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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
Main change: Implemented EFB pokes in DX9/DX11.
Games affected by this change: Mario Smash Football, Mario Strikers Charged Football, Monster Hunter Tri. Other games possibly affected: Shaun White Snowboarding, Resident Evil Code: Veronica, Baten Kaitos. This implementation will decrease performance if the game uses this feature, but the glitches will be gone. I'll add an option for this in a later commit. EFB pokes are somewhat slow in DX11 right now, speed should be okayish in DX9 though. Other changes: - SOMEWHAT cleaned up the EFB access code in DX9 - Fixed incompatible parameter list of AccessEFB and TVideo_AccessEFB. - Fixed a theoretical bug in ReplaceRGBATexture2D, add support for STAGING textures - Removed unused parameters in various DX9 functions git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6300 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -429,11 +429,13 @@ ID3D11SamplerState* linear_copy_sampler = NULL;
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ID3D11SamplerState* point_copy_sampler = NULL;
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ID3D11Buffer* stqvb = NULL;
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ID3D11Buffer* stsqvb = NULL;
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ID3D11Buffer* quadvb = NULL;
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ID3D11Buffer* clearvb = NULL;
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typedef struct { float x,y,z,u,v; } STQVertex;
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typedef struct { float x,y,z,u,v; } STSQVertex;
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typedef struct { float x,y,z; u32 col; } ClearVertex;
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typedef struct { float x,y,z; u32 col; } ColVertex;
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struct
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{
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@ -446,6 +448,12 @@ struct
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float u1, v1, u2, v2;
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} tex_sub_quad_data;
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struct
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{
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float x1, y1, x2, y2;
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u32 col;
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} draw_quad_data;
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struct
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{
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u32 col;
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@ -468,6 +476,7 @@ void InitUtils()
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// cached data used to avoid unnecessarily reloading the vertex buffers
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memset(&tex_quad_data, 0, sizeof(tex_quad_data));
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memset(&tex_sub_quad_data, 0, sizeof(tex_sub_quad_data));
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memset(&draw_quad_data, 0, sizeof(draw_quad_data));
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memset(&clear_quad_data, 0, sizeof(clear_quad_data));
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STQVertex stqcoords[4] = {
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@ -480,6 +489,9 @@ void InitUtils()
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STSQVertex stsqcoords[4];
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memset(stsqcoords, 0, sizeof(stsqcoords));
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ColVertex colcoords[4];
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memset(colcoords, 0, sizeof(colcoords));
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ClearVertex cqcoords[4] = {
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{-1.0f, 1.0f, 0, 0},
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{ 1.0f, 1.0f, 0, 0},
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@ -495,6 +507,10 @@ void InitUtils()
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CHECK(stsqvb!=NULL, "Create vertex buffer of drawShadedTexSubQuad");
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SetDebugObjectName((ID3D11DeviceChild*)stsqvb, "vertex buffer of drawShadedTexSubQuad");
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quadvb = CreateQuadVertexBuffer(4*sizeof(ColVertex), colcoords);
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CHECK(quadvb!=NULL, "Create vertex buffer of drawColorQuad");
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SetDebugObjectName((ID3D11DeviceChild*)quadvb, "vertex buffer of drawColorQuad");
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clearvb = CreateQuadVertexBuffer(4*sizeof(ClearVertex), cqcoords);
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CHECK(clearvb!=NULL, "Create vertex buffer of drawClearQuad");
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SetDebugObjectName((ID3D11DeviceChild*)clearvb, "vertex buffer of drawClearQuad");
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@ -509,6 +525,7 @@ void ShutdownUtils()
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SAFE_RELEASE(linear_copy_sampler);
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SAFE_RELEASE(stqvb);
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SAFE_RELEASE(stsqvb);
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SAFE_RELEASE(quadvb);
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SAFE_RELEASE(clearvb);
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}
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@ -627,6 +644,45 @@ void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
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context->PSSetShaderResources(0, 1, &texres); // immediately unbind the texture
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}
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// Fills a certain area of the current render target with the specified color
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// destination coordinates normalized to (-1;1)
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void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2)
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{
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if(draw_quad_data.x1 != x1 || draw_quad_data.y1 != y1 ||
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draw_quad_data.x2 != x2 || draw_quad_data.y2 != y2 ||
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draw_quad_data.col != Color)
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{
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ColVertex coords[4] = {
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{ x1, y2, 0.f, Color },
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{ x2, y2, 0.f, Color },
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{ x1, y1, 0.f, Color },
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{ x2, y1, 0.f, Color },
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};
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D3D11_MAPPED_SUBRESOURCE map;
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context->Map(quadvb, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, coords, sizeof(coords));
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context->Unmap(quadvb, 0);
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draw_quad_data.x1 = x1;
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draw_quad_data.y1 = y1;
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draw_quad_data.x2 = x2;
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draw_quad_data.y2 = y2;
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draw_quad_data.col = Color;
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}
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context->VSSetShader(VertexShaderCache::GetClearVertexShader(), NULL, 0);
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context->PSSetShader(PixelShaderCache::GetClearProgram(), NULL, 0);
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context->IASetInputLayout(VertexShaderCache::GetClearInputLayout());
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UINT stride = sizeof(ColVertex);
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UINT offset = 0;
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context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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context->IASetVertexBuffers(0, 1, &quadvb, &stride, &offset);
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context->Draw(4, 0);
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}
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void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexShader* Vshader, ID3D11InputLayout* layout)
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{
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if (clear_quad_data.col != Color || clear_quad_data.z != z)
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@ -657,5 +713,4 @@ void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexS
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context->Draw(4, 0);
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}
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} // namespace
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