Remove old XFB logic

This commit is contained in:
iwubcode
2017-08-06 23:05:42 -05:00
parent 081b92b8a7
commit 33bc286baa
25 changed files with 4 additions and 1727 deletions

View File

@ -38,8 +38,6 @@ set(SRCS
VertexShaderCache.cpp
VertexShaderCache.h
VideoBackend.h
XFBEncoder.cpp
XFBEncoder.h
)
set(LIBS

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@ -55,7 +55,6 @@
<ClCompile Include="TextureCache.cpp" />
<ClCompile Include="VertexManager.cpp" />
<ClCompile Include="VertexShaderCache.cpp" />
<ClCompile Include="XFBEncoder.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="BoundingBox.h" />
@ -76,7 +75,6 @@
<ClInclude Include="VertexManager.h" />
<ClInclude Include="VertexShaderCache.h" />
<ClInclude Include="VideoBackend.h" />
<ClInclude Include="XFBEncoder.h" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="$(CoreDir)VideoCommon\VideoCommon.vcxproj">

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@ -57,9 +57,6 @@
<ClCompile Include="VertexShaderCache.cpp">
<Filter>Render</Filter>
</ClCompile>
<ClCompile Include="XFBEncoder.cpp">
<Filter>Render</Filter>
</ClCompile>
<ClCompile Include="main.cpp" />
<ClCompile Include="BoundingBox.cpp">
<Filter>Render</Filter>
@ -114,9 +111,6 @@
<ClInclude Include="VertexShaderCache.h">
<Filter>Render</Filter>
</ClInclude>
<ClInclude Include="XFBEncoder.h">
<Filter>Render</Filter>
</ClInclude>
<ClInclude Include="VideoBackend.h" />
<ClInclude Include="BoundingBox.h">
<Filter>Render</Filter>

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@ -16,12 +16,10 @@
#include "VideoBackends/D3D/PixelShaderCache.h"
#include "VideoBackends/D3D/Render.h"
#include "VideoBackends/D3D/VertexShaderCache.h"
#include "VideoBackends/D3D/XFBEncoder.h"
#include "VideoCommon/VideoConfig.h"
namespace DX11
{
static XFBEncoder s_xfbEncoder;
static bool s_integer_efb_render_target = false;
FramebufferManager::Efb FramebufferManager::m_efb;
@ -282,15 +280,11 @@ FramebufferManager::FramebufferManager(int target_width, int target_height)
m_efb.resolved_color_tex = nullptr;
m_efb.resolved_depth_tex = nullptr;
}
s_xfbEncoder.Init();
s_integer_efb_render_target = false;
}
FramebufferManager::~FramebufferManager()
{
s_xfbEncoder.Shutdown();
SAFE_RELEASE(m_efb.color_tex);
SAFE_RELEASE(m_efb.color_int_rtv);
SAFE_RELEASE(m_efb.color_temp_tex);
@ -304,52 +298,4 @@ FramebufferManager::~FramebufferManager()
SAFE_RELEASE(m_efb.resolved_depth_tex);
}
void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbStride, u32 fbHeight,
const EFBRectangle& sourceRc, float Gamma)
{
u8* dst = Memory::GetPointer(xfbAddr);
// The destination stride can differ from the copy region width, in which case the pixels
// outside the copy region should not be written to.
s_xfbEncoder.Encode(dst, static_cast<u32>(sourceRc.GetWidth()), fbHeight, sourceRc, Gamma);
}
std::unique_ptr<XFBSourceBase> FramebufferManager::CreateXFBSource(unsigned int target_width,
unsigned int target_height,
unsigned int layers)
{
return std::make_unique<XFBSource>(
D3DTexture2D::Create(target_width, target_height,
(D3D11_BIND_FLAG)(D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE),
D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM, 1, layers),
layers);
}
std::pair<u32, u32> FramebufferManager::GetTargetSize() const
{
return std::make_pair(m_target_width, m_target_height);
}
void XFBSource::CopyEFB(float Gamma)
{
g_renderer->ResetAPIState(); // reset any game specific settings
// Copy EFB data to XFB and restore render target again
const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)texWidth, (float)texHeight);
const D3D11_RECT rect = CD3D11_RECT(0, 0, texWidth, texHeight);
D3D::context->RSSetViewports(1, &vp);
D3D::context->OMSetRenderTargets(1, &tex->GetRTV(), nullptr);
D3D::SetPointCopySampler();
D3D::drawShadedTexQuad(
FramebufferManager::GetEFBColorTexture()->GetSRV(), &rect, g_renderer->GetTargetWidth(),
g_renderer->GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(true),
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(),
GeometryShaderCache::GetCopyGeometryShader(), Gamma);
FramebufferManager::BindEFBRenderTarget();
g_renderer->RestoreAPIState();
}
} // namespace DX11

