GPU/HW: Mask bit handling in hardware renderers

Fixes:
 - Menu effect in Ghost in the Shell
 - Incorrect text colours in menu of Dragon Quest VII
 - Fade effect in TwinBee RPG
 - Fog in Silent Hill
 - Water in Duke Nukem - Land of the Babes
 - Shadows in Ultraman - Fighting Evolution

and probably others.
This commit is contained in:
Connor McLaughlin
2020-05-03 17:11:28 +10:00
parent a5ecff0893
commit 9446587e8f
10 changed files with 448 additions and 128 deletions

View File

@ -27,14 +27,10 @@ D3D11_TEXTURE2D_DESC Texture::GetDesc() const
return desc;
}
bool Texture::Create(ID3D11Device* device, u32 width, u32 height, DXGI_FORMAT format, bool shader_resource,
bool render_target, const void* initial_data, u32 initial_data_stride)
bool Texture::Create(ID3D11Device* device, u32 width, u32 height, DXGI_FORMAT format, u32 bind_flags,
const void* initial_data, u32 initial_data_stride)
{
CD3D11_TEXTURE2D_DESC desc(format, width, height, 1, 1, 0, D3D11_USAGE_DEFAULT, 0, 1, 0, 0);
if (shader_resource)
desc.BindFlags |= D3D11_BIND_SHADER_RESOURCE;
if (render_target)
desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
CD3D11_TEXTURE2D_DESC desc(format, width, height, 1, 1, bind_flags, D3D11_USAGE_DEFAULT, 0, 1, 0, 0);
D3D11_SUBRESOURCE_DATA srd;
srd.pSysMem = initial_data;
@ -50,7 +46,7 @@ bool Texture::Create(ID3D11Device* device, u32 width, u32 height, DXGI_FORMAT fo
}
ComPtr<ID3D11ShaderResourceView> srv;
if (shader_resource)
if (bind_flags & D3D11_BIND_SHADER_RESOURCE)
{
const CD3D11_SHADER_RESOURCE_VIEW_DESC srv_desc(D3D11_SRV_DIMENSION_TEXTURE2D, desc.Format, 0, desc.MipLevels, 0,
desc.ArraySize);
@ -63,7 +59,7 @@ bool Texture::Create(ID3D11Device* device, u32 width, u32 height, DXGI_FORMAT fo
}
ComPtr<ID3D11RenderTargetView> rtv;
if (render_target)
if (bind_flags & D3D11_BIND_RENDER_TARGET)
{
const CD3D11_RENDER_TARGET_VIEW_DESC rtv_desc(D3D11_RTV_DIMENSION_TEXTURE2D, desc.Format, 0, 0, desc.ArraySize);
const HRESULT hr = device->CreateRenderTargetView(texture.Get(), &rtv_desc, rtv.GetAddressOf());

View File

@ -31,7 +31,7 @@ public:
ALWAYS_INLINE operator ID3D11RenderTargetView*() const { return m_rtv.Get(); }
ALWAYS_INLINE operator bool() const { return static_cast<bool>(m_texture); }
bool Create(ID3D11Device* device, u32 width, u32 height, DXGI_FORMAT format, bool shader_resource, bool render_target,
bool Create(ID3D11Device* device, u32 width, u32 height, DXGI_FORMAT format, u32 bind_flags,
const void* initial_data = nullptr, u32 initial_data_stride = 0);
bool Adopt(ID3D11Device* device, ComPtr<ID3D11Texture2D> texture);