D3D: Add geometry shader stereoscopy support.

This commit is contained in:
Jules Blok
2014-11-02 23:40:52 +01:00
parent d5ebdf7a97
commit 9253bb7d96
10 changed files with 112 additions and 73 deletions

View File

@ -214,10 +214,20 @@ void VertexManager::vFlush(bool useDstAlpha)
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
return;
}
if (g_ActiveConfig.iStereoMode > 0)
{
if (!GeometryShaderCache::SetShader(components))
{
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR, true, { printf("Fail to set pixel shader\n"); });
}
}
if (g_ActiveConfig.backend_info.bSupportsBBox && BoundingBox::active)
{
D3D::context->OMSetRenderTargetsAndUnorderedAccessViews(D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, nullptr, nullptr, 2, 1, &BBox::GetUAV(), nullptr);
}
u32 stride = VertexLoaderManager::GetCurrentVertexFormat()->GetVertexStride();
PrepareDrawBuffers(stride);