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

@ -1,68 +1,68 @@
// 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 _XFBENCODER_H
#define _XFBENCODER_H
#include "VideoCommon.h"
struct ID3D11Texture2D;
struct ID3D11RenderTargetView;
struct ID3D11Buffer;
struct ID3D11VertexShader;
struct ID3D11PixelShader;
struct ID3D11InputLayout;
struct ID3D11BlendState;
struct ID3D11DepthStencilState;
struct ID3D11RasterizerState;
struct ID3D11SamplerState;
namespace DX11
{
class XFBEncoder
{
public:
XFBEncoder();
void Init();
void Shutdown();
void Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcRect, float gamma);
private:
ID3D11Texture2D* m_out;
ID3D11RenderTargetView* m_outRTV;
ID3D11Texture2D* m_outStage;
ID3D11Buffer* m_encodeParams;
ID3D11Buffer* m_quad;
ID3D11VertexShader* m_vShader;
ID3D11InputLayout* m_quadLayout;
ID3D11PixelShader* m_pShader;
ID3D11BlendState* m_xfbEncodeBlendState;
ID3D11DepthStencilState* m_xfbEncodeDepthState;
ID3D11RasterizerState* m_xfbEncodeRastState;
ID3D11SamplerState* m_efbSampler;
};
}
#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 _XFBENCODER_H
#define _XFBENCODER_H
#include "VideoCommon.h"
struct ID3D11Texture2D;
struct ID3D11RenderTargetView;
struct ID3D11Buffer;
struct ID3D11VertexShader;
struct ID3D11PixelShader;
struct ID3D11InputLayout;
struct ID3D11BlendState;
struct ID3D11DepthStencilState;
struct ID3D11RasterizerState;
struct ID3D11SamplerState;
namespace DX11
{
class XFBEncoder
{
public:
XFBEncoder();
void Init();
void Shutdown();
void Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcRect, float gamma);
private:
ID3D11Texture2D* m_out;
ID3D11RenderTargetView* m_outRTV;
ID3D11Texture2D* m_outStage;
ID3D11Buffer* m_encodeParams;
ID3D11Buffer* m_quad;
ID3D11VertexShader* m_vShader;
ID3D11InputLayout* m_quadLayout;
ID3D11PixelShader* m_pShader;
ID3D11BlendState* m_xfbEncodeBlendState;
ID3D11DepthStencilState* m_xfbEncodeDepthState;
ID3D11RasterizerState* m_xfbEncodeRastState;
ID3D11SamplerState* m_efbSampler;
};
}
#endif