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Add Turntable.cpp to SCons build.
Set native eol-style on recently added files. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6252 8ced0084-cf51-0410-be5f-012b33b47a6e
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98 changed files with 18965 additions and 18964 deletions
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@ -1,230 +1,230 @@
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <d3dx11.h>
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// Common
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#include "CommonPaths.h"
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#include "FileUtil.h"
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#include "MemoryUtil.h"
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#include "Hash.h"
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// VideoCommon
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#include "VideoConfig.h"
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#include "Statistics.h"
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#include "PixelShaderManager.h"
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#include "VertexShaderManager.h"
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#include "TextureDecoder.h"
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#include "HiresTextures.h"
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// DX11
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#include "DX11_D3DBase.h"
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#include "DX11_D3DTexture.h"
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#include "DX11_D3DUtil.h"
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#include "DX11_FramebufferManager.h"
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#include "DX11_PixelShaderCache.h"
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#include "DX11_VertexShaderCache.h"
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#include "DX11_TextureCache.h"
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#include "../Main.h"
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namespace DX11
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{
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ID3D11BlendState* efbcopyblendstate = NULL;
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ID3D11RasterizerState* efbcopyraststate = NULL;
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ID3D11DepthStencilState* efbcopydepthstate = NULL;
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ID3D11Buffer* efbcopycbuf[20] = {};
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TextureCache::TCacheEntry::~TCacheEntry()
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{
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SAFE_RELEASE(texture);
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}
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void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
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unsigned int expanded_width, unsigned int level)
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{
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D3D::ReplaceRGBATexture2D(texture->GetTex(), TextureCache::temp, width, height, expanded_width, level, usage);
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}
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void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleByHalf,
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unsigned int cbufid, const float colmat[], const EFBRectangle &source_rect)
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{
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// stretch picture with increased internal resolution
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const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)Scaledw, (float)Scaledh);
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D3D::context->RSSetViewports(1, &vp);
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// set transformation
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if (NULL == efbcopycbuf[cbufid])
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{
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const D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(20 * sizeof(float), D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT);
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D3D11_SUBRESOURCE_DATA data;
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data.pSysMem = colmat;
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HRESULT hr = D3D::device->CreateBuffer(&cbdesc, &data, &efbcopycbuf[cbufid]);
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CHECK(SUCCEEDED(hr), "Create efb copy constant buffer %d", cbufid);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopycbuf[cbufid], "a constant buffer used in TextureCache::CopyRenderTargetToTexture");
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}
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D3D::context->PSSetConstantBuffers(0, 1, &efbcopycbuf[cbufid]);
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const TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(source_rect);
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// TODO: try targetSource.asRECT();
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const D3D11_RECT sourcerect = CD3D11_RECT(targetSource.left, targetSource.top, targetSource.right, targetSource.bottom);
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// Use linear filtering if (bScaleByHalf), use point filtering otherwise
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if (bScaleByHalf)
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D3D::SetLinearCopySampler();
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else
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D3D::SetPointCopySampler();
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D3D::stateman->PushBlendState(efbcopyblendstate);
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D3D::stateman->PushRasterizerState(efbcopyraststate);
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D3D::stateman->PushDepthState(efbcopydepthstate);
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D3D::context->OMSetRenderTargets(1, &texture->GetRTV(), NULL);
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D3D::drawShadedTexQuad(
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(bFromZBuffer) ? FramebufferManager::GetEFBDepthTexture()->GetSRV() : FramebufferManager::GetEFBColorTexture()->GetSRV(),
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&sourcerect, g_renderer->GetFullTargetWidth(), g_renderer->GetFullTargetHeight(),
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(bFromZBuffer) ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram(),
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VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
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D3D::stateman->PopBlendState();
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D3D::stateman->PopDepthState();
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D3D::stateman->PopRasterizerState();
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}
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void TextureCache::TCacheEntry::Bind(unsigned int stage)
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{
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D3D::gfxstate->SetShaderResource(stage, texture->GetSRV());
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}
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TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
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unsigned int height, unsigned int expanded_width,
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unsigned int tex_levels, PC_TexFormat pcfmt)
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{
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D3D11_SUBRESOURCE_DATA srdata;
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D3D11_SUBRESOURCE_DATA *data = NULL;
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D3D11_CPU_ACCESS_FLAG cpu_access = (D3D11_CPU_ACCESS_FLAG)0;
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D3D11_USAGE usage = D3D11_USAGE_DEFAULT;
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// TODO: temp
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tex_levels = 1;
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if (1 == tex_levels)
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{
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cpu_access = D3D11_CPU_ACCESS_WRITE;
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usage = D3D11_USAGE_DYNAMIC;
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srdata.pSysMem = temp;
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srdata.SysMemPitch = 4 * expanded_width;
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data = &srdata;
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}
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const D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM,
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width, height, 1, tex_levels, D3D11_BIND_SHADER_RESOURCE, usage, cpu_access);
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ID3D11Texture2D *pTexture;
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HRESULT hr = D3D::device->CreateTexture2D(&texdesc, data, &pTexture);
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CHECK(SUCCEEDED(hr), "Create texture of the TextureCache");
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TCacheEntry* const entry = new TCacheEntry(new D3DTexture2D(pTexture, D3D11_BIND_SHADER_RESOURCE));
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entry->usage = usage;
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// TODO: silly debug names
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D3D::SetDebugObjectName((ID3D11DeviceChild*)entry->texture->GetTex(), "a texture of the TextureCache");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)entry->texture->GetSRV(), "shader resource view of a texture of the TextureCache");
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// wuts this?
