Merge pull request #1970 from magumagu/d3d-cleanup
D3D: delete unnecessary code.
This commit is contained in:
commit
da31314775
|
@ -570,72 +570,6 @@ void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
|
|||
D3D::stateman->SetGeometryShader(nullptr);
|
||||
}
|
||||
|
||||
void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
|
||||
const MathUtil::Rectangle<int>* rSource,
|
||||
int SourceWidth,
|
||||
int SourceHeight,
|
||||
const MathUtil::Rectangle<float>* rDest,
|
||||
ID3D11PixelShader* PShader,
|
||||
ID3D11VertexShader* VShader,
|
||||
ID3D11InputLayout* layout,
|
||||
ID3D11GeometryShader* GShader,
|
||||
float Gamma,
|
||||
u32 slice)
|
||||
{
|
||||
float sw = 1.0f /(float) SourceWidth;
|
||||
float sh = 1.0f /(float) SourceHeight;
|
||||
float u1 = (rSource->left ) * sw;
|
||||
float u2 = (rSource->right ) * sw;
|
||||
float v1 = (rSource->top ) * sh;
|
||||
float v2 = (rSource->bottom) * sh;
|
||||
float S = (float)slice;
|
||||
float G = 1.0f / Gamma;
|
||||
|
||||
STSQVertex coords[4] = {
|
||||
{ rDest->left , rDest->bottom, 0.0f, u1, v2, S, G},
|
||||
{ rDest->right, rDest->bottom, 0.0f, u2, v2, S, G},
|
||||
{ rDest->left , rDest->top , 0.0f, u1, v1, S, G},
|
||||
{ rDest->right, rDest->top , 0.0f, u2, v1, S, G},
|
||||
};
|
||||
|
||||
// only upload the data to VRAM if it changed
|
||||
if (stsq_observer ||
|
||||
memcmp(rDest, &tex_sub_quad_data.rdest, sizeof(*rDest)) != 0 ||
|
||||
tex_sub_quad_data.u1 != u1 || tex_sub_quad_data.v1 != v1 ||
|
||||
tex_sub_quad_data.u2 != u2 || tex_sub_quad_data.v2 != v2 ||
|
||||
tex_sub_quad_data.S != S || tex_sub_quad_data.G != G)
|
||||
{
|
||||
stsq_offset = util_vbuf->AppendData(coords, sizeof(coords), sizeof(STSQVertex));
|
||||
stsq_observer = false;
|
||||
|
||||
tex_sub_quad_data.u1 = u1;
|
||||
tex_sub_quad_data.v1 = v1;
|
||||
tex_sub_quad_data.u2 = u2;
|
||||
tex_sub_quad_data.v2 = v2;
|
||||
tex_sub_quad_data.S = S;
|
||||
tex_sub_quad_data.G = G;
|
||||
memcpy(&tex_sub_quad_data.rdest, &rDest, sizeof(rDest));
|
||||
}
|
||||
UINT stride = sizeof(STSQVertex);
|
||||
UINT offset = 0;
|
||||
|
||||
stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
||||
stateman->SetVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
|
||||
stateman->SetInputLayout(layout);
|
||||
stateman->SetTexture(0, texture);
|
||||
stateman->SetPixelShader(PShader);
|
||||
stateman->SetVertexShader(VShader);
|
||||
stateman->SetGeometryShader(GShader);
|
||||
|
||||
stateman->Apply();
|
||||
context->Draw(4, stsq_offset);
|
||||
|
||||
stateman->SetTexture(0, nullptr); // immediately unbind the texture
|
||||
stateman->Apply();
|
||||
|
||||
stateman->SetGeometryShader(nullptr);
|
||||
}
|
||||
|
||||
// Fills a certain area of the current render target with the specified color
|
||||
// destination coordinates normalized to (-1;1)
|
||||
void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2)
|
||||
|
|
|
@ -65,17 +65,6 @@ namespace D3D
|
|||
ID3D11GeometryShader* GShader = nullptr,
|
||||
float Gamma = 1.0f,
|
||||
u32 slice = 0);
|
||||
void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
|
||||
const MathUtil::Rectangle<int>* rSource,
|
||||
int SourceWidth,
|
||||
int SourceHeight,
|
||||
const MathUtil::Rectangle<float>* rDest,
|
||||
ID3D11PixelShader* PShader,
|
||||
ID3D11VertexShader* VShader,
|
||||
ID3D11InputLayout* layout,
|
||||
ID3D11GeometryShader* GShader = nullptr,
|
||||
float Gamma = 1.0f,
|
||||
u32 slice = 0);
|
||||
void drawClearQuad(u32 Color, float z);
|
||||
void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2);
|
||||
}
|
||||
|
|
|
@ -148,15 +148,13 @@ void Television::Render()
|
|||
// line down. We could even consider implementing a deinterlacing
|
||||
// algorithm.
|
||||
|
||||
MathUtil::Rectangle<int> sourceRc(0, 0, int(m_curWidth), int(m_curHeight));
|
||||
MathUtil::Rectangle<float> destRc(-1.f, 1.f, 1.f, -1.f);
|
||||
D3D11_RECT sourceRc = CD3D11_RECT(0, 0, int(m_curWidth), int(m_curHeight));
|
||||
|
||||
D3D::stateman->SetSampler(0, m_samplerState);
|
||||
|
||||
D3D::drawShadedTexSubQuad(
|
||||
D3D::drawShadedTexQuad(
|
||||
m_yuyvTextureSRV, &sourceRc,
|
||||
MAX_XFB_WIDTH, MAX_XFB_HEIGHT,
|
||||
&destRc,
|
||||
m_pShader,
|
||||
VertexShaderCache::GetSimpleVertexShader(),
|
||||
VertexShaderCache::GetSimpleInputLayout());
|
||||
|
|
Loading…
Reference in New Issue