some fixes to depth test and screen clearing in dx11, now a lot of the remaining graphic errors should be fixed
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5756 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
parent
a450fd45d8
commit
fde15c1bc6
|
@ -484,6 +484,10 @@ void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
|
|||
D3D::context->Map(stqvb, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
|
||||
memcpy(map.pData, coords, sizeof(coords));
|
||||
D3D::context->Unmap(stqvb, 0);
|
||||
lastu1 = u1;
|
||||
lastv1 = v1;
|
||||
lastu2 = u2;
|
||||
lastv2 = v2;
|
||||
}
|
||||
UINT stride = sizeof(STQVertex);
|
||||
UINT offset = 0;
|
||||
|
@ -501,10 +505,7 @@ void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
|
|||
ID3D11ShaderResourceView* texres = NULL;
|
||||
context->PSSetShaderResources(0, 1, &texres); // immediately unbind the texture
|
||||
|
||||
lastu1 = u1;
|
||||
lastv1 = v1;
|
||||
lastu2 = u2;
|
||||
lastv2 = v2;
|
||||
|
||||
}
|
||||
|
||||
void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
|
||||
|
@ -540,6 +541,14 @@ void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
|
|||
D3D::context->Map(stsqvb, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
|
||||
memcpy(map.pData, coords, sizeof(coords));
|
||||
D3D::context->Unmap(stsqvb, 0);
|
||||
lastu1 = u1;
|
||||
lastv1 = v1;
|
||||
lastu2 = u2;
|
||||
lastv2 = v2;
|
||||
lastrdest.left = rDest->left;
|
||||
lastrdest.right = rDest->right;
|
||||
lastrdest.top = rDest->top;
|
||||
lastrdest.bottom = rDest->bottom;
|
||||
}
|
||||
UINT stride = sizeof(STSQVertex);
|
||||
UINT offset = 0;
|
||||
|
@ -557,20 +566,12 @@ void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
|
|||
ID3D11ShaderResourceView* texres = NULL;
|
||||
context->PSSetShaderResources(0, 1, &texres); // immediately unbind the texture
|
||||
|
||||
lastu1 = u1;
|
||||
lastv1 = v1;
|
||||
lastu2 = u2;
|
||||
lastv2 = v2;
|
||||
lastrdest.left = rDest->left;
|
||||
lastrdest.right = rDest->right;
|
||||
lastrdest.top = rDest->top;
|
||||
lastrdest.bottom = rDest->bottom;
|
||||
|
||||
}
|
||||
|
||||
// TODO: Check whether we're passing Color in the right order (should be RGBA)
|
||||
void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexShader* Vshader, ID3D11InputLayout* layout)
|
||||
{
|
||||
static u32 lastcol = 0;
|
||||
static u32 lastcol = 0x15325376;
|
||||
static float lastz = -15325.376f; // random value
|
||||
|
||||
if (lastcol != Color || lastz != z)
|
||||
|
@ -586,6 +587,8 @@ void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexS
|
|||
context->Map(clearvb, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
|
||||
memcpy(map.pData, coords, sizeof(coords));
|
||||
context->Unmap(clearvb, 0);
|
||||
lastcol = Color;
|
||||
lastz = z;
|
||||
}
|
||||
context->VSSetShader(Vshader, NULL, 0);
|
||||
context->PSSetShader(PShader, NULL, 0);
|
||||
|
@ -598,8 +601,7 @@ void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexS
|
|||
stateman->Apply();
|
||||
context->Draw(4, 0);
|
||||
|
||||
lastcol = Color;
|
||||
lastz = z;
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -752,7 +752,7 @@ void UpdateViewport()
|
|||
1.f); // xfregs.rawViewport[5] / 16777216.0f;
|
||||
D3D::context->RSSetViewports(1, &vp);
|
||||
}
|
||||
|
||||
//Tino: color is pased in bgra mode so need to convert it to rgba
|
||||
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z)
|
||||
{
|
||||
TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
|
||||
|
@ -765,13 +765,16 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
|
|||
// always set the scissor in case it was set by the game and has not been reset
|
||||
D3D11_RECT sirc = CD3D11_RECT(targetRc.left, targetRc.top, targetRc.right, targetRc.bottom);
|
||||
D3D::context->RSSetScissorRects(1, &sirc);
|
||||
|
||||
u32 rgbaColor = (color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000);
|
||||
D3D::stateman->PushDepthState(cleardepthstates[zEnable]);
|
||||
D3D::stateman->PushRasterizerState(clearraststate);
|
||||
D3D::drawClearQuad(color, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader(), VertexShaderCache::GetClearInputLayout());
|
||||
D3D::stateman->PushBlendState(resetblendstate);
|
||||
D3D::stateman->Apply();
|
||||
D3D::drawClearQuad(rgbaColor, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader(), VertexShaderCache::GetClearInputLayout());
|
||||
|
||||
D3D::stateman->PopDepthState();
|
||||
D3D::stateman->PopRasterizerState();
|
||||
D3D::stateman->PopBlendState();
|
||||
UpdateViewport();
|
||||
SetScissorRect();
|
||||
}
|
||||
|
@ -1033,23 +1036,18 @@ void Renderer::ResetAPIState()
|
|||
void Renderer::RestoreAPIState()
|
||||
{
|
||||
// TODO: How much of this is actually needed?
|
||||
// gets us back into a more game-like state.
|
||||
|
||||
// TODO: check whether commenting these lines broke anything
|
||||
// D3D::gfxstate->rastdesc.ScissorEnable = TRUE;
|
||||
// gets us back into a more game-like state.
|
||||
UpdateViewport();
|
||||
SetScissorRect();
|
||||
// if (bpmem.zmode.testenable) D3D::gfxstate->depthdesc.DepthEnable = TRUE;
|
||||
// if (bpmem.zmode.updateenable) D3D::gfxstate->depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
|
||||
SetColorMask();
|
||||
SetLogicOpMode();
|
||||
for (;resets;--resets)
|
||||
{
|
||||
D3D::stateman->PopBlendState();
|
||||
D3D::stateman->PopDepthState();
|
||||
D3D::stateman->PopRasterizerState();
|
||||
D3D::gfxstate->ApplyState();
|
||||
D3D::stateman->PopRasterizerState();
|
||||
}
|
||||
D3D::gfxstate->ApplyState();
|
||||
}
|
||||
|
||||
void Renderer::SetGenerationMode()
|
||||
|
@ -1068,7 +1066,7 @@ void Renderer::SetDepthMode()
|
|||
}
|
||||
else
|
||||
{
|
||||
D3D::gfxstate->depthdesc.DepthEnable = TRUE;
|
||||
D3D::gfxstate->depthdesc.DepthEnable = FALSE;
|
||||
D3D::gfxstate->depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue