Merge pull request #4165 from lioncash/global
Backends: Remove unnecessary references to the renderer global
This commit is contained in:
commit
2ab9e5e610
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@ -628,8 +628,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
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void Renderer::ReinterpretPixelData(unsigned int convtype)
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void Renderer::ReinterpretPixelData(unsigned int convtype)
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{
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{
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// TODO: MSAA support..
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// TODO: MSAA support..
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D3D11_RECT source =
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D3D11_RECT source = CD3D11_RECT(0, 0, GetTargetWidth(), GetTargetHeight());
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CD3D11_RECT(0, 0, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight());
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ID3D11PixelShader* pixel_shader;
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ID3D11PixelShader* pixel_shader;
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if (convtype == 0)
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if (convtype == 0)
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@ -644,21 +643,21 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
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}
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}
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// convert data and set the target texture as our new EFB
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// convert data and set the target texture as our new EFB
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g_renderer->ResetAPIState();
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ResetAPIState();
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)g_renderer->GetTargetWidth(),
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, static_cast<float>(GetTargetWidth()),
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(float)g_renderer->GetTargetHeight());
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static_cast<float>(GetTargetHeight()));
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D3D::context->RSSetViewports(1, &vp);
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D3D::context->RSSetViewports(1, &vp);
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTempTexture()->GetRTV(),
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTempTexture()->GetRTV(),
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nullptr);
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nullptr);
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D3D::SetPointCopySampler();
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D3D::SetPointCopySampler();
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D3D::drawShadedTexQuad(
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D3D::drawShadedTexQuad(
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FramebufferManager::GetEFBColorTexture()->GetSRV(), &source, g_renderer->GetTargetWidth(),
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FramebufferManager::GetEFBColorTexture()->GetSRV(), &source, GetTargetWidth(),
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g_renderer->GetTargetHeight(), pixel_shader, VertexShaderCache::GetSimpleVertexShader(),
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GetTargetHeight(), pixel_shader, VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader());
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VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader());
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g_renderer->RestoreAPIState();
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RestoreAPIState();
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FramebufferManager::SwapReinterpretTexture();
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FramebufferManager::SwapReinterpretTexture();
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
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@ -527,7 +527,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha
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FramebufferManager::GetEFBColorTexture()->GetMultisampled());
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FramebufferManager::GetEFBColorTexture()->GetMultisampled());
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// Restores proper viewport/scissor settings.
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// Restores proper viewport/scissor settings.
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g_renderer->SetViewport();
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SetViewport();
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BPFunctions::SetScissor();
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BPFunctions::SetScissor();
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FramebufferManager::InvalidateEFBAccessCopies();
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FramebufferManager::InvalidateEFBAccessCopies();
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@ -536,9 +536,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha
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void Renderer::ReinterpretPixelData(unsigned int convtype)
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void Renderer::ReinterpretPixelData(unsigned int convtype)
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{
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{
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// EXISTINGD3D11TODO: MSAA support..
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// EXISTINGD3D11TODO: MSAA support..
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D3D12_RECT source =
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D3D12_RECT source = CD3DX12_RECT(0, 0, GetTargetWidth(), GetTargetHeight());
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CD3DX12_RECT(0, 0, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight());
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D3D12_SHADER_BYTECODE pixel_shader = {};
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D3D12_SHADER_BYTECODE pixel_shader = {};
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if (convtype == 0)
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if (convtype == 0)
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@ -556,7 +554,7 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
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return;
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return;
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}
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}
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D3D::SetViewportAndScissor(0, 0, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight());
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D3D::SetViewportAndScissor(0, 0, GetTargetWidth(), GetTargetHeight());
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FramebufferManager::GetEFBColorTempTexture()->TransitionToResourceState(
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FramebufferManager::GetEFBColorTempTexture()->TransitionToResourceState(
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D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
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D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
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@ -565,8 +563,8 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
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D3D::SetPointCopySampler();
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D3D::SetPointCopySampler();
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D3D::DrawShadedTexQuad(
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D3D::DrawShadedTexQuad(
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FramebufferManager::GetEFBColorTexture(), &source, g_renderer->GetTargetWidth(),
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FramebufferManager::GetEFBColorTexture(), &source, GetTargetWidth(), GetTargetHeight(),
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g_renderer->GetTargetHeight(), pixel_shader, StaticShaderCache::GetSimpleVertexShader(),
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pixel_shader, StaticShaderCache::GetSimpleVertexShader(),
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StaticShaderCache::GetSimpleVertexShaderInputLayout(),
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StaticShaderCache::GetSimpleVertexShaderInputLayout(),
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StaticShaderCache::GetCopyGeometryShader(), 1.0f, 0, DXGI_FORMAT_R8G8B8A8_UNORM, false,
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StaticShaderCache::GetCopyGeometryShader(), 1.0f, 0, DXGI_FORMAT_R8G8B8A8_UNORM, false,
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FramebufferManager::GetEFBColorTempTexture()->GetMultisampled());
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FramebufferManager::GetEFBColorTempTexture()->GetMultisampled());
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@ -833,7 +833,7 @@ TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
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// therefore the width and height are (scissorBR + 1) - scissorTL
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// therefore the width and height are (scissorBR + 1) - scissorTL
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void Renderer::SetScissorRect(const EFBRectangle& rc)
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void Renderer::SetScissorRect(const EFBRectangle& rc)
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{
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{
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TargetRectangle trc = g_renderer->ConvertEFBRectangle(rc);
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TargetRectangle trc = ConvertEFBRectangle(rc);
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glScissor(trc.left, trc.bottom, trc.GetWidth(), trc.GetHeight());
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glScissor(trc.left, trc.bottom, trc.GetWidth(), trc.GetHeight());
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}
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}
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@ -952,13 +952,13 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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{
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{
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if (s_MSAASamples > 1)
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if (s_MSAASamples > 1)
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{
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{
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g_renderer->ResetAPIState();
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ResetAPIState();
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// Resolve our rectangle.
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// Resolve our rectangle.
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FramebufferManager::GetEFBDepthTexture(efbPixelRc);
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FramebufferManager::GetEFBDepthTexture(efbPixelRc);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetResolvedFramebuffer());
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glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetResolvedFramebuffer());
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g_renderer->RestoreAPIState();
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RestoreAPIState();
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}
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}
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std::unique_ptr<float[]> depthMap(new float[targetPixelRcWidth * targetPixelRcHeight]);
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std::unique_ptr<float[]> depthMap(new float[targetPixelRcWidth * targetPixelRcHeight]);
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@ -991,13 +991,13 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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{
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{
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if (s_MSAASamples > 1)
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if (s_MSAASamples > 1)
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{
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{
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g_renderer->ResetAPIState();
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ResetAPIState();
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// Resolve our rectangle.
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// Resolve our rectangle.
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FramebufferManager::GetEFBColorTexture(efbPixelRc);
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FramebufferManager::GetEFBColorTexture(efbPixelRc);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetResolvedFramebuffer());
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glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetResolvedFramebuffer());
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g_renderer->RestoreAPIState();
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RestoreAPIState();
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}
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}
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std::unique_ptr<u32[]> colorMap(new u32[targetPixelRcWidth * targetPixelRcHeight]);
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std::unique_ptr<u32[]> colorMap(new u32[targetPixelRcWidth * targetPixelRcHeight]);
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