DX11:
- Speed up MSAA by using custom resolve shaders instead of ID3D11DeviceContext::ResolveSubresource(). - Fix EFB access when MSAA is enabled. - Implement the "force linear filtering" option. - Compile shaders using shader model 4.1 or 5.0 if available. - Some minor cleanups. Who cares about DX9 and OGL anyway :P git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6481 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
parent
5340b4cb95
commit
7698d85a8e
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@ -146,8 +146,6 @@ struct TargetRectangle : public MathUtil::Rectangle<int>
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#define LOG_VTX()
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bool IsD3D();
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typedef enum
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{
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API_OPENGL,
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@ -235,7 +235,6 @@ HRESULT Create(HWND wnd)
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aa_modes.clear();
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EnumAAModes(adapter, aa_modes);
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// this will need to be changed once multisampling gets implemented
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DXGI_SWAP_CHAIN_DESC swap_chain_desc;
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memset(&swap_chain_desc, 0, sizeof(swap_chain_desc));
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swap_chain_desc.BufferCount = 1;
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@ -337,8 +336,19 @@ void Close()
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}
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/* just returning the 4_0 ones here */
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const char* VertexShaderVersionString() { return "vs_4_0"; }
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const char* PixelShaderVersionString() { return "ps_4_0"; }
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const char* VertexShaderVersionString()
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{
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if(featlevel == D3D_FEATURE_LEVEL_11_0) return "vs_5_0";
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else if(featlevel == D3D_FEATURE_LEVEL_10_1) return "vs_4_1";
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else /*if(featlevel == D3D_FEATURE_LEVEL_10_0)*/ return "vs_4_0";
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}
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const char* PixelShaderVersionString()
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{
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if(featlevel == D3D_FEATURE_LEVEL_11_0) return "ps_5_0";
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else if(featlevel == D3D_FEATURE_LEVEL_10_1) return "ps_4_1";
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else /*if(featlevel == D3D_FEATURE_LEVEL_10_0)*/ return "ps_4_0";
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}
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D3DTexture2D* &GetBackBuffer() { return backbuf; }
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unsigned int GetBackBufferWidth() { return xres; }
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@ -352,11 +362,11 @@ unsigned int GetMaxTextureSize()
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switch (featlevel)
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{
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case D3D_FEATURE_LEVEL_11_0:
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return 16384;
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return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
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case D3D_FEATURE_LEVEL_10_1:
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case D3D_FEATURE_LEVEL_10_0:
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return 8192;
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return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;
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case D3D_FEATURE_LEVEL_9_3:
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return 4096;
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@ -299,7 +299,6 @@ int CD3DFont::Init()
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CHECK(hr==S_OK, "Create font blend state");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_blendstate, "blend state of a CD3DFont object");
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// this might need to be changed when adding multisampling support
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D3D11_RASTERIZER_DESC rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0.f, false, false, false, false);
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hr = D3D::device->CreateRasterizerState(&rastdesc, &m_raststate);
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CHECK(hr==S_OK, "Create font rasterizer state");
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@ -470,12 +469,12 @@ void InitUtils()
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util_vbuf = new UtilVertexBuffer(0x4000);
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float border[4] = { 0.f, 0.f, 0.f, 0.f };
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D3D11_SAMPLER_DESC samDesc = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_POINT, D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER, 0.f, 1, D3D11_COMPARISON_ALWAYS, border, -D3D11_FLOAT32_MAX, D3D11_FLOAT32_MAX);
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D3D11_SAMPLER_DESC samDesc = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_POINT, D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER, 0.f, 1, D3D11_COMPARISON_ALWAYS, border, 0.f, 0.f);
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HRESULT hr = D3D::device->CreateSamplerState(&samDesc, &point_copy_sampler);
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if (FAILED(hr)) PanicAlert("Failed to create sampler state at %s %d\n", __FILE__, __LINE__);
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else SetDebugObjectName((ID3D11DeviceChild*)point_copy_sampler, "point copy sampler state");
