GSDX: don't unnecessarily create and use a render target for the DATE setup stage, D3D10+ supports not having a render target set. (D3D9 doesn't, so that's untouched.)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5345 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
sudonim1@gmail.com 2012-07-23 22:55:06 +00:00
parent 8a20e5af90
commit 96c8c13ead
1 changed files with 34 additions and 37 deletions

View File

@ -719,56 +719,49 @@ void GSDevice11::DoShadeBoost(GSTexture* st, GSTexture* dt)
void GSDevice11::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm) void GSDevice11::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm)
{ {
const GSVector2i& size = rt->GetSize(); // sfex3 (after the capcom logo), vf4 (first menu fading in), ffxii shadows, rumble roses shadows, persona4 shadows
if(GSTexture* t = CreateRenderTarget(size.x, size.y, rt->IsMSAA())) BeginScene();
{
// sfex3 (after the capcom logo), vf4 (first menu fading in), ffxii shadows, rumble roses shadows, persona4 shadows
BeginScene(); ClearStencil(ds, 0);
ClearStencil(ds, 0); // om
// om OMSetDepthStencilState(m_date.dss, 1);
OMSetBlendState(m_date.bs, 0);
OMSetRenderTargets(NULL, ds);
OMSetDepthStencilState(m_date.dss, 1); // ia
OMSetBlendState(m_date.bs, 0);
OMSetRenderTargets(t, ds);
// ia IASetVertexBuffer(vertices, sizeof(vertices[0]), 4);
IASetInputLayout(m_convert.il);
IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
IASetVertexBuffer(vertices, sizeof(vertices[0]), 4); // vs
IASetInputLayout(m_convert.il);
IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
// vs VSSetShader(m_convert.vs, NULL);
VSSetShader(m_convert.vs, NULL); // gs
// gs GSSetShader(NULL);
GSSetShader(NULL); // ps
// ps GSTexture* rt2 = rt->IsMSAA() ? Resolve(rt) : rt;
GSTexture* rt2 = rt->IsMSAA() ? Resolve(rt) : rt; PSSetShaderResources(rt2, NULL);
PSSetSamplerState(m_convert.pt, NULL);
PSSetShader(m_convert.ps[datm ? 2 : 3], NULL);
PSSetShaderResources(rt2, NULL); //
PSSetSamplerState(m_convert.pt, NULL);
PSSetShader(m_convert.ps[datm ? 2 : 3], NULL);
// DrawPrimitive();
DrawPrimitive(); //
// EndScene();
EndScene(); if(rt2 != rt) Recycle(rt2);
Recycle(t);
if(rt2 != rt) Recycle(rt2);
}
} }
void GSDevice11::IASetVertexBuffer(const void* vertex, size_t stride, size_t count) void GSDevice11::IASetVertexBuffer(const void* vertex, size_t stride, size_t count)
@ -1110,6 +1103,9 @@ void GSDevice11::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector
ID3D11RenderTargetView* rtv = NULL; ID3D11RenderTargetView* rtv = NULL;
ID3D11DepthStencilView* dsv = NULL; ID3D11DepthStencilView* dsv = NULL;
if (!rt && !ds)
throw GSDXRecoverableError();
if(rt) rtv = *(GSTexture11*)rt; if(rt) rtv = *(GSTexture11*)rt;
if(ds) dsv = *(GSTexture11*)ds; if(ds) dsv = *(GSTexture11*)ds;
@ -1121,9 +1117,10 @@ void GSDevice11::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector
m_ctx->OMSetRenderTargets(1, &rtv, dsv); m_ctx->OMSetRenderTargets(1, &rtv, dsv);
} }
if(m_state.viewport != rt->GetSize()) GSVector2i size = rt ? rt->GetSize() : ds->GetSize();
if(m_state.viewport != size)
{ {
m_state.viewport = rt->GetSize(); m_state.viewport = size;
D3D11_VIEWPORT vp; D3D11_VIEWPORT vp;
@ -1131,15 +1128,15 @@ void GSDevice11::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector
vp.TopLeftX = 0; vp.TopLeftX = 0;
vp.TopLeftY = 0; vp.TopLeftY = 0;
vp.Width = (float)rt->GetWidth(); vp.Width = (float)size.x;
vp.Height = (float)rt->GetHeight(); vp.Height = (float)size.y;
vp.MinDepth = 0.0f; vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f; vp.MaxDepth = 1.0f;
m_ctx->RSSetViewports(1, &vp); m_ctx->RSSetViewports(1, &vp);
} }
GSVector4i r = scissor ? *scissor : GSVector4i(rt->GetSize()).zwxy(); GSVector4i r = scissor ? *scissor : GSVector4i(size).zwxy();
if(!m_state.scissor.eq(r)) if(!m_state.scissor.eq(r))
{ {