GPU/HW: Support line drawing at >1x scale in D3D11 via GS

This commit is contained in:
Connor McLaughlin
2019-11-05 00:27:22 +10:00
parent 3619b46b45
commit 16d83989e5
4 changed files with 73 additions and 0 deletions

View File

@ -92,6 +92,8 @@ void GPU_HW_D3D11::Reset()
void GPU_HW_D3D11::ResetGraphicsAPIState()
{
GPU_HW::ResetGraphicsAPIState();
m_context->GSSetShader(nullptr, nullptr, 0);
}
void GPU_HW_D3D11::RestoreGraphicsAPIState()
@ -403,6 +405,15 @@ bool GPU_HW_D3D11::CompileShaders()
}
}
m_batch_line_expand_geometry_shader.Reset();
if (m_resolution_scale > 1)
{
m_batch_line_expand_geometry_shader = D3D11::ShaderCompiler::CompileAndCreateGeometryShader(
m_device.Get(), shadergen.GenerateBatchLineExpandGeometryShader(), debug);
if (!m_batch_line_expand_geometry_shader)
return false;
}
m_copy_pixel_shader =
D3D11::ShaderCompiler::CompileAndCreatePixelShader(m_device.Get(), shadergen.GenerateCopyFragmentShader(), debug);
if (!m_copy_pixel_shader)
@ -490,6 +501,7 @@ void GPU_HW_D3D11::DrawUtilityShader(ID3D11PixelShader* shader, const void* unif
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_context->VSSetShader(m_screen_quad_vertex_shader.Get(), nullptr, 0);
m_context->GSSetShader(nullptr, nullptr, 0);
m_context->PSSetShader(shader, nullptr, 0);
m_context->OMSetBlendState(m_blend_disabled_state.Get(), nullptr, 0xFFFFFFFFu);
@ -507,6 +519,11 @@ void GPU_HW_D3D11::SetDrawState(BatchRenderMode render_mode)
m_context->VSSetShader(m_batch_vertex_shaders[BoolToUInt8(textured)].Get(), nullptr, 0);
m_context->GSSetShader((m_batch.primitive < GPU_HW::BatchPrimitive::Triangles && m_resolution_scale > 1) ?
m_batch_line_expand_geometry_shader.Get() :
nullptr,
nullptr, 0);
m_context->PSSetShader(m_batch_pixel_shaders[static_cast<u8>(render_mode)][static_cast<u8>(m_batch.texture_mode)]
[BoolToUInt8(m_batch.dithering)]
.Get(),