GSdx: likely fix for the infamous DX10 memleak and resume/loadstate instabilities. Likely because I don't have DX10 capabilities, so I'm coding blindly as usual. ;)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2150 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
Jake.Stine 2009-11-07 17:50:48 +00:00
parent d114d698a2
commit 34f30969bf
14 changed files with 275 additions and 307 deletions

View File

@ -237,6 +237,33 @@ bool GSDevice10::Create(GSWnd* wnd)
CreateTextureFX();
//
memset(&dsd, 0, sizeof(dsd));
dsd.DepthEnable = false;
dsd.StencilEnable = true;
dsd.StencilReadMask = 1;
dsd.StencilWriteMask = 1;
dsd.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
dsd.FrontFace.StencilPassOp = D3D10_STENCIL_OP_REPLACE;
dsd.FrontFace.StencilFailOp = D3D10_STENCIL_OP_KEEP;
dsd.FrontFace.StencilDepthFailOp = D3D10_STENCIL_OP_KEEP;
dsd.BackFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
dsd.BackFace.StencilPassOp = D3D10_STENCIL_OP_REPLACE;
dsd.BackFace.StencilFailOp = D3D10_STENCIL_OP_KEEP;
dsd.BackFace.StencilDepthFailOp = D3D10_STENCIL_OP_KEEP;
m_dev->CreateDepthStencilState(&dsd, &m_date.dss);
D3D10_BLEND_DESC blend;
memset(&blend, 0, sizeof(blend));
m_dev->CreateBlendState(&blend, &m_date.bs);
//
return true;
}
@ -538,6 +565,60 @@ void GSDevice10::DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool line
StretchRect(st, sr, dt, dr, m_interlace.ps[shader], m_interlace.cb, linear);
}
void GSDevice10::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1 (&iaVertices)[4], bool datm)
{
const GSVector2i& size = rt->GetSize();
if(GSTexture* t = CreateRenderTarget(size.x, size.y, rt->IsMSAA()))
{
// 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(t, ds);
// ia
IASetVertexBuffer(iaVertices, sizeof(iaVertices[0]), countof(iaVertices));
IASetInputLayout(m_convert.il);
IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
// vs
VSSetShader(m_convert.vs, NULL);
// gs
GSSetShader(NULL);
// ps
GSTexture* rt2 = rt->IsMSAA() ? Resolve(rt) : rt;
PSSetShaderResources(rt2, NULL);
PSSetShader(m_convert.ps[datm ? 2 : 3], NULL);
PSSetSamplerState(m_convert.pt, NULL);
//
DrawPrimitive();
//
EndScene();
Recycle(t);
if(rt2 != rt) Recycle(rt2);
}
}
void GSDevice10::IASetVertexBuffer(const void* vertices, size_t stride, size_t count)
{
ASSERT(m_vertices.count == 0);

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@ -88,6 +88,14 @@ public: // TODO
CComPtr<ID3D10Buffer> cb;
} m_interlace;
struct
{
CComPtr<ID3D10DepthStencilState> dss;
CComPtr<ID3D10BlendState> bs;
} m_date;
void SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1 (&iaVertices)[4], bool datm);
CComPtr<ID3D10InputLayout> m_il;
hash_map<uint32, CComPtr<ID3D10VertexShader> > m_vs;
CComPtr<ID3D10Buffer> m_vs_cb;

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@ -228,6 +228,34 @@ bool GSDevice11::Create(GSWnd* wnd)
//
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);
//
return true;
}
@ -529,6 +557,60 @@ void GSDevice11::DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool line
StretchRect(st, sr, dt, dr, m_interlace.ps[shader], m_interlace.cb, linear);
}
void GSDevice11::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1 (&iaVertices)[4], bool datm)
{
const GSVector2i& size = rt->GetSize();
if(GSTexture* t = CreateRenderTarget(size.x, size.y, rt->IsMSAA()))
{
// 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(t, ds);
// ia
IASetVertexBuffer(iaVertices, sizeof(iaVertices[0]), countof(iaVertices));
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);
PSSetShader(m_convert.ps[datm ? 2 : 3], NULL);
PSSetSamplerState(m_convert.pt, NULL);
//
DrawPrimitive();
//
EndScene();
Recycle(t);
if(rt2 != rt) Recycle(rt2);
}
}
void GSDevice11::IASetVertexBuffer(const void* vertices, size_t stride, size_t count)
{
ASSERT(m_vertices.count == 0);

