Build: Remove GSTextureFX11.cpp from project.

This commit is contained in:
lightningterror 2023-09-17 10:34:35 +02:00
parent 44b47f4d88
commit 84a4d114c4
4 changed files with 1 additions and 346 deletions

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@ -684,7 +684,6 @@ if(WIN32)
GS/Renderers/DX11/D3D11ShaderCache.cpp
GS/Renderers/DX11/GSDevice11.cpp
GS/Renderers/DX11/GSTexture11.cpp
GS/Renderers/DX11/GSTextureFX11.cpp
GS/Renderers/DX12/D3D12Builders.cpp
GS/Renderers/DX12/D3D12DescriptorHeapManager.cpp
GS/Renderers/DX12/D3D12ShaderCache.cpp

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@ -1,338 +0,0 @@
/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2021 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "PrecompiledHeader.h"
#include "GS/Renderers/DX11/GSDevice11.h"
#include "GS/GSTables.h"
#include "common/StringUtil.h"
bool GSDevice11::CreateTextureFX()
{
HRESULT hr;
D3D11_BUFFER_DESC bd;
memset(&bd, 0, sizeof(bd));
bd.ByteWidth = sizeof(GSHWDrawConfig::VSConstantBuffer);
bd.Usage = D3D11_USAGE_DEFAULT;
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
hr = m_dev->CreateBuffer(&bd, nullptr, m_vs_cb.put());
if (FAILED(hr))
return false;
memset(&bd, 0, sizeof(bd));
bd.ByteWidth = sizeof(GSHWDrawConfig::PSConstantBuffer);
bd.Usage = D3D11_USAGE_DEFAULT;
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
hr = m_dev->CreateBuffer(&bd, nullptr, m_ps_cb.put());
if (FAILED(hr))
return false;
// create layout
VSSelector sel;
GSHWDrawConfig::VSConstantBuffer cb;
SetupVS(sel, &cb);
//
return true;
}
void GSDevice11::SetupVS(VSSelector sel, const GSHWDrawConfig::VSConstantBuffer* cb)
{
auto i = std::as_const(m_vs).find(sel.key);
if (i == m_vs.end())
{
ShaderMacro sm;
sm.AddMacro("VERTEX_SHADER", 1);
sm.AddMacro("VS_TME", sel.tme);
sm.AddMacro("VS_FST", sel.fst);
sm.AddMacro("VS_IIP", sel.iip);
sm.AddMacro("VS_EXPAND", static_cast<int>(sel.expand));
static constexpr const D3D11_INPUT_ELEMENT_DESC layout[] =
{
{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 1, DXGI_FORMAT_R32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"POSITION", 0, DXGI_FORMAT_R16G16_UINT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"POSITION", 1, DXGI_FORMAT_R32_UINT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 2, DXGI_FORMAT_R16G16_UINT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"COLOR", 1, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
GSVertexShader11 vs;
if (sel.expand == GSHWDrawConfig::VSExpand::None)
{
m_shader_cache.GetVertexShaderAndInputLayout(m_dev.get(), vs.vs.put(), vs.il.put(), layout,
std::size(layout), m_tfx_source, sm.GetPtr(), "vs_main");
}
else
{
vs.vs = m_shader_cache.GetVertexShader(m_dev.get(), m_tfx_source, sm.GetPtr(), "vs_main_expand");
}
i = m_vs.try_emplace(sel.key, std::move(vs)).first;
}
if (m_vs_cb_cache.Update(*cb))
{
m_ctx->UpdateSubresource(m_vs_cb.get(), 0, NULL, cb, 0, 0);
}
VSSetShader(i->second.vs.get(), m_vs_cb.get());
IASetInputLayout(i->second.il.get());
}
