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

@ -190,6 +190,21 @@ TextureCacheBase::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntry
void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
bool scaleByHalf, unsigned int cbufid, const float *colmat)
{
// When copying at half size, in multisampled mode, resolve the color/depth buffer first.
// This is because multisampled texture reads go through Load, not Sample, and the linear
// filter is ignored.
bool multisampled = (g_ActiveConfig.iMultisampleMode != 0);
ID3D11ShaderResourceView* efbTexSRV = (srcFormat == PEControl::Z24) ?
FramebufferManager::GetEFBDepthTexture()->GetSRV() :
FramebufferManager::GetEFBColorTexture()->GetSRV();
if (multisampled && scaleByHalf)
{
multisampled = false;
efbTexSRV = (srcFormat == PEControl::Z24) ?
FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() :
FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
}
g_renderer->ResetAPIState();
// stretch picture with increased internal resolution
@ -226,10 +241,10 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat
// Create texture copy
D3D::drawShadedTexQuad(
(srcFormat == PEControl::Z24 ? FramebufferManager::GetEFBDepthTexture() : FramebufferManager::GetEFBColorTexture())->GetSRV(),
efbTexSRV,
&sourcerect, Renderer::GetTargetWidth(),
Renderer::GetTargetHeight(),
srcFormat == PEControl::Z24 ? PixelShaderCache::GetDepthMatrixProgram(true) : PixelShaderCache::GetColorMatrixProgram(true),
srcFormat == PEControl::Z24 ? PixelShaderCache::GetDepthMatrixProgram(multisampled) : PixelShaderCache::GetColorMatrixProgram(multisampled),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(),
GeometryShaderCache::GetCopyGeometryShader());