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samDesc = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER, 0.f, 1, D3D11_COMPARISON_ALWAYS, border, -D3D11_FLOAT32_MAX, D3D11_FLOAT32_MAX);
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samDesc = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER, 0.f, 1, D3D11_COMPARISON_ALWAYS, border, 0.f, 0.f);
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hr = D3D::device->CreateSamplerState(&samDesc, &linear_copy_sampler);
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if (FAILED(hr)) PanicAlert("Failed to create sampler state at %s %d\n", __FILE__, __LINE__);
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else SetDebugObjectName((ID3D11DeviceChild*)linear_copy_sampler, "linear copy sampler state");
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@ -172,7 +172,7 @@ void XFBSource::Draw(const MathUtil::Rectangle<float> &sourcerc,
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const MathUtil::Rectangle<float> &drawrc, int width, int height) const
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{
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D3D::drawShadedTexSubQuad(tex->GetSRV(), &sourcerc,
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texWidth, texHeight, &drawrc, PixelShaderCache::GetColorCopyProgram(),
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texWidth, texHeight, &drawrc, PixelShaderCache::GetColorCopyProgram(false),
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VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
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}
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@ -193,7 +193,7 @@ void XFBSource::CopyEFB()
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D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), sourceRc.AsRECT(),
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Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(),
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PixelShaderCache::GetColorCopyProgram(), VertexShaderCache::GetSimpleVertexShader(),
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PixelShaderCache::GetColorCopyProgram(true), VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout());
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
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@ -40,9 +40,9 @@ const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry;
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LinearDiskCache<PIXELSHADERUID, u8> g_ps_disk_cache;
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ID3D11PixelShader* s_ColorMatrixProgram = NULL;
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ID3D11PixelShader* s_ColorCopyProgram = NULL;
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ID3D11PixelShader* s_DepthMatrixProgram = NULL;
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ID3D11PixelShader* s_ColorMatrixProgram[2] = {NULL};
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ID3D11PixelShader* s_ColorCopyProgram[2] = {NULL};
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ID3D11PixelShader* s_DepthMatrixProgram[2] = {NULL};
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ID3D11PixelShader* s_ClearProgram = NULL;
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const char clear_program_code[] = {
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@ -65,6 +65,23 @@ const char color_copy_program_code[] = {
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"}\n"
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};
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// TODO: Improve sampling algorithm!
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const char color_copy_program_code_msaa[] = {
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"sampler samp0 : register(s0);\n"
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"Texture2DMS<float4, %d> Tex0 : register(t0);\n"
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"void main(\n"
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"out float4 ocol0 : SV_Target,\n"
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"in float4 pos : SV_Position,\n"
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"in float2 uv0 : TEXCOORD0){\n"
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"int width, height, samples;\n"
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"Tex0.GetDimensions(width, height, samples);\n"
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"ocol0 = 0;\n"
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"for(int i = 0; i < samples; ++i)\n"
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" ocol0 += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
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"ocol0 /= samples;\n"
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"}\n"
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};
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const char color_matrix_program_code[] = {
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"sampler samp0 : register(s0);\n"
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"Texture2D Tex0 : register(t0);\n"
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@ -78,6 +95,24 @@ const char color_matrix_program_code[] = {
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"}\n"
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};
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const char color_matrix_program_code_msaa[] = {
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"sampler samp0 : register(s0);\n"
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"Texture2DMS<float4, %d> Tex0 : register(t0);\n"
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"uniform float4 cColMatrix[5] : register(c0);\n"
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"void main(\n"
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"out float4 ocol0 : SV_Target,\n"
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"in float4 pos : SV_Position,\n"
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" in float2 uv0 : TEXCOORD0){\n"
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"int width, height, samples;\n"
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"Tex0.GetDimensions(width, height, samples);\n"
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"float4 texcol = 0;\n"
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"for(int i = 0; i < samples; ++i)\n"