void GSDevice11::SetupPS(const PSSelector& sel, const GSHWDrawConfig::PSConstantBuffer* cb, PSSamplerSelector ssel)
{
auto i = std::as_const(m_ps).find(sel);
if (i == m_ps.end())
{
ShaderMacro sm;
sm.AddMacro("PIXEL_SHADER", 1);
sm.AddMacro("PS_FST", sel.fst);
sm.AddMacro("PS_WMS", sel.wms);
sm.AddMacro("PS_WMT", sel.wmt);
sm.AddMacro("PS_ADJS", sel.adjs);
sm.AddMacro("PS_ADJT", sel.adjt);
sm.AddMacro("PS_AEM_FMT", sel.aem_fmt);
sm.AddMacro("PS_AEM", sel.aem);
sm.AddMacro("PS_TFX", sel.tfx);
sm.AddMacro("PS_TCC", sel.tcc);
sm.AddMacro("PS_DATE", sel.date);
sm.AddMacro("PS_ATST", sel.atst);
sm.AddMacro("PS_FOG", sel.fog);
sm.AddMacro("PS_IIP", sel.iip);
sm.AddMacro("PS_BLEND_HW", sel.blend_hw);
sm.AddMacro("PS_A_MASKED", sel.a_masked);
sm.AddMacro("PS_FBA", sel.fba);
sm.AddMacro("PS_FBMASK", sel.fbmask);
sm.AddMacro("PS_LTF", sel.ltf);
sm.AddMacro("PS_TCOFFSETHACK", sel.tcoffsethack);
sm.AddMacro("PS_POINT_SAMPLER", sel.point_sampler);
sm.AddMacro("PS_REGION_RECT", sel.region_rect);
sm.AddMacro("PS_SHUFFLE", sel.shuffle);
sm.AddMacro("PS_SHUFFLE_SAME", sel.shuffle_same);
sm.AddMacro("PS_READ_BA", sel.read_ba);
sm.AddMacro("PS_READ16_SRC", sel.real16src);
sm.AddMacro("PS_CHANNEL_FETCH", sel.channel);
sm.AddMacro("PS_TALES_OF_ABYSS_HLE", sel.tales_of_abyss_hle);
sm.AddMacro("PS_URBAN_CHAOS_HLE", sel.urban_chaos_hle);
sm.AddMacro("PS_DFMT", sel.dfmt);
sm.AddMacro("PS_DEPTH_FMT", sel.depth_fmt);
sm.AddMacro("PS_PAL_FMT", sel.pal_fmt);
sm.AddMacro("PS_HDR", sel.hdr);
sm.AddMacro("PS_COLCLIP", sel.colclip);
sm.AddMacro("PS_BLEND_A", sel.blend_a);
sm.AddMacro("PS_BLEND_B", sel.blend_b);
sm.AddMacro("PS_BLEND_C", sel.blend_c);
sm.AddMacro("PS_BLEND_D", sel.blend_d);
sm.AddMacro("PS_BLEND_MIX", sel.blend_mix);
sm.AddMacro("PS_ROUND_INV", sel.round_inv);
sm.AddMacro("PS_FIXED_ONE_A", sel.fixed_one_a);
sm.AddMacro("PS_PABE", sel.pabe);
sm.AddMacro("PS_DITHER", sel.dither);
sm.AddMacro("PS_ZCLAMP", sel.zclamp);
sm.AddMacro("PS_SCANMSK", sel.scanmsk);
sm.AddMacro("PS_AUTOMATIC_LOD", sel.automatic_lod);
sm.AddMacro("PS_MANUAL_LOD", sel.manual_lod);
sm.AddMacro("PS_TEX_IS_FB", sel.tex_is_fb);
sm.AddMacro("PS_NO_COLOR", sel.no_color);
sm.AddMacro("PS_NO_COLOR1", sel.no_color1);
sm.AddMacro("PS_NO_ABLEND", sel.no_ablend);
sm.AddMacro("PS_ONLY_ALPHA", sel.only_alpha);
wil::com_ptr_nothrow<ID3D11PixelShader> ps = m_shader_cache.GetPixelShader(m_dev.get(), m_tfx_source, sm.GetPtr(), "ps_main");
i = m_ps.try_emplace(sel, std::move(ps)).first;
}
if (cb && m_ps_cb_cache.Update(*cb))
{
m_ctx->UpdateSubresource(m_ps_cb.get(), 0, NULL, cb, 0, 0);
}
wil::com_ptr_nothrow<ID3D11SamplerState> ss0;
if (sel.tfx != 4)
{
if (sel.pal_fmt || sel.wms >= 3 || sel.wmt >= 3)
{
ASSERT(ssel.biln == 0);
}
auto i = std::as_const(m_ps_ss).find(ssel.key);
if (i != m_ps_ss.end())
{
ss0 = i->second;
}
else
{
D3D11_SAMPLER_DESC sd = {};
const int anisotropy = GSConfig.MaxAnisotropy;
if (anisotropy > 1 && ssel.aniso)
{
sd.Filter = D3D11_FILTER_ANISOTROPIC;
}
else
{
