D3D: Support stereoscopic XFB blit to screen.

This commit is contained in:
Jules Blok
2014-12-20 18:20:49 +01:00
parent a845aeeb3d
commit 4a86234a79
6 changed files with 72 additions and 97 deletions

View File

@ -6,6 +6,7 @@
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DUtil.h"
#include "VideoBackends/D3D/FramebufferManager.h"
#include "VideoBackends/D3D/GeometryShaderCache.h"
#include "VideoBackends/D3D/PixelShaderCache.h"
#include "VideoBackends/D3D/Render.h"
#include "VideoBackends/D3D/VertexShaderCache.h"
@ -182,14 +183,6 @@ void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height
*height = targetSource.bottom - targetSource.top;
}
void XFBSource::Draw(const MathUtil::Rectangle<int> &sourcerc,
const MathUtil::Rectangle<float> &drawrc) const
{
D3D::drawShadedTexSubQuad(tex->GetSRV(), &sourcerc,
texWidth, texHeight, &drawrc, PixelShaderCache::GetColorCopyProgram(false),
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
}
void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
{
// DX11's XFB decoder does not use this function.