pcsx2/plugins/GSdx/GSDevice11.cpp

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/*
* Copyright (C) 2007-2009 Gabest
* http://www.gabest.org
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GSdx.h"
#include "GSDevice11.h"
#include "GSUtil.h"
#include "resource.h"
#include <fstream>
GSDevice11::GSDevice11()
{
memset(&m_state, 0, sizeof(m_state));
memset(&m_vs_cb_cache, 0, sizeof(m_vs_cb_cache));
memset(&m_ps_cb_cache, 0, sizeof(m_ps_cb_cache));
FXAA_Compiled = false;
ExShader_Compiled = false;
m_state.topology = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
m_state.bf = -1;
}
GSDevice11::~GSDevice11()
{
}
bool GSDevice11::Create(GSWnd* wnd)
{
if(!__super::Create(wnd))
{
return false;
}
HRESULT hr = E_FAIL;
DXGI_SWAP_CHAIN_DESC scd;
D3D11_BUFFER_DESC bd;
D3D11_SAMPLER_DESC sd;
D3D11_DEPTH_STENCIL_DESC dsd;
D3D11_RASTERIZER_DESC rd;
D3D11_BLEND_DESC bsd;
CComPtr<IDXGIAdapter1> adapter;
D3D_DRIVER_TYPE driver_type = D3D_DRIVER_TYPE_HARDWARE;
std::string adapter_id = theApp.GetConfig("Adapter", "default");
if (adapter_id == "default")
;
else if (adapter_id == "ref")
{
driver_type = D3D_DRIVER_TYPE_REFERENCE;
}
else
{
CComPtr<IDXGIFactory1> dxgi_factory;
CreateDXGIFactory1(__uuidof(IDXGIFactory1), (void**)&dxgi_factory);
if (dxgi_factory)
for (int i = 0;; i++)
{
CComPtr<IDXGIAdapter1> enum_adapter;
if (S_OK != dxgi_factory->EnumAdapters1(i, &enum_adapter))
break;
DXGI_ADAPTER_DESC1 desc;
hr = enum_adapter->GetDesc1(&desc);
if (S_OK == hr && GSAdapter(desc) == adapter_id)
{
adapter = enum_adapter;
driver_type = D3D_DRIVER_TYPE_UNKNOWN;
break;
}
}
}
memset(&scd, 0, sizeof(scd));
scd.BufferCount = 2;
scd.BufferDesc.Width = 1;
scd.BufferDesc.Height = 1;
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
//scd.BufferDesc.RefreshRate.Numerator = 60;
//scd.BufferDesc.RefreshRate.Denominator = 1;
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
scd.OutputWindow = (HWND)m_wnd->GetHandle();
scd.SampleDesc.Count = 1;
scd.SampleDesc.Quality = 0;
// Always start in Windowed mode. According to MS, DXGI just "prefers" this, and it's more or less
// required if we want to add support for dual displays later on. The fullscreen/exclusive flip
// will be issued after all other initializations are complete.
scd.Windowed = TRUE;
spritehack = !!theApp.GetConfig("UserHacks", 0) ? theApp.GetConfig("UserHacks_SpriteHack", 0) : 0;
// NOTE : D3D11_CREATE_DEVICE_SINGLETHREADED
// This flag is safe as long as the DXGI's internal message pump is disabled or is on the
// same thread as the GS window (which the emulator makes sure of, if it utilizes a
// multithreaded GS). Setting the flag is a nice and easy 5% speedup on GS-intensive scenes.
uint32 flags = D3D11_CREATE_DEVICE_SINGLETHREADED;
#ifdef DEBUG
flags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
D3D_FEATURE_LEVEL level;
const D3D_FEATURE_LEVEL levels[] =
{
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
};
hr = D3D11CreateDeviceAndSwapChain(adapter, driver_type, NULL, flags, levels, countof(levels), D3D11_SDK_VERSION, &scd, &m_swapchain, &m_dev, &level, &m_ctx);
if(FAILED(hr)) return false;
if(!SetFeatureLevel(level, true))
{
return false;
}
D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS options;
hr = m_dev->CheckFeatureSupport(D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS, &options, sizeof(D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS));
// msaa
for(uint32 i = 2; i <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
{
uint32 quality[2] = {0, 0};
if(SUCCEEDED(m_dev->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, i, &quality[0])) && quality[0] > 0
&& SUCCEEDED(m_dev->CheckMultisampleQualityLevels(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, i, &quality[1])) && quality[1] > 0)
{
m_msaa_desc.Count = i;
m_msaa_desc.Quality = std::min<uint32>(quality[0] - 1, quality[1] - 1);
if(i >= m_msaa) break;
}
}
if(m_msaa_desc.Count == 1)
{
m_msaa = 0;
}
// convert
D3D11_INPUT_ELEMENT_DESC il_convert[] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
vector<unsigned char> shader;
theApp.LoadResource(IDR_CONVERT_FX, shader);
CompileShader((const char *)shader.data(), shader.size(), "convert.fx", "vs_main", NULL, &m_convert.vs, il_convert, countof(il_convert), &m_convert.il);
for(size_t i = 0; i < countof(m_convert.ps); i++)
{
CompileShader((const char *)shader.data(), shader.size(), "convert.fx", format("ps_main%d", i).c_str(), NULL, &m_convert.ps[i]);
}
memset(&dsd, 0, sizeof(dsd));
dsd.DepthEnable = false;
dsd.StencilEnable = false;
hr = m_dev->CreateDepthStencilState(&dsd, &m_convert.dss);
memset(&bsd, 0, sizeof(bsd));
bsd.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
hr = m_dev->CreateBlendState(&bsd, &m_convert.bs);
// merge
memset(&bd, 0, sizeof(bd));
bd.ByteWidth = sizeof(MergeConstantBuffer);