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@ -89,6 +89,14 @@ public: // TODO
CComPtr<ID3D11Buffer> cb;
} m_interlace;
struct
{
CComPtr<ID3D11DepthStencilState> dss;
CComPtr<ID3D11BlendState> bs;
} m_date;
void SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1 (&iaVertices)[4], bool datm);
// Shaders...
CComPtr<ID3D11InputLayout> m_il;

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@ -221,6 +221,21 @@ bool GSDevice9::Create(GSWnd* wnd)
SetupVS(sel, &cb);
//
memset(&m_date.dss, 0, sizeof(m_date.dss));
m_date.dss.StencilEnable = true;
m_date.dss.StencilReadMask = 1;
m_date.dss.StencilWriteMask = 1;
m_date.dss.StencilFunc = D3DCMP_ALWAYS;
m_date.dss.StencilPassOp = D3DSTENCILOP_REPLACE;
m_date.dss.StencilRef = 1;
memset(&m_date.bs, 0, sizeof(m_date.bs));
//
return true;
}
@ -729,6 +744,56 @@ void GSDevice9::DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linea
StretchRect(st, sr, dt, dr, m_interlace.ps[shader], (const float*)&cb, 1, linear);
}
void GSDevice9::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1 (&iaVertices)[4], bool datm)
{
const GSVector2i& size = rt->GetSize();
if(GSTexture* t = CreateRenderTarget(size.x, size.y, rt->IsMSAA()))
{
// 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);
OMSetBlendState(&m_date.bs, 0);
OMSetRenderTargets(t, ds);
// ia
IASetVertexBuffer(iaVertices, sizeof(iaVertices[0]), countof(iaVertices));
IASetInputLayout(m_convert.il);
IASetPrimitiveTopology(D3DPT_TRIANGLESTRIP);
// vs
VSSetShader(m_convert.vs, NULL, 0);
// ps
GSTexture* rt2 = rt->IsMSAA() ? Resolve(rt) : rt;
PSSetShaderResources(rt2, NULL);
PSSetShader(m_convert.ps[datm ? 2 : 3], NULL, 0);
PSSetSamplerState(&m_convert.pt);
//
DrawPrimitive();
//
EndScene();
Recycle(t);
if(rt2 != rt) Recycle(rt2);
}
}
void GSDevice9::IASetVertexBuffer(const void* vertices, size_t stride, size_t count)
{
ASSERT(m_vertices.count == 0);

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@ -124,6 +124,14 @@ public: // TODO
CComPtr<IDirect3DPixelShader9> ps[4];
} m_interlace;
struct
{
Direct3DDepthStencilState9 dss;
Direct3DBlendState9 bs;
} m_date;
void SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1 (&iaVertices)[4], bool datm);
// Shaders...
CComPtr<IDirect3DVertexDeclaration9> m_il;

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@ -280,4 +280,6 @@ public:
virtual void SetupGS(GSSelector sel) = 0;
virtual void SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel) = 0;
virtual void SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix) = 0;
virtual void SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1 (&iaVertices)[4], bool datm)=0;
};

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@ -35,7 +35,6 @@ class GSRendererDX : public GSRendererHW<Vertex>
protected:
int m_topology;
virtual void SetupDATE(GSTexture* rt, GSTexture* ds) {}
virtual void UpdateFBA(GSTexture* rt) {}
public:
@ -67,11 +66,31 @@ public:
GSDrawingEnvironment& env = m_env;
GSDrawingContext* context = m_context;
assert(m_dev != NULL);
GSDeviceDX& dev = (GSDeviceDX&)*m_dev;
//
if(m_context->TEST.DATE)
{
const GSVector2i& size = rt->GetSize();
SetupDATE(rt, ds);
GSVector4 s = GSVector4(rt->GetScale().x / size.x, rt->GetScale().y / size.y);
GSVector4 o = GSVector4(-1.0f, 1.0f);
GSVector4 src = ((m_vt.m_min.p.xyxy(m_vt.m_max.p) + o.xxyy()) * s.xyxy()).sat(o.zzyy());
GSVector4 dst = src * 2.0f + o.xxxx();
GSVertexPT1 vertices[] =
{
{GSVector4(dst.x, -dst.y, 0.5f, 1.0f), GSVector2(src.x, src.y)},
{GSVector4(dst.z, -dst.y, 0.5f, 1.0f), GSVector2(src.z, src.y)},
{GSVector4(dst.x, -dst.w, 0.5f, 1.0f), GSVector2(src.x, src.w)},
{GSVector4(dst.z, -dst.w, 0.5f, 1.0f), GSVector2(src.z, src.w)},
};
dev.SetupDATE(rt, ds, vertices, m_context->TEST.DATM );
}
//

