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63264ac23f
Since ResolveSubresource cannot be used with depth textures (and throws an error with the debug layer enabled), use a shader which selects the minimum depth value from all samples. Changes the sampler by XFBEncoder to use a linear filter, rather than point, to match GL behavior.
61 lines
1.6 KiB
C++
61 lines
1.6 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <d3d11.h>
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#include <map>
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#include "VideoCommon/PixelShaderGen.h"
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enum DSTALPHA_MODE;
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namespace DX11
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{
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class PixelShaderCache
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{
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public:
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static void Init();
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static void Clear();
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static void Shutdown();
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static bool SetShader(DSTALPHA_MODE dstAlphaMode); // TODO: Should be renamed to LoadShader
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static bool InsertByteCode(const PixelShaderUid &uid, const void* bytecode, unsigned int bytecodelen);
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static ID3D11PixelShader* GetActiveShader() { return last_entry->shader; }
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static ID3D11Buffer* &GetConstantBuffer();
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static ID3D11PixelShader* GetColorMatrixProgram(bool multisampled);
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static ID3D11PixelShader* GetColorCopyProgram(bool multisampled);
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static ID3D11PixelShader* GetDepthMatrixProgram(bool multisampled);
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static ID3D11PixelShader* GetClearProgram();
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static ID3D11PixelShader* GetAnaglyphProgram();
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static ID3D11PixelShader* GetDepthResolveProgram();
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static ID3D11PixelShader* ReinterpRGBA6ToRGB8(bool multisampled);
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static ID3D11PixelShader* ReinterpRGB8ToRGBA6(bool multisampled);
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static void InvalidateMSAAShaders();
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private:
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struct PSCacheEntry
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{
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ID3D11PixelShader* shader;
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std::string code;
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PSCacheEntry() : shader(nullptr) {}
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void Destroy() { SAFE_RELEASE(shader); }
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};
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typedef std::map<PixelShaderUid, PSCacheEntry> PSCache;
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static PSCache PixelShaders;
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static const PSCacheEntry* last_entry;
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static PixelShaderUid last_uid;
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static UidChecker<PixelShaderUid, ShaderCode> pixel_uid_checker;
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};
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} // namespace DX11
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