From 737bc0e7ad7bbd22887b108d0d164aef955e73f0 Mon Sep 17 00:00:00 2001 From: Jules Blok Date: Sun, 21 Dec 2014 15:37:05 +0100 Subject: [PATCH] PixelShaderCache: Support stereoscopic EFB format changes. --- Source/Core/VideoBackends/D3D/D3DUtil.cpp | 2 +- .../VideoBackends/D3D/GeometryShaderCache.cpp | 5 ++-- .../VideoBackends/D3D/PixelShaderCache.cpp | 28 +++++++++---------- Source/Core/VideoBackends/D3D/Render.cpp | 2 +- .../Core/VideoBackends/D3D/TextureCache.cpp | 3 +- 5 files changed, 20 insertions(+), 20 deletions(-) diff --git a/Source/Core/VideoBackends/D3D/D3DUtil.cpp b/Source/Core/VideoBackends/D3D/D3DUtil.cpp index ad9acc809f..020045d687 100644 --- a/Source/Core/VideoBackends/D3D/D3DUtil.cpp +++ b/Source/Core/VideoBackends/D3D/D3DUtil.cpp @@ -697,7 +697,7 @@ void drawClearQuad(u32 Color, float z) } stateman->SetVertexShader(VertexShaderCache::GetClearVertexShader()); - stateman->SetGeometryShader(g_ActiveConfig.iStereoMode > 0 ? GeometryShaderCache::GetClearGeometryShader() : nullptr); + stateman->SetGeometryShader(GeometryShaderCache::GetClearGeometryShader()); stateman->SetPixelShader(PixelShaderCache::GetClearProgram()); stateman->SetInputLayout(VertexShaderCache::GetClearInputLayout()); diff --git a/Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp b/Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp index 59b0e3ff65..a5cfcd235f 100644 --- a/Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp +++ b/Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp @@ -12,6 +12,7 @@ #include "VideoBackends/D3D/D3DBase.h" #include "VideoBackends/D3D/D3DShader.h" +#include "VideoBackends/D3D/FramebufferManager.h" #include "VideoBackends/D3D/GeometryShaderCache.h" #include "VideoBackends/D3D/Globals.h" @@ -35,8 +36,8 @@ ID3D11GeometryShader* CopyGeometryShader = nullptr; LinearDiskCache g_gs_disk_cache; -ID3D11GeometryShader* GeometryShaderCache::GetClearGeometryShader() { return ClearGeometryShader; } -ID3D11GeometryShader* GeometryShaderCache::GetCopyGeometryShader() { return CopyGeometryShader; } +ID3D11GeometryShader* GeometryShaderCache::GetClearGeometryShader() { return (FramebufferManager::GetEFBLayers() > 1) ? ClearGeometryShader: nullptr; } +ID3D11GeometryShader* GeometryShaderCache::GetCopyGeometryShader() { return (FramebufferManager::GetEFBLayers() > 1) ? CopyGeometryShader : nullptr; } ID3D11Buffer* gscbuf = nullptr; diff --git a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp index ae1919c91e..a94d113c4f 100644 --- a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp +++ b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp @@ -201,11 +201,11 @@ const char depth_matrix_program_msaa[] = { const char reint_rgba6_to_rgb8[] = { "sampler samp0 : register(s0);\n" - "Texture2D Tex0 : register(t0);\n" + "Texture2DArray Tex0 : register(t0);\n" "void main(\n" " out float4 ocol0 : SV_Target,\n" " in float4 pos : SV_Position,\n" - " in float2 uv0 : TEXCOORD0)\n" + " in float3 uv0 : TEXCOORD0)\n" "{\n" " int4 src6 = round(Tex0.Sample(samp0,uv0) * 63.f);\n" " int4 dst8;\n" @@ -219,17 +219,17 @@ const char reint_rgba6_to_rgb8[] = { const char reint_rgba6_to_rgb8_msaa[] = { "sampler samp0 : register(s0);\n" - "Texture2DMS Tex0 : register(t0);\n" + "Texture2DMSArray Tex0 : register(t0);\n" "void main(\n" " out float4 ocol0 : SV_Target,\n" " in float4 pos : SV_Position,\n" - " in float2 uv0 : TEXCOORD0)\n" + " in float3 uv0 : TEXCOORD0)\n" "{\n" - " int