some fixes to depth test and screen clearing in dx11, now a lot of the remaining graphic errors should be fixed

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5756 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Rodolfo Osvaldo Bogado
2010-06-21 02:40:09 +00:00
parent a450fd45d8
commit fde15c1bc6
2 changed files with 28 additions and 28 deletions

View File

@ -752,7 +752,7 @@ void UpdateViewport()
1.f); // xfregs.rawViewport[5] / 16777216.0f;
D3D::context->RSSetViewports(1, &vp);
}
//Tino: color is pased in bgra mode so need to convert it to rgba
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z)
{
TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
@ -765,13 +765,16 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
// always set the scissor in case it was set by the game and has not been reset
D3D11_RECT sirc = CD3D11_RECT(targetRc.left, targetRc.top, targetRc.right, targetRc.bottom);
D3D::context->RSSetScissorRects(1, &sirc);
u32 rgbaColor = (color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000);
D3D::stateman->PushDepthState(cleardepthstates[zEnable]);
D3D::stateman->PushRasterizerState(clearraststate);
D3D::drawClearQuad(color, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader(), VertexShaderCache::GetClearInputLayout());
D3D::stateman->PushBlendState(resetblendstate);
D3D::stateman->Apply();
D3D::drawClearQuad(rgbaColor, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader(), VertexShaderCache::GetClearInputLayout());
D3D::stateman->PopDepthState();
D3D::stateman->PopRasterizerState();
D3D::stateman->PopBlendState();
UpdateViewport();
SetScissorRect();
}
@ -1033,23 +1036,18 @@ void Renderer::ResetAPIState()
void Renderer::RestoreAPIState()
{
// TODO: How much of this is actually needed?
// gets us back into a more game-like state.
// TODO: check whether commenting these lines broke anything
// D3D::gfxstate->rastdesc.ScissorEnable = TRUE;
// gets us back into a more game-like state.
UpdateViewport();
SetScissorRect();
// if (bpmem.zmode.testenable) D3D::gfxstate->depthdesc.DepthEnable = TRUE;
// if (bpmem.zmode.updateenable) D3D::gfxstate->depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
SetColorMask();
SetLogicOpMode();
for (;resets;--resets)
{
D3D::stateman->PopBlendState();
D3D::stateman->PopDepthState();
D3D::stateman->PopRasterizerState();
D3D::gfxstate->ApplyState();
D3D::stateman->PopRasterizerState();
}
D3D::gfxstate->ApplyState();
}
void Renderer::SetGenerationMode()
@ -1068,7 +1066,7 @@ void Renderer::SetDepthMode()
}
else
{
D3D::gfxstate->depthdesc.DepthEnable = TRUE;
D3D::gfxstate->depthdesc.DepthEnable = FALSE;
D3D::gfxstate->depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
}
}