Merge pull request #3295 from stenzek/d3d-xfb-msaa

D3D: Fix multiple issues relating to MSAA
This commit is contained in:
Markus Wick
2015-12-28 01:13:42 +01:00
8 changed files with 106 additions and 24 deletions

View File

@ -36,6 +36,7 @@ ID3D11PixelShader* s_ColorCopyProgram[2] = {nullptr};
ID3D11PixelShader* s_DepthMatrixProgram[2] = {nullptr};
ID3D11PixelShader* s_ClearProgram = nullptr;
ID3D11PixelShader* s_AnaglyphProgram = nullptr;
ID3D11PixelShader* s_DepthResolveProgram = nullptr;
ID3D11PixelShader* s_rgba6_to_rgb8[2] = {nullptr};
ID3D11PixelShader* s_rgb8_to_rgba6[2] = {nullptr};
ID3D11Buffer* pscbuf = nullptr;
@ -199,6 +200,22 @@ const char depth_matrix_program_msaa[] = {
"}\n"
};
const char depth_resolve_program[] = {
"#define SAMPLES %d\n"
"Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
"void main(\n"
" out float depth : SV_Depth,\n"
" in float4 pos : SV_Position,\n"
" in float3 uv0 : TEXCOORD0)\n"
"{\n"
" int width, height, slices, samples;\n"
" Tex0.GetDimensions(width, height, slices, samples);\n"
" depth = Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), 0).x;\n"
" for(int i = 1; i < SAMPLES; ++i)\n"
" depth = min(depth, Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i).x);\n"
"}\n"
};
const char reint_rgba6_to_rgb8[] = {
"sampler samp0 : register(s0);\n"
"Texture2DArray Tex0 : register(t0);\n"
@ -406,6 +423,19 @@ ID3D11PixelShader* PixelShaderCache::GetAnaglyphProgram()
return s_AnaglyphProgram;
}
ID3D11PixelShader* PixelShaderCache::GetDepthResolveProgram()
{
if (s_DepthResolveProgram != nullptr)
return s_DepthResolveProgram;
// create MSAA shader for current AA mode
std::string buf = StringFromFormat(depth_resolve_program, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count);
s_DepthResolveProgram = D3D::CompileAndCreatePixelShader(buf);
CHECK(s_DepthResolveProgram != nullptr, "Create depth matrix MSAA pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthResolveProgram, "depth resolve pixel shader");
return s_DepthResolveProgram;
}
ID3D11Buffer* &PixelShaderCache::GetConstantBuffer()
{
// TODO: divide the global variables of the generated shaders into about 5 constant buffers to speed this up
@ -503,6 +533,7 @@ void PixelShaderCache::InvalidateMSAAShaders()
SAFE_RELEASE(s_DepthMatrixProgram[1]);
SAFE_RELEASE(s_rgb8_to_rgba6[1]);
SAFE_RELEASE(s_rgba6_to_rgb8[1]);
SAFE_RELEASE(s_DepthResolveProgram);
}
void PixelShaderCache::Shutdown()
@ -511,6 +542,7 @@ void PixelShaderCache::Shutdown()
SAFE_RELEASE(s_ClearProgram);
SAFE_RELEASE(s_AnaglyphProgram);
SAFE_RELEASE(s_DepthResolveProgram);
for (int i = 0; i < 2; ++i)
{
SAFE_RELEASE(s_ColorCopyProgram[i]);