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" texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
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"texcol /= samples;\n"
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"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
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"}\n"
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};
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const char depth_matrix_program[] = {
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"sampler samp0 : register(s0);\n"
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"Texture2D Tex0 : register(t0);\n"
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"}\n"
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};
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ID3D11PixelShader* PixelShaderCache::GetColorMatrixProgram()
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const char depth_matrix_program_msaa[] = {
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"sampler samp0 : register(s0);\n"
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"Texture2DMS<float4, %d> Tex0 : register(t0);\n"
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"uniform float4 cColMatrix[5] : register(c0);\n"
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"void main(\n"
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"out float4 ocol0 : SV_Target,\n"
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" in float4 pos : SV_Position,\n"
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" in float2 uv0 : TEXCOORD0){\n"
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"int width, height, samples;\n"
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"Tex0.GetDimensions(width, height, samples);\n"
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"float4 texcol = 0;\n"
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"for(int i = 0; i < samples; ++i)\n"
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" texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
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"texcol /= samples;\n"
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"float4 EncodedDepth = frac((texcol.r * (16777215.0f/16777216.0f)) * float4(1.0f,255.0f,255.0f*255.0f,255.0f*255.0f*255.0f));\n"
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"texcol = float4((EncodedDepth.rgb * (16777216.0f/16777215.0f)),1.0f);\n"
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"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
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"}\n"
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};
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ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled)
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{
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return s_ColorMatrixProgram;
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if (!multisampled || s_ColorCopyProgram[1]) return s_ColorCopyProgram[multisampled];
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else
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{
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// create MSAA shader for current AA mode
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char buf[1024];
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int l = sprintf_s(buf, 1024, color_copy_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
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s_ColorCopyProgram[1] = D3D::CompileAndCreatePixelShader(buf, l);
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CHECK(s_ColorCopyProgram[1]!=NULL, "Create color copy MSAA pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[1], "color copy MSAA pixel shader");
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return s_ColorCopyProgram[1];
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}
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}
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ID3D11PixelShader* PixelShaderCache::GetDepthMatrixProgram()
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ID3D11PixelShader* PixelShaderCache::GetColorMatrixProgram(bool multisampled)
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{
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return s_DepthMatrixProgram;
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if (!multisampled || s_ColorMatrixProgram[1]) return s_ColorMatrixProgram[multisampled];
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else
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{
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// create MSAA shader for current AA mode
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char buf[1024];
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int l = sprintf_s(buf, 1024, color_matrix_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
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s_ColorMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf, l);
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CHECK(s_ColorMatrixProgram[1]!=NULL, "Create color matrix MSAA pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[1], "color matrix MSAA pixel shader");
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return s_ColorMatrixProgram[1];
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}
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}
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ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram()
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ID3D11PixelShader* PixelShaderCache::GetDepthMatrixProgram(bool multisampled)
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{
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return s_ColorCopyProgram;
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if (!multisampled || s_DepthMatrixProgram[1]) return s_DepthMatrixProgram[multisampled];
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else
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{
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// create MSAA shader for current AA mode
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char buf[1024];
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int l = sprintf_s(buf, 1024, depth_matrix_program_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
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s_DepthMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf, l);
