mirror of
https://github.com/PCSX2/pcsx2.git
synced 2025-04-02 10:52:54 -04:00
- changed the KH2 fix in GetTextureMinMax to my taste, should give the same results, when the used texture rect is to the left/above the clamped area, it returns [min, min+1], and [max-1, max] for right/below - m_mem.m_clut.Read32 was returned to its original place from GetAlphaMinMax - UserHacks_WildHack was moved up to GSState, special UV handlers are only used when this setting is active - updated xbyak to the latest available (avx2 seems incomplete, the 256-bit promoted old instructions are missing) - changed vtune's include path to the 2013 edition Some other not yet commited changes from a year ago: - WriteImageX overflow crash-fix - moved colclamp after dithering (sw mode), it makes more sense, no visible changes noticed - Gif_Tag::analyzeTag(), there was a conditional I didn't like, split the loop into two parts git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5649 96395faa-99c1-11dd-bbfe-3dabce05a288
84 lines
2 KiB
C++
84 lines
2 KiB
C++
/*
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* Copyright (C) 2007-2009 Gabest
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* http://www.gabest.org
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*
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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; either version 2, or (at your option)
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* any later version.
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*
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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 for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#include "stdafx.h"
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#include "GSRendererDX11.h"
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#include "GSCrc.h"
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#include "resource.h"
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GSRendererDX11::GSRendererDX11()
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: GSRendererDX(new GSTextureCache11(this), GSVector2(-0.5f, -0.5f))
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{
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}
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bool GSRendererDX11::CreateDevice(GSDevice* dev)
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{
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if(!__super::CreateDevice(dev))
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return false;
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return true;
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}
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void GSRendererDX11::SetupIA()
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{
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GSDevice11* dev = (GSDevice11*)m_dev;
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void* ptr = NULL;
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if(dev->IAMapVertexBuffer(&ptr, sizeof(GSVertex), m_vertex.next))
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{
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GSVector4i::storent(ptr, m_vertex.buff, sizeof(GSVertex) * m_vertex.next);
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if(UserHacks_WildHack && !isPackedUV_HackFlag)
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{
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GSVertex* RESTRICT d = (GSVertex*)ptr;
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for(unsigned int i = 0; i < m_vertex.next; i++)
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{
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if(PRIM->TME && PRIM->FST) d[i].UV &= 0x3FEF3FEF;
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}
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}
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dev->IAUnmapVertexBuffer();
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}
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dev->IASetIndexBuffer(m_index.buff, m_index.tail);
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D3D11_PRIMITIVE_TOPOLOGY t;
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switch(m_vt.m_primclass)
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{
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case GS_POINT_CLASS:
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t = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
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break;
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case GS_LINE_CLASS:
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case GS_SPRITE_CLASS:
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t = D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
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break;
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case GS_TRIANGLE_CLASS:
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t = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
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break;
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default:
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__assume(0);
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}
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dev->IASetPrimitiveTopology(t);
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}
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