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

View File

@ -64,10 +64,16 @@ void VertexManager::CreateDeviceObjects()
m_triangleDrawIndex = 0;
m_lineDrawIndex = 0;
m_pointDrawIndex = 0;
m_lineShader.Init();
m_pointShader.Init();
}
void VertexManager::DestroyDeviceObjects()
{
m_pointShader.Shutdown();
m_lineShader.Shutdown();
SAFE_RELEASE(m_vertexBuffer);
SAFE_RELEASE(m_indexBuffer);
}
@ -126,6 +132,10 @@ void VertexManager::LoadBuffers()
m_indexBufferCursor += iCount;
}
static const float LINE_PT_TEX_OFFSETS[8] = {
0.f, 0.0625f, 0.125f, 0.25f, 0.5f, 1.f, 1.f, 1.f
};
void VertexManager::Draw(UINT stride)
{
D3D::context->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &m_vertexDrawOffset);
@ -139,15 +149,31 @@ void VertexManager::Draw(UINT stride)
}
if (IndexGenerator::GetNumLines() > 0)
{
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
D3D::context->DrawIndexed(IndexGenerator::GetLineindexLen(), m_lineDrawIndex, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
float lineWidth = float(bpmem.lineptwidth.linesize) / 6.f;
float texOffset = LINE_PT_TEX_OFFSETS[bpmem.lineptwidth.lineoff];
if (m_lineShader.SetShader(g_nativeVertexFmt->m_components, lineWidth, texOffset))
{
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
D3D::context->DrawIndexed(IndexGenerator::GetLineindexLen(), m_lineDrawIndex, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
D3D::context->GSSetShader(NULL, NULL, 0);
}
}
if (IndexGenerator::GetNumPoints() > 0)
{
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
D3D::context->DrawIndexed(IndexGenerator::GetPointindexLen(), m_pointDrawIndex, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
float pointSize = float(bpmem.lineptwidth.pointsize) / 6.f;
float texOffset = LINE_PT_TEX_OFFSETS[bpmem.lineptwidth.pointoff];
if (m_pointShader.SetShader(g_nativeVertexFmt->m_components, pointSize, texOffset))
{
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
D3D::context->DrawIndexed(IndexGenerator::GetPointindexLen(), m_pointDrawIndex, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
D3D::context->GSSetShader(NULL, NULL, 0);
}
}
}