TextureCache: Add stereoscopy support for EFB to texture copies.

This commit is contained in:
Jules Blok
2014-11-29 21:31:30 +01:00
parent 3355d8086d
commit 4b3e784949
7 changed files with 67 additions and 12 deletions

View File

@ -804,10 +804,10 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
D3D11_VIEWPORT rightVp = CD3D11_VIEWPORT((float)rightRc.left, (float)rightRc.top, (float)rightRc.GetWidth(), (float)rightRc.GetHeight());
D3D::context->RSSetViewports(1, &leftVp);
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), Gamma, 0);
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 0);
D3D::context->RSSetViewports(1, &rightVp);
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), Gamma, 1);
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 1);
D3D::context->RSSetViewports(1, &vp);
}
@ -823,10 +823,10 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
D3D::context->OMSetRenderTargets(1, &s_3d_vision_texture->GetRTV(), nullptr);
D3D::context->RSSetViewports(1, &leftVp);
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), Gamma, 0);
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 0);
D3D::context->RSSetViewports(1, &rightVp);
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), Gamma, 1);
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 1);
// Copy the left eye to the backbuffer, if Nvidia 3D Vision is enabled it should
// recognize the signature and automatically include the right eye frame.
@ -838,7 +838,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
}
else
{
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), Gamma);
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma);
}
}