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@ -35,35 +35,6 @@ bool GSRendererDX10::CreateDevice(GSDevice* dev)
if(!__super::CreateDevice(dev))
return false;
//
D3D10_DEPTH_STENCIL_DESC dsd;
memset(&dsd, 0, sizeof(dsd));
dsd.DepthEnable = false;
dsd.StencilEnable = true;
dsd.StencilReadMask = 1;
dsd.StencilWriteMask = 1;
dsd.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
dsd.FrontFace.StencilPassOp = D3D10_STENCIL_OP_REPLACE;
dsd.FrontFace.StencilFailOp = D3D10_STENCIL_OP_KEEP;
dsd.FrontFace.StencilDepthFailOp = D3D10_STENCIL_OP_KEEP;
dsd.BackFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
dsd.BackFace.StencilPassOp = D3D10_STENCIL_OP_REPLACE;
dsd.BackFace.StencilFailOp = D3D10_STENCIL_OP_KEEP;
dsd.BackFace.StencilDepthFailOp = D3D10_STENCIL_OP_KEEP;
(*(GSDevice10*)m_dev)->CreateDepthStencilState(&dsd, &m_date.dss);
D3D10_BLEND_DESC bd;
memset(&bd, 0, sizeof(bd));
(*(GSDevice10*)m_dev)->CreateBlendState(&bd, &m_date.bs);
//
return true;
}
@ -192,75 +163,3 @@ void GSRendererDX10::Draw(GSTexture* rt, GSTexture* ds, GSTextureCache::Source*
__super::Draw(rt, ds, tex);
}
void GSRendererDX10::SetupDATE(GSTexture* rt, GSTexture* ds)
{
if(!m_context->TEST.DATE) return; // || (::GetAsyncKeyState(VK_CONTROL) & 0x8000)
GSDevice10* dev = (GSDevice10*)m_dev;
const GSVector2i& size = rt->GetSize();
if(GSTexture* t = dev->CreateRenderTarget(size.x, size.y, rt->IsMSAA()))
{
// sfex3 (after the capcom logo), vf4 (first menu fading in), ffxii shadows, rumble roses shadows, persona4 shadows
dev->BeginScene();
dev->ClearStencil(ds, 0);
// om
dev->OMSetDepthStencilState(m_date.dss, 1);
dev->OMSetBlendState(m_date.bs, 0);
dev->OMSetRenderTargets(t, ds);
// ia
GSVector4 s = GSVector4(rt->GetScale().x / size.x, rt->GetScale().y / size.y);
GSVector4 o = GSVector4(-1.0f, 1.0f);
GSVector4 src = ((m_vt.m_min.p.xyxy(m_vt.m_max.p) + o.xxyy()) * s.xyxy()).sat(o.zzyy());
GSVector4 dst = src * 2.0f + o.xxxx();
GSVertexPT1 vertices[] =
{
{GSVector4(dst.x, -dst.y, 0.5f, 1.0f), GSVector2(src.x, src.y)},
{GSVector4(dst.z, -dst.y, 0.5f, 1.0f), GSVector2(src.z, src.y)},
{GSVector4(dst.x, -dst.w, 0.5f, 1.0f), GSVector2(src.x, src.w)},
{GSVector4(dst.z, -dst.w, 0.5f, 1.0f), GSVector2(src.z, src.w)},
};
dev->IASetVertexBuffer(vertices, sizeof(vertices[0]), countof(vertices));
dev->IASetInputLayout(dev->m_convert.il);
dev->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
// vs
dev->VSSetShader(dev->m_convert.vs, NULL);
// gs
dev->GSSetShader(NULL);
// ps
GSTexture* rt2 = rt->IsMSAA() ? dev->Resolve(rt) : rt;
dev->PSSetShaderResources(rt2, NULL);
dev->PSSetShader(dev->m_convert.ps[m_context->TEST.DATM ? 2 : 3], NULL);
dev->PSSetSamplerState(dev->m_convert.pt, NULL);
//
dev->DrawPrimitive();
//
dev->EndScene();
dev->Recycle(t);
if(rt2 != rt) dev->Recycle(rt2);
}
}