bd.Usage = D3D11_USAGE_DEFAULT;
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
hr = m_dev->CreateBuffer(&bd, NULL, &m_merge.cb);
theApp.LoadResource(IDR_MERGE_FX, shader);
for(size_t i = 0; i < countof(m_merge.ps); i++)
{
CompileShader((const char *)shader.data(), shader.size(), "merge.fx", format("ps_main%d", i).c_str(), NULL, &m_merge.ps[i]);
}
memset(&bsd, 0, sizeof(bsd));
bsd.RenderTarget[0].BlendEnable = true;
bsd.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
bsd.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
bsd.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
bsd.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
bsd.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
bsd.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
bsd.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
hr = m_dev->CreateBlendState(&bsd, &m_merge.bs);
// interlace
memset(&bd, 0, sizeof(bd));
bd.ByteWidth = sizeof(InterlaceConstantBuffer);
bd.Usage = D3D11_USAGE_DEFAULT;
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
hr = m_dev->CreateBuffer(&bd, NULL, &m_interlace.cb);
theApp.LoadResource(IDR_INTERLACE_FX, shader);
for(size_t i = 0; i < countof(m_interlace.ps); i++)
{
CompileShader((const char *)shader.data(), shader.size(), "interlace.fx", format("ps_main%d", i).c_str(), NULL, &m_interlace.ps[i]);
}
// Shade Boost
int ShadeBoost_Contrast = theApp.GetConfig("ShadeBoost_Contrast", 50);
int ShadeBoost_Brightness = theApp.GetConfig("ShadeBoost_Brightness", 50);
int ShadeBoost_Saturation = theApp.GetConfig("ShadeBoost_Saturation", 50);
string str[3];
str[0] = format("%d", ShadeBoost_Saturation);
str[1] = format("%d", ShadeBoost_Brightness);
str[2] = format("%d", ShadeBoost_Contrast);
D3D11_SHADER_MACRO macro[] =
{
{"SB_SATURATION", str[0].c_str()},
{"SB_BRIGHTNESS", str[1].c_str()},
{"SB_CONTRAST", str[2].c_str()},
{NULL, NULL},
};
memset(&bd, 0, sizeof(bd));
bd.ByteWidth = sizeof(ShadeBoostConstantBuffer);
bd.Usage = D3D11_USAGE_DEFAULT;
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
hr = m_dev->CreateBuffer(&bd, NULL, &m_shadeboost.cb);
theApp.LoadResource(IDR_SHADEBOOST_FX, shader);
CompileShader((const char *)shader.data(), shader.size(), "shadeboost.fx", "ps_main", macro, &m_shadeboost.ps);
// External fx shader
memset(&bd, 0, sizeof(bd));
bd.ByteWidth = sizeof(ExternalFXConstantBuffer);
bd.Usage = D3D11_USAGE_DEFAULT;
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
hr = m_dev->CreateBuffer(&bd, NULL, &m_shaderfx.cb);
// Fxaa
memset(&bd, 0, sizeof(bd));
bd.ByteWidth = sizeof(FXAAConstantBuffer);
bd.Usage = D3D11_USAGE_DEFAULT;
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
hr = m_dev->CreateBuffer(&bd, NULL, &m_fxaa.cb);
//
memset(&rd, 0, sizeof(rd));
rd.FillMode = D3D11_FILL_SOLID;
rd.CullMode = D3D11_CULL_NONE;
rd.FrontCounterClockwise = false;
rd.DepthBias = false;
rd.DepthBiasClamp = 0;
rd.SlopeScaledDepthBias = 0;
rd.DepthClipEnable = false; // ???
rd.ScissorEnable = true;
rd.MultisampleEnable = true;
rd.AntialiasedLineEnable = false;
hr = m_dev->CreateRasterizerState(&rd, &m_rs);
m_ctx->RSSetState(m_rs);
//
memset(&sd, 0, sizeof(sd));
sd.Filter = theApp.GetConfig("MaxAnisotropy", 0) && !theApp.GetConfig("paltex", 0) ? D3D11_FILTER_ANISOTROPIC : D3D11_FILTER_MIN_MAG_MIP_LINEAR;
sd.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
sd.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
sd.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
sd.MinLOD = -FLT_MAX;
sd.MaxLOD = FLT_MAX;
sd.MaxAnisotropy = theApp.GetConfig("MaxAnisotropy", 0);
sd.ComparisonFunc = D3D11_COMPARISON_NEVER;
hr = m_dev->CreateSamplerState(&sd, &m_convert.ln);
sd.Filter = theApp.GetConfig("MaxAnisotropy", 0) && !theApp.GetConfig("paltex", 0) ? D3D11_FILTER_ANISOTROPIC : D3D11_FILTER_MIN_MAG_MIP_POINT;
hr = m_dev->CreateSamplerState(&sd, &m_convert.pt);
//
Reset(1, 1);
//
CreateTextureFX();
//
memset(&dsd, 0, sizeof(dsd));
dsd.DepthEnable = false;
dsd.StencilEnable = true;
dsd.StencilReadMask = 1;
dsd.StencilWriteMask = 1;
dsd.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
dsd.FrontFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
dsd.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
dsd.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
dsd.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
dsd.BackFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
dsd.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
dsd.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
m_dev->CreateDepthStencilState(&dsd, &m_date.dss);
D3D11_BLEND_DESC blend;
memset(&blend, 0, sizeof(blend));
m_dev->CreateBlendState(&blend, &m_date.bs);
// Exclusive/Fullscreen flip, issued for legacy (managed) windows only. GSopen2 style
// emulators will issue the flip themselves later on.
