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TextureCache: Add stereoscopy support for EFB to texture copies.
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@ -28,10 +28,12 @@ GeometryShaderUid GeometryShaderCache::last_uid;
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UidChecker<GeometryShaderUid,ShaderCode> GeometryShaderCache::geometry_uid_checker;
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ID3D11GeometryShader* ClearGeometryShader = nullptr;
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ID3D11GeometryShader* CopyGeometryShader = nullptr;
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LinearDiskCache<GeometryShaderUid, u8> g_gs_disk_cache;
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ID3D11GeometryShader* GeometryShaderCache::GetClearGeometryShader() { return ClearGeometryShader; }
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ID3D11GeometryShader* GeometryShaderCache::GetCopyGeometryShader() { return CopyGeometryShader; }
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ID3D11Buffer* gscbuf = nullptr;
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@ -75,6 +77,40 @@ const char clear_shader_code[] = {
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"}\n"
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};
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const char copy_shader_code[] = {
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"struct VSOUTPUT\n"
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"{\n"
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"float4 vPosition : POSITION;\n"
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"float3 vTexCoord : TEXCOORD0;\n"
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"float vTexCoord1 : TEXCOORD1;\n"
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"};\n"
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"struct GSOUTPUT\n"
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"{\n"
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"float4 vPosition : POSITION;\n"
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"float3 vTexCoord : TEXCOORD0;\n"
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"float vTexCoord1 : TEXCOORD1;\n"
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"uint slice : SV_RenderTargetArrayIndex;\n"
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"};\n"
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"[maxvertexcount(6)]\n"
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"void main(triangle VSOUTPUT o[3], inout TriangleStream<GSOUTPUT> Output)\n"
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"{\n"
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"for(int slice = 0; slice < 2; slice++)\n"
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"{\n"
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"for(int i = 0; i < 3; i++)\n"
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"{\n"
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"GSOUTPUT OUT;\n"
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"OUT.vPosition = o[i].vPosition;\n"
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"OUT.vTexCoord = o[i].vTexCoord;\n"
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"OUT.vTexCoord.z = slice;\n"
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"OUT.vTexCoord1 = o[i].vTexCoord1;\n"
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"OUT.slice = slice;\n"
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"Output.Append(OUT);\n"
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"}\n"
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"Output.RestartStrip();\n"
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"}\n"
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"}\n"
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};
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void GeometryShaderCache::Init()
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{
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// used when drawing clear quads
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@ -82,6 +118,11 @@ void GeometryShaderCache::Init()
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CHECK(ClearGeometryShader != nullptr, "Create clear geometry shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearGeometryShader, "clear geometry shader");
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// used for buffer copy
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CopyGeometryShader = D3D::CompileAndCreateGeometryShader(copy_shader_code);
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CHECK(CopyGeometryShader != nullptr, "Create copy geometry shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)CopyGeometryShader, "copy geometry shader");
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Clear();
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if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
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@ -112,6 +153,7 @@ void GeometryShaderCache::Clear()
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void GeometryShaderCache::Shutdown()
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{
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SAFE_RELEASE(ClearGeometryShader);
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SAFE_RELEASE(CopyGeometryShader);
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Clear();
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g_gs_disk_cache.Sync();
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