DX11: Correct line width and point size by taking viewport rect into account. Twilight Princess map looks almost perfect except for the drop shadows around the borders: the lines are too skinny, but the corner points seem to be correct.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7418 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Nolan Check 2011-03-28 05:42:21 +00:00
parent 975ce523b6
commit 40b8db30e3
5 changed files with 40 additions and 14 deletions

View file

@ -31,6 +31,8 @@ union PointGSParams
{
FLOAT PointSize; // In units of 1/6 of an EFB pixel
FLOAT TexOffset;
FLOAT VpWidth; // Width and height of viewport in EFB pixels
FLOAT VpHeight;
};
// Constant buffers must be a multiple of 16 bytes in size.
u8 pad[16]; // Pad to the next multiple of 16 bytes
@ -46,6 +48,8 @@ static const char POINT_GS_COMMON[] =
"{\n"
"float PointSize;\n"
"float TexOffset;\n"
"float VpWidth;\n"
"float VpHeight;\n"
"} Params;\n"
"}\n"
@ -58,8 +62,8 @@ static const char POINT_GS_COMMON[] =
"VS_OUTPUT ptUR = ptLL;\n"
// Offset from center to upper right vertex
// Lerp Params.PointSize/2 from [0,0..640,528] to [-1,1..1,-1]
"float2 offset = float2(Params.PointSize/640, -Params.PointSize/528) * input[0].pos.w;\n"
// Lerp Params.PointSize/2 from [0,0..VpWidth,VpHeight] to [-1,1..1,-1]
"float2 offset = float2(Params.PointSize/Params.VpWidth, -Params.PointSize/Params.VpHeight) * input[0].pos.w;\n"
"ptLL.pos.xy += float2(-1,-1) * offset;\n"
"ptLR.pos.xy += float2(1,-1) * offset;\n"
@ -157,7 +161,8 @@ void PointGeometryShader::Shutdown()
SAFE_RELEASE(m_paramsBuffer);
}
bool PointGeometryShader::SetShader(u32 components, float pointSize, float texOffset)
bool PointGeometryShader::SetShader(u32 components, float pointSize,
float texOffset, float vpWidth, float vpHeight)
{
if (!m_ready)
return false;
@ -201,7 +206,12 @@ bool PointGeometryShader::SetShader(u32 components, float pointSize, float texOf
PointGSParams params = { 0 };
params.PointSize = pointSize;
params.TexOffset = texOffset;
params.VpWidth = vpWidth;
params.VpHeight = vpHeight;
D3D::context->UpdateSubresource(m_paramsBuffer, 0, NULL, &params, 0, 0);
DEBUG_LOG(VIDEO, "Point params: size %f, texOffset %f, vpWidth %f, vpHeight %f",
pointSize, texOffset, vpWidth, vpHeight);
D3D::context->GSSetShader(shaderIt->second, NULL, 0);
D3D::context->GSSetConstantBuffers(0, 1, &m_paramsBuffer);