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path: root/Source/Core/VideoBackends/D3D/PointGeometryShader.cpp
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-rw-r--r--Source/Core/VideoBackends/D3D/PointGeometryShader.cpp233
1 files changed, 0 insertions, 233 deletions
diff --git a/Source/Core/VideoBackends/D3D/PointGeometryShader.cpp b/Source/Core/VideoBackends/D3D/PointGeometryShader.cpp
deleted file mode 100644
index 3f874b3915..0000000000
--- a/Source/Core/VideoBackends/D3D/PointGeometryShader.cpp
+++ /dev/null
@@ -1,233 +0,0 @@
-// Copyright 2013 Dolphin Emulator Project
-// Licensed under GPLv2
-// Refer to the license.txt file included.
-
-#include <sstream>
-
-#include "VideoBackends/D3D/D3DBase.h"
-#include "VideoBackends/D3D/D3DShader.h"
-#include "VideoBackends/D3D/D3DState.h"
-#include "VideoBackends/D3D/PointGeometryShader.h"
-#include "VideoCommon/VertexShaderGen.h"
-
-namespace DX11
-{
-
-struct PointGSParams
-{
- FLOAT PointSize; // In units of 1/6 of an EFB pixel
- FLOAT TexOffset;
- FLOAT VpWidth; // Width and height of viewport in EFB pixels
- FLOAT VpHeight;
- FLOAT TexOffsetEnable[8]; // For each tex coordinate, whether to apply offset to it (1 on, 0 off)
-};
-
-union PointGSParams_Padded
-{
- PointGSParams params;
- // Constant buffers must be a multiple of 16 bytes in size.
- u8 pad[(sizeof(PointGSParams) + 15) & ~15];
-};
-
-static const char POINT_GS_COMMON[] =
-// The struct VS_OUTPUT used by the vertex shader goes here.
-"// dolphin-emu point geometry shader common part\n"
-
-"cbuffer cbParams : register(b0)\n"
-"{\n"
- "struct\n" // Should match PointGSParams above
- "{\n"
- "float PointSize;\n"
- "float TexOffset;\n"
- "float VpWidth;\n"
- "float VpHeight;\n"
- "float TexOffsetEnable[8];\n"
- "} Params;\n"
-"}\n"
-
-"[maxvertexcount(4)]\n"
-"void main(point VS_OUTPUT input[1], inout TriangleStream<VS_OUTPUT> outStream)\n"
-"{\n"
- "VS_OUTPUT ptLL = input[0];\n"
- "VS_OUTPUT ptLR = ptLL;\n"
- "VS_OUTPUT ptUL = ptLL;\n"
- "VS_OUTPUT ptUR = ptLL;\n"
-
- // Offset from center to upper right vertex
- // Lerp Params.PointSize/2 from [0,0..VpWidth,VpHeight] to [-1,1..1,-1]
- "float2 offset = float2(Params.PointSize/Params.VpWidth, -Params.PointSize/Params.VpHeight) * input[0].pos.w;\n"
-
- "ptLL.pos.xy += float2(-1,-1) * offset;\n"
- "ptLR.pos.xy += float2(1,-1) * offset;\n"
- "ptUL.pos.xy += float2(-1,1) * offset;\n"
- "ptUR.pos.xy += offset;\n"
-
- "float2 texOffset = float2(Params.TexOffset, Params.TexOffset);\n"
-
-"#ifndef NUM_TEXCOORDS\n"
-"#error NUM_TEXCOORDS not defined\n"
-"#endif\n"
-
- // Apply TexOffset to all tex coordinates in the vertex
- // FIXME: The game may be able to enable TexOffset for some coords and
- // disable for others, but where is that information stored?
-"#if NUM_TEXCOORDS >= 1\n"
- "ptLL.tex0.xy += float2(0,1) * texOffset * Params.TexOffsetEnable[0];\n"
- "ptLR.tex0.xy += texOffset * Params.TexOffsetEnable[0];\n"
- "ptUR.tex0.xy += float2(1,0) * texOffset * Params.TexOffsetEnable[0];\n"
-"#endif\n"
-"#if NUM_TEXCOORDS >= 2\n"
- "ptLL.tex1.xy += float2(0,1) * texOffset * Params.TexOffsetEnable[1];\n"
- "ptLR.tex1.xy += texOffset * Params.TexOffsetEnable[1];\n"
- "ptUR.tex1.xy += float2(1,0) * texOffset * Params.TexOffsetEnable[1];\n"
-"#endif\n"
-"#if NUM_TEXCOORDS >= 3\n"
- "ptLL.tex2.xy += float2(0,1) * texOffset * Params.TexOffsetEnable[2];\n"
- "ptLR.tex2.xy += texOffset * Params.TexOffsetEnable[2];\n"
- "ptUR.tex2.xy += float2(1,0) * texOffset * Params.TexOffsetEnable[2];\n"
-"#endif\n"
-"#if NUM_TEXCOORDS >= 4\n"
- "ptLL.tex3.xy += float2(0,1) * texOffset * Params.TexOffsetEnable[3];\n"
- "ptLR.tex3.xy += texOffset * Params.TexOffsetEnable[3];\n"
- "ptUR.tex3.xy += float2(1,0) * texOffset * Params.TexOffsetEnable[3];\n"
-"#endif\n"
-"#if NUM_TEXCOORDS >= 5\n"
- "ptLL.tex4.xy += float2(0,1) * texOffset * Params.TexOffsetEnable[4];\n"
- "ptLR.tex4.xy += texOffset * Params.TexOffsetEnable[4];\n"
- "ptUR.tex4.xy += float2(1,0) * texOffset * Params.TexOffsetEnable[4];\n"
-"#endif\n"
-"#if NUM_TEXCOORDS >= 6\n"
- "ptLL.tex5.xy += float2(0,1) * texOffset * Params.TexOffsetEnable[5];\n"
- "ptLR.tex5.xy += texOffset * Params.TexOffsetEnable[5];\n"
- "ptUR.tex5.xy += float2(1,0) * texOffset * Params.TexOffsetEnable[5];\n"
-"#endif\n"
-"#if NUM_TEXCOORDS >= 7\n"
- "ptLL.tex6.xy += float2(0,1) * texOffset * Params.TexOffsetEnable[6];\n"
- "ptLR.tex6.xy += texOffset * Params.TexOffsetEnable[6];\n"
- "ptUR.tex6.xy += float2(1,0) * texOffset * Params.TexOffsetEnable[6];\n"
-"#endif\n"
-"#if NUM_TEXCOORDS >= 8\n"
- "ptLL.tex7.xy += float2(0,1) * texOffset * Params.TexOffsetEnable[7];\n"
- "ptLR.tex7.xy += texOffset * Params.TexOffsetEnable[7];\n"
- "ptUR.tex7.xy += float2(1,0) * texOffset * Params.TexOffsetEnable[7];\n"
-"#endif\n"
-
- "outStream.Append(ptLL);\n"
- "outStream.Append(ptLR);\n"
- "outStream.Append(ptUL);\n"
- "outStream.Append(ptUR);\n"
-"}\n"
-;
-
-PointGeometryShader::PointGeometryShader()
- : m_ready(false), m_paramsBuffer(nullptr)
-{ }
-
-void PointGeometryShader::Init()
-{
- m_ready = false;
-
- HRESULT hr;
-
- // Create constant buffer for uploading data to geometry shader
-
- D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(PointGSParams_Padded),
- D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
- hr = D3D::device->CreateBuffer(&bd, nullptr, &m_paramsBuffer);
- CHECK(SUCCEEDED(hr), "create point geometry shader params buffer");
- D3D::SetDebugObjectName(m_paramsBuffer, "point geometry shader params buffer");
-
- m_ready = true;
-}
-
-void PointGeometryShader::Shutdown()
-{
- m_ready = false;
-
- for (auto& it : m_shaders)
- {
- SAFE_RELEASE(it.second);
- }
- m_shaders.clear();
-
- SAFE_RELEASE(m_paramsBuffer);
-}
-
-bool PointGeometryShader::SetShader(u32 components, float pointSize,
- float texOffset, float vpWidth, float vpHeight, const bool* texOffsetEnable)
-{
- if (!m_ready)
- return false;
-
- // Make sure geometry shader for "components" is available
- ComboMap::iterator shaderIt = m_shaders.find(components);
- if (shaderIt == m_shaders.end())
- {
- // Generate new shader. Warning: not thread-safe.
- static char buffer[16384];
- ShaderCode code;
- code.SetBuffer(buffer);
- GenerateVSOutputStruct<ShaderCode>(code, API_D3D);
- code.Write("\n%s", POINT_GS_COMMON);
-
- std::stringstream numTexCoordsStream;
- numTexCoordsStream << xfmem.numTexGen.numTexGens;
-
- INFO_LOG(VIDEO, "Compiling point geometry shader for components 0x%.08X (num texcoords %d)",
- components, xfmem.numTexGen.numTexGens);
-
- const std::string& numTexCoordsStr = numTexCoordsStream.str();
- D3D_SHADER_MACRO macros[] = {
- { "NUM_TEXCOORDS", numTexCoordsStr.c_str() },
- { nullptr, nullptr }
- };
- ID3D11GeometryShader* newShader = D3D::CompileAndCreateGeometryShader(code.GetBuffer(), macros);
- if (!newShader)
- {
- WARN_LOG(VIDEO, "Point geometry shader for components 0x%.08X failed to compile", components);
- // Add dummy shader to prevent trying to compile again
- m_shaders[components] = nullptr;
- return false;
- }
-
- shaderIt = m_shaders.insert(std::make_pair(components, newShader)).first;
- }
-
- if (shaderIt != m_shaders.end())
- {
- if (shaderIt->second)
- {
- D3D11_MAPPED_SUBRESOURCE map;
- HRESULT hr = D3D::context->Map(m_paramsBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
- if (SUCCEEDED(hr))
- {
- PointGSParams* params = (PointGSParams*)map.pData;
- params->PointSize = pointSize;
-
- params->TexOffset = texOffset;
- params->VpWidth = vpWidth;
- params->VpHeight = vpHeight;
- for (int i = 0; i < 8; ++i)
- params->TexOffsetEnable[i] = texOffsetEnable[i] ? 1.f : 0.f;
-
- D3D::context->Unmap(m_paramsBuffer, 0);
- }
- else
- ERROR_LOG(VIDEO, "Failed to map point gs params buffer");
-
- DEBUG_LOG(VIDEO, "Point params: size %f, texOffset %f, vpWidth %f, vpHeight %f",
- pointSize, texOffset, vpWidth, vpHeight);
-
- D3D::stateman->SetGeometryShader(shaderIt->second);
- D3D::stateman->SetGeometryConstants(m_paramsBuffer);
-
- return true;
- }
- else
- return false;
- }
- else
- return false;
-}
-
-}