if(m_wnd->IsManaged())
{
SetExclusive(!theApp.GetConfig("windowed", 1));
}
return true;
}
bool GSDevice11::Reset(int w, int h)
{
if(!__super::Reset(w, h))
return false;
if(m_swapchain)
{
DXGI_SWAP_CHAIN_DESC scd;
memset(&scd, 0, sizeof(scd));
m_swapchain->GetDesc(&scd);
m_swapchain->ResizeBuffers(scd.BufferCount, w, h, scd.BufferDesc.Format, 0);
CComPtr<ID3D11Texture2D> backbuffer;
if(FAILED(m_swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backbuffer)))
{
return false;
}
m_backbuffer = new GSTexture11(backbuffer);
}
return true;
}
void GSDevice11::SetExclusive(bool isExcl)
{
if(!m_swapchain) return;
// TODO : Support for alternative display modes, by finishing this code below:
// Video mode info should be pulled form config/ini.
/*DXGI_MODE_DESC desc;
memset(&desc, 0, sizeof(desc));
desc.RefreshRate = 0; // must be zero for best results.
m_swapchain->ResizeTarget(&desc);
*/
HRESULT hr = m_swapchain->SetFullscreenState(isExcl, NULL);
if(hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE)
{
fprintf(stderr, "(GSdx10) SetExclusive(%s) failed; request unavailable.", isExcl ? "true" : "false");
}
}
void GSDevice11::Flip()
{
m_swapchain->Present(m_vsync, 0);
}
void GSDevice11::DrawPrimitive()
{
m_ctx->Draw(m_vertex.count, m_vertex.start);
}
void GSDevice11::DrawIndexedPrimitive()
{
m_ctx->DrawIndexed(m_index.count, m_index.start, m_vertex.start);
}
void GSDevice11::DrawIndexedPrimitive(int offset, int count)
{
ASSERT(offset + count <= m_index.count);
m_ctx->DrawIndexed(count, m_index.start + offset, m_vertex.start);
}
void GSDevice11::Dispatch(uint32 x, uint32 y, uint32 z)
{
m_ctx->Dispatch(x, y, z);
}
void GSDevice11::ClearRenderTarget(GSTexture* t, const GSVector4& c)
{
if (!t) return;
m_ctx->ClearRenderTargetView(*(GSTexture11*)t, c.v);
}
void GSDevice11::ClearRenderTarget(GSTexture* t, uint32 c)
{
if (!t) return;
GSVector4 color = GSVector4::rgba32(c) * (1.0f / 255);
m_ctx->ClearRenderTargetView(*(GSTexture11*)t, color.v);
}
void GSDevice11::ClearDepth(GSTexture* t, float c)
{
if (!t) return;
m_ctx->ClearDepthStencilView(*(GSTexture11*)t, D3D11_CLEAR_DEPTH, c, 0);
}
void GSDevice11::ClearStencil(GSTexture* t, uint8 c)
{
if (!t) return;
m_ctx->ClearDepthStencilView(*(GSTexture11*)t, D3D11_CLEAR_STENCIL, 0, c);
}
GSTexture* GSDevice11::CreateSurface(int type, int w, int h, bool msaa, int format)
{
HRESULT hr;
D3D11_TEXTURE2D_DESC desc;
memset(&desc, 0, sizeof(desc));
desc.Width = w;
desc.Height = h;
desc.Format = (DXGI_FORMAT)format;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
if(msaa)
{
desc.SampleDesc = m_msaa_desc;
}
switch(type)
{
case GSTexture::RenderTarget:
desc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
break;
case GSTexture::DepthStencil:
desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
break;
case GSTexture::Texture:
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
break;
case GSTexture::Offscreen:
desc.Usage = D3D11_USAGE_STAGING;
desc.CPUAccessFlags |= D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
break;
}
GSTexture11* t = NULL;
CComPtr<ID3D11Texture2D> texture;
hr = m_dev->CreateTexture2D(&desc, NULL, &texture);
if(SUCCEEDED(hr))
{
t = new GSTexture11(texture);
switch(type)
{
case GSTexture::RenderTarget:
ClearRenderTarget(t, 0);
break;
case GSTexture::DepthStencil:
ClearDepth(t, 0);
break;
}
}
return t;
}
GSTexture* GSDevice11::CreateRenderTarget(int w, int h, bool msaa, int format)
{
return __super::CreateRenderTarget(w, h, msaa, format ? format : DXGI_FORMAT_R8G8B8A8_UNORM);
}
GSTexture* GSDevice11::CreateDepthStencil(int w, int h, bool msaa, int format)
{
return __super::CreateDepthStencil(w, h, msaa, format ? format : DXGI_FORMAT_D32_FLOAT_S8X24_UINT); // DXGI_FORMAT_R32G8X24_TYPELESS
}
GSTexture* GSDevice11::CreateTexture(int w, int h, int format)
{
return __super::CreateTexture(w, h, format ? format : DXGI_FORMAT_R8G8B8A8_UNORM);
}
GSTexture* GSDevice11::CreateOffscreen(int w, int h, int format)
{
return __super::CreateOffscreen(w, h, format ? format : DXGI_FORMAT_R8G8B8A8_UNORM);
}
GSTexture* GSDevice11::Resolve(GSTexture* t)
{
ASSERT(t != NULL && t->IsMSAA());
if(GSTexture* dst = CreateRenderTarget(t->GetWidth(), t->GetHeight(), false, t->GetFormat()))
{
dst->SetScale(t->GetScale());
m_ctx->ResolveSubresource(*(GSTexture11*)dst, 0, *(GSTexture11*)t, 0, (DXGI_FORMAT)t->GetFormat());
return dst;
}
return NULL;
}
GSTexture* GSDevice11::CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format, int ps_shader)
{
GSTexture* dst = NULL;
if(format == 0)
{
format = DXGI_FORMAT_R8G8B8A8_UNORM;
}
if(format != DXGI_FORMAT_R8G8B8A8_UNORM && format != DXGI_FORMAT_R16_UINT)
{
ASSERT(0);
return false;
}
if(GSTexture* rt = CreateRenderTarget(w, h, false, format))
{
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GSVector4 dRect(0, 0, w, h);
if(GSTexture* src2 = src->IsMSAA() ? Resolve(src) : src)
{
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StretchRect(src2, sRect, rt, dRect, m_convert.ps[format == DXGI_FORMAT_R16_UINT ? 1 : 0], NULL);
if(src2 != src) Recycle(src2);
}
dst = CreateOffscreen(w, h, format);
if(dst)
{
m_ctx->CopyResource(*(GSTexture11*)dst, *(GSTexture11*)rt);
}
Recycle(rt);
}
return dst;
}
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void GSDevice11::CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r)
{
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if(!sTex || !dTex)
{
ASSERT(0);
return;
}
D3D11_BOX box = {r.left, r.top, 0, r.right, r.bottom, 1};
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m_ctx->CopySubresourceRegion(*(GSTexture11*)dTex, 0, 0, 0, 0, *(GSTexture11*)sTex, 0, &box);
}
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void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, int shader, bool linear)
{
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StretchRect(sTex, sRect, dTex, dRect, m_convert.ps[shader], NULL, linear);
}
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void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, bool linear)
{
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StretchRect(sTex, sRect, dTex, dRect, ps, ps_cb, m_convert.bs, linear);
}
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void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs, bool linear)
{
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if(!sTex || !dTex)
{
ASSERT(0);
return;
}
BeginScene();
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GSVector2i ds = dTex->GetSize();
// om
OMSetDepthStencilState(m_convert.dss, 0);
OMSetBlendState(bs, 0);
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OMSetRenderTargets(dTex, NULL);
// ia
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float left = dRect.x * 2 / ds.x - 1.0f;
float top = 1.0f - dRect.y * 2 / ds.y;
float right = dRect.z * 2 / ds.x - 1.0f;
float bottom = 1.0f - dRect.w * 2 / ds.y;
GSVertexPT1 vertices[] =
{
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{GSVector4(left, top, 0.5f, 1.0f), GSVector2(sRect.x, sRect.y)},
{GSVector4(right, top, 0.5f, 1.0f), GSVector2(sRect.z, sRect.y)},
{GSVector4(left, bottom, 0.5f, 1.0f), GSVector2(sRect.x, sRect.w)},
{GSVector4(right, bottom, 0.5f, 1.0f), GSVector2(sRect.z, sRect.w)},
};
IASetVertexBuffer(vertices, sizeof(vertices[0]), countof(vertices));
IASetInputLayout(m_convert.il);
IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
// vs
VSSetShader(m_convert.vs, NULL);
// gs
/* NVIDIA HACK!!!!
Not sure why, but having the Geometry shader disabled causes the strange stretching in recent drivers*/
GSSelector sel;
//Don't use shading for stretching, we're just passing through - Note: With Win10 it seems to cause other bugs when shading is off if any of the coords is greater than 0
//I really don't know whats going on there, but this seems to resolve it mostly (if not all, not tester a lot of games, only BIOS, FFXII and VP2)
//sel.iip = (sRect.y > 0.0f || sRect.w > 0.0f) ? 1 : 0;
//sel.prim = 2; //Triangle Strip
//SetupGS(sel);
GSSetShader(NULL);
/*END OF HACK*/
//
// ps
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PSSetShaderResources(sTex, NULL);
PSSetSamplerState(linear ? m_convert.ln : m_convert.pt, NULL);
PSSetShader(ps, ps_cb);
//
DrawPrimitive();
//
EndScene();
PSSetShaderResources(NULL, NULL);
}
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void GSDevice11::DoMerge(GSTexture* sTex[2], GSVector4* sRect, GSTexture* dTex, GSVector4* dRect, bool slbg, bool mmod, const GSVector4& c)
{
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ClearRenderTarget(dTex, c);
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if(sTex[1] && !slbg)
{
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StretchRect(sTex[1], sRect[1], dTex, dRect[1], m_merge.ps[0], NULL, true);
}
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if(sTex[0])
{
m_ctx->UpdateSubresource(m_merge.cb, 0, NULL, &c, 0, 0);
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StretchRect(sTex[0], sRect[0], dTex, dRect[0], m_merge.ps[mmod ? 1 : 0], m_merge.cb, m_merge.bs, true);
}
}
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void GSDevice11::DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool linear, float yoffset)
{
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GSVector4 s = GSVector4(dTex->GetSize());
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GSVector4 sRect(0, 0, 1, 1);
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GSVector4 dRect(0.0f, yoffset, s.x, s.y + yoffset);
InterlaceConstantBuffer cb;
cb.ZrH = GSVector2(0, 1.0f / s.y);
cb.hH = s.y / 2;
m_ctx->UpdateSubresource(m_interlace.cb, 0, NULL, &cb, 0, 0);
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StretchRect(sTex, sRect, dTex, dRect, m_interlace.ps[shader], m_interlace.cb, linear);
}
//Included an init function for this also. Just to be safe.
void GSDevice11::InitExternalFX()
{
if (!ExShader_Compiled)
{
try {
std::string config_name(theApp.GetConfig("shaderfx_conf", "shaders/GSdx_FX_Settings.ini"));
std::ifstream fconfig(config_name);
std::stringstream shader;
if (fconfig.good())
shader << fconfig.rdbuf() << "\n";
else
fprintf(stderr, "GSdx: External shader config '%s' not loaded.\n", config_name.c_str());
std::string shader_name(theApp.GetConfig("shaderfx_glsl", "shaders/GSdx.fx"));
std::ifstream fshader(shader_name);
if (fshader.good())
{
shader << fshader.rdbuf();
CompileShader(shader.str().c_str(), shader.str().length(), shader_name.c_str(), "ps_main", NULL, &m_shaderfx.ps);
}
else
{
fprintf(stderr, "GSdx: External shader '%s' not loaded and will be disabled!\n", shader_name.c_str());
}
}
catch (GSDXRecoverableError) {
printf("GSdx: failed to compile external post-processing shader. \n");
}
ExShader_Compiled = true;
}
}
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void GSDevice11::DoExternalFX(GSTexture* sTex, GSTexture* dTex)
{
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GSVector2i s = dTex->GetSize();
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GSVector4 sRect(0, 0, 1, 1);
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GSVector4 dRect(0, 0, s.x, s.y);
ExternalFXConstantBuffer cb;
InitExternalFX();
cb.xyFrame = GSVector2(s.x, s.y);
cb.rcpFrame = GSVector4(1.0f / s.x, 1.0f / s.y, 0.0f, 0.0f);
cb.rcpFrameOpt = GSVector4::zero();
m_ctx->UpdateSubresource(m_shaderfx.cb, 0, NULL, &cb, 0, 0);
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StretchRect(sTex, sRect, dTex, dRect, m_shaderfx.ps, m_shaderfx.cb, true);
}
// This shouldn't be necessary, we have some bug corrupting memory
// and for some reason isolating this code makes the plugin not crash
void GSDevice11::InitFXAA()
{
if (!FXAA_Compiled)
{
try {
vector<unsigned char> shader;
theApp.LoadResource(IDR_FXAA_FX, shader);
CompileShader((const char *)shader.data(), shader.size(), "fxaa.fx", "ps_main", NULL, &m_fxaa.ps);
}
catch (GSDXRecoverableError) {
printf("GSdx: failed to compile fxaa shader.\n");
}
FXAA_Compiled = true;
}
}
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void GSDevice11::DoFXAA(GSTexture* sTex, GSTexture* dTex)
{
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GSVector2i s = dTex->GetSize();
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GSVector4 sRect(0, 0, 1, 1);
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GSVector4 dRect(0, 0, s.x, s.y);
FXAAConstantBuffer cb;
InitFXAA();
cb.rcpFrame = GSVector4(1.0f / s.x, 1.0f / s.y, 0.0f, 0.0f);
cb.rcpFrameOpt = GSVector4::zero();
m_ctx->UpdateSubresource(m_fxaa.cb, 0, NULL, &cb, 0, 0);
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StretchRect(sTex, sRect, dTex, dRect, m_fxaa.ps, m_fxaa.cb, true);
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//sTex->Save("c:\\temp1\\1.bmp");
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//dTex->Save("c:\\temp1\\2.bmp");
}
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void GSDevice11::DoShadeBoost(GSTexture* sTex, GSTexture* dTex)
{
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GSVector2i s = dTex->GetSize();
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GSVector4 sRect(0, 0, 1, 1);
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GSVector4 dRect(0, 0, s.x, s.y);
ShadeBoostConstantBuffer cb;
cb.rcpFrame = GSVector4(1.0f / s.x, 1.0f / s.y, 0.0f, 0.0f);
cb.rcpFrameOpt = GSVector4::zero();
m_ctx->UpdateSubresource(m_shadeboost.cb, 0, NULL, &cb, 0, 0);
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StretchRect(sTex, sRect, dTex, dRect, m_shadeboost.ps, m_shadeboost.cb, true);
}
void GSDevice11::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm)
{
// sfex3 (after the capcom logo), vf4 (first menu fading in), ffxii shadows, rumble roses shadows, persona4 shadows
BeginScene();
ClearStencil(ds, 0);
// om
OMSetDepthStencilState(m_date.dss, 1);
OMSetBlendState(m_date.bs, 0);
OMSetRenderTargets(NULL, ds);
// ia
IASetVertexBuffer(vertices, sizeof(vertices[0]), 4);
IASetInputLayout(m_convert.il);
IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
// vs
VSSetShader(m_convert.vs, NULL);
// gs
GSSetShader(NULL);
// ps
GSTexture* rt2 = rt->IsMSAA() ? Resolve(rt) : rt;
PSSetShaderResources(rt2, NULL);
PSSetSamplerState(m_convert.pt, NULL);
PSSetShader(m_convert.ps[datm ? 2 : 3], NULL);
//
DrawPrimitive();
//
EndScene();
if(rt2 != rt) Recycle(rt2);
}
void GSDevice11::IASetVertexBuffer(const void* vertex, size_t stride, size_t count)
{
void* ptr = NULL;
if(IAMapVertexBuffer(&ptr, stride, count))
{
GSVector4i::storent(ptr, vertex, count * stride);
IAUnmapVertexBuffer();
}
}
bool GSDevice11::IAMapVertexBuffer(void** vertex, size_t stride, size_t count)
{
ASSERT(m_vertex.count == 0);
if(count * stride > m_vertex.limit * m_vertex.stride)
{
m_vb_old = m_vb;
m_vb = NULL;
m_vertex.start = 0;
m_vertex.limit = std::max<int>(count * 3 / 2, 11000);
}
if(m_vb == NULL)
{
D3D11_BUFFER_DESC bd;
memset(&bd, 0, sizeof(bd));
bd.Usage = D3D11_USAGE_DYNAMIC;
bd.ByteWidth = m_vertex.limit * stride;
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
HRESULT hr;
hr = m_dev->CreateBuffer(&bd, NULL, &m_vb);
if(FAILED(hr)) return false;
}
D3D11_MAP type = D3D11_MAP_WRITE_NO_OVERWRITE;
if(m_vertex.start + count > m_vertex.limit || stride != m_vertex.stride)
{
m_vertex.start = 0;
type = D3D11_MAP_WRITE_DISCARD;
}
D3D11_MAPPED_SUBRESOURCE m;
if(FAILED(m_ctx->Map(m_vb, 0, type, 0, &m)))
{
return false;
}
*vertex = (uint8*)m.pData + m_vertex.start * stride;
m_vertex.count = count;
m_vertex.stride = stride;
return true;
}
void GSDevice11::IAUnmapVertexBuffer()
{
m_ctx->Unmap(m_vb, 0);
IASetVertexBuffer(m_vb, m_vertex.stride);
}
void GSDevice11::IASetVertexBuffer(ID3D11Buffer* vb, size_t stride)
{
if(m_state.vb != vb || m_state.vb_stride != stride)
{
m_state.vb = vb;
m_state.vb_stride = stride;
uint32 stride2 = stride;
uint32 offset = 0;
m_ctx->IASetVertexBuffers(0, 1, &vb, &stride2, &offset);
}
}
void GSDevice11::IASetIndexBuffer(const void* index, size_t count)
{
ASSERT(m_index.count == 0);
if(count > m_index.limit)
{
m_ib_old = m_ib;
m_ib = NULL;
m_index.start = 0;
m_index.limit = std::max<int>(count * 3 / 2, 11000);
}
if(m_ib == NULL)
{
D3D11_BUFFER_DESC bd;
memset(&bd, 0, sizeof(bd));
bd.Usage = D3D11_USAGE_DYNAMIC;
bd.ByteWidth = m_index.limit * sizeof(uint32);
bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
HRESULT hr;
hr = m_dev->CreateBuffer(&bd, NULL, &m_ib);
if(FAILED(hr)) return;
}
D3D11_MAP type = D3D11_MAP_WRITE_NO_OVERWRITE;
if(m_index.start + count > m_index.limit)
{
m_index.start = 0;
type = D3D11_MAP_WRITE_DISCARD;
}
D3D11_MAPPED_SUBRESOURCE m;
if(SUCCEEDED(m_ctx->Map(m_ib, 0, type, 0, &m)))
{
memcpy((uint8*)m.pData + m_index.start * sizeof(uint32), index, count * sizeof(uint32));
m_ctx->Unmap(m_ib, 0);
}
m_index.count = count;
IASetIndexBuffer(m_ib);
}
void GSDevice11::IASetIndexBuffer(ID3D11Buffer* ib)
{
if(m_state.ib != ib)
{
m_state.ib = ib;
m_ctx->IASetIndexBuffer(ib, DXGI_FORMAT_R32_UINT, 0);
}
}
void GSDevice11::IASetInputLayout(ID3D11InputLayout* layout)
{
if(m_state.layout != layout)
{
m_state.layout = layout;
m_ctx->IASetInputLayout(layout);
}
}
void GSDevice11::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY topology)
{
if(m_state.topology != topology)
{
m_state.topology = topology;
m_ctx->IASetPrimitiveTopology(topology);
}
}
void GSDevice11::VSSetShader(ID3D11VertexShader* vs, ID3D11Buffer* vs_cb)
{
if(m_state.vs != vs)
{
m_state.vs = vs;
m_ctx->VSSetShader(vs, NULL, 0);
}
if(m_state.vs_cb != vs_cb)
{
m_state.vs_cb = vs_cb;
m_ctx->VSSetConstantBuffers(0, 1, &vs_cb);
}
}
void GSDevice11::GSSetShader(ID3D11GeometryShader* gs)
{
if(m_state.gs != gs)
{
m_state.gs = gs;
m_ctx->GSSetShader(gs, NULL, 0);
}
}
void GSDevice11::PSSetShaderResources(GSTexture* sr0, GSTexture* sr1)
{
PSSetShaderResource(0, sr0);
PSSetShaderResource(1, sr1);
for(size_t i = 2; i < countof(m_state.ps_srv); i++)
{
PSSetShaderResource(i, NULL);
}
}
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void GSDevice11::PSSetShaderResource(int i, GSTexture* sr)
{
ID3D11ShaderResourceView* srv = NULL;
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if(sr) srv = *(GSTexture11*)sr;
PSSetShaderResourceView(i, srv);
}
void GSDevice11::PSSetShaderResourceView(int i, ID3D11ShaderResourceView* srv)
{
ASSERT(i < countof(m_state.ps_srv));
if(m_state.ps_srv[i] != srv)
{
m_state.ps_srv[i] = srv;
m_srv_changed = true;
}
}
void GSDevice11::PSSetSamplerState(ID3D11SamplerState* ss0, ID3D11SamplerState* ss1, ID3D11SamplerState* ss2)
{
if(m_state.ps_ss[0] != ss0 || m_state.ps_ss[1] != ss1 || m_state.ps_ss[2] != ss2)
{
m_state.ps_ss[0] = ss0;
m_state.ps_ss[1] = ss1;
m_state.ps_ss[2] = ss2;
m_ss_changed = true;
}
}
void GSDevice11::PSSetShader(ID3D11PixelShader* ps, ID3D11Buffer* ps_cb)
{
if(m_state.ps != ps)
{
m_state.ps = ps;
m_ctx->PSSetShader(ps, NULL, 0);
}
if(m_srv_changed)
{
m_ctx->PSSetShaderResources(0, countof(m_state.ps_srv), m_state.ps_srv);
m_srv_changed = false;
}
if(m_ss_changed)
{
m_ctx->PSSetSamplers(0, countof(m_state.ps_ss), m_state.ps_ss);
m_ss_changed = false;
}
if(m_state.ps_cb != ps_cb)
{
m_state.ps_cb = ps_cb;
m_ctx->PSSetConstantBuffers(0, 1, &ps_cb);
}
}
void GSDevice11::CSSetShaderSRV(int i, ID3D11ShaderResourceView* srv)
{
if(m_state.cs_srv[i] != srv)
{
m_state.cs_srv[i] = srv;
m_ctx->CSSetShaderResources(i, 1, &srv);
}
}
void GSDevice11::CSSetShaderUAV(int i, ID3D11UnorderedAccessView* uav)
{
uint32 counters[8];
memset(counters, 0, sizeof(counters));
m_ctx->CSSetUnorderedAccessViews(i, 1, &uav, counters);
}
void GSDevice11::CSSetShader(ID3D11ComputeShader* cs, ID3D11Buffer* cs_cb)
{
if(m_state.cs != cs)
{
m_state.cs = cs;
m_ctx->CSSetShader(cs, NULL, 0);
}
if(m_state.cs_cb != cs_cb)
{
m_state.cs_cb = cs_cb;
m_ctx->CSSetConstantBuffers(0, 1, &cs_cb);
}
}
void GSDevice11::OMSetDepthStencilState(ID3D11DepthStencilState* dss, uint8 sref)
{
if(m_state.dss != dss || m_state.sref != sref)
{
m_state.dss = dss;
m_state.sref = sref;
m_ctx->OMSetDepthStencilState(dss, sref);
}
}
void GSDevice11::OMSetBlendState(ID3D11BlendState* bs, float bf)
{
if(m_state.bs != bs || m_state.bf != bf)
{
m_state.bs = bs;
m_state.bf = bf;
float BlendFactor[] = {bf, bf, bf, 0};
m_ctx->OMSetBlendState(bs, BlendFactor, 0xffffffff);
}
}
void GSDevice11::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor)
{
ID3D11RenderTargetView* rtv = NULL;
ID3D11DepthStencilView* dsv = NULL;
if (!rt && !ds)
throw GSDXRecoverableError();
if(rt) rtv = *(GSTexture11*)rt;
if(ds) dsv = *(GSTexture11*)ds;
if(m_state.rtv != rtv || m_state.dsv != dsv)
{
m_state.rtv = rtv;
m_state.dsv = dsv;
m_ctx->OMSetRenderTargets(1, &rtv, dsv);
}
GSVector2i size = rt ? rt->GetSize() : ds->GetSize();
if(m_state.viewport != size)
{
m_state.viewport = size;
D3D11_VIEWPORT vp;
memset(&vp, 0, sizeof(vp));
vp.TopLeftX = (spritehack > 0) ? 0.0f : -0.01f;
vp.TopLeftY = (spritehack > 0) ? 0.0f : -0.01f;
vp.Width = (float)size.x;
vp.Height = (float)size.y;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
m_ctx->RSSetViewports(1, &vp);
}
GSVector4i r = scissor ? *scissor : GSVector4i(size).zwxy();
if(!m_state.scissor.eq(r))
{
m_state.scissor = r;
m_ctx->RSSetScissorRects(1, r);
}
}
void GSDevice11::OMSetRenderTargets(const GSVector2i& rtsize, int count, ID3D11UnorderedAccessView** uav, uint32* counters, const GSVector4i* scissor)
{
m_ctx->OMSetRenderTargetsAndUnorderedAccessViews(0, NULL, NULL, 0, count, uav, counters);
m_state.rtv = NULL;
m_state.dsv = NULL;
if(m_state.viewport != rtsize)
{
m_state.viewport = rtsize;
D3D11_VIEWPORT vp;
memset(&vp, 0, sizeof(vp));
vp.TopLeftX = 0;
vp.TopLeftY = 0;
vp.Width = (float)rtsize.x;
