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Merge pull request #3295 from stenzek/d3d-xfb-msaa
D3D: Fix multiple issues relating to MSAA
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@ -36,6 +36,7 @@ ID3D11PixelShader* s_ColorCopyProgram[2] = {nullptr};
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ID3D11PixelShader* s_DepthMatrixProgram[2] = {nullptr};
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ID3D11PixelShader* s_ClearProgram = nullptr;
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ID3D11PixelShader* s_AnaglyphProgram = nullptr;
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ID3D11PixelShader* s_DepthResolveProgram = nullptr;
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ID3D11PixelShader* s_rgba6_to_rgb8[2] = {nullptr};
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ID3D11PixelShader* s_rgb8_to_rgba6[2] = {nullptr};
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ID3D11Buffer* pscbuf = nullptr;
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@ -199,6 +200,22 @@ const char depth_matrix_program_msaa[] = {
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"}\n"
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};
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const char depth_resolve_program[] = {
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"#define SAMPLES %d\n"
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"Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
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"void main(\n"
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" out float depth : SV_Depth,\n"
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" in float4 pos : SV_Position,\n"
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" in float3 uv0 : TEXCOORD0)\n"
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"{\n"
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" int width, height, slices, samples;\n"
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" Tex0.GetDimensions(width, height, slices, samples);\n"
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" depth = Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), 0).x;\n"
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" for(int i = 1; i < SAMPLES; ++i)\n"
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" depth = min(depth, Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i).x);\n"
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"}\n"
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};
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const char reint_rgba6_to_rgb8[] = {
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"sampler samp0 : register(s0);\n"
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"Texture2DArray Tex0 : register(t0);\n"
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@ -406,6 +423,19 @@ ID3D11PixelShader* PixelShaderCache::GetAnaglyphProgram()
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return s_AnaglyphProgram;
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}
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ID3D11PixelShader* PixelShaderCache::GetDepthResolveProgram()
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{
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if (s_DepthResolveProgram != nullptr)
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return s_DepthResolveProgram;
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// create MSAA shader for current AA mode
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std::string buf = StringFromFormat(depth_resolve_program, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count);
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s_DepthResolveProgram = D3D::CompileAndCreatePixelShader(buf);
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CHECK(s_DepthResolveProgram != nullptr, "Create depth matrix MSAA pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthResolveProgram, "depth resolve pixel shader");
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return s_DepthResolveProgram;
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}
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ID3D11Buffer* &PixelShaderCache::GetConstantBuffer()
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{
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// TODO: divide the global variables of the generated shaders into about 5 constant buffers to speed this up
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@ -503,6 +533,7 @@ void PixelShaderCache::InvalidateMSAAShaders()
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SAFE_RELEASE(s_DepthMatrixProgram[1]);
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SAFE_RELEASE(s_rgb8_to_rgba6[1]);
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SAFE_RELEASE(s_rgba6_to_rgb8[1]);
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SAFE_RELEASE(s_DepthResolveProgram);
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}
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void PixelShaderCache::Shutdown()
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@ -511,6 +542,7 @@ void PixelShaderCache::Shutdown()
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SAFE_RELEASE(s_ClearProgram);
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SAFE_RELEASE(s_AnaglyphProgram);
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SAFE_RELEASE(s_DepthResolveProgram);
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for (int i = 0; i < 2; ++i)
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{
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SAFE_RELEASE(s_ColorCopyProgram[i]);
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