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Move shader caches to VideoCommon
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@ -11,6 +11,7 @@
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#include "VideoBackends/D3D/BoundingBox.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DState.h"
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#include "VideoBackends/D3D/FramebufferManager.h"
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#include "VideoBackends/D3D/GeometryShaderCache.h"
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#include "VideoBackends/D3D/PixelShaderCache.h"
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#include "VideoBackends/D3D/Render.h"
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@ -135,42 +136,23 @@ void VertexManager::Draw(u32 stride)
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void VertexManager::vFlush()
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{
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if (!PixelShaderCache::SetShader())
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{
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR, true, { printf("Fail to set pixel shader\n"); });
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return;
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}
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D3DVertexFormat* vertex_format =
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static_cast<D3DVertexFormat*>(VertexLoaderManager::GetCurrentVertexFormat());
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if (!VertexShaderCache::SetShader(vertex_format))
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{
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR, true, { printf("Fail to set pixel shader\n"); });
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return;
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}
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if (!GeometryShaderCache::SetShader(m_current_primitive_type))
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{
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR, true, { printf("Fail to set pixel shader\n"); });
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return;
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}
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if (g_ActiveConfig.backend_info.bSupportsBBox && BoundingBox::active)
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{
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D3D::context->OMSetRenderTargetsAndUnorderedAccessViews(
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D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, nullptr, nullptr, 2, 1, &BBox::GetUAV(),
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nullptr);
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}
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u32 stride = VertexLoaderManager::GetCurrentVertexFormat()->GetVertexStride();
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PrepareDrawBuffers(stride);
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g_renderer->ApplyState();
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if (!m_current_pipeline_object)
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return;
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FramebufferManager::SetIntegerEFBRenderTarget(
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m_current_pipeline_config.blending_state.logicopenable);
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g_renderer->SetPipeline(m_current_pipeline_object);
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ID3D11Buffer* vertexConstants = VertexShaderCache::GetConstantBuffer();
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D3D::stateman->SetPixelConstants(PixelShaderCache::GetConstantBuffer(),
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g_ActiveConfig.bEnablePixelLighting ? vertexConstants : nullptr);
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D3D::stateman->SetVertexConstants(vertexConstants);
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D3D::stateman->SetGeometryConstants(GeometryShaderCache::GetConstantBuffer());
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Draw(stride);
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g_renderer->RestoreState();
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}
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void VertexManager::ResetBuffer(u32 stride)
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