mirror of https://github.com/PCSX2/pcsx2.git
Build: Remove GSTextureFX11.cpp from project.
This commit is contained in:
parent
44b47f4d88
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84a4d114c4
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@ -684,7 +684,6 @@ if(WIN32)
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GS/Renderers/DX11/D3D11ShaderCache.cpp
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GS/Renderers/DX11/GSDevice11.cpp
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GS/Renderers/DX11/GSTexture11.cpp
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GS/Renderers/DX11/GSTextureFX11.cpp
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GS/Renderers/DX12/D3D12Builders.cpp
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GS/Renderers/DX12/D3D12DescriptorHeapManager.cpp
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GS/Renderers/DX12/D3D12ShaderCache.cpp
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@ -1,338 +0,0 @@
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/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2021 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "PrecompiledHeader.h"
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#include "GS/Renderers/DX11/GSDevice11.h"
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#include "GS/GSTables.h"
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#include "common/StringUtil.h"
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bool GSDevice11::CreateTextureFX()
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{
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HRESULT hr;
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D3D11_BUFFER_DESC bd;
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memset(&bd, 0, sizeof(bd));
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bd.ByteWidth = sizeof(GSHWDrawConfig::VSConstantBuffer);
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bd.Usage = D3D11_USAGE_DEFAULT;
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bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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hr = m_dev->CreateBuffer(&bd, nullptr, m_vs_cb.put());
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if (FAILED(hr))
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return false;
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memset(&bd, 0, sizeof(bd));
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bd.ByteWidth = sizeof(GSHWDrawConfig::PSConstantBuffer);
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bd.Usage = D3D11_USAGE_DEFAULT;
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bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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hr = m_dev->CreateBuffer(&bd, nullptr, m_ps_cb.put());
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if (FAILED(hr))
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return false;
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// create layout
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VSSelector sel;
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GSHWDrawConfig::VSConstantBuffer cb;
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SetupVS(sel, &cb);
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//
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return true;
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}
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void GSDevice11::SetupVS(VSSelector sel, const GSHWDrawConfig::VSConstantBuffer* cb)
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{
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auto i = std::as_const(m_vs).find(sel.key);
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if (i == m_vs.end())
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{
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ShaderMacro sm;
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sm.AddMacro("VERTEX_SHADER", 1);
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sm.AddMacro("VS_TME", sel.tme);
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sm.AddMacro("VS_FST", sel.fst);
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sm.AddMacro("VS_IIP", sel.iip);
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sm.AddMacro("VS_EXPAND", static_cast<int>(sel.expand));
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static constexpr const D3D11_INPUT_ELEMENT_DESC layout[] =
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{
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{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"TEXCOORD", 1, DXGI_FORMAT_R32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"POSITION", 0, DXGI_FORMAT_R16G16_UINT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"POSITION", 1, DXGI_FORMAT_R32_UINT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"TEXCOORD", 2, DXGI_FORMAT_R16G16_UINT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"COLOR", 1, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0},
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};
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GSVertexShader11 vs;
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if (sel.expand == GSHWDrawConfig::VSExpand::None)
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{
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m_shader_cache.GetVertexShaderAndInputLayout(m_dev.get(), vs.vs.put(), vs.il.put(), layout,
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std::size(layout), m_tfx_source, sm.GetPtr(), "vs_main");
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}
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else
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{
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vs.vs = m_shader_cache.GetVertexShader(m_dev.get(), m_tfx_source, sm.GetPtr(), "vs_main_expand");
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}
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i = m_vs.try_emplace(sel.key, std::move(vs)).first;
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}
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if (m_vs_cb_cache.Update(*cb))
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{
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m_ctx->UpdateSubresource(m_vs_cb.get(), 0, NULL, cb, 0, 0);
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}
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VSSetShader(i->second.vs.get(), m_vs_cb.get());