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//if (0 == tex_levels)
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// PD3DX11FilterTexture(D3D::context, entry->texture->GetTex(), 0, D3DX11_DEFAULT);
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// TODO: this good?
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//if (1 != tex_levels)
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// entry->Load(width, height, expanded_width, 0);
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SAFE_RELEASE(pTexture);
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return entry;
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}
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TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture(int scaled_tex_w, int scaled_tex_h)
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{
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return new TCacheEntry(D3DTexture2D::Create(scaled_tex_w, scaled_tex_h,
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(D3D11_BIND_FLAG)((int)D3D11_BIND_RENDER_TARGET | (int)D3D11_BIND_SHADER_RESOURCE),
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D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM));
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}
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TextureCache::TextureCache()
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{
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HRESULT hr;
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D3D11_BLEND_DESC blenddesc;
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blenddesc.AlphaToCoverageEnable = FALSE;
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blenddesc.IndependentBlendEnable = FALSE;
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blenddesc.RenderTarget[0].BlendEnable = FALSE;
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blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
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blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
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blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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hr = D3D::device->CreateBlendState(&blenddesc, &efbcopyblendstate);
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CHECK(hr==S_OK, "Create blend state for CopyRenderTargetToTexture");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopyblendstate, "blend state used in CopyRenderTargetToTexture");
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D3D11_DEPTH_STENCIL_DESC depthdesc;
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depthdesc.DepthEnable = FALSE;
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depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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depthdesc.DepthFunc = D3D11_COMPARISON_LESS;
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depthdesc.StencilEnable = FALSE;
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depthdesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
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depthdesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
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hr = D3D::device->CreateDepthStencilState(&depthdesc, &efbcopydepthstate);
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CHECK(hr==S_OK, "Create depth state for CopyRenderTargetToTexture");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopydepthstate, "depth stencil state used in CopyRenderTargetToTexture");
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D3D11_RASTERIZER_DESC rastdesc;
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rastdesc.CullMode = D3D11_CULL_NONE;
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rastdesc.FillMode = D3D11_FILL_SOLID;
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rastdesc.FrontCounterClockwise = false;
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rastdesc.DepthBias = false;
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rastdesc.DepthBiasClamp = 0;
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rastdesc.SlopeScaledDepthBias = 0;
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rastdesc.DepthClipEnable = false;
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rastdesc.ScissorEnable = false;
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rastdesc.MultisampleEnable = false;
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rastdesc.AntialiasedLineEnable = false;
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hr = D3D::device->CreateRasterizerState(&rastdesc, &efbcopyraststate);
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CHECK(hr==S_OK, "Create rasterizer state for CopyRenderTargetToTexture");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopyraststate, "rasterizer state used in CopyRenderTargetToTexture");
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}
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TextureCache::~TextureCache()
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{
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SAFE_RELEASE(efbcopyblendstate);
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SAFE_RELEASE(efbcopyraststate);
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SAFE_RELEASE(efbcopydepthstate);
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for (unsigned int k = 0; k < 20; ++k)
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SAFE_RELEASE(efbcopycbuf[k]);
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}
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}
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <d3dx11.h>
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// Common
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#include "CommonPaths.h"
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#include "FileUtil.h"
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#include "MemoryUtil.h"
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#include "Hash.h"
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// VideoCommon
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#include "VideoConfig.h"
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#include "Statistics.h"
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#include "PixelShaderManager.h"
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#include "VertexShaderManager.h"
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#include "TextureDecoder.h"
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#include "HiresTextures.h"
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// DX11
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#include "DX11_D3DBase.h"
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#include "DX11_D3DTexture.h"
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#include "DX11_D3DUtil.h"
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#include "DX11_FramebufferManager.h"
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#include "DX11_PixelShaderCache.h"
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#include "DX11_VertexShaderCache.h"
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#include "DX11_TextureCache.h"
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#include "../Main.h"
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namespace DX11
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{
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ID3D11BlendState* efbcopyblendstate = NULL;
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ID3D11RasterizerState* efbcopyraststate = NULL;
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ID3D11DepthStencilState* efbcopydepthstate = NULL;
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ID3D11Buffer* efbcopycbuf[20] = {};