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@ -28,14 +28,7 @@
class GSRendererDX10 : public GSRendererDX<GSVertexHW10>
{
protected:
struct
{
CComPtr<ID3D10DepthStencilState> dss;
CComPtr<ID3D10BlendState> bs;
} m_date;
void Draw(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex);
void SetupDATE(GSTexture* rt, GSTexture* ds);
public:
GSRendererDX10();

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@ -35,35 +35,6 @@ bool GSRendererDX11::CreateDevice(GSDevice* dev)
if(!__super::CreateDevice(dev))
return false;
//
D3D11_DEPTH_STENCIL_DESC dsd;
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;
(*(GSDevice11*)m_dev)->CreateDepthStencilState(&dsd, &m_date.dss);
D3D11_BLEND_DESC bd;
memset(&bd, 0, sizeof(bd));
(*(GSDevice11*)m_dev)->CreateBlendState(&bd, &m_date.bs);
//
return true;
}
@ -192,75 +163,3 @@ void GSRendererDX11::Draw(GSTexture* rt, GSTexture* ds, GSTextureCache::Source*
__super::Draw(rt, ds, tex);
}
void GSRendererDX11::SetupDATE(GSTexture* rt, GSTexture* ds)
{
if(!m_context->TEST.DATE) return; // || (::GetAsyncKeyState(VK_CONTROL) & 0x8000)
GSDevice11* dev = (GSDevice11*)m_dev;
const GSVector2i& size = rt->GetSize();
if(GSTexture* t = dev->CreateRenderTarget(size.x, size.y, rt->IsMSAA()))
{
// sfex3 (after the capcom logo), vf4 (first menu fading in), ffxii shadows, rumble roses shadows, persona4 shadows
dev->BeginScene();
dev->ClearStencil(ds, 0);
// om
dev->OMSetDepthStencilState(m_date.dss, 1);
dev->OMSetBlendState(m_date.bs, 0);
dev->OMSetRenderTargets(t, ds);
// ia
GSVector4 s = GSVector4(rt->GetScale().x / size.x, rt->GetScale().y / size.y);
GSVector4 o = GSVector4(-1.0f, 1.0f);
GSVector4 src = ((m_vt.m_min.p.xyxy(m_vt.m_max.p) + o.xxyy()) * s.xyxy()).sat(o.zzyy());
GSVector4 dst = src * 2.0f + o.xxxx();
GSVertexPT1 vertices[] =
{
{GSVector4(dst.x, -dst.y, 0.5f, 1.0f), GSVector2(src.x, src.y)},
{GSVector4(dst.z, -dst.y, 0.5f, 1.0f), GSVector2(src.z, src.y)},
{GSVector4(dst.x, -dst.w, 0.5f, 1.0f), GSVector2(src.x, src.w)},
{GSVector4(dst.z, -dst.w, 0.5f, 1.0f), GSVector2(src.z, src.w)},
};
dev->IASetVertexBuffer(vertices, sizeof(vertices[0]), countof(vertices));
dev->IASetInputLayout(dev->m_convert.il);
dev->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
// vs
dev->VSSetShader(dev->m_convert.vs, NULL);
// gs
dev->GSSetShader(NULL);
// ps
GSTexture* rt2 = rt->IsMSAA() ? dev->Resolve(rt) : rt;
dev->PSSetShaderResources(rt2, NULL);
dev->PSSetShader(dev->m_convert.ps[m_context->TEST.DATM ? 2 : 3], NULL);
dev->PSSetSamplerState(dev->m_convert.pt, NULL);
//
dev->DrawPrimitive();
//
dev->EndScene();
dev->Recycle(t);
if(rt2 != rt) dev->Recycle(rt2);
}
}