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IASetInputLayout(i->second.il.get());
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}
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void GSDevice11::SetupPS(const PSSelector& sel, const GSHWDrawConfig::PSConstantBuffer* cb, PSSamplerSelector ssel)
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{
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auto i = std::as_const(m_ps).find(sel);
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if (i == m_ps.end())
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{
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ShaderMacro sm;
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sm.AddMacro("PIXEL_SHADER", 1);
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sm.AddMacro("PS_FST", sel.fst);
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sm.AddMacro("PS_WMS", sel.wms);
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sm.AddMacro("PS_WMT", sel.wmt);
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sm.AddMacro("PS_ADJS", sel.adjs);
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sm.AddMacro("PS_ADJT", sel.adjt);
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sm.AddMacro("PS_AEM_FMT", sel.aem_fmt);
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sm.AddMacro("PS_AEM", sel.aem);
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sm.AddMacro("PS_TFX", sel.tfx);
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sm.AddMacro("PS_TCC", sel.tcc);
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sm.AddMacro("PS_DATE", sel.date);
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sm.AddMacro("PS_ATST", sel.atst);
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sm.AddMacro("PS_FOG", sel.fog);
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sm.AddMacro("PS_IIP", sel.iip);
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sm.AddMacro("PS_BLEND_HW", sel.blend_hw);
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sm.AddMacro("PS_A_MASKED", sel.a_masked);
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sm.AddMacro("PS_FBA", sel.fba);
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sm.AddMacro("PS_FBMASK", sel.fbmask);
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sm.AddMacro("PS_LTF", sel.ltf);
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sm.AddMacro("PS_TCOFFSETHACK", sel.tcoffsethack);
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sm.AddMacro("PS_POINT_SAMPLER", sel.point_sampler);
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sm.AddMacro("PS_REGION_RECT", sel.region_rect);
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sm.AddMacro("PS_SHUFFLE", sel.shuffle);
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sm.AddMacro("PS_SHUFFLE_SAME", sel.shuffle_same);
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sm.AddMacro("PS_READ_BA", sel.read_ba);
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sm.AddMacro("PS_READ16_SRC", sel.real16src);
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sm.AddMacro("PS_CHANNEL_FETCH", sel.channel);
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sm.AddMacro("PS_TALES_OF_ABYSS_HLE", sel.tales_of_abyss_hle);
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sm.AddMacro("PS_URBAN_CHAOS_HLE", sel.urban_chaos_hle);
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sm.AddMacro("PS_DFMT", sel.dfmt);
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sm.AddMacro("PS_DEPTH_FMT", sel.depth_fmt);
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sm.AddMacro("PS_PAL_FMT", sel.pal_fmt);
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sm.AddMacro("PS_HDR", sel.hdr);
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sm.AddMacro("PS_COLCLIP", sel.colclip);
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sm.AddMacro("PS_BLEND_A", sel.blend_a);
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sm.AddMacro("PS_BLEND_B", sel.blend_b);
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sm.AddMacro("PS_BLEND_C", sel.blend_c);
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sm.AddMacro("PS_BLEND_D", sel.blend_d);
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sm.AddMacro("PS_BLEND_MIX", sel.blend_mix);
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sm.AddMacro("PS_ROUND_INV", sel.round_inv);
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sm.AddMacro("PS_FIXED_ONE_A", sel.fixed_one_a);
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sm.AddMacro("PS_PABE", sel.pabe);
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sm.AddMacro("PS_DITHER", sel.dither);
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sm.AddMacro("PS_ZCLAMP", sel.zclamp);
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sm.AddMacro("PS_SCANMSK", sel.scanmsk);
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sm.AddMacro("PS_AUTOMATIC_LOD", sel.automatic_lod);
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sm.AddMacro("PS_MANUAL_LOD", sel.manual_lod);
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sm.AddMacro("PS_TEX_IS_FB", sel.tex_is_fb);
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sm.AddMacro("PS_NO_COLOR", sel.no_color);
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sm.AddMacro("PS_NO_COLOR1", sel.no_color1);
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sm.AddMacro("PS_NO_ABLEND", sel.no_ablend);
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sm.AddMacro("PS_ONLY_ALPHA", sel.only_alpha);
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wil::com_ptr_nothrow<ID3D11PixelShader> ps = m_shader_cache.GetPixelShader(m_dev.get(), m_tfx_source, sm.GetPtr(), "ps_main");
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i = m_ps.try_emplace(sel, std::move(ps)).first;
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}
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if (cb && m_ps_cb_cache.Update(*cb))
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{
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m_ctx->UpdateSubresource(m_ps_cb.get(), 0, NULL, cb, 0, 0);
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}
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wil::com_ptr_nothrow<ID3D11SamplerState> ss0;
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if (sel.tfx != 4)
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{
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if (sel.pal_fmt || sel.wms >= 3 || sel.wmt >= 3)
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{
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ASSERT(ssel.biln == 0);
