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// Copyright 2014 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <string>
#include "Common/FileUtil.h"
#include "Common/StringUtil.h"
#include "Core/ConfigManager.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DShader.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/FramebufferManager.h"
#include "VideoBackends/D3D/GeometryShaderCache.h"
#include "VideoCommon/Debugger.h"
#include "VideoCommon/GeometryShaderGen.h"
#include "VideoCommon/VideoConfig.h"
namespace DX11
{
ID3D11GeometryShader* ClearGeometryShader = nullptr;
ID3D11GeometryShader* CopyGeometryShader = nullptr;
ID3D11GeometryShader* GeometryShaderCache::GetClearGeometryShader()
{
return (g_ActiveConfig.stereo_mode != StereoMode::Off) ? ClearGeometryShader : nullptr;
}
ID3D11GeometryShader* GeometryShaderCache::GetCopyGeometryShader()
{
return (g_ActiveConfig.stereo_mode != StereoMode::Off) ? CopyGeometryShader : nullptr;
}
const char clear_shader_code[] = {
"struct VSOUTPUT\n"
"{\n"
" float4 vPosition : POSITION;\n"
" float4 vColor0 : COLOR0;\n"
"};\n"
"struct GSOUTPUT\n"
"{\n"
" float4 vPosition : POSITION;\n"
" float4 vColor0 : COLOR0;\n"
" uint slice : SV_RenderTargetArrayIndex;\n"
"};\n"
"[maxvertexcount(6)]\n"
"void main(triangle VSOUTPUT o[3], inout TriangleStream<GSOUTPUT> Output)\n"
"{\n"
"for