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CHECK(s_DepthMatrixProgram[1]!=NULL, "Create depth matrix MSAA pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthMatrixProgram[1], "depth matrix MSAA pixel shader");
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return s_DepthMatrixProgram[1];
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}
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}
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ID3D11PixelShader* PixelShaderCache::GetClearProgram()
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "clear pixel shader");
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// used when copying/resolving the color buffer
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s_ColorCopyProgram = D3D::CompileAndCreatePixelShader(color_copy_program_code, sizeof(color_copy_program_code));
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CHECK(s_ColorCopyProgram!=NULL, "Create color copy pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "color copy pixel shader");
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s_ColorCopyProgram[0] = D3D::CompileAndCreatePixelShader(color_copy_program_code, sizeof(color_copy_program_code));
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CHECK(s_ColorCopyProgram[0]!=NULL, "Create color copy pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[0], "color copy pixel shader");
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// used for color conversion
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s_ColorMatrixProgram = D3D::CompileAndCreatePixelShader(color_matrix_program_code, sizeof(color_matrix_program_code));
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CHECK(s_ColorMatrixProgram!=NULL, "Create color matrix pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "color matrix pixel shader");
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s_ColorMatrixProgram[0] = D3D::CompileAndCreatePixelShader(color_matrix_program_code, sizeof(color_matrix_program_code));
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CHECK(s_ColorMatrixProgram[0]!=NULL, "Create color matrix pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[0], "color matrix pixel shader");
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// used for depth copy
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s_DepthMatrixProgram = D3D::CompileAndCreatePixelShader(depth_matrix_program, sizeof(depth_matrix_program));
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CHECK(s_DepthMatrixProgram!=NULL, "Create depth matrix pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "depth matrix pixel shader");
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s_DepthMatrixProgram[0] = D3D::CompileAndCreatePixelShader(depth_matrix_program, sizeof(depth_matrix_program));
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CHECK(s_DepthMatrixProgram[0]!=NULL, "Create depth matrix pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthMatrixProgram[0], "depth matrix pixel shader");
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Clear();
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@ -211,12 +296,23 @@ void PixelShaderCache::Clear()
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PixelShaders.clear();
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}
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// Used in Swap() when AA mode has changed
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void PixelShaderCache::InvalidateMSAAShaders()
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{
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SAFE_RELEASE(s_ColorCopyProgram[1]);
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SAFE_RELEASE(s_ColorMatrixProgram[1]);
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SAFE_RELEASE(s_DepthMatrixProgram[1]);
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}
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void PixelShaderCache::Shutdown()
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{
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SAFE_RELEASE(s_ColorMatrixProgram);
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SAFE_RELEASE(s_ColorCopyProgram);
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SAFE_RELEASE(s_DepthMatrixProgram);
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SAFE_RELEASE(s_ClearProgram);
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for (int i = 0; i < 2; ++i)
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{
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SAFE_RELEASE(s_ColorCopyProgram[i]);
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SAFE_RELEASE(s_ColorMatrixProgram[i]);
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SAFE_RELEASE(s_DepthMatrixProgram[i]);
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}
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Clear();
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g_ps_disk_cache.Sync();
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@ -35,11 +35,13 @@ public:
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static bool SetShader(DSTALPHA_MODE dstAlphaMode, u32 components);
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static bool InsertByteCode(const PIXELSHADERUID &uid, const void* bytecode, unsigned int bytecodelen);
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static ID3D11PixelShader* GetColorMatrixProgram();
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static ID3D11PixelShader* GetColorCopyProgram();
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static ID3D11PixelShader* GetDepthMatrixProgram();
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static ID3D11PixelShader* GetColorMatrixProgram(bool multisampled);
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static ID3D11PixelShader* GetColorCopyProgram(bool multisampled);
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static ID3D11PixelShader* GetDepthMatrixProgram(bool multisampled);
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static ID3D11PixelShader* GetClearProgram();
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static void InvalidateMSAAShaders();
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private:
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struct PSCacheEntry
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{