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@ -46,16 +46,6 @@ namespace DX11
// There may be multiple XFBs in GameCube RAM. This is the maximum number to
// virtualize.
struct XFBSource : public XFBSourceBase
{
XFBSource(D3DTexture2D* _tex, int slices) : tex(_tex), m_slices(slices) {}
~XFBSource() { tex->Release(); }
void CopyEFB(float Gamma) override;
D3DTexture2D* const tex;
const int m_slices;
};
class FramebufferManager : public FramebufferManagerBase
{
public:
@ -79,14 +69,6 @@ public:
static void BindEFBRenderTarget(bool bind_depth = true);
private:
std::unique_ptr<XFBSourceBase> CreateXFBSource(unsigned int target_width,
unsigned int target_height,
unsigned int layers) override;
std::pair<u32, u32> GetTargetSize() const override;
void CopyToRealXFB(u32 xfbAddr, u32 fbStride, u32 fbHeight, const EFBRectangle& sourceRc,
float Gamma) override;
static struct Efb
{
D3DTexture2D* color_tex;

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@ -610,11 +610,6 @@ void Renderer::SetBlendingState(const BlendingState& state)
// This function has the final picture. We adjust the aspect ratio here.
void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& rc, u64 ticks, float Gamma)
{
if (!m_xfb_written)
{
Core::Callback_VideoCopiedToXFB(false);
}
ResetAPIState();
// Prepare to copy the XFBs to our backbuffer