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}
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auto i = std::as_const(m_ps_ss).find(ssel.key);
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if (i != m_ps_ss.end())
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{
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ss0 = i->second;
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}
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else
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{
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D3D11_SAMPLER_DESC sd = {};
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const int anisotropy = GSConfig.MaxAnisotropy;
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if (anisotropy > 1 && ssel.aniso)
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{
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sd.Filter = D3D11_FILTER_ANISOTROPIC;
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}
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else
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{
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static constexpr std::array<D3D11_FILTER, 8> filters = {{
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D3D11_FILTER_MIN_MAG_MIP_POINT, // 000 / min=point,mag=point,mip=point
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D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT, // 001 / min=linear,mag=point,mip=point
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D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT, // 010 / min=point,mag=linear,mip=point
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D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT, // 011 / min=linear,mag=linear,mip=point
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D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, // 100 / min=point,mag=point,mip=linear
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D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR, // 101 / min=linear,mag=point,mip=linear
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D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR, // 110 / min=point,mag=linear,mip=linear
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D3D11_FILTER_MIN_MAG_MIP_LINEAR, // 111 / min=linear,mag=linear,mip=linear
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}};
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const u8 index = (static_cast<u8>(ssel.IsMipFilterLinear()) << 2) |
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(static_cast<u8>(ssel.IsMagFilterLinear()) << 1) |
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static_cast<u8>(ssel.IsMinFilterLinear());
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sd.Filter = filters[index];
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}
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sd.AddressU = ssel.tau ? D3D11_TEXTURE_ADDRESS_WRAP : D3D11_TEXTURE_ADDRESS_CLAMP;
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sd.AddressV = ssel.tav ? D3D11_TEXTURE_ADDRESS_WRAP : D3D11_TEXTURE_ADDRESS_CLAMP;
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sd.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
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sd.MinLOD = 0.0f;
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sd.MaxLOD = (ssel.lodclamp || !ssel.UseMipmapFiltering()) ? 0.25f : FLT_MAX;
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sd.MaxAnisotropy = std::clamp(anisotropy, 1, 16);
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sd.ComparisonFunc = D3D11_COMPARISON_NEVER;
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m_dev->CreateSamplerState(&sd, &ss0);
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m_ps_ss[ssel.key] = ss0;
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}
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}
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PSSetSamplerState(ss0.get());
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PSSetShader(i->second.get(), m_ps_cb.get());
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}
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void GSDevice11::ClearSamplerCache()
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{
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m_ps_ss.clear();
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}
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// clang-format off
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static constexpr std::array<D3D11_BLEND, 16> s_d3d11_blend_factors = { {
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D3D11_BLEND_SRC_COLOR, D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_DEST_COLOR, D3D11_BLEND_INV_DEST_COLOR,
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D3D11_BLEND_SRC1_COLOR, D3D11_BLEND_INV_SRC1_COLOR, D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA,
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D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_SRC1_ALPHA, D3D11_BLEND_INV_SRC1_ALPHA,
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D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_ONE, D3D11_BLEND_ZERO
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} };
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static constexpr std::array<D3D11_BLEND_OP, 4> s_d3d11_blend_ops = { {
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D3D11_BLEND_OP_ADD, D3D11_BLEND_OP_SUBTRACT, D3D11_BLEND_OP_REV_SUBTRACT, D3D11_BLEND_OP_MIN
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} };
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// clang-format on
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void GSDevice11::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, u8 afix)
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{
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auto i = std::as_const(m_om_dss).find(dssel.key);
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if (i == m_om_dss.end())
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{
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D3D11_DEPTH_STENCIL_DESC dsd;
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memset(&dsd, 0, sizeof(dsd));
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if (dssel.date)
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{
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dsd.StencilEnable = true;
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dsd.StencilReadMask = 1;
