Load the d3dx11 dll at runtime instead of linking directly against it. Should make DX11 usuable again if the DX SDK used for compiling is newer than the runtime dlls used.
Various little tweaks and fixes, mostly to fix D3D11 debug layer warnings. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5805 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
parent
d18085c3ad
commit
18ccffdb64
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@ -91,7 +91,7 @@
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<Tool
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Name="VCLinkerTool"
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AdditionalOptions=""..\..\core\common\win32\release\common.lib""
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AdditionalDependencies="odbc32.lib d3dcompiler.lib odbccp32.lib comctl32.lib dxguid.lib d3dx11.lib d3d11.lib dxgi.lib winmm.lib vfw32.lib wxbase28u.lib wxmsw28u_core.lib"
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AdditionalDependencies="odbc32.lib d3dcompiler.lib odbccp32.lib comctl32.lib dxguid.lib d3d11.lib dxgi.lib winmm.lib vfw32.lib wxbase28u.lib wxmsw28u_core.lib"
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OutputFile="..\..\..\Binary\Win32\Plugins\Plugin_VideoDX11.dll"
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LinkIncremental="1"
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SuppressStartupBanner="true"
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@ -199,7 +199,7 @@
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/>
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<Tool
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Name="VCLinkerTool"
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AdditionalDependencies="odbc32.lib d3dcompiler.lib odbccp32.lib comctl32.lib dxguid.lib d3dx11.lib d3d11.lib dxgi.lib winmm.lib vfw32.lib wxbase28u.lib wxmsw28u_core.lib"
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AdditionalDependencies="odbc32.lib d3dcompiler.lib odbccp32.lib comctl32.lib dxguid.lib d3d11.lib dxgi.lib winmm.lib vfw32.lib wxbase28u.lib wxmsw28u_core.lib"
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OutputFile="..\..\..\Binary\x64\Plugins\Plugin_VideoDX11.dll"
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LinkIncremental="1"
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SuppressStartupBanner="true"
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@ -297,7 +297,7 @@
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<Tool
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Name="VCLinkerTool"
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AdditionalOptions=""..\..\core\common\win32\debug\common.lib""
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AdditionalDependencies="odbc32.lib d3dcompiler.lib odbccp32.lib comctl32.lib uuid.lib dxguid.lib d3dx11d.lib d3d11.lib dxgi.lib Rpcrt4.lib winmm.lib vfw32.lib wxbase28ud.lib wxmsw28ud_core.lib"
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AdditionalDependencies="odbc32.lib d3dcompiler.lib odbccp32.lib comctl32.lib uuid.lib dxguid.lib d3d11.lib dxgi.lib Rpcrt4.lib winmm.lib vfw32.lib wxbase28ud.lib wxmsw28ud_core.lib"
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OutputFile="..\..\..\Binary\Win32/Plugins\Plugin_VideoDX11D.dll"
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LinkIncremental="1"
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SuppressStartupBanner="true"
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@ -393,7 +393,7 @@
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/>
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<Tool
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Name="VCLinkerTool"
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AdditionalDependencies="odbc32.lib d3dcompiler.lib odbccp32.lib comctl32.lib uuid.lib dxguid.lib d3dx11d.lib d3d11.lib dxgi.lib Rpcrt4.lib winmm.lib vfw32.lib"
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AdditionalDependencies="odbc32.lib d3dcompiler.lib odbccp32.lib comctl32.lib uuid.lib dxguid.lib d3d11.lib dxgi.lib Rpcrt4.lib winmm.lib vfw32.lib"
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OutputFile="..\..\..\Binary\x64\Plugins\Plugin_VideoDX11D.dll"
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LinkIncremental="1"
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SuppressStartupBanner="true"
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@ -499,7 +499,7 @@
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/>
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<Tool
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Name="VCLinkerTool"
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AdditionalDependencies="odbc32.lib d3dcompiler.lib odbccp32.lib comctl32.lib uuid.lib dxguid.lib d3dx11d.lib d3d11.lib dxgi.lib Rpcrt4.lib winmm.lib vfw32.lib"
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AdditionalDependencies="odbc32.lib d3dcompiler.lib odbccp32.lib comctl32.lib uuid.lib dxguid.lib d3d11.lib dxgi.lib Rpcrt4.lib winmm.lib vfw32.lib"
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OutputFile="..\..\..\Binary\Win32\Plugins\Plugin_VideoDX11DF.dll"
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LinkIncremental="1"
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SuppressStartupBanner="true"
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@ -608,7 +608,7 @@
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/>
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<Tool
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Name="VCLinkerTool"
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AdditionalDependencies="odbc32.lib d3dcompiler.lib odbccp32.lib comctl32.lib uuid.lib dxguid.lib d3dx11d.lib d3d11.lib dxgi.lib Rpcrt4.lib winmm.lib vfw32.lib"
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AdditionalDependencies="odbc32.lib d3dcompiler.lib odbccp32.lib comctl32.lib uuid.lib dxguid.lib d3d11.lib dxgi.lib Rpcrt4.lib winmm.lib vfw32.lib"
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OutputFile="..\..\..\Binary\x64\Plugins\Plugin_VideoDX11DF.dll"
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LinkIncremental="1"
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SuppressStartupBanner="true"
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@ -22,12 +22,18 @@
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#include "VideoConfig.h"
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#include "Render.h"
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#include "XFStructs.h"
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#include "StringUtil.h"
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#include <map>
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#include <string>
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#include <algorithm>
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using namespace std;
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HINSTANCE hD3DXDll = NULL;
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D3DX11FILTERTEXTURETYPE PD3DX11FilterTexture = NULL;
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D3DX11SAVETEXTURETOFILEATYPE PD3DX11SaveTextureToFileA = NULL;
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D3DX11SAVETEXTURETOFILEWTYPE PD3DX11SaveTextureToFileW = NULL;
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namespace D3D
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{
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@ -61,6 +67,38 @@ HRESULT Create(HWND wnd)
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xres = client.right - client.left;
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yres = client.bottom - client.top;
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// try to load D3DX11 first to check whether we have proper runtime support
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// try to use the dll the plugin was compiled against first - don't bother about debug runtimes
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hD3DXDll = LoadLibraryA(StringFromFormat("d3dx11_%d.dll", D3DX11_SDK_VERSION).c_str());
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if (!hD3DXDll)
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{
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// if that fails, use the dll which should be available in every SDK which officially supports DX11.