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@ -1,367 +0,0 @@
// Copyright 2011 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/D3D/XFBEncoder.h"
#include "Common/CommonTypes.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DBlob.h"
#include "VideoBackends/D3D/D3DShader.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/FramebufferManager.h"
#include "VideoBackends/D3D/Render.h"
namespace DX11
{
union XFBEncodeParams
{
struct
{
FLOAT Width; // Width and height of encoded XFB in luma pixels
FLOAT Height;
FLOAT TexLeft; // Normalized tex coordinates of XFB source area in EFB texture
FLOAT TexTop;
FLOAT TexRight;
FLOAT TexBottom;
FLOAT Gamma;
};
// Constant buffers must be a multiple of 16 bytes in size
u8 pad[32]; // Pad to the next multiple of 16
};
static const char XFB_ENCODE_VS[] =
"// dolphin-emu XFB encoder vertex shader\n"
"cbuffer cbParams : register(b0)\n"
"{\n"
"struct\n" // Should match XFBEncodeParams above
"{\n"
"float Width;\n"
"float Height;\n"
"float TexLeft;\n"
"float TexTop;\n"
"float TexRight;\n"
"float TexBottom;\n"
"float Gamma;\n"
"} Params;\n"
"}\n"
"struct Output\n"
"{\n"
"float4 Pos : SV_Position;\n"
"float2 Coord : ENCODECOORD;\n"
"};\n"
"Output main(in float2 Pos : POSITION)\n"
"{\n"
"Output result;\n"
"result.Pos = float4(2*Pos.x-1, -2*Pos.y+1, 0, 1);\n"
"result.Coord = Pos * float2(floor(Params.Width/2), Params.Height);\n"
"return result;\n"
"}\n";
static const char XFB_ENCODE_PS[] =
"// dolphin-emu XFB encoder pixel shader\n"
"cbuffer cbParams : register(b0)\n"
"{\n"
"struct\n" // Should match XFBEncodeParams above
"{\n"
"float Width;\n"
"float Height;\n"
"float TexLeft;\n"
"float TexTop;\n"
"float TexRight;\n"
"float TexBottom;\n"
"float Gamma;\n"
"} Params;\n"
"}\n"
"Texture2DArray EFBTexture : register(t0);\n"
"sampler EFBSampler : register(s0);\n"
// GameCube/Wii uses the BT.601 standard algorithm for converting to YCbCr; see
// <http://www.equasys.de/colorconversion.html#YCbCr-RGBColorFormatConversion>
"static const float3x4 RGB_TO_YCBCR = float3x4(\n"
"0.257, 0.504, 0.098, 16.0/255.0,\n"
"-0.148, -0.291, 0.439, 128.0/255.0,\n"
"0.439, -0.368, -0.071, 128.0/255.0\n"
");\n"
"float3 SampleEFB(float2 coord)\n"
"{\n"
"float2 texCoord = lerp(float2(Params.TexLeft,Params.TexTop), "
"float2(Params.TexRight,Params.TexBottom), coord / float2(Params.Width,Params.Height));\n"
"return EFBTexture.Sample(EFBSampler, float3(texCoord, 0.0)).rgb;\n"
"}\n"
"void main(out float4 ocol0 : SV_Target, in float4 Pos : SV_Position, in float2 Coord : "
"ENCODECOORD)\n"
"{\n"
// Multiplying X by 2, moves pixel centers from (x+0.5) to (2x+1) instead of (2x+0.5), so
// subtract 0.5 to compensate
"float2 baseCoord = Coord * float2(2,1) - float2(0.5,0);\n"
// FIXME: Shall we apply gamma here, or apply it below to the Y components?
// Be careful if you apply it to Y! The Y components are in the range (16..235) / 255.
"float3 sampleL = pow(abs(SampleEFB(baseCoord+float2(-1,0))), Params.Gamma);\n" // Left
"float3 sampleM = pow(abs(SampleEFB(baseCoord)), Params.Gamma);\n" // Middle
"float3 sampleR = pow(abs(SampleEFB(baseCoord+float2(1,0))), Params.Gamma);\n" // Right
"float3 yuvL = mul(RGB_TO_YCBCR, float4(sampleL,1));\n"
"float3 yuvM = mul(RGB_TO_YCBCR, float4(sampleM,1));\n"
"float3 yuvR = mul(RGB_TO_YCBCR, float4(sampleR,1));\n"
// The Y components correspond to two EFB pixels, while the U and V are
// made from a blend of three EFB pixels.
"float y0 = yuvM.r;\n"
"float y1 = yuvR.r;\n"
"float u0 = 0.25*yuvL.g + 0.5*yuvM.g + 0.25*yuvR.g;\n"
"float v0 = 0.25*yuvL.b + 0.5*yuvM.b + 0.25*yuvR.b;\n"
"ocol0 = float4(y0, u0, y1, v0);\n"
"}\n";
static const D3D11_INPUT_ELEMENT_DESC QUAD_LAYOUT_DESC[] = {
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}};
static const struct QuadVertex
{
float posX;
float posY;
} QUAD_VERTS[4] = {{0, 0}, {1, 0}, {0, 1}, {1, 1}};
XFBEncoder::XFBEncoder()
: m_out(nullptr), m_outRTV(nullptr), m_outStage(nullptr), m_encodeParams(nullptr),
m_quad(nullptr), m_vShader(nullptr), m_quadLayout(nullptr), m_pShader(nullptr),
m_xfbEncodeBlendState(nullptr), m_xfbEncodeDepthState(nullptr), m_xfbEncodeRastState(nullptr),
m_efbSampler(nullptr)
{
}
void XFBEncoder::Init()
{
HRESULT hr;
// Create output texture
