VideoBackends:D3D12: Add support for vertex shader point and line expansion
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@ -19,6 +19,14 @@
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namespace DX12
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{
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static bool UsesDynamicVertexLoader(const AbstractPipeline* pipeline)
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{
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const AbstractPipelineUsage usage = static_cast<const DXPipeline*>(pipeline)->GetUsage();
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return (g_ActiveConfig.backend_info.bSupportsDynamicVertexLoader &&
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usage == AbstractPipelineUsage::GXUber) ||
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(g_ActiveConfig.UseVSForLinePointExpand() && usage != AbstractPipelineUsage::Utility);
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}
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Renderer::Renderer(std::unique_ptr<SwapChain> swap_chain, float backbuffer_scale)
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: ::Renderer(swap_chain ? swap_chain->GetWidth() : 0, swap_chain ? swap_chain->GetHeight() : 0,
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backbuffer_scale,
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@ -364,8 +372,7 @@ void Renderer::DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex)
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return;
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// DX12 is great and doesn't include the base vertex in SV_VertexID
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if (static_cast<const DXPipeline*>(m_current_pipeline)->GetUsage() ==
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AbstractPipelineUsage::GXUber)
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if (UsesDynamicVertexLoader(m_current_pipeline))
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g_dx_context->GetCommandList()->SetGraphicsRoot32BitConstant(
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ROOT_PARAMETER_BASE_VERTEX_CONSTANT, base_vertex, 0);
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g_dx_context->GetCommandList()->DrawIndexedInstanced(num_indices, 1, base_index, base_vertex, 0);
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@ -601,8 +608,7 @@ bool Renderer::ApplyState()
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}
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}
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if (dirty_bits & DirtyState_VS_SRV_Descriptor &&
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pipeline->GetUsage() == AbstractPipelineUsage::GXUber)
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if (dirty_bits & DirtyState_VS_SRV_Descriptor && UsesDynamicVertexLoader(pipeline))
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{
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cmdlist->SetGraphicsRootDescriptorTable(ROOT_PARAMETER_VS_SRV,
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m_state.vertex_srv_descriptor_base);
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@ -724,9 +730,7 @@ bool Renderer::UpdateUAVDescriptorTable()
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bool Renderer::UpdateVSSRVDescriptorTable()
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{
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if (!g_ActiveConfig.backend_info.bSupportsDynamicVertexLoader ||
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static_cast<const DXPipeline*>(m_current_pipeline)->GetUsage() !=
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AbstractPipelineUsage::GXUber)
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if (!UsesDynamicVertexLoader(m_current_pipeline))
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{
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return true;
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}
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@ -353,7 +353,10 @@ bool DXContext::CreateGXRootSignature()
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param_count++;
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SetRootParamCBV(¶ms[param_count], 1, D3D12_SHADER_VISIBILITY_VERTEX);
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param_count++;
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SetRootParamCBV(¶ms[param_count], 0, D3D12_SHADER_VISIBILITY_GEOMETRY);
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if (g_ActiveConfig.UseVSForLinePointExpand())
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SetRootParamCBV(¶ms[param_count], 2, D3D12_SHADER_VISIBILITY_VERTEX);
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else
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SetRootParamCBV(¶ms[param_count], 0, D3D12_SHADER_VISIBILITY_GEOMETRY);
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param_count++;
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SetRootParamTable(¶ms[param_count], &ranges[param_count], D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 3,
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1, D3D12_SHADER_VISIBILITY_VERTEX);
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@ -88,6 +88,7 @@ void VideoBackend::FillBackendInfo()
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g_Config.backend_info.bSupportsSettingObjectNames = true;
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g_Config.backend_info.bSupportsPartialMultisampleResolve = true;
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g_Config.backend_info.bSupportsDynamicVertexLoader = true;
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g_Config.backend_info.bSupportsVSLinePointExpand = true;
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// We can only check texture support once we have a device.
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if (g_dx_context)
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