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@ -283,7 +283,6 @@ void SetupDeviceObjects()
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CHECK(hr==S_OK, "Create depth state for Renderer::ResetAPIState");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)resetdepthstate, "depth stencil state for Renderer::ResetAPIState");
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// this might need to be changed once multisampling support gets added
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D3D11_RASTERIZER_DESC rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0.f, false, false, false, false);
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hr = D3D::device->CreateRasterizerState(&rastdesc, &resetraststate);
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CHECK(hr==S_OK, "Create rasterizer state for Renderer::ResetAPIState");
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@ -546,11 +545,11 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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D3D::context->PSSetConstantBuffers(0, 1, &access_efb_cbuf);
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBDepthReadTexture()->GetRTV(), NULL);
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D3D::SetPointCopySampler();
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D3D::drawShadedTexQuad(FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV(),
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D3D::drawShadedTexQuad(FramebufferManager::GetEFBDepthTexture()->GetSRV(),
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&RectToLock,
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Renderer::GetFullTargetWidth(),
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Renderer::GetFullTargetHeight(),
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PixelShaderCache::GetDepthMatrixProgram(),
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PixelShaderCache::GetDepthMatrixProgram(true),
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VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout());
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@ -815,7 +814,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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int Y = dst_rect.top;
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int Width = dst_rect.right - dst_rect.left;
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int Height = dst_rect.bottom - dst_rect.top;
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if (X < 0) X = 0;
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if (Y < 0) Y = 0;
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if (X > s_backbuffer_width) X = s_backbuffer_width;
|
||||
|
@ -883,8 +882,10 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
|||
else
|
||||
{
|
||||
TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
|
||||
|
||||
// TODO: Improve sampling algorithm for the pixel shader so that we can use the multisampled EFB texture as source
|
||||
D3DTexture2D* read_texture = FramebufferManager::GetResolvedEFBColorTexture();
|
||||
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(), PixelShaderCache::GetColorCopyProgram(),VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
|
||||
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(), PixelShaderCache::GetColorCopyProgram(false),VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
|
||||
}
|
||||
// done with drawing the game stuff, good moment to save a screenshot
|
||||
if (s_bScreenshot)
|
||||
|
@ -964,6 +965,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
|||
s_LastAA != g_ActiveConfig.iMultisampleMode)
|
||||
{
|
||||
s_LastAA = g_ActiveConfig.iMultisampleMode;
|
||||
PixelShaderCache::InvalidateMSAAShaders();
|
||||
|
||||
// TODO: Aren't we still holding a reference to the back buffer right now?
|
||||
D3D::Reset();
|
||||
|
@ -1079,7 +1081,11 @@ void Renderer::SetSamplerState(int stage, int texindex)
|
|||
|
||||
// TODO: Clarify whether these values are correct
|
||||
// NOTE: since there's no "no filter" in DX11 we're using point filters in these cases
|
||||
if (tm0.min_filter & 4) // linear min filter
|
||||
if (g_ActiveConfig.bForceFiltering)
|
||||
{
|
||||
D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_MAG_MIP_LINEAR);
|
||||
}
|
||||
else if (tm0.min_filter & 4) // linear min filter
|
||||
{
|
||||
if (tm0.mag_filter) // linear mag filter
|
||||
{
|
||||
|
|
|
@ -139,11 +139,11 @@ void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleB
|
|||
D3D::SetPointCopySampler();
|
||||
|
||||
D3D::context->OMSetRenderTargets(1, &texture->GetRTV(), NULL);
|
||||
|
||||
|
||||
D3D::drawShadedTexQuad(
|
||||
(bFromZBuffer) ? FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() : FramebufferManager::GetResolvedEFBColorTexture()->GetSRV(),
|
||||
(bFromZBuffer) ? FramebufferManager::GetEFBDepthTexture()->GetSRV() : FramebufferManager::GetEFBColorTexture()->GetSRV(),
|
||||
&sourcerect, Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(),
|
||||
(bFromZBuffer) ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram(),
|
||||
(bFromZBuffer) ? PixelShaderCache::GetDepthMatrixProgram(true) : PixelShaderCache::GetColorMatrixProgram(true),
|
||||
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
|
||||
|
||||
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
|
||||
|
|
|
@ -57,11 +57,6 @@
|
|||
|
||||
HINSTANCE g_hInstance = NULL;
|
||||
|
||||
bool IsD3D()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// This is used for the functions right below here which use wxwidgets
|
||||
#if defined(HAVE_WX) && HAVE_WX
|
||||
WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst);
|
||||
|
|
|
@ -56,11 +56,6 @@
|
|||
|
||||
HINSTANCE g_hInstance = NULL;
|
||||
|
||||
bool IsD3D()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// This is used for the functions right below here which use wxwidgets
|
||||
#if defined(HAVE_WX) && HAVE_WX
|
||||
WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst);
|
||||
|
|
|
@ -101,11 +101,6 @@ int GLScissorX, GLScissorY, GLScissorW, GLScissorH;
|
|||
static volatile u32 s_doStateRequested = FALSE;
|
||||
#endif
|
||||
|
||||
bool IsD3D()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// This is used for the functions right below here which use wxwidgets
|
||||
#if defined(HAVE_WX) && HAVE_WX
|
||||
#ifdef _WIN32
|
||||
|
|
Loading…
Reference in New Issue