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dsd.StencilWriteMask = 1;
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dsd.FrontFace.StencilFunc = D3D11_COMPARISON_EQUAL;
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dsd.FrontFace.StencilPassOp = dssel.date_one ? D3D11_STENCIL_OP_ZERO : D3D11_STENCIL_OP_KEEP;
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dsd.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
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dsd.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
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dsd.BackFace.StencilFunc = D3D11_COMPARISON_EQUAL;
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dsd.BackFace.StencilPassOp = dssel.date_one ? D3D11_STENCIL_OP_ZERO : D3D11_STENCIL_OP_KEEP;
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dsd.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
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dsd.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
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}
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if (dssel.ztst != ZTST_ALWAYS || dssel.zwe)
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{
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static const D3D11_COMPARISON_FUNC ztst[] =
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{
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D3D11_COMPARISON_NEVER,
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D3D11_COMPARISON_ALWAYS,
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D3D11_COMPARISON_GREATER_EQUAL,
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D3D11_COMPARISON_GREATER
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};
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dsd.DepthEnable = true;
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dsd.DepthWriteMask = dssel.zwe ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
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dsd.DepthFunc = ztst[dssel.ztst];
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}
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wil::com_ptr_nothrow<ID3D11DepthStencilState> dss;
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m_dev->CreateDepthStencilState(&dsd, dss.put());
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i = m_om_dss.try_emplace(dssel.key, std::move(dss)).first;
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}
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OMSetDepthStencilState(i->second.get(), 1);
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auto j = std::as_const(m_om_bs).find(bsel);
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if (j == m_om_bs.end())
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{
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D3D11_BLEND_DESC bd;
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memset(&bd, 0, sizeof(bd));
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if (bsel.blend_enable && (bsel.wrgba & 0x7))
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{
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bd.RenderTarget[0].BlendEnable = TRUE;
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bd.RenderTarget[0].BlendOp = s_d3d11_blend_ops[bsel.blend_op];
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bd.RenderTarget[0].SrcBlend = s_d3d11_blend_factors[bsel.blend_src_factor];
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bd.RenderTarget[0].DestBlend = s_d3d11_blend_factors[bsel.blend_dst_factor];
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bd.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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bd.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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bd.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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}
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if (bsel.wr) bd.RenderTarget[0].RenderTargetWriteMask |= D3D11_COLOR_WRITE_ENABLE_RED;
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if (bsel.wg) bd.RenderTarget[0].RenderTargetWriteMask |= D3D11_COLOR_WRITE_ENABLE_GREEN;
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if (bsel.wb) bd.RenderTarget[0].RenderTargetWriteMask |= D3D11_COLOR_WRITE_ENABLE_BLUE;
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if (bsel.wa) bd.RenderTarget[0].RenderTargetWriteMask |= D3D11_COLOR_WRITE_ENABLE_ALPHA;
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wil::com_ptr_nothrow<ID3D11BlendState> bs;
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m_dev->CreateBlendState(&bd, bs.put());
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j = m_om_bs.try_emplace(bsel, std::move(bs)).first;
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}
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OMSetBlendState(j->second.get(), afix);
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}
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@ -317,7 +317,6 @@
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<ClCompile Include="GS\Renderers\OpenGL\GSTextureOGL.cpp" />
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<ClCompile Include="GS\Renderers\HW\GSTextureCache.cpp" />
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<ClCompile Include="GS\Renderers\SW\GSTextureCacheSW.cpp" />
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<ClCompile Include="GS\Renderers\DX11\GSTextureFX11.cpp" />
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<ClCompile Include="GS\Renderers\SW\GSTextureSW.cpp" />
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<ClCompile Include="GS\GSUtil.cpp" />
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<ClCompile Include="GS\GSVector.cpp" />
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@ -875,9 +874,7 @@
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<ItemGroup>
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<Natvis Include="GS\GS.natvis" />
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</ItemGroup>
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<Import Condition="$(Configuration.Contains(Debug)) Or $(Configuration.Contains(Devel))" Project="$(SolutionDir)3rdparty\winpixeventruntime\WinPixEventRuntime.props" />
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets" />
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</Project>
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</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>
|
||||
|
|
Loading…
Reference in New Issue