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path: root/Source/Core/VideoBackends/D3D/Render.cpp
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Diffstat (limited to 'Source/Core/VideoBackends/D3D/Render.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/Render.cpp72
1 files changed, 0 insertions, 72 deletions
diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp
index d16a530c81..83a177342e 100644
--- a/Source/Core/VideoBackends/D3D/Render.cpp
+++ b/Source/Core/VideoBackends/D3D/Render.cpp
@@ -38,18 +38,6 @@
namespace DX11
{
-// Nvidia stereo blitting struct defined in "nvstereo.h" from the Nvidia SDK
-typedef struct _Nv_Stereo_Image_Header
-{
- unsigned int dwSignature;
- unsigned int dwWidth;
- unsigned int dwHeight;
- unsigned int dwBPP;
- unsigned int dwFlags;
-} NVSTEREOIMAGEHEADER, *LPNVSTEREOIMAGEHEADER;
-
-#define NVSTEREO_IMAGE_SIGNATURE 0x4433564e
-
Renderer::Renderer(std::unique_ptr<SwapChain> swap_chain, float backbuffer_scale)
: ::Renderer(swap_chain ? swap_chain->GetWidth() : 0, swap_chain ? swap_chain->GetHeight() : 0,
backbuffer_scale,
@@ -60,35 +48,6 @@ Renderer::Renderer(std::unique_ptr<SwapChain> swap_chain, float backbuffer_scale
Renderer::~Renderer() = default;
-void Renderer::Create3DVisionTexture(int width, int height)
-{
- // Create a staging texture for 3D vision with signature information in the last row.
- // Nvidia 3D Vision supports full SBS, so there is no loss in resolution during this process.
- NVSTEREOIMAGEHEADER header;
- header.dwSignature = NVSTEREO_IMAGE_SIGNATURE;
- header.dwWidth = static_cast<u32>(width * 2);
- header.dwHeight = static_cast<u32>(height + 1);
- header.dwBPP = 32;
- header.dwFlags = 0;
-
- const u32 pitch = static_cast<u32>(4 * width * 2);
- const auto memory = std::make_unique<u8[]>((height + 1) * pitch);
- u8* image_header_location = &memory[height * pitch];
- std::memcpy(image_header_location, &header, sizeof(header));
-
- D3D11_SUBRESOURCE_DATA sys_data;
- sys_data.SysMemPitch = pitch;
- sys_data.pSysMem = memory.get();
-
- CD3D11_TEXTURE2D_DESC texture_desc(DXGI_FORMAT_R8G8B8A8_UNORM, width * 2, height + 1, 1, 1,
- D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, 1, 0, 0);
- ComPtr<ID3D11Texture2D> texture;
- HRESULT hr = D3D::device->CreateTexture2D(&texture_desc, &sys_data, texture.GetAddressOf());
- CHECK(SUCCEEDED(hr), "Create 3D Vision Texture");
- m_3d_vision_texture = DXTexture::CreateAdopted(std::move(texture));
- m_3d_vision_framebuffer = DXFramebuffer::Create(m_3d_vision_texture.get(), nullptr);
-}
-
bool Renderer::IsHeadless() const
{
return !m_swap_chain;
@@ -237,8 +196,6 @@ void Renderer::CheckForSwapChainChanges()
m_backbuffer_width = m_swap_chain->GetWidth();
m_backbuffer_height = m_swap_chain->GetHeight();
- m_3d_vision_framebuffer.reset();
- m_3d_vision_texture.reset();
}
void Renderer::SetFramebuffer(AbstractFramebuffer* framebuffer)
@@ -328,35 +285,6 @@ void Renderer::WaitForGPUIdle()
D3D::context->Flush();
}
-void Renderer::RenderXFBToScreen(const MathUtil::Rectangle<int>& target_rc,
- const AbstractTexture* source_texture,
- const MathUtil::Rectangle<int>& source_rc)
-{
- if (g_ActiveConfig.stereo_mode != StereoMode::Nvidia3DVision)
- return ::Renderer::RenderXFBToScreen(target_rc, source_texture, source_rc);
-
- if (!m_3d_vision_texture)
- Create3DVisionTexture(m_backbuffer_width, m_backbuffer_height);
-
- // Render to staging texture which is double the width of the backbuffer
- SetAndClearFramebuffer(m_3d_vision_framebuffer.get());
-
- m_post_processor->BlitFromTexture(target_rc, source_rc, source_texture, 0);
- m_post_processor->BlitFromTexture(
- MathUtil::Rectangle<int>(target_rc.left + m_backbuffer_width, target_rc.top,
- target_rc.right + m_backbuffer_width, target_rc.bottom),
- source_rc, source_texture, 1);
-
- // Copy the left eye to the backbuffer, if Nvidia 3D Vision is enabled it should
- // recognize the signature and automatically include the right eye frame.
- const CD3D11_BOX box(0, 0, 0, m_swap_chain->GetWidth(), m_swap_chain->GetHeight(), 1);
- D3D::context->CopySubresourceRegion(m_swap_chain->GetTexture()->GetD3DTexture(), 0, 0, 0, 0,
- m_3d_vision_texture->GetD3DTexture(), 0, &box);
-
- // Restore render target to backbuffer
- SetFramebuffer(m_swap_chain->GetFramebuffer());
-}
-
void Renderer::SetFullscreen(bool enable_fullscreen)
{
if (m_swap_chain)