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@ -30,14 +30,6 @@ class GSRendererDX11 : public GSRendererDX<GSVertexHW11>
protected:
void Draw(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex);
struct
{
CComPtr<ID3D11DepthStencilState> dss;
CComPtr<ID3D11BlendState> bs;
} m_date;
void SetupDATE(GSTexture* rt, GSTexture* ds);
public:
GSRendererDX11();
virtual ~GSRendererDX11() {}

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@ -37,19 +37,6 @@ bool GSRendererDX9::CreateDevice(GSDevice* dev)
//
memset(&m_date.dss, 0, sizeof(m_date.dss));
m_date.dss.StencilEnable = true;
m_date.dss.StencilReadMask = 1;
m_date.dss.StencilWriteMask = 1;
m_date.dss.StencilFunc = D3DCMP_ALWAYS;
m_date.dss.StencilPassOp = D3DSTENCILOP_REPLACE;
m_date.dss.StencilRef = 1;
memset(&m_date.bs, 0, sizeof(m_date.bs));
//
memset(&m_fba.dss, 0, sizeof(m_fba.dss));
m_fba.dss.StencilEnable = true;
@ -210,74 +197,6 @@ void GSRendererDX9::Draw(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t
__super::Draw(rt, ds, tex);
}
void GSRendererDX9::SetupDATE(GSTexture* rt, GSTexture* ds)
{
if(!m_context->TEST.DATE) return; // || (::GetAsyncKeyState(VK_CONTROL) & 0x8000)
GSDevice9* dev = (GSDevice9*)m_dev;
const GSVector2i& size = rt->GetSize();
if(GSTexture* t = dev->CreateRenderTarget(size.x, size.y, rt->IsMSAA()))
{
// sfex3 (after the capcom logo), vf4 (first menu fading in), ffxii shadows, rumble roses shadows, persona4 shadows
dev->BeginScene();
dev->ClearStencil(ds, 0);
// om
dev->OMSetDepthStencilState(&m_date.dss);
dev->OMSetBlendState(&m_date.bs, 0);
dev->OMSetRenderTargets(t, ds);
// ia
GSVector4 s = GSVector4(rt->GetScale().x / size.x, rt->GetScale().y / size.y);
GSVector4 o = GSVector4(-1.0f, 1.0f);
GSVector4 src = ((m_vt.m_min.p.xyxy(m_vt.m_max.p) + o.xxyy()) * s.xyxy()).sat(o.zzyy());
GSVector4 dst = src * 2.0f + o.xxxx();
GSVertexPT1 vertices[] =
{
{GSVector4(dst.x, -dst.y, 0.5f, 1.0f), GSVector2(src.x, src.y)},
{GSVector4(dst.z, -dst.y, 0.5f, 1.0f), GSVector2(src.z, src.y)},
{GSVector4(dst.x, -dst.w, 0.5f, 1.0f), GSVector2(src.x, src.w)},
{GSVector4(dst.z, -dst.w, 0.5f, 1.0f), GSVector2(src.z, src.w)},
};
dev->IASetVertexBuffer(vertices, sizeof(vertices[0]), countof(vertices));
dev->IASetInputLayout(dev->m_convert.il);
dev->IASetPrimitiveTopology(D3DPT_TRIANGLESTRIP);
// vs
dev->VSSetShader(dev->m_convert.vs, NULL, 0);
// ps
GSTexture* rt2 = rt->IsMSAA() ? dev->Resolve(rt) : rt;
dev->PSSetShaderResources(rt2, NULL);
dev->PSSetShader(dev->m_convert.ps[m_context->TEST.DATM ? 2 : 3], NULL, 0);
dev->PSSetSamplerState(&dev->m_convert.pt);
//
dev->DrawPrimitive();
//
dev->EndScene();
dev->Recycle(t);
if(rt2 != rt) dev->Recycle(rt2);
}
}
void GSRendererDX9::UpdateFBA(GSTexture* rt)
{
GSDevice9* dev = (GSDevice9*)m_dev;

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@ -28,12 +28,6 @@
class GSRendererDX9 : public GSRendererDX<GSVertexHW9>
{
protected:
struct
{
Direct3DDepthStencilState9 dss;
Direct3DBlendState9 bs;
} m_date;
struct
{
Direct3DDepthStencilState9 dss;
@ -41,7 +35,6 @@ protected:
} m_fba;
void Draw(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex);
void SetupDATE(GSTexture* rt, GSTexture* ds);
void UpdateFBA(GSTexture* rt);
public: