diff options
| author | degasus <wickmarkus@web.de> | 2015-12-12 13:00:08 +0100 |
|---|---|---|
| committer | degasus <wickmarkus@web.de> | 2015-12-15 09:41:01 +0100 |
| commit | e26d9f7c35b0a84e6ae7181e0a6b9bf7568dea7b (patch) | |
| tree | 875c435ff8a25fc6804a2ee697eb84f2946224d8 /Source/Core/VideoBackends/D3D/PixelShaderCache.cpp | |
| parent | cc3dc05438b9324075c873cc42e72fd465b04990 (diff) | |
MSAA: Store samples in ini files.
Diffstat (limited to 'Source/Core/VideoBackends/D3D/PixelShaderCache.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D/PixelShaderCache.cpp | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp index d1013c5539..136d74a5b3 100644 --- a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp +++ b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp @@ -287,7 +287,7 @@ const char reint_rgb8_to_rgba6_msaa[] = { ID3D11PixelShader* PixelShaderCache::ReinterpRGBA6ToRGB8(bool multisampled) { - if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1) + if (!multisampled || g_ActiveConfig.iMultisamples <= 1) { if (!s_rgba6_to_rgb8[0]) { @@ -300,7 +300,7 @@ ID3D11PixelShader* PixelShaderCache::ReinterpRGBA6ToRGB8(bool multisampled) else if (!s_rgba6_to_rgb8[1]) { // create MSAA shader for current AA mode - std::string buf = StringFromFormat(reint_rgba6_to_rgb8_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count); + std::string buf = StringFromFormat(reint_rgba6_to_rgb8_msaa, g_ActiveConfig.iMultisamples); s_rgba6_to_rgb8[1] = D3D::CompileAndCreatePixelShader(buf); CHECK(s_rgba6_to_rgb8[1], "Create RGBA6 to RGB8 MSAA pixel shader"); @@ -311,7 +311,7 @@ ID3D11PixelShader* PixelShaderCache::ReinterpRGBA6ToRGB8(bool multisampled) ID3D11PixelShader* PixelShaderCache::ReinterpRGB8ToRGBA6(bool multisampled) { - if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1) + if (!multisampled || g_ActiveConfig.iMultisamples <= 1) { if (!s_rgb8_to_rgba6[0]) { @@ -324,7 +324,7 @@ ID3D11PixelShader* PixelShaderCache::ReinterpRGB8ToRGBA6(bool multisampled) else if (!s_rgb8_to_rgba6[1]) { // create MSAA shader for current AA mode - std::string buf = StringFromFormat(reint_rgb8_to_rgba6_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count); + std::string buf = StringFromFormat(reint_rgb8_to_rgba6_msaa, g_ActiveConfig.iMultisamples); s_rgb8_to_rgba6[1] = D3D::CompileAndCreatePixelShader(buf); CHECK(s_rgb8_to_rgba6[1], "Create RGB8 to RGBA6 MSAA pixel shader"); @@ -335,7 +335,7 @@ ID3D11PixelShader* PixelShaderCache::ReinterpRGB8ToRGBA6(bool multisampled) ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled) { - if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1) + if (!multisampled || g_ActiveConfig.iMultisamples <= 1) { return s_ColorCopyProgram[0]; } @@ -346,7 +346,7 @@ ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled) else { // create MSAA shader for current AA mode - std::string buf = StringFromFormat(color_copy_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count); + std::string buf = StringFromFormat(color_copy_program_code_msaa, g_ActiveConfig.iMultisamples); s_ColorCopyProgram[1] = D3D::CompileAndCreatePixelShader(buf); CHECK(s_ColorCopyProgram[1]!=nullptr, "Create color copy MSAA pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[1], "color copy MSAA pixel shader"); @@ -356,7 +356,7 @@ ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled) ID3D11PixelShader* PixelShaderCache::GetColorMatrixProgram(bool multisampled) { - if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1) + if (!multisampled || g_ActiveConfig.iMultisamples <= 1) { return s_ColorMatrixProgram[0]; } @@ -367,7 +367,7 @@ ID3D11PixelShader* PixelShaderCache::GetColorMatrixProgram(bool multisampled) else { // create MSAA shader for current AA mode - std::string buf = StringFromFormat(color_matrix_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count); + std::string buf = StringFromFormat(color_matrix_program_code_msaa, g_ActiveConfig.iMultisamples); s_ColorMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf); CHECK(s_ColorMatrixProgram[1]!=nullptr, "Create color matrix MSAA pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[1], "color matrix MSAA pixel shader"); @@ -377,7 +377,7 @@ ID3D11PixelShader* PixelShaderCache::GetColorMatrixProgram(bool multisampled) ID3D11PixelShader* PixelShaderCache::GetDepthMatrixProgram(bool multisampled) { - if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1) + if (!multisampled || g_ActiveConfig.iMultisamples <= 1) { return s_DepthMatrixProgram[0]; } @@ -388,7 +388,7 @@ ID3D11PixelShader* PixelShaderCache::GetDepthMatrixProgram(bool multisampled) else { // create MSAA shader for current AA mode - std::string buf = StringFromFormat(depth_matrix_program_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count); + std::string buf = StringFromFormat(depth_matrix_program_msaa, g_ActiveConfig.iMultisamples); s_DepthMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf); CHECK(s_DepthMatrixProgram[1]!=nullptr, "Create depth matrix MSAA pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthMatrixProgram[1], "depth matrix MSAA pixel shader"); |