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hD3DXDll = LoadLibraryA("d3dx11_42.dll");
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if (!hD3DXDll)
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{
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MessageBoxA(NULL, "Failed to load d3dx11_42.dll, update your DX11 runtime, please", "Critical error", MB_OK | MB_ICONERROR);
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return E_FAIL;
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}
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else
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{
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NOTICE_LOG(VIDEO, "Successfully loaded d3dx11_42.dll. If you're having trouble, try updating your DX runtime first.");
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}
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}
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else
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{
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NOTICE_LOG(VIDEO, "Successfully loaded %s.", StringFromFormat("d3dx11_%d.dll", D3DX11_SDK_VERSION).c_str());
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}
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PD3DX11FilterTexture = (D3DX11FILTERTEXTURETYPE)GetProcAddress(hD3DXDll, "D3DX11FilterTexture");
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if (PD3DX11FilterTexture == NULL) MessageBoxA(NULL, "GetProcAddress failed to D3DX11FilterTexture!", "Critical error", MB_OK | MB_ICONERROR);
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PD3DX11SaveTextureToFileA = (D3DX11SAVETEXTURETOFILEATYPE)GetProcAddress(hD3DXDll, "D3DX11SaveTextureToFileA");
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if (PD3DX11SaveTextureToFileA == NULL) MessageBoxA(NULL, "GetProcAddress failed to D3DX11SaveTextureToFileA!", "Critical error", MB_OK | MB_ICONERROR);
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PD3DX11SaveTextureToFileW = (D3DX11SAVETEXTURETOFILEWTYPE)GetProcAddress(hD3DXDll, "D3DX11SaveTextureToFileW");
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if (PD3DX11SaveTextureToFileW == NULL) MessageBoxA(NULL, "GetProcAddress failed to D3DX11SaveTextureToFileW!", "Critical error", MB_OK | MB_ICONERROR);
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// D3DX11 is fine, initialize D3D11
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IDXGIFactory* factory;
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IDXGIAdapter* adapter;
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IDXGIOutput* output;
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@ -159,6 +197,12 @@ HRESULT Create(HWND wnd)
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void Close()
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{
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// unload D3DX11
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FreeLibrary(hD3DXDll);
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PD3DX11FilterTexture = NULL;
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PD3DX11SaveTextureToFileA = NULL;
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PD3DX11SaveTextureToFileW = NULL;
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// release all bound resources
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context->ClearState();
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SAFE_RELEASE(backbuf);
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@ -17,7 +17,7 @@
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#pragma once
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#include <d3d11.h>
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#include <d3dx11.h>
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#include "Common.h"
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#include "D3DBlob.h"
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#include "GfxState.h"
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}
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} // namespace
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// Used to not require the SDK and runtime versions to match:
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// Linking with d3dx11.lib makes the most recent d3dx11_xx.dll of the
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// compiler's SDK a requirement, but this plugin works with DX11 runtimes
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// back to August 2009 even if the plugin was built with June 2010.