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TextureCache::TCacheEntry::~TCacheEntry()
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{
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SAFE_RELEASE(texture);
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}
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void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
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unsigned int expanded_width, unsigned int level)
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{
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D3D::ReplaceRGBATexture2D(texture->GetTex(), TextureCache::temp, width, height, expanded_width, level, usage);
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}
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void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleByHalf,
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unsigned int cbufid, const float colmat[], const EFBRectangle &source_rect)
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{
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// stretch picture with increased internal resolution
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const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)Scaledw, (float)Scaledh);
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D3D::context->RSSetViewports(1, &vp);
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// set transformation
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if (NULL == efbcopycbuf[cbufid])
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{
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const D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(20 * sizeof(float), D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT);
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D3D11_SUBRESOURCE_DATA data;
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data.pSysMem = colmat;
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HRESULT hr = D3D::device->CreateBuffer(&cbdesc, &data, &efbcopycbuf[cbufid]);
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CHECK(SUCCEEDED(hr), "Create efb copy constant buffer %d", cbufid);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopycbuf[cbufid], "a constant buffer used in TextureCache::CopyRenderTargetToTexture");
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}
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D3D::context->PSSetConstantBuffers(0, 1, &efbcopycbuf[cbufid]);
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const TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(source_rect);
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// TODO: try targetSource.asRECT();
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const D3D11_RECT sourcerect = CD3D11_RECT(targetSource.left, targetSource.top, targetSource.right, targetSource.bottom);
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// Use linear filtering if (bScaleByHalf), use point filtering otherwise
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if (bScaleByHalf)
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D3D::SetLinearCopySampler();
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else
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D3D::SetPointCopySampler();
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D3D::stateman->PushBlendState(efbcopyblendstate);
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D3D::stateman->PushRasterizerState(efbcopyraststate);
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D3D::stateman->PushDepthState(efbcopydepthstate);
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D3D::context->OMSetRenderTargets(1, &texture->GetRTV(), NULL);
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D3D::drawShadedTexQuad(
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(bFromZBuffer) ? FramebufferManager::GetEFBDepthTexture()->GetSRV() : FramebufferManager::GetEFBColorTexture()->GetSRV(),
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&sourcerect, g_renderer->GetFullTargetWidth(), g_renderer->GetFullTargetHeight(),
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(bFromZBuffer) ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram(),
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VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
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D3D::stateman->PopBlendState();
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D3D::stateman->PopDepthState();
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D3D::stateman->PopRasterizerState();
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}
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void TextureCache::TCacheEntry::Bind(unsigned int stage)
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{
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D3D::gfxstate->SetShaderResource(stage, texture->GetSRV());
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}
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TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
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unsigned int height, unsigned int expanded_width,
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unsigned int tex_levels, PC_TexFormat pcfmt)
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{
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D3D11_SUBRESOURCE_DATA srdata;
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D3D11_SUBRESOURCE_DATA *data = NULL;
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D3D11_CPU_ACCESS_FLAG cpu_access = (D3D11_CPU_ACCESS_FLAG)0;
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D3D11_USAGE usage = D3D11_USAGE_DEFAULT;
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// TODO: temp
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tex_levels = 1;
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||||
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||||
if (1 == tex_levels)
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{
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cpu_access = D3D11_CPU_ACCESS_WRITE;
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usage = D3D11_USAGE_DYNAMIC;
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srdata.pSysMem = temp;
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srdata.SysMemPitch = 4 * expanded_width;
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data = &srdata;
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}
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const D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM,
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width, height, 1, tex_levels, D3D11_BIND_SHADER_RESOURCE, usage, cpu_access);
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ID3D11Texture2D *pTexture;
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HRESULT hr = D3D::device->CreateTexture2D(&texdesc, data, &pTexture);
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CHECK(SUCCEEDED(hr), "Create texture of the TextureCache");
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TCacheEntry* const entry = new TCacheEntry(new D3DTexture2D(pTexture, D3D11_BIND_SHADER_RESOURCE));
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entry->usage = usage;
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// TODO: silly debug names
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||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)entry->texture->GetTex(), "a texture of the TextureCache");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)entry->texture->GetSRV(), "shader resource view of a texture of the TextureCache");
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||||
// wuts this?
