Implement EFB copy filter and gamma in hardware backends

Also makes y_scale a dynamic parameter for EFB copies, as it doesn't
make sense to keep it as part of the uid, otherwise we're generating
redundant shaders.
This commit is contained in:
Stenzek
2018-04-29 18:52:30 +10:00
parent a192a3bb30
commit 9e798eec94
41 changed files with 526 additions and 236 deletions

View File

@ -627,8 +627,7 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
}
// This function has the final picture. We adjust the aspect ratio here.
void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region, u64 ticks,
float Gamma)
void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region, u64 ticks)
{
ResetAPIState();
@ -650,7 +649,7 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
auto* xfb_texture = static_cast<DXTexture*>(texture);
BlitScreen(xfb_region, targetRc, xfb_texture->GetRawTexIdentifier(),
xfb_texture->GetConfig().width, xfb_texture->GetConfig().height, Gamma);
xfb_texture->GetConfig().width, xfb_texture->GetConfig().height);
// Reset viewport for drawing text
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.0f, 0.0f, static_cast<float>(m_backbuffer_width),
@ -854,7 +853,7 @@ void Renderer::BBoxWrite(int index, u16 _value)
}
void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D* src_texture,
u32 src_width, u32 src_height, float Gamma)
u32 src_width, u32 src_height)
{
if (g_ActiveConfig.stereo_mode == StereoMode::SBS ||
g_ActiveConfig.stereo_mode == StereoMode::TAB)
@ -871,13 +870,13 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
PixelShaderCache::GetColorCopyProgram(false),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 0);
VertexShaderCache::GetSimpleInputLayout(), nullptr, 1.0f, 0);
D3D::context->RSSetViewports(1, &rightVp);
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
PixelShaderCache::GetColorCopyProgram(false),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 1);
VertexShaderCache::GetSimpleInputLayout(), nullptr, 1.0f, 1);
}
else if (g_ActiveConfig.stereo_mode == StereoMode::Nvidia3DVision)
{
@ -896,13 +895,13 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
PixelShaderCache::GetColorCopyProgram(false),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 0);
VertexShaderCache::GetSimpleInputLayout(), nullptr, 1.0f, 0);
D3D::context->RSSetViewports(1, &rightVp);
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
PixelShaderCache::GetColorCopyProgram(false),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 1);
VertexShaderCache::GetSimpleInputLayout(), nullptr, 1.0f, 1);
// Copy the left eye to the backbuffer, if Nvidia 3D Vision is enabled it should
// recognize the signature and automatically include the right eye frame.
@ -927,7 +926,7 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D
nullptr;
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height, pixelShader,
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), geomShader, Gamma);
VertexShaderCache::GetSimpleInputLayout(), geomShader, 1.0f);
}
}