diff --git a/plugins/GSdx/GSRendererDX11.cpp b/plugins/GSdx/GSRendererDX11.cpp index e63bcedbf4..02b4419d4d 100644 --- a/plugins/GSdx/GSRendererDX11.cpp +++ b/plugins/GSdx/GSRendererDX11.cpp @@ -27,16 +27,19 @@ GSRendererDX11::GSRendererDX11() : GSRendererDX(new GSTextureCache11(this), GSVector2(-0.5f)) { - if (theApp.GetConfigB("UserHacks")) { + if (theApp.GetConfigB("UserHacks")) + { UserHacks_unscale_pt_ln = theApp.GetConfigB("UserHacks_unscale_point_line"); - } else { + } + else + { UserHacks_unscale_pt_ln = false; } } bool GSRendererDX11::CreateDevice(GSDevice* dev) { - if(!__super::CreateDevice(dev)) + if (!__super::CreateDevice(dev)) return false; return true; @@ -48,7 +51,8 @@ void GSRendererDX11::EmulateTextureShuffleAndFbmask() GSVertex* v = &m_vertex.buff[0]; // Note: D3D1011 is limited and can't read the current framebuffer so we can't have PS_FBMASK and PS_WRITE_RG shaders ported and working. - if (m_texture_shuffle) { + if (m_texture_shuffle) + { m_ps_sel.shuffle = 1; m_ps_sel.dfmt = 0; @@ -64,9 +68,11 @@ void GSRendererDX11::EmulateTextureShuffleAndFbmask() m_ps_sel.read_ba = (tex_pos > 112 && tex_pos < 144); // Convert the vertex info to a 32 bits color format equivalent - if (PRIM->FST) { + if (PRIM->FST) + { - for(size_t i = 0; i < count; i += 2) { + for(size_t i = 0; i < count; i += 2) + { if (write_ba) v[i].XYZ.X -= 128u; else @@ -89,10 +95,13 @@ void GSRendererDX11::EmulateTextureShuffleAndFbmask() v[i+1].XYZ.Y = (uint16)tmp.z; v[i+1].V = (uint16)tmp.w; } - } else { + } + else + { const float offset_8pix = 8.0f / tw; - for(size_t i = 0; i < count; i += 2) { + for(size_t i = 0; i < count; i += 2) + { if (write_ba) v[i].XYZ.X -= 128u; else @@ -127,33 +136,46 @@ void GSRendererDX11::EmulateTextureShuffleAndFbmask() om_bsel.wrgba = 0; // 2 Select the new mask (Please someone put SSE here) - if (rg_mask != 0xFF) { - if (write_ba) { + if (rg_mask != 0xFF) + { + if (write_ba) + { om_bsel.wb = 1; - } else { + } + else + { om_bsel.wr = 1; } - } else if ((fbmask & 0xFF) != 0xFF) { + } + else if ((fbmask & 0xFF) != 0xFF) + { #ifdef _DEBUG fprintf(stderr, "Please fix me! wb %u wr %u\n", om_bsel.wb, om_bsel.wr); #endif //ASSERT(0); } - if (ba_mask != 0xFF) { - if (write_ba) { + if (ba_mask != 0xFF) + { + if (write_ba) + { om_bsel.wa = 1; - } else { + } + else + { om_bsel.wg = 1; } - } else if ((fbmask & 0xFF) != 0xFF) { + } + else if ((fbmask & 0xFF) != 0xFF) + { #ifdef _DEBUG fprintf(stderr, "Please fix me! wa %u wg %u\n", om_bsel.wa, om_bsel.wg); #endif //ASSERT(0); } - - } else { + } + else + { m_ps_sel.dfmt = GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt; om_bsel.wrgba = ~GSVector4i::load((int)m_context->FRAME.FBMSK).eq8(GSVector4i::xffffffff()).mask(); @@ -171,7 +193,8 @@ void GSRendererDX11::SetupIA(const float& sx, const float& sy) switch (m_vt.m_primclass) { case GS_POINT_CLASS: - if (unscale_hack) { + if (unscale_hack) + { m_gs_sel.point = 1; gs_cb.PointSize = GSVector2(16.0f * sx, 16.0f * sy); } @@ -179,7 +202,8 @@ void GSRendererDX11::SetupIA(const float& sx, const float& sy) t = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break; case GS_LINE_CLASS: - if (unscale_hack) { + if (unscale_hack) + { m_gs_sel.line = 1; gs_cb.PointSize = GSVector2(16.0f * sx, 16.0f * sy); } @@ -201,17 +225,17 @@ void GSRendererDX11::SetupIA(const float& sx, const float& sy) void* ptr = NULL; - if(dev->IAMapVertexBuffer(&ptr, sizeof(GSVertex), m_vertex.next)) + if (dev->IAMapVertexBuffer(&ptr, sizeof(GSVertex), m_vertex.next)) { GSVector4i::storent(ptr, m_vertex.buff, sizeof(GSVertex) * m_vertex.next); - if(UserHacks_WildHack && !isPackedUV_HackFlag) + if (UserHacks_WildHack && !isPackedUV_HackFlag) { GSVertex* RESTRICT d = (GSVertex*)ptr; for(unsigned int i = 0; i < m_vertex.next; i++) { - if(PRIM->TME && PRIM->FST) d[i].UV &= 0x3FEF3FEF; + if (PRIM->TME && PRIM->FST) d[i].UV &= 0x3FEF3FEF; } }