DX11: Fix mipmaps. Someone forgot creating them at the proper time ;P
DX11: Fix a DX11 debug runtime error caused by the vertex shader output signature and the pixel shader input signature not matching if per-pixel lighting is disabled. Someone forgot disabling those pixel shader parameters ;P DX11: Enable use of dynamic textures wherever possible. DX9: Remove two unnecessary TODOs. Someone forgot removing those since they've been obsolete for a long time ;P Anyway, at least working mipmaps and dynamic textures should increase DX11 performance a bit. And "a bit" is more than my usual "marginally" ;) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6473 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -26,7 +26,7 @@
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// shader cache for every revision, graphics-related or not, which is simply annoying.
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enum
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{
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LINEAR_DISKCACHE_VER = 6463
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LINEAR_DISKCACHE_VER = 6473
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};
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// On disk format:
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@ -540,13 +540,22 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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for (int i = 0; i < numTexgen; ++i)
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WRITE(p, ",\n in float3 uv%d : TEXCOORD%d", i, i);
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WRITE(p, ",\n in float4 clipPos : TEXCOORD%d", numTexgen);
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WRITE(p, ",\n in float4 Normal : TEXCOORD%d", numTexgen + 1);
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if(g_ActiveConfig.bEnablePixelLigting)
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WRITE(p, ",\n in float4 Normal : TEXCOORD%d", numTexgen + 1);
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}
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else
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{
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// wpos is in w of first 4 texcoords
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for (int i = 0; i < 8; ++i)
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WRITE(p, ",\n in float4 uv%d : TEXCOORD%d", i, i);
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if(g_ActiveConfig.bEnablePixelLigting)
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{
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for (int i = 0; i < 8; ++i)
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WRITE(p, ",\n in float4 uv%d : TEXCOORD%d", i, i);
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}
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else
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{
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for (int i = 0; i < xfregs.numTexGens; ++i)
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WRITE(p, ",\n in float%d uv%d : TEXCOORD%d", i < 4 ? 4 : 3 , i, i);
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}
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}
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WRITE(p, " ) {\n");
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@ -356,7 +356,7 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage,
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entry->hash = *(u32*)ptr = (u32)(((double)rand() / RAND_MAX) * 0xFFFFFFFF);
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// load texture
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entry->Load(width, height, expandedWidth, 0);
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entry->Load(width, height, expandedWidth, 0, (texLevels == 0));
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// load mips
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if (texLevels > 1 && pcfmt != PC_TEX_FMT_NONE)
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@ -61,7 +61,7 @@ public:
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virtual bool Save(const char filename[]) = 0;
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virtual void Load(unsigned int width, unsigned int height,
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unsigned int expanded_width, unsigned int level) = 0;
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unsigned int expanded_width, unsigned int level, bool autogen_mips = false) = 0;
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virtual void FromRenderTarget(bool bFromZBuffer, bool bScaleByHalf,
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unsigned int cbufid, const float *colmat, const EFBRectangle &source_rect,
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bool bIsIntensityFmt, u32 copyfmt) = 0;
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@ -61,12 +61,12 @@ bool TextureCache::TCacheEntry::Save(const char filename[])
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}
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void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
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unsigned int expanded_width, unsigned int level)
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unsigned int expanded_width, unsigned int level, bool autogen_mips)
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{
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// TODO: remove hax
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if (level != 0) return;
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D3D::ReplaceRGBATexture2D(texture->GetTex(), TextureCache::temp, width, height, expanded_width, level, usage);
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if (autogen_mips)
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PD3DX11FilterTexture(D3D::context, texture->GetTex(), 0, D3DX11_DEFAULT);
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}
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TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
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@ -77,18 +77,15 @@ TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
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D3D11_CPU_ACCESS_FLAG cpu_access = (D3D11_CPU_ACCESS_FLAG)0;
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D3D11_SUBRESOURCE_DATA srdata, *data = NULL;
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// TODO: remove hax
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tex_levels = 1;
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if (1 == tex_levels)
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if (tex_levels == 1)
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{
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usage = D3D11_USAGE_DYNAMIC;
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cpu_access = D3D11_CPU_ACCESS_WRITE;
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srdata.pSysMem = TextureCache::temp;
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srdata.SysMemPitch = 4 * expanded_width;
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// testing
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//data = &srdata;
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data = &srdata;
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}
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const D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM,
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@ -107,9 +104,6 @@ TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
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SAFE_RELEASE(pTexture);
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if (0 == tex_levels)
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PD3DX11FilterTexture(D3D::context, entry->texture->GetTex(), 0, D3DX11_DEFAULT);
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return entry;
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}
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@ -46,7 +46,7 @@ private:
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~TCacheEntry();
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void Load(unsigned int width, unsigned int height,
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unsigned int expanded_width, unsigned int levels);
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unsigned int expanded_width, unsigned int levels, bool autogen_mips = false);
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void FromRenderTarget(bool bFromZBuffer, bool bScaleByHalf,
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unsigned int cbufid, const float* colmat, const EFBRectangle &source_rect,
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@ -36,8 +36,6 @@ LPDIRECT3DTEXTURE9 CreateTexture2D(const u8* buffer, const int width, const int
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}
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HRESULT hr;
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// TODO(ector): Allow mipmaps for non-pow textures on newer cards?
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// TODO(ector): Use the game-specified mipmaps?
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if (levels > 0)
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hr = dev->CreateTexture(width, height, levels, 0, fmt, D3DPOOL_MANAGED, &pTexture, NULL);
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else
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@ -64,9 +64,10 @@ bool TextureCache::TCacheEntry::Save(const char filename[])
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}
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void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
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unsigned int expanded_width, unsigned int level)
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unsigned int expanded_width, unsigned int level, bool autogen_mips)
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{
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D3D::ReplaceTexture2D(texture, temp, width, height, expanded_width, d3d_fmt, swap_r_b, level);
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// D3D9 will automatically generate mip maps if necessary
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}
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void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleByHalf,
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@ -44,7 +44,7 @@ private:
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~TCacheEntry();
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void Load(unsigned int width, unsigned int height,
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unsigned int expanded_width, unsigned int levels);
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unsigned int expanded_width, unsigned int levels, bool autogen_mips = false);
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void FromRenderTarget(bool bFromZBuffer, bool bScaleByHalf,
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unsigned int cbufid, const float* colmat, const EFBRectangle &source_rect,
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@ -199,7 +199,7 @@ TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
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}
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void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
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unsigned int expanded_width, unsigned int level)
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unsigned int expanded_width, unsigned int level, bool autogen_mips)
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{
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//glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, texture);
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@ -210,7 +210,7 @@ void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
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if (expanded_width != width)
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glPixelStorei(GL_UNPACK_ROW_LENGTH, expanded_width);
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if (bHaveMipMaps && 0 == level)
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if (bHaveMipMaps && autogen_mips)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
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glTexImage2D(GL_TEXTURE_2D, level, gl_iformat, width, height, 0, gl_format, gl_type, temp);
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@ -54,7 +54,7 @@ private:
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~TCacheEntry();
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void Load(unsigned int width, unsigned int height,
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unsigned int expanded_width, unsigned int level);
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unsigned int expanded_width, unsigned int level, bool autogen_mips = false);
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void FromRenderTarget(bool bFromZBuffer, bool bScaleByHalf,
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unsigned int cbufid, const float colmat[], const EFBRectangle &source_rect,
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