mirror of https://github.com/PCSX2/pcsx2.git
gsdx-d3d11: Move colclip code to blending function.
Also disable a log that was accidentally enabled/pushed.
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@ -801,6 +801,18 @@ void GSRendererDX11::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sou
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//ASSERT(0);
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}
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}
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// Color clip
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if (m_env.COLCLAMP.CLAMP == 0 && rt)
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{
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// fprintf(stderr, "COLCLIP HDR mode ENABLED\n");
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GSVector4 dRect(ComputeBoundingBox(rtscale, rtsize));
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GSVector4 sRect = dRect / GSVector4(rtsize.x, rtsize.y).xyxy();
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hdr_rt = dev->CreateRenderTarget(rtsize.x, rtsize.y, DXGI_FORMAT_R32G32B32A32_FLOAT);
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// Warning: StretchRect must be called before BeginScene otherwise
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// vertices will be overwritten. Trust me you don't want to do that.
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dev->StretchRect(rt, sRect, hdr_rt, dRect, ShaderConvert_COPY, false);
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}
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}
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if (m_ps_sel.dfmt == 1)
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@ -829,18 +841,6 @@ void GSRendererDX11::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sou
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//
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bool hdr_colclip = m_env.COLCLAMP.CLAMP == 0 && rt;
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if (hdr_colclip)
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{
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// fprintf(stderr, "COLCLIP HDR mode ENABLED\n");
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GSVector4 dRect(ComputeBoundingBox(rtscale, rtsize));
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GSVector4 sRect = dRect / GSVector4(rtsize.x, rtsize.y).xyxy();
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hdr_rt = dev->CreateRenderTarget(rtsize.x, rtsize.y, DXGI_FORMAT_R32G32B32A32_FLOAT);
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// Warning: StretchRect must be called before BeginScene otherwise
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// vertices will be overwritten. Trust me you don't want to do that.
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dev->StretchRect(rt, sRect, hdr_rt, dRect, ShaderConvert_COPY, false);
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}
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dev->BeginScene();
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// om
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@ -905,7 +905,7 @@ GSRendererOGL::PRIM_OVERLAP GSRendererOGL::PrimitiveOverlap()
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}
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#endif
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fprintf(stderr, "%d: Yes, code can be optimized (draw of %d vertices)\n", s_n, count);
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// fprintf(stderr, "%d: Yes, code can be optimized (draw of %d vertices)\n", s_n, count);
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return overlap;
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}
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