].core_aspect_rot = d3d11->pass[i].core_aspect; + if ( d3d11->pass[i].rotation == VIDEO_ROTATION_90_DEG + || d3d11->pass[i].rotation == VIDEO_ROTATION_270_DEG) + d3d11->pass[i].core_aspect_rot = 1 / d3d11->pass[i].core_aspect_rot; /* Sub-frame info for multiframe shaders (per real content frame). Should always be 1 for non-use of subframes */ diff --git a/gfx/drivers/d3d12.c b/gfx/drivers/d3d12.c index 82c5664b69..bc6fa7d7f9 100644 --- a/gfx/drivers/d3d12.c +++ b/gfx/drivers/d3d12.c @@ -3135,7 +3135,7 @@ static void d3d12_init_render_targets(d3d12_video_t* d3d12, unsigned width, unsi height = d3d12->vp.height; } - RARCH_LOG("[D3D12]: Updating framebuffer size %ux%u.\n", width, height); + RARCH_DBG("[D3D12]: Updating framebuffer size %ux%u.\n", width, height); if (i == (d3d12->shader_preset->passes - 1)) { @@ -3588,25 +3588,23 @@ static bool d3d12_gfx_frame( cmd->lpVtbl->SetPipelineState(cmd, d3d12->pass[i].pipe); if (d3d12->shader_preset->pass[i].frame_count_mod) - d3d12->pass[i].frame_count = frame_count - % d3d12->shader_preset->pass[i].frame_count_mod; + d3d12->pass[i].frame_count = frame_count % d3d12->shader_preset->pass[i].frame_count_mod; else d3d12->pass[i].frame_count = frame_count; #ifdef HAVE_REWIND - if (state_manager_frame_is_reversed()) - d3d12->pass[i].frame_direction = -1; - else + d3d12->pass[i].frame_direction = state_manager_frame_is_reversed() ? -1 : 1; +#else + d3d12->pass[i].frame_direction = 1; #endif - d3d12->pass[i].frame_direction = 1; - d3d12->pass[i].frame_time_delta = (uint32_t)video_driver_get_frame_time_delta_usec(); - d3d12->pass[i].original_fps = video_driver_get_original_fps(); - d3d12->pass[i].rotation = retroarch_get_rotation(); - d3d12->pass[i].core_aspect = video_driver_get_core_aspect(); + d3d12->pass[i].frame_time_delta = (uint32_t)video_driver_get_frame_time_delta_usec(); + d3d12->pass[i].original_fps = video_driver_get_original_fps(); + d3d12->pass[i].rotation = retroarch_get_rotation(); + d3d12->pass[i].core_aspect = video_driver_get_core_aspect(); /* OriginalAspectRotated: return 1 / aspect for 90 and 270 rotated content */ - d3d12->pass[i].core_aspect_rot = video_driver_get_core_aspect(); - uint32_t rot = retroarch_get_rotation(); - if (rot == 1 || rot == 3) + d3d12->pass[i].core_aspect_rot = d3d12->pass[i].core_aspect; + if ( d3d12->pass[i].rotation == VIDEO_ROTATION_90_DEG + || d3d12->pass[i].rotation == VIDEO_ROTATION_270_DEG) d3d12->pass[i].core_aspect_rot = 1 / d3d12->pass[i].core_aspect_rot; /* Sub-frame info for multiframe shaders (per real content frame).