D3D: Set the geometry shader before every draw call.
And refactor the VertexManager draw call.
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@ -350,6 +350,7 @@ int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dw
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D3D::stateman->SetPixelShader(m_pshader);
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D3D::stateman->SetVertexShader(m_vshader);
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D3D::stateman->SetGeometryShader(nullptr);
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D3D::stateman->SetInputLayout(m_InputLayout);
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D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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@ -1084,6 +1084,7 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
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#endif
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{
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D3D::stateman->SetVertexShader(m_vShader);
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D3D::stateman->SetGeometryShader(nullptr);
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D3D::stateman->PushBlendState(m_efbEncodeBlendState);
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D3D::stateman->PushDepthState(m_efbEncodeDepthState);
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@ -1105,13 +1105,14 @@ void Renderer::ApplyState(bool bUseDstAlpha)
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}
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ID3D11Buffer* vertexConstants = VertexShaderCache::GetConstantBuffer();
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ID3D11Buffer* pixelConstants = PixelShaderCache::GetConstantBuffer();
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D3D::stateman->SetPixelConstants(pixelConstants, g_ActiveConfig.bEnablePixelLighting ? vertexConstants : nullptr);
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D3D::stateman->SetPixelConstants(PixelShaderCache::GetConstantBuffer(), g_ActiveConfig.bEnablePixelLighting ? vertexConstants : nullptr);
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D3D::stateman->SetVertexConstants(vertexConstants);
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D3D::stateman->SetGeometryConstants(GeometryShaderCache::GetConstantBuffer());
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D3D::stateman->SetPixelShader(PixelShaderCache::GetActiveShader());
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D3D::stateman->SetVertexShader(VertexShaderCache::GetActiveShader());
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D3D::stateman->SetGeometryShader(GeometryShaderCache::GetActiveShader());
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}
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void Renderer::RestoreState()
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@ -126,50 +126,29 @@ void VertexManager::Draw(u32 stride)
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u32 baseVertex = m_vertexDrawOffset / stride;
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u32 startIndex = m_indexDrawOffset / sizeof(u16);
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if (current_primitive_type == PRIMITIVE_TRIANGLES)
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switch (current_primitive_type)
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{
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D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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D3D::stateman->SetGeometryConstants(GeometryShaderCache::GetConstantBuffer());
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D3D::stateman->SetGeometryShader(GeometryShaderCache::GetActiveShader());
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D3D::stateman->Apply();
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D3D::context->DrawIndexed(indices, startIndex, baseVertex);
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INCSTAT(stats.thisFrame.numDrawCalls);
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D3D::stateman->SetGeometryShader(nullptr);
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}
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else if (current_primitive_type == PRIMITIVE_LINES)
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{
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((DX11::Renderer*)g_renderer)->ApplyCullDisable();
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D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
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D3D::stateman->SetGeometryConstants(GeometryShaderCache::GetConstantBuffer());
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D3D::stateman->SetGeometryShader(GeometryShaderCache::GetActiveShader());
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D3D::stateman->Apply();
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D3D::context->DrawIndexed(indices, startIndex, baseVertex);
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INCSTAT(stats.thisFrame.numDrawCalls);
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D3D::stateman->SetGeometryShader(nullptr);
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((DX11::Renderer*)g_renderer)->RestoreCull();
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}
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else //if (current_primitive_type == PRIMITIVE_POINTS)
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{
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((DX11::Renderer*)g_renderer)->ApplyCullDisable();
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case PRIMITIVE_POINTS:
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D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
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D3D::stateman->SetGeometryConstants(GeometryShaderCache::GetConstantBuffer());
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D3D::stateman->SetGeometryShader(GeometryShaderCache::GetActiveShader());
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((DX11::Renderer*)g_renderer)->ApplyCullDisable();
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break;
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case PRIMITIVE_LINES:
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D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
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((DX11::Renderer*)g_renderer)->ApplyCullDisable();
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break;
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case PRIMITIVE_TRIANGLES:
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D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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break;
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}
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D3D::stateman->Apply();
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D3D::context->DrawIndexed(indices, startIndex, baseVertex);
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INCSTAT(stats.thisFrame.numDrawCalls);
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D3D::stateman->SetGeometryShader(nullptr);
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if (current_primitive_type != PRIMITIVE_TRIANGLES)
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((DX11::Renderer*)g_renderer)->RestoreCull();
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}
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}
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void VertexManager::vFlush(bool useDstAlpha)
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{
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@ -282,6 +282,7 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
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D3D::stateman->SetPixelShader(m_pShader);
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D3D::stateman->SetVertexShader(m_vShader);
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D3D::stateman->SetGeometryShader(nullptr);
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D3D::stateman->PushBlendState(m_xfbEncodeBlendState);
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D3D::stateman->PushDepthState(m_xfbEncodeDepthState);
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