static constexpr std::array<D3D11_FILTER, 8> filters = {{
D3D11_FILTER_MIN_MAG_MIP_POINT, // 000 / min=point,mag=point,mip=point
D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT, // 001 / min=linear,mag=point,mip=point
D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT, // 010 / min=point,mag=linear,mip=point
D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT, // 011 / min=linear,mag=linear,mip=point
D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, // 100 / min=point,mag=point,mip=linear
D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR, // 101 / min=linear,mag=point,mip=linear
D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR, // 110 / min=point,mag=linear,mip=linear
D3D11_FILTER_MIN_MAG_MIP_LINEAR, // 111 / min=linear,mag=linear,mip=linear
}};
const u8 index = (static_cast<u8>(ssel.IsMipFilterLinear()) << 2) |
(static_cast<u8>(ssel.IsMagFilterLinear()) << 1) |
static_cast<u8>(ssel.IsMinFilterLinear());
sd.Filter = filters[index];
}
sd.AddressU = ssel.tau ? D3D11_TEXTURE_ADDRESS_WRAP : D3D11_TEXTURE_ADDRESS_CLAMP;
sd.AddressV = ssel.tav ? D3D11_TEXTURE_ADDRESS_WRAP : D3D11_TEXTURE_ADDRESS_CLAMP;
sd.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
sd.MinLOD = 0.0f;
sd.MaxLOD = (ssel.lodclamp || !ssel.UseMipmapFiltering()) ? 0.25f : FLT_MAX;
sd.MaxAnisotropy = std::clamp(anisotropy, 1, 16);
sd.ComparisonFunc = D3D11_COMPARISON_NEVER;
m_dev->CreateSamplerState(&sd, &ss0);
m_ps_ss[ssel.key] = ss0;
}
}
PSSetSamplerState(ss0.get());
PSSetShader(i->second.get(), m_ps_cb.get());
}
void GSDevice11::ClearSamplerCache()
{
m_ps_ss.clear();
}
// clang-format off
static constexpr std::array<D3D11_BLEND, 16> s_d3d11_blend_factors = { {
D3D11_BLEND_SRC_COLOR, D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_DEST_COLOR, D3D11_BLEND_INV_DEST_COLOR,
D3D11_BLEND_SRC1_COLOR, D3D11_BLEND_INV_SRC1_COLOR, D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA,
D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_SRC1_ALPHA, D3D11_BLEND_INV_SRC1_ALPHA,
D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_ONE, D3D11_BLEND_ZERO
} };
static constexpr std::array<D3D11_BLEND_OP, 4> s_d3d11_blend_ops = { {
D3D11_BLEND_OP_ADD, D3D11_BLEND_OP_SUBTRACT, D3D11_BLEND_OP_REV_SUBTRACT, D3D11_BLEND_OP_MIN
} };
// clang-format on
void GSDevice11::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, u8 afix)
{
auto i = std::as_const(m_om_dss).find(dssel.key);
if (i == m_om_dss.end())
{
D3D11_DEPTH_STENCIL_DESC dsd;
memset(&dsd, 0, sizeof(dsd));
if (dssel.date)
{
dsd.StencilEnable = true;
dsd.StencilReadMask = 1;
dsd.StencilWriteMask = 1;
dsd.FrontFace.StencilFunc = D3D11_COMPARISON_EQUAL;
dsd.FrontFace.StencilPassOp = dssel.date_one ? D3D11_STENCIL_OP_ZERO : D3D11_STENCIL_OP_KEEP;
dsd.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
dsd.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
dsd.BackFace.StencilFunc = D3D11_COMPARISON_EQUAL;
dsd.BackFace.StencilPassOp = dssel.date_one ? D3D11_STENCIL_OP_ZERO : D3D11_STENCIL_OP_KEEP;
