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Further stuff.
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parent
ba95e0f4d9
commit
76587ec61c
6 changed files with 17 additions and 2 deletions
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@ -1167,6 +1167,7 @@ set(GPU_D3D11
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GPU/D3D11/FramebufferManagerD3D11.h
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GPU/D3D11/GPU_D3D11.cpp
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GPU/D3D11/GPU_D3D11.h
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GPU/D3D11/StencilBufferD3D11.cpp
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GPU/D3D11/ShaderManagerD3D11.cpp
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GPU/D3D11/ShaderManagerD3D11.h
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GPU/D3D11/StateMappingD3D11.cpp
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@ -59,6 +59,10 @@ void StockObjectsD3D11::Create(ID3D11Device *device) {
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depth_desc.StencilWriteMask = 0xFF;
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depth_desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
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depth_desc.BackFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
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depth_desc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_REPLACE;
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depth_desc.BackFace.StencilFailOp = D3D11_STENCIL_OP_REPLACE;
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depth_desc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_REPLACE;
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depth_desc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_REPLACE;
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depth_desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
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depth_desc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
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device->CreateDepthStencilState(&depth_desc, &depthDisabledStencilWrite);
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@ -119,6 +119,7 @@ FramebufferManagerD3D11::FramebufferManagerD3D11(Draw::DrawContext *draw)
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}
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FramebufferManagerD3D11::~FramebufferManagerD3D11() {
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// Drawing cleanup
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if (pFramebufferVertexShader_) {
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pFramebufferVertexShader_->Release();
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pFramebufferVertexShader_ = nullptr;
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@ -131,10 +132,18 @@ FramebufferManagerD3D11::~FramebufferManagerD3D11() {
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if (drawPixelsTex_) {
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drawPixelsTex_->Release();
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}
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// FBO cleanup
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for (auto it = tempFBOs_.begin(), end = tempFBOs_.end(); it != end; ++it) {
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delete it->second.fbo;
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}
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delete[] convBuf;
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// Stencil cleanup
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for (int i = 0; i < 256; i++) {
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if (stencilMaskStates_[i])
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stencilMaskStates_[i]->Release();
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}
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if (stencilUploadPS_) {
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stencilUploadPS_->Release();
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}
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@ -120,6 +120,7 @@ private:
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ID3D11PixelShader *stencilUploadPS_;
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ID3D11VertexShader *stencilUploadVS_;
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ID3D11InputLayout *stencilUploadInputLayout_;
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ID3D11DepthStencilState *stencilMaskStates_[256]{};
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bool stencilUploadFailed_;
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TextureCacheD3D11 *textureCacheD3D11_;
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@ -1157,7 +1157,7 @@ void TextureCacheD3D11::LoadTextureLevel(TexCacheEntry &entry, ReplacedTexture &
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pixelData = (u32 *)map.pData;
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// We always end up at 8888. Other parts assume this.
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assert(dstFmt == D3DFMT_A8R8G8B8);
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assert(dstFmt == DXGI_FORMAT_R8G8B8A8_UNORM);
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bpp = sizeof(u32);
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decPitch = w * bpp;
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@ -903,7 +903,7 @@ Pipeline *VKContext::CreateGraphicsPipeline(const PipelineDesc &desc) {
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return nullptr;
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}
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if (desc.uniformDesc) {
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pipeline->dynamicUniformSize = desc.uniformDesc->uniformBufferSize;
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pipeline->dynamicUniformSize = (int)desc.uniformDesc->uniformBufferSize;
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}
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return pipeline;
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