DX11: Support thick lines and large points with geometry shaders. Lines still aren't drawn with correct thickness, see Twilight Princess map. But the map corners are drawn with correct shadow "blobs" for the first time!

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7340 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Nolan Check
2011-03-14 09:38:29 +00:00
parent 8fedc3db38
commit 7c536b8f15
19 changed files with 1982 additions and 720 deletions

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// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _POINTGEOMETRYSHADER_H
#define _POINTGEOMETRYSHADER_H
#include "VideoCommon.h"
struct ID3D11Buffer;
struct ID3D11GeometryShader;
namespace DX11
{
// This class manages a collection of point geometry shaders, one for each
// vertex format.
class PointGeometryShader
{
public:
PointGeometryShader();
void Init();
void Shutdown();
// Returns true on success, false on failure
bool SetShader(u32 components, float pointSize, float texOffset);
private:
bool m_ready;
ID3D11Buffer* m_paramsBuffer;
typedef std::map<u32, ID3D11GeometryShader*> ComboMap;
ComboMap m_shaders;
};
}
#endif
// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _POINTGEOMETRYSHADER_H
#define _POINTGEOMETRYSHADER_H
#include "VideoCommon.h"
struct ID3D11Buffer;
struct ID3D11GeometryShader;
namespace DX11
{
// This class manages a collection of point geometry shaders, one for each
// vertex format.
class PointGeometryShader
{
public:
PointGeometryShader();
void Init();
void Shutdown();
// Returns true on success, false on failure
bool SetShader(u32 components, float pointSize, float texOffset);
private:
bool m_ready;
ID3D11Buffer* m_paramsBuffer;
typedef std::map<u32, ID3D11GeometryShader*> ComboMap;
ComboMap m_shaders;
};
}
#endif