dsd.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
dsd.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
}
if (dssel.ztst != ZTST_ALWAYS || dssel.zwe)
{
static const D3D11_COMPARISON_FUNC ztst[] =
{
D3D11_COMPARISON_NEVER,
D3D11_COMPARISON_ALWAYS,
D3D11_COMPARISON_GREATER_EQUAL,
D3D11_COMPARISON_GREATER
};
dsd.DepthEnable = true;
dsd.DepthWriteMask = dssel.zwe ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
dsd.DepthFunc = ztst[dssel.ztst];
}
wil::com_ptr_nothrow<ID3D11DepthStencilState> dss;
m_dev->CreateDepthStencilState(&dsd, dss.put());
i = m_om_dss.try_emplace(dssel.key, std::move(dss)).first;
}
OMSetDepthStencilState(i->second.get(), 1);
auto j = std::as_const(m_om_bs).find(bsel);
if (j == m_om_bs.end())
{
D3D11_BLEND_DESC bd;
memset(&bd, 0, sizeof(bd));
if (bsel.blend_enable && (bsel.wrgba & 0x7))
{
bd.RenderTarget[0].BlendEnable = TRUE;
bd.RenderTarget[0].BlendOp = s_d3d11_blend_ops[bsel.blend_op];
bd.RenderTarget[0].SrcBlend = s_d3d11_blend_factors[bsel.blend_src_factor];
bd.RenderTarget[0].DestBlend = s_d3d11_blend_factors[bsel.blend_dst_factor];
bd.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
bd.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
bd.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
}
if (bsel.wr) bd.RenderTarget[0].RenderTargetWriteMask |= D3D11_COLOR_WRITE_ENABLE_RED;
if (bsel.wg) bd.RenderTarget[0].RenderTargetWriteMask |= D3D11_COLOR_WRITE_ENABLE_GREEN;
if (bsel.wb) bd.RenderTarget[0].RenderTargetWriteMask |= D3D11_COLOR_WRITE_ENABLE_BLUE;
if (bsel.wa) bd.RenderTarget[0].RenderTargetWriteMask |= D3D11_COLOR_WRITE_ENABLE_ALPHA;
wil::com_ptr_nothrow<ID3D11BlendState> bs;
m_dev->CreateBlendState(&bd, bs.put());
j = m_om_bs.try_emplace(bsel, std::move(bs)).first;
}
OMSetBlendState(j->second.get(), afix);
}

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@ -317,7 +317,6 @@
<ClCompile Include="GS\Renderers\OpenGL\GSTextureOGL.cpp" />
<ClCompile Include="GS\Renderers\HW\GSTextureCache.cpp" />
<ClCompile Include="GS\Renderers\SW\GSTextureCacheSW.cpp" />
<ClCompile Include="GS\Renderers\DX11\GSTextureFX11.cpp" />
<ClCompile Include="GS\Renderers\SW\GSTextureSW.cpp" />
<ClCompile Include="GS\GSUtil.cpp" />
<ClCompile Include="GS\GSVector.cpp" />
@ -875,9 +874,7 @@
<ItemGroup>
<Natvis Include="GS\GS.natvis" />
</ItemGroup>
<Import Condition="$(Configuration.Contains(Debug)) Or $(Configuration.Contains(Devel))" Project="$(SolutionDir)3rdparty\winpixeventruntime\WinPixEventRuntime.props" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets" />
</Project>
</Project>

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@ -1043,9 +1043,6 @@
<ClCompile Include="GS\Renderers\DX11\GSTexture11.cpp">
<Filter>System\Ps2\GS\Renderers\Direct3D11</Filter>
</ClCompile>
<ClCompile Include="GS\Renderers\DX11\GSTextureFX11.cpp">
<Filter>System\Ps2\GS\Renderers\Direct3D11</Filter>
</ClCompile>
<ClCompile Include="GS\Renderers\OpenGL\GSDeviceOGL.cpp">
<Filter>System\Ps2\GS\Renderers\OpenGL</Filter>
</ClCompile>