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// Add any d3dx11 functions which you want to use here and load them in Create()
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typedef HRESULT (WINAPI* D3DX11FILTERTEXTURETYPE)(ID3D11DeviceContext*, ID3D11Resource*, UINT, UINT);
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typedef HRESULT (WINAPI* D3DX11SAVETEXTURETOFILEATYPE)(ID3D11DeviceContext*, ID3D11Resource*, D3DX11_IMAGE_FILE_FORMAT, LPCSTR);
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typedef HRESULT (WINAPI* D3DX11SAVETEXTURETOFILEWTYPE)(ID3D11DeviceContext*, ID3D11Resource*, D3DX11_IMAGE_FILE_FORMAT, LPCWSTR);
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extern D3DX11FILTERTEXTURETYPE PD3DX11FilterTexture;
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extern D3DX11SAVETEXTURETOFILEATYPE PD3DX11SaveTextureToFileA;
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extern D3DX11SAVETEXTURETOFILEWTYPE PD3DX11SaveTextureToFileW;
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#ifdef UNICODE
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#define PD3DX11SaveTextureToFile PD3DX11SaveTextureToFileW
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#else
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#define PD3DX11SaveTextureToFile PD3DX11SaveTextureToFileA
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#endif
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@ -504,8 +504,6 @@ void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
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ID3D11ShaderResourceView* texres = NULL;
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context->PSSetShaderResources(0, 1, &texres); // immediately unbind the texture
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}
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void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
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ID3D11ShaderResourceView* texres = NULL;
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context->PSSetShaderResources(0, 1, &texres); // immediately unbind the texture
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}
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void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexShader* Vshader, ID3D11InputLayout* layout)
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context->IASetVertexBuffers(0, 1, &clearvb, &stride, &offset);
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stateman->Apply();
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context->Draw(4, 0);
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}
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@ -34,6 +34,7 @@ EmuGfxState::EmuGfxState() : vertexshader(NULL), vsbytecode(NULL), pixelshader(N
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if(g_ActiveConfig.iMaxAnisotropy > 1) samplerdesc[k].Filter = D3D11_FILTER_ANISOTROPIC;
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}
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memset(&blenddesc, 0, sizeof(blenddesc));
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blenddesc.AlphaToCoverageEnable = FALSE;
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blenddesc.IndependentBlendEnable = FALSE;
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blenddesc.RenderTarget[0].BlendEnable = FALSE;
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blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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memset(&depthdesc, 0, sizeof(depthdesc));
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depthdesc.DepthEnable = TRUE;
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depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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depthdesc.DepthFunc = D3D11_COMPARISON_LESS;
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for (unsigned int k = 0;k < 8;k++)
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SAFE_RELEASE(shader_resources[k]);
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context->PSSetShaderResources(0, 8, shader_resources); // unbind all textures
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if (apply_called)
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{
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stateman->PopBlendState();
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D3D::context->OMSetBlendState(cur_blendstate, NULL, 0xFFFFFFFF);
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}
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}
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else D3D::context->OMSetBlendState(NULL, NULL, 0xFFFFFFFF);
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else ERROR_LOG(VIDEO, "Tried to apply without blend state!");
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if (!depthstates.empty())
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{
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D3D::context->OMSetDepthStencilState(cur_depthstate, 0);
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}
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}
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else D3D::context->OMSetDepthStencilState(NULL, 0);
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else ERROR_LOG(VIDEO, "Tried to apply without depth state!");
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if (!raststates.empty())
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{
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D3D::context->RSSetState(cur_raststate);
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}
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}
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else D3D::context->RSSetState(NULL);
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else ERROR_LOG(VIDEO, "Tried to apply without rasterizer state!");
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}
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} // namespace
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@ -16,7 +16,6 @@
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// http://code.google.com/p/dolphin-emu/
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#include <list>
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#include <d3dx11.h>
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#include "StringUtil.h"
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#include "Common.h"
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u32 rgbaColor = (color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000);
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D3D::stateman->PushDepthState(cleardepthstates[zEnable]);
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D3D::stateman->PushRasterizerState(clearraststate);
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//D3D::stateman->PushBlendState(resetblendstate); temporarily comented till i found the cause of th blending error in mkwii
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D3D::stateman->Apply();
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//D3D::stateman->PushBlendState(resetblendstate); temporarily commented until I find the cause of the blending issue in mkwii (see next line)
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D3D::gfxstate->ApplyState(); // TODO (neobrain): find out whether this breaks/fixes anything or can just be dropped. Might obsolete the comment above this line
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D3D::drawClearQuad(rgbaColor, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader(), VertexShaderCache::GetClearInputLayout());
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D3D::gfxstate->Reset();
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D3D::stateman->PopDepthState();
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D3D::stateman->PopRasterizerState();
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// D3D::stateman->PopBlendState();
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D3D::context->Unmap(buftex, 0);
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// ready to be saved
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hr = D3DX11SaveTextureToFileA(D3D::context, buftex, D3DX11_IFF_PNG, s_sScreenshotName);
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hr = PD3DX11SaveTextureToFileA(D3D::context, buftex, D3DX11_IFF_PNG, s_sScreenshotName);
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if (FAILED(hr)) PanicAlert("Failed to save screenshot");
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buftex->Release();
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s_bScreenshot = false;
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entry.isNonPow2 = false;
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entry.MipLevels = maxlevel;
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if (TexLevels == 0) D3DX11FilterTexture(D3D::context, entry.texture->GetTex(), 0, D3DX11_DEFAULT);
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if (TexLevels == 0) PD3DX11FilterTexture(D3D::context, entry.texture->GetTex(), 0, D3DX11_DEFAULT);
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else if (TexLevels > 1 && pcfmt != PC_TEX_FMT_NONE)
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{
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unsigned int level = 1;
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