width, height, samples;\n" - " Tex0.GetDimensions(width, height, samples);\n" + " int width, height, slices, samples;\n" + " Tex0.GetDimensions(width, height, slices, samples);\n" " float4 texcol = 0;\n" " for (int i = 0; i < samples; ++i)\n" - " texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n" + " texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n" " texcol /= samples;\n" " int4 src6 = round(texcol * 63.f);\n" " int4 dst8;\n" @@ -243,11 +243,11 @@ const char reint_rgba6_to_rgb8_msaa[] = { const char reint_rgb8_to_rgba6[] = { "sampler samp0 : register(s0);\n" - "Texture2D Tex0 : register(t0);\n" + "Texture2DArray Tex0 : register(t0);\n" "void main(\n" " out float4 ocol0 : SV_Target,\n" " in float4 pos : SV_Position,\n" - " in float2 uv0 : TEXCOORD0)\n" + " in float3 uv0 : TEXCOORD0)\n" "{\n" " int4 src8 = round(Tex0.Sample(samp0,uv0) * 255.f);\n" " int4 dst6;\n" @@ -261,17 +261,17 @@ const char reint_rgb8_to_rgba6[] = { const char reint_rgb8_to_rgba6_msaa[] = { "sampler samp0 : register(s0);\n" - "Texture2DMS Tex0 : register(t0);\n" + "Texture2DMSArray Tex0 : register(t0);\n" "void main(\n" " out float4 ocol0 : SV_Target,\n" " in float4 pos : SV_Position,\n" - " in float2 uv0 : TEXCOORD0)\n" + " in float3 uv0 : TEXCOORD0)\n" "{\n" - " int width, height, samples;\n" - " Tex0.GetDimensions(width, height, samples);\n" + " int width, height, slices, samples;\n" + " Tex0.GetDimensions(width, height, slices, samples);\n" " float4 texcol = 0;\n" " for (int i = 0; i < samples; ++i)\n" - " texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n" + " texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n" " texcol /= samples;\n" " int4 src8 = round(texcol * 255.f);\n" " int4 dst6;\n" diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp index 84b83ef1f0..3f411bdd3f 100644 --- a/Source/Core/VideoBackends/D3D/Render.cpp +++ b/Source/Core/VideoBackends/D3D/Render.cpp @@ -577,7 +577,7 @@ void Renderer::ReinterpretPixelData(unsigned int convtype) D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTempTexture()->GetRTV(), nullptr); D3D::SetPointCopySampler(); - D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), &source, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(), pixel_shader, VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout()); + D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), &source, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(), pixel_shader, VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader()); g_renderer->RestoreAPIState(); diff --git a/Source/Core/VideoBackends/D3D/TextureCache.cpp b/Source/Core/VideoBackends/D3D/TextureCache.cpp index b251a30682..af1267c1de 100644 --- a/Source/Core/VideoBackends/D3D/TextureCache.cpp +++ b/Source/Core/VideoBackends/D3D/TextureCache.cpp @@ -168,8 +168,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo (srcFormat == PEControl::Z24) ? FramebufferManager::GetEFBDepthTexture()->GetSRV() : FramebufferManager::GetEFBColorTexture()->GetSRV(), &sourcerect, Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), (srcFormat == PEControl::Z24) ? PixelShaderCache::GetDepthMatrixProgram(true) : PixelShaderCache::GetColorMatrixProgram(true), - VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), - (g_Config.iStereoMode > 0) ? GeometryShaderCache::GetCopyGeometryShader() : nullptr); + VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader()); D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());