// The pixel shader can generate one YUYV entry per pixel. One YUYV entry
// is created for every two EFB pixels.
D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, MAX_XFB_WIDTH / 2,
MAX_XFB_HEIGHT, 1, 1, D3D11_BIND_RENDER_TARGET);
hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_out);
CHECK(SUCCEEDED(hr), "create xfb encoder output texture");
D3D::SetDebugObjectName(m_out, "xfb encoder output texture");
// Create output render target view
D3D11_RENDER_TARGET_VIEW_DESC rtvd = CD3D11_RENDER_TARGET_VIEW_DESC(
m_out, D3D11_RTV_DIMENSION_TEXTURE2D, DXGI_FORMAT_R8G8B8A8_UNORM);
hr = D3D::device->CreateRenderTargetView(m_out, &rtvd, &m_outRTV);
CHECK(SUCCEEDED(hr), "create xfb encoder output texture rtv");
D3D::SetDebugObjectName(m_outRTV, "xfb encoder output rtv");
// Create output staging buffer
t2dd.Usage = D3D11_USAGE_STAGING;
t2dd.BindFlags = 0;
t2dd.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_outStage);
CHECK(SUCCEEDED(hr), "create xfb encoder output staging buffer");
D3D::SetDebugObjectName(m_outStage, "xfb encoder output staging buffer");
// Create constant buffer for uploading params to shaders
D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(XFBEncodeParams), D3D11_BIND_CONSTANT_BUFFER);
hr = D3D::device->CreateBuffer(&bd, nullptr, &m_encodeParams);
CHECK(SUCCEEDED(hr), "create xfb encode params buffer");
D3D::SetDebugObjectName(m_encodeParams, "xfb encoder params buffer");
// Create vertex quad
bd = CD3D11_BUFFER_DESC(sizeof(QUAD_VERTS), D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_IMMUTABLE);
D3D11_SUBRESOURCE_DATA srd = {QUAD_VERTS, 0, 0};
hr = D3D::device->CreateBuffer(&bd, &srd, &m_quad);
CHECK(SUCCEEDED(hr), "create xfb encode quad vertex buffer");
D3D::SetDebugObjectName(m_quad, "xfb encoder quad vertex buffer");
// Create vertex shader
D3DBlob* bytecode = nullptr;
if (!D3D::CompileVertexShader(XFB_ENCODE_VS, &bytecode))
{
ERROR_LOG(VIDEO, "XFB encode vertex shader failed to compile");
return;
}
hr = D3D::device->CreateVertexShader(bytecode->Data(), bytecode->Size(), nullptr, &m_vShader);
CHECK(SUCCEEDED(hr), "create xfb encode vertex shader");
D3D::SetDebugObjectName(m_vShader, "xfb encoder vertex shader");
// Create input layout for vertex quad using bytecode from vertex shader
hr = D3D::device->CreateInputLayout(QUAD_LAYOUT_DESC,
sizeof(QUAD_LAYOUT_DESC) / sizeof(D3D11_INPUT_ELEMENT_DESC),
bytecode->Data(), bytecode->Size(), &m_quadLayout);
CHECK(SUCCEEDED(hr), "create xfb encode quad vertex layout");
D3D::SetDebugObjectName(m_quadLayout, "xfb encoder quad layout");
bytecode->Release();
// Create pixel shader
m_pShader = D3D::CompileAndCreatePixelShader(XFB_ENCODE_PS);
if (!m_pShader)
{
ERROR_LOG(VIDEO, "XFB encode pixel shader failed to compile");
return;
}
D3D::SetDebugObjectName(m_pShader, "xfb encoder pixel shader");
// Create blend state
D3D11_BLEND_DESC bld = CD3D11_BLEND_DESC(CD3D11_DEFAULT());
hr = D3D::device->CreateBlendState(&bld, &m_xfbEncodeBlendState);
CHECK(SUCCEEDED(hr), "create xfb encode blend state");
D3D::SetDebugObjectName(m_xfbEncodeBlendState, "xfb encoder blend state");
// Create depth state
D3D11_DEPTH_STENCIL_DESC dsd = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT());
dsd.DepthEnable = FALSE;
hr = D3D::device->CreateDepthStencilState(&dsd, &m_xfbEncodeDepthState);
CHECK(SUCCEEDED(hr), "create xfb encode depth state");
D3D::SetDebugObjectName(m_xfbEncodeDepthState, "xfb encoder depth state");
// Create rasterizer state
D3D11_RASTERIZER_DESC rd = CD3D11_RASTERIZER_DESC(CD3D11_DEFAULT());
rd.CullMode = D3D11_CULL_NONE;
rd.DepthClipEnable = FALSE;
hr = D3D::device->CreateRasterizerState(&rd, &m_xfbEncodeRastState);
CHECK(SUCCEEDED(hr), "create xfb encode rasterizer state");
D3D::SetDebugObjectName(m_xfbEncodeRastState, "xfb encoder rast state");
// Create EFB texture sampler
D3D11_SAMPLER_DESC sd = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT());
sd.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
hr = D3D::device->CreateSamplerState(&sd, &m_efbSampler);
CHECK(SUCCEEDED(hr), "create xfb encode texture sampler");
D3D::SetDebugObjectName(m_efbSampler, "xfb encoder texture sampler");
}
void XFBEncoder::Shutdown()
{
SAFE_RELEASE(m_efbSampler);
SAFE_RELEASE(m_xfbEncodeRastState);
SAFE_RELEASE(m_xfbEncodeDepthState);
SAFE_RELEASE(m_xfbEncodeBlendState);
SAFE_RELEASE(m_pShader);
SAFE_RELEASE(m_quadLayout);
SAFE_RELEASE(m_vShader);
SAFE_RELEASE(m_quad);
SAFE_RELEASE(m_encodeParams);
SAFE_RELEASE(m_outStage);
SAFE_RELEASE(m_outRTV);
SAFE_RELEASE(m_out);
}
void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcRect, float gamma)
{
HRESULT hr;
// Reset API
g_renderer->ResetAPIState();
// Set up all the state for XFB encoding
D3D::stateman->SetPixelShader(m_pShader);
D3D::stateman->SetVertexShader(m_vShader);
D3D::stateman->SetGeometryShader(nullptr);
D3D::stateman->PushBlendState(m_xfbEncodeBlendState);
D3D::stateman->PushDepthState(m_xfbEncodeDepthState);
D3D::stateman->PushRasterizerState(m_xfbEncodeRastState);
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(width / 2), FLOAT(height));
D3D::context->RSSetViewports(1, &vp);
D3D::stateman->SetInputLayout(m_quadLayout);
D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
UINT stride = sizeof(QuadVertex);
UINT offset = 0;
D3D::stateman->SetVertexBuffer(m_quad, stride, offset);
TargetRectangle targetRect = g_renderer->ConvertEFBRectangle(srcRect);
XFBEncodeParams params = {0};
params.Width = FLOAT(width);
params.Height = FLOAT(height);
params.TexLeft = FLOAT(targetRect.left) / g_renderer->GetTargetWidth();
params.TexTop = FLOAT(targetRect.top) / g_renderer->GetTargetHeight();
params.TexRight = FLOAT(targetRect.right) / g_renderer->GetTargetWidth();
params.TexBottom = FLOAT(targetRect.bottom) / g_renderer->GetTargetHeight();
params.Gamma = gamma;
D3D::context->UpdateSubresource(m_encodeParams, 0, nullptr, &params, 0, 0);
D3D::context->OMSetRenderTargets(1, &m_outRTV, nullptr);
ID3D11ShaderResourceView* pEFB = FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
D3D::stateman->SetVertexConstants(m_encodeParams);
D3D::stateman->SetPixelConstants(m_encodeParams);
D3D::stateman->SetTexture(0, pEFB);
D3D::stateman->SetSampler(0, m_efbSampler);
// Encode!
D3D::stateman->Apply();
D3D::context->Draw(4, 0);
// Copy to staging buffer
D3D11_BOX srcBox = CD3D11_BOX(0, 0, 0, width / 2, height, 1);
D3D::context->CopySubresourceRegion(m_outStage, 0, 0, 0, 0, m_out, 0, &srcBox);
// Clean up state
D3D::context->OMSetRenderTargets(0, nullptr, nullptr);
D3D::stateman->SetSampler(0, nullptr);
D3D::stateman->SetTexture(0, nullptr);
D3D::stateman->SetPixelConstants(nullptr);
D3D::stateman->SetVertexConstants(nullptr);
D3D::stateman->SetPixelShader(nullptr);
D3D::stateman->SetVertexShader(nullptr);
D3D::stateman->PopRasterizerState();
D3D::stateman->PopDepthState();
D3D::stateman->PopBlendState();
// Transfer staging buffer to GameCube/Wii RAM
D3D11_MAPPED_SUBRESOURCE map = {0};
hr = D3D::context->Map(m_outStage, 0, D3D11_MAP_READ, 0, &map);
CHECK(SUCCEEDED(hr), "map staging buffer");
u8* src = (u8*)map.pData;
for (unsigned int y = 0; y < height; ++y)
{
memcpy(dst, src, 2 * width);
dst += bpmem.copyMipMapStrideChannels * 32;
src += map.RowPitch;
}
D3D::context->Unmap(m_outStage, 0);
// Restore API
g_renderer->RestoreAPIState();
D3D::stateman->Apply(); // force unbind efb texture as shader resource
FramebufferManager::BindEFBRenderTarget();
}
}

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@ -1,46 +0,0 @@
// Copyright 2011 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include "VideoCommon/VideoCommon.h"
struct ID3D11Texture2D;
struct ID3D11RenderTargetView;
struct ID3D11Buffer;
struct ID3D11VertexShader;
struct ID3D11PixelShader;
struct ID3D11InputLayout;
struct ID3D11BlendState;
struct ID3D11DepthStencilState;
struct ID3D11RasterizerState;
struct ID3D11SamplerState;
namespace DX11
{
class XFBEncoder
{
public:
XFBEncoder();
void Init();
void Shutdown();
void Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcRect, float gamma);
private:
ID3D11Texture2D* m_out;
ID3D11RenderTargetView* m_outRTV;
ID3D11Texture2D* m_outStage;
ID3D11Buffer* m_encodeParams;
ID3D11Buffer* m_quad;
ID3D11VertexShader* m_vShader;
ID3D11InputLayout* m_quadLayout;
ID3D11PixelShader* m_pShader;
ID3D11BlendState* m_xfbEncodeBlendState;
ID3D11DepthStencilState* m_xfbEncodeDepthState;
ID3D11RasterizerState* m_xfbEncodeRastState;
ID3D11SamplerState* m_efbSampler;
};
}