mirror of https://github.com/PCSX2/pcsx2.git
gsdx ogl: move GS setup in SetupIA
Fix regression when geometry shader is disabled
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165bcf5662
commit
448fee76c1
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@ -64,7 +64,7 @@ bool GSRendererOGL::CreateDevice(GSDevice* dev)
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void GSRendererOGL::Lines2Sprites()
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{
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if (m_vt.m_primclass != GS_SPRITE_CLASS) return;
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ASSERT(m_vt.m_primclass == GS_SPRITE_CLASS);
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// each sprite converted to quad needs twice the space
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@ -126,7 +126,7 @@ void GSRendererOGL::Lines2Sprites()
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}
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}
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void GSRendererOGL::SetupIA()
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void GSRendererOGL::SetupIA(const float& sx, const float& sy)
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{
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GL_PUSH("IA");
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@ -138,35 +138,51 @@ void GSRendererOGL::SetupIA()
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m_vertex.buff[i].UV &= 0x3FEF3FEF;
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}
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if (!GLLoader::found_geometry_shader)
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Lines2Sprites();
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dev->IASetVertexBuffer(m_vertex.buff, m_vertex.next);
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dev->IASetIndexBuffer(m_index.buff, m_index.tail);
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GLenum t = 0;
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bool unscale_hack = UserHacks_unscale_pt_ln & (GetUpscaleMultiplier() > 1) & GLLoader::found_geometry_shader;
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switch(m_vt.m_primclass)
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{
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case GS_POINT_CLASS:
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if (unscale_hack) {
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m_gs_sel.point = 1;
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vs_cb.PointSize = GSVector2(16.0f * sx, 16.0f * sy);
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}
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t = GL_POINTS;
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break;
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case GS_LINE_CLASS:
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if (unscale_hack) {
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m_gs_sel.line = 1;
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vs_cb.PointSize = GSVector2(16.0f * sx, 16.0f * sy);
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}
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t = GL_LINES;
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break;
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case GS_SPRITE_CLASS:
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if (GLLoader::found_geometry_shader)
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if (GLLoader::found_geometry_shader) {
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m_gs_sel.sprite = 1;
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t = GL_LINES;
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else
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} else {
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Lines2Sprites();
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t = GL_TRIANGLES;
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}
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break;
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case GS_TRIANGLE_CLASS:
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t = GL_TRIANGLES;
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break;
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default:
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__assume(0);
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}
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dev->IASetVertexBuffer(m_vertex.buff, m_vertex.next);
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dev->IASetIndexBuffer(m_index.buff, m_index.tail);
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dev->IASetPrimitiveTopology(t);
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}
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@ -1333,45 +1349,19 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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// Always bind the RT. This way special effect can use it.
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dev->PSSetShaderResource(3, rt);
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// GS
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bool unscale_hack = UserHacks_unscale_pt_ln & (GetUpscaleMultiplier() > 1) & GLLoader::found_geometry_shader;
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switch(m_vt.m_primclass)
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{
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case GS_POINT_CLASS:
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if (unscale_hack) {
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m_gs_sel.point = 1;
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vs_cb.PointSize = GSVector2(2.0f * rtscale.x / rtsize.x, 2.0f * rtscale.y / rtsize.y);
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}
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break;
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case GS_LINE_CLASS:
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if (unscale_hack) {
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m_gs_sel.line = 1;
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vs_cb.PointSize = GSVector2(2.0f * rtscale.x / rtsize.x, 2.0f * rtscale.y / rtsize.y);
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}
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break;
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case GS_SPRITE_CLASS:
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m_gs_sel.sprite = 1;
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break;
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case GS_TRIANGLE_CLASS:
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break;
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default:
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__assume(0);
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}
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dev->SetupPipeline(m_vs_sel, m_gs_sel, m_ps_sel);
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// rs
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const GSVector4& hacked_scissor = m_channel_shuffle ? GSVector4(0, 0, 1024, 1024) : m_context->scissor.in;
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GSVector4i scissor = GSVector4i(GSVector4(rtscale).xyxy() * hacked_scissor).rintersect(GSVector4i(rtsize).zwxy());
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SetupIA();
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SetupIA(sx, sy);
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dev->OMSetColorMaskState(m_om_csel);
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dev->SetupOM(m_om_dssel);
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dev->SetupCB(&vs_cb, &ps_cb);
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dev->SetupPipeline(m_vs_sel, m_gs_sel, m_ps_sel);
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if (DATE_GL42) {
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GL_PUSH("Date GL42");
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// It could be good idea to use stencil in the same time.
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@ -75,7 +75,7 @@ class GSRendererOGL final : public GSRendererHW
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private:
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inline void ResetStates();
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inline void Lines2Sprites();
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inline void SetupIA();
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inline void SetupIA(const float& sx, const float& sy);
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inline void EmulateTextureShuffleAndFbmask();
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inline void EmulateChannelShuffle(GSTexture** rt, const GSTextureCache::Source* tex);
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inline void EmulateBlending(bool DATE_GL42);
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