vp.Height = (float)rtsize.y;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
m_ctx->RSSetViewports(1, &vp);
}
GSVector4i r = scissor ? *scissor : GSVector4i(rtsize).zwxy();
if(!m_state.scissor.eq(r))
{
m_state.scissor = r;
m_ctx->RSSetScissorRects(1, r);
}
}
void GSDevice11::CompileShader(const char* source, size_t size, const char* fn, const char* entry, D3D11_SHADER_MACRO* macro, ID3D11VertexShader** vs, D3D11_INPUT_ELEMENT_DESC* layout, int count, ID3D11InputLayout** il)
{
HRESULT hr;
vector<D3D11_SHADER_MACRO> m;
PrepareShaderMacro(m, macro);
CComPtr<ID3D11Blob> shader, error;
hr = D3DX11CompileFromMemory(source, size, fn, &m[0], NULL, entry, m_shader.vs.c_str(), 0, 0, NULL, &shader, &error, NULL);
if(error)
{
printf("%s\n", (const char*)error->GetBufferPointer());
}
if(FAILED(hr))
{
throw GSDXRecoverableError();
}
hr = m_dev->CreateVertexShader((void*)shader->GetBufferPointer(), shader->GetBufferSize(), NULL, vs);
if(FAILED(hr))
{
throw GSDXRecoverableError();
}
hr = m_dev->CreateInputLayout(layout, count, shader->GetBufferPointer(), shader->GetBufferSize(), il);
if(FAILED(hr))
{
throw GSDXRecoverableError();
}
}
void GSDevice11::CompileShader(const char* source, size_t size, const char* fn, const char* entry, D3D11_SHADER_MACRO* macro, ID3D11GeometryShader** gs)
{
HRESULT hr;
vector<D3D11_SHADER_MACRO> m;
PrepareShaderMacro(m, macro);
CComPtr<ID3D11Blob> shader, error;
hr = D3DX11CompileFromMemory(source, size, fn, &m[0], NULL, entry, m_shader.gs.c_str(), 0, 0, NULL, &shader, &error, NULL);
if(error)
{
printf("%s\n", (const char*)error->GetBufferPointer());
}
if(FAILED(hr))
{
throw GSDXRecoverableError();
}
hr = m_dev->CreateGeometryShader((void*)shader->GetBufferPointer(), shader->GetBufferSize(), NULL, gs);
if(FAILED(hr))
{
throw GSDXRecoverableError();
}
}
void GSDevice11::CompileShader(const char* source, size_t size, const char* fn, const char* entry, D3D11_SHADER_MACRO* macro, ID3D11GeometryShader** gs, D3D11_SO_DECLARATION_ENTRY* layout, int count)
{
HRESULT hr;
vector<D3D11_SHADER_MACRO> m;
PrepareShaderMacro(m, macro);
CComPtr<ID3D11Blob> shader, error;
hr = D3DX11CompileFromMemory(source, size, fn, &m[0], NULL, entry, m_shader.gs.c_str(), 0, 0, NULL, &shader, &error, NULL);
if(error)
{
printf("%s\n", (const char*)error->GetBufferPointer());
}
if(FAILED(hr))
{
throw GSDXRecoverableError();
}
hr = m_dev->CreateGeometryShaderWithStreamOutput((void*)shader->GetBufferPointer(), shader->GetBufferSize(), layout, count, NULL, 0, D3D11_SO_NO_RASTERIZED_STREAM, NULL, gs);
if(FAILED(hr))
{
throw GSDXRecoverableError();
}
}
void GSDevice11::CompileShader(const char* source, size_t size, const char* fn, const char* entry, D3D11_SHADER_MACRO* macro, ID3D11PixelShader** ps)
{
HRESULT hr;
vector<D3D11_SHADER_MACRO> m;
PrepareShaderMacro(m, macro);
CComPtr<ID3D11Blob> shader, error;
hr = D3DX11CompileFromMemory(source, size, fn, &m[0], NULL, entry, m_shader.ps.c_str(), 0, 0, NULL, &shader, &error, NULL);
if(error)
{
printf("%s\n", (const char*)error->GetBufferPointer());
}
if(FAILED(hr))
{
throw GSDXRecoverableError();
}
hr = m_dev->CreatePixelShader((void*)shader->GetBufferPointer(), shader->GetBufferSize(), NULL, ps);
if(FAILED(hr))
{
throw GSDXRecoverableError();
}
}
void GSDevice11::CompileShader(const char* source, size_t size, const char *fn, const char* entry, D3D11_SHADER_MACRO* macro, ID3D11ComputeShader** cs)
{
HRESULT hr;
vector<D3D11_SHADER_MACRO> m;
PrepareShaderMacro(m, macro);
CComPtr<ID3D11Blob> shader, error;
hr = D3DX11CompileFromMemory(source, size, fn, &m[0], NULL, entry, m_shader.cs.c_str(), 0, 0, NULL, &shader, &error, NULL);
if(error)
{
printf("%s\n", (const char*)error->GetBufferPointer());
}
if(FAILED(hr))
{
throw GSDXRecoverableError();
}
hr = m_dev->CreateComputeShader((void*)shader->GetBufferPointer(), shader->GetBufferSize(), NULL, cs);
if(FAILED(hr))
{
throw GSDXRecoverableError();
}
}