gs-d3d11: Cleanup fxaa and external shader.

Instead of relying on bools for checks rely on the pixel shader
pointer, also merge the functions.
This commit is contained in:
lightningterror 2021-07-29 20:39:18 +02:00
parent 97bfe08c04
commit 043b5d351f
2 changed files with 32 additions and 56 deletions

View File

@ -25,9 +25,6 @@ GSDevice11::GSDevice11()
{
memset(&m_state, 0, sizeof(m_state));
FXAA_Compiled = false;
ExShader_Compiled = false;
m_state.topology = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
m_state.bf = -1;
@ -903,10 +900,16 @@ void GSDevice11::DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool
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()
void GSDevice11::DoExternalFX(GSTexture* sTex, GSTexture* dTex)
{
if (!ExShader_Compiled)
GSVector2i s = dTex->GetSize();
GSVector4 sRect(0, 0, 1, 1);
GSVector4 dRect(0, 0, s.x, s.y);
ExternalFXConstantBuffer cb;
if (m_shaderfx.ps == nullptr)
{
try
{
@ -920,37 +923,23 @@ void GSDevice11::InitExternalFX()
std::string shader_name(theApp.GetConfigS("shaderfx_glsl"));
std::ifstream fshader(shader_name);
if (fshader.good())
{
shader << fshader.rdbuf();
const std::string& s = shader.str();
std::vector<char> buff(s.begin(), s.end());
ShaderMacro sm(m_shader.model);
CreateShader(buff, shader_name.c_str(), D3D_COMPILE_STANDARD_FILE_INCLUDE, "ps_main", sm.GetPtr(), &m_shaderfx.ps);
}
else
if (!fshader.good())
{
fprintf(stderr, "GS: External shader '%s' not loaded and will be disabled!\n", shader_name.c_str());
return;
}
shader << fshader.rdbuf();
const std::string& s = shader.str();
std::vector<char> buff(s.begin(), s.end());
ShaderMacro sm(m_shader.model);
CreateShader(buff, shader_name.c_str(), D3D_COMPILE_STANDARD_FILE_INCLUDE, "ps_main", sm.GetPtr(), &m_shaderfx.ps);
}
catch (GSRecoverableError)
{
printf("GS: failed to compile external post-processing shader. \n");
printf("GS: Failed to compile external post-processing shader.\n");
}
ExShader_Compiled = true;
}
}
void GSDevice11::DoExternalFX(GSTexture* sTex, GSTexture* dTex)
{
GSVector2i s = dTex->GetSize();
GSVector4 sRect(0, 0, 1, 1);
GSVector4 dRect(0, 0, s.x, s.y);
ExternalFXConstantBuffer cb;
InitExternalFX();
cb.xyFrame = GSVector2((float)s.x, (float)s.y);
cb.rcpFrame = GSVector4(1.0f / (float)s.x, 1.0f / (float)s.y, 0.0f, 0.0f);
@ -961,27 +950,6 @@ void GSDevice11::DoExternalFX(GSTexture* sTex, GSTexture* dTex)
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 subcomponent not crash
void GSDevice11::InitFXAA()
{
if (!FXAA_Compiled)
{
try
{
std::vector<char> shader;
theApp.LoadResource(IDR_FXAA_FX, shader);
ShaderMacro sm(m_shader.model);
CreateShader(shader, "fxaa.fx", nullptr, "ps_main", sm.GetPtr(), &m_fxaa.ps);
}
catch (GSRecoverableError)
{
printf("GS: failed to compile fxaa shader.\n");
}
FXAA_Compiled = true;
}
}
void GSDevice11::DoFXAA(GSTexture* sTex, GSTexture* dTex)
{
GSVector2i s = dTex->GetSize();
@ -991,7 +959,20 @@ void GSDevice11::DoFXAA(GSTexture* sTex, GSTexture* dTex)
FXAAConstantBuffer cb;
InitFXAA();
if (m_fxaa.ps == nullptr)
{
try
{
std::vector<char> shader;
theApp.LoadResource(IDR_FXAA_FX, shader);
ShaderMacro sm(m_shader.model);
CreateShader(shader, "fxaa.fx", nullptr, "ps_main", sm.GetPtr(), &m_fxaa.ps);
}
catch (GSRecoverableError)
{
printf("GS: Failed to compile fxaa shader.\n");
}
}
cb.rcpFrame = GSVector4(1.0f / s.x, 1.0f / s.y, 0.0f, 0.0f);
cb.rcpFrameOpt = GSVector4::zero();

View File

@ -400,8 +400,6 @@ private:
void DoFXAA(GSTexture* sTex, GSTexture* dTex) final;
void DoShadeBoost(GSTexture* sTex, GSTexture* dTex) final;
void DoExternalFX(GSTexture* sTex, GSTexture* dTex) final;
void InitExternalFX();
void InitFXAA(); // Bug workaround! Stack corruption? Heap corruption? No idea
void RenderOsd(GSTexture* dt);
void BeforeDraw();
void AfterDraw();
@ -448,9 +446,6 @@ private:
CComPtr<ID3D11RasterizerState> m_rs;
bool FXAA_Compiled;
bool ExShader_Compiled;
struct
{
CComPtr<ID3D11InputLayout> il;