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Merge pull request #7869 from stenzek/d3dcommon
D3D: Move sharable D3D11/D3D12 code to common library
This commit is contained in:
@ -151,6 +151,11 @@ std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage sta
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return CreateShaderFromSource(stage, source.c_str(), source.size());
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}
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bool Renderer::EFBHasAlphaChannel() const
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{
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return m_prev_efb_format == PEControl::RGBA6_Z24;
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}
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void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
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u32 color, u32 z)
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{
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@ -224,6 +224,7 @@ public:
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PEControl::PixelFormat GetPrevPixelFormat() const { return m_prev_efb_format; }
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void StorePixelFormat(PEControl::PixelFormat new_format) { m_prev_efb_format = new_format; }
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bool EFBHasAlphaChannel() const;
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VideoCommon::PostProcessing* GetPostProcessor() const { return m_post_processor.get(); }
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// Final surface changing
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// This is called when the surface is resized (WX) or the window changes (Android).
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@ -966,10 +966,16 @@ void ShaderCache::QueueUberShaderPipelines()
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config.vs_uid = vs_uid;
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config.gs_uid = gs_uid;
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config.ps_uid = ps_uid;
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config.rasterization_state =
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RenderState::GetCullBackFaceRasterizationState(PrimitiveType::TriangleStrip);
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config.rasterization_state = RenderState::GetCullBackFaceRasterizationState(
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static_cast<PrimitiveType>(gs_uid.GetUidData()->primitive_type));
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config.depth_state = RenderState::GetNoDepthTestingDepthState();
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config.blending_state = RenderState::GetNoBlendingBlendState();
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if (ps_uid.GetUidData()->uint_output)
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{
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// uint_output is only ever enabled when logic ops are enabled.
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config.blending_state.logicopenable = true;
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config.blending_state.logicmode = BlendMode::AND;
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}
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auto iter = m_gx_uber_pipeline_cache.find(config);
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if (iter != m_gx_uber_pipeline_cache.end())
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@ -986,13 +992,15 @@ void ShaderCache::QueueUberShaderPipelines()
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if (vuid.GetUidData()->num_texgens != puid.GetUidData()->num_texgens)
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return;
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UberShader::PixelShaderUid cleared_puid = puid;
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UberShader::ClearUnusedPixelShaderUidBits(m_api_type, m_host_config, &cleared_puid);
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EnumerateGeometryShaderUids([&](const GeometryShaderUid& guid) {
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if (guid.GetUidData()->numTexGens != vuid.GetUidData()->num_texgens ||
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(!guid.GetUidData()->IsPassthrough() && !m_host_config.backend_geometry_shaders))
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{
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return;
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}
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QueueDummyPipeline(vuid, guid, puid);
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QueueDummyPipeline(vuid, guid, cleared_puid);
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});
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});
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});
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@ -54,9 +54,9 @@ public:
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// Streaming buffer sizes.
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// Texel buffer will fit the maximum size of an encoded GX texture. 1024x1024, RGBA8 = 4MB.
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static constexpr u32 VERTEX_STREAM_BUFFER_SIZE = 40 * 1024 * 1024;
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static constexpr u32 INDEX_STREAM_BUFFER_SIZE = 4 * 1024 * 1024;
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static constexpr u32 UNIFORM_STREAM_BUFFER_SIZE = 16 * 1024 * 1024;
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static constexpr u32 VERTEX_STREAM_BUFFER_SIZE = 48 * 1024 * 1024;
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static constexpr u32 INDEX_STREAM_BUFFER_SIZE = 8 * 1024 * 1024;
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static constexpr u32 UNIFORM_STREAM_BUFFER_SIZE = 32 * 1024 * 1024;
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static constexpr u32 TEXEL_STREAM_BUFFER_SIZE = 16 * 1024 * 1024;
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VertexManagerBase();
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@ -294,6 +294,7 @@ void VideoBackendBase::InitializeShared()
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GeometryShaderManager::Init();
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PixelShaderManager::Init();
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g_Config.VerifyValidity();
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UpdateActiveConfig();
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}
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