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DX9/DX11: Remove some dead or obsolete code.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6354 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -43,9 +43,6 @@
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namespace DX11
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{
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ID3D11BlendState* efbcopyblendstate = NULL;
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ID3D11RasterizerState* efbcopyraststate = NULL;
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ID3D11DepthStencilState* efbcopydepthstate = NULL;
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ID3D11Buffer* efbcopycbuf[20] = {};
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TextureCache::TCacheEntry::~TCacheEntry()
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@ -120,6 +117,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleB
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unsigned int cbufid, const float colmat[], const EFBRectangle &source_rect,
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bool bIsIntensityFmt, u32 copyfmt)
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{
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Renderer::ResetAPIState();
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// stretch picture with increased internal resolution
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const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)virtualW, (float)virtualH);
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D3D::context->RSSetViewports(1, &vp);
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@ -146,10 +144,6 @@ void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleB
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else
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D3D::SetPointCopySampler();
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D3D::stateman->PushBlendState(efbcopyblendstate);
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D3D::stateman->PushRasterizerState(efbcopyraststate);
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D3D::stateman->PushDepthState(efbcopydepthstate);
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D3D::context->OMSetRenderTargets(1, &texture->GetRTV(), NULL);
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D3D::drawShadedTexQuad(
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@ -160,9 +154,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleB
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D3D::context->OMSetRenderTargets(1, &g_framebufferManager.GetEFBColorTexture()->GetRTV(), g_framebufferManager.GetEFBDepthTexture()->GetDSV());
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D3D::stateman->PopBlendState();
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D3D::stateman->PopDepthState();
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D3D::stateman->PopRasterizerState();
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Renderer::RestoreAPIState();
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}
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TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture(
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@ -175,56 +167,10 @@ TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture(
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TextureCache::TextureCache()
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{
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HRESULT hr;
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D3D11_BLEND_DESC blenddesc;
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blenddesc.AlphaToCoverageEnable = FALSE;
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blenddesc.IndependentBlendEnable = FALSE;
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blenddesc.RenderTarget[0].BlendEnable = FALSE;
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blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
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blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
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blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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hr = D3D::device->CreateBlendState(&blenddesc, &efbcopyblendstate);
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CHECK(hr==S_OK, "Create blend state for CopyRenderTargetToTexture");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopyblendstate, "blend state used in CopyRenderTargetToTexture");
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D3D11_DEPTH_STENCIL_DESC depthdesc;
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depthdesc.DepthEnable = FALSE;
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depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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depthdesc.DepthFunc = D3D11_COMPARISON_LESS;
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depthdesc.StencilEnable = FALSE;
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depthdesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
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depthdesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
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hr = D3D::device->CreateDepthStencilState(&depthdesc, &efbcopydepthstate);
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CHECK(hr==S_OK, "Create depth state for CopyRenderTargetToTexture");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopydepthstate, "depth stencil state used in CopyRenderTargetToTexture");
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D3D11_RASTERIZER_DESC rastdesc;
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rastdesc.CullMode = D3D11_CULL_NONE;
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rastdesc.FillMode = D3D11_FILL_SOLID;
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rastdesc.FrontCounterClockwise = false;
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rastdesc.DepthBias = false;
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rastdesc.DepthBiasClamp = 0;
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rastdesc.SlopeScaledDepthBias = 0;
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rastdesc.DepthClipEnable = false;
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rastdesc.ScissorEnable = false;
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rastdesc.MultisampleEnable = false;
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rastdesc.AntialiasedLineEnable = false;
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hr = D3D::device->CreateRasterizerState(&rastdesc, &efbcopyraststate);
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CHECK(hr==S_OK, "Create rasterizer state for CopyRenderTargetToTexture");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopyraststate, "rasterizer state used in CopyRenderTargetToTexture");
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}
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TextureCache::~TextureCache()
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{
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SAFE_RELEASE(efbcopyblendstate);
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SAFE_RELEASE(efbcopyraststate);
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SAFE_RELEASE(efbcopydepthstate);
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for (unsigned int k = 0; k < 20; ++k)
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SAFE_RELEASE(efbcopycbuf[k]);
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}
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