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//if (0 == tex_levels)
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// PD3DX11FilterTexture(D3D::context, entry->texture->GetTex(), 0, D3DX11_DEFAULT);
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||||
|
||||
// TODO: this good?
|
||||
//if (1 != tex_levels)
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// entry->Load(width, height, expanded_width, 0);
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||||
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||||
SAFE_RELEASE(pTexture);
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||||
return entry;
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||||
}
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||||
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||||
TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture(int scaled_tex_w, int scaled_tex_h)
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{
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return new TCacheEntry(D3DTexture2D::Create(scaled_tex_w, scaled_tex_h,
|
||||
(D3D11_BIND_FLAG)((int)D3D11_BIND_RENDER_TARGET | (int)D3D11_BIND_SHADER_RESOURCE),
|
||||
D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM));
|
||||
}
|
||||
|
||||
TextureCache::TextureCache()
|
||||
{
|
||||
HRESULT hr;
|
||||
|
||||
D3D11_BLEND_DESC blenddesc;
|
||||
blenddesc.AlphaToCoverageEnable = FALSE;
|
||||
blenddesc.IndependentBlendEnable = FALSE;
|
||||
blenddesc.RenderTarget[0].BlendEnable = FALSE;
|
||||
blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
|
||||
blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
|
||||
blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
|
||||
blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
|
||||
blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
|
||||
blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
|
||||
blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
||||
hr = D3D::device->CreateBlendState(&blenddesc, &efbcopyblendstate);
|
||||
CHECK(hr==S_OK, "Create blend state for CopyRenderTargetToTexture");
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopyblendstate, "blend state used in CopyRenderTargetToTexture");
|
||||
|
||||
D3D11_DEPTH_STENCIL_DESC depthdesc;
|
||||
depthdesc.DepthEnable = FALSE;
|
||||
depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
|
||||
depthdesc.DepthFunc = D3D11_COMPARISON_LESS;
|
||||
depthdesc.StencilEnable = FALSE;
|
||||
depthdesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
|
||||
depthdesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
|
||||
hr = D3D::device->CreateDepthStencilState(&depthdesc, &efbcopydepthstate);
|
||||
CHECK(hr==S_OK, "Create depth state for CopyRenderTargetToTexture");
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopydepthstate, "depth stencil state used in CopyRenderTargetToTexture");
|
||||
|
||||
D3D11_RASTERIZER_DESC rastdesc;
|
||||
rastdesc.CullMode = D3D11_CULL_NONE;
|
||||
rastdesc.FillMode = D3D11_FILL_SOLID;
|
||||
rastdesc.FrontCounterClockwise = false;
|
||||
rastdesc.DepthBias = false;
|
||||
rastdesc.DepthBiasClamp = 0;
|
||||
rastdesc.SlopeScaledDepthBias = 0;
|
||||
rastdesc.DepthClipEnable = false;
|
||||
rastdesc.ScissorEnable = false;
|
||||
rastdesc.MultisampleEnable = false;
|
||||
rastdesc.AntialiasedLineEnable = false;
|
||||
hr = D3D::device->CreateRasterizerState(&rastdesc, &efbcopyraststate);
|
||||
CHECK(hr==S_OK, "Create rasterizer state for CopyRenderTargetToTexture");
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopyraststate, "rasterizer state used in CopyRenderTargetToTexture");
|
||||
}
|
||||
|
||||
TextureCache::~TextureCache()
|
||||
{
|
||||
SAFE_RELEASE(efbcopyblendstate);
|
||||
SAFE_RELEASE(efbcopyraststate);
|
||||
SAFE_RELEASE(efbcopydepthstate);
|
||||
|
||||
for (unsigned int k = 0; k < 20; ++k)
|
||||
SAFE_RELEASE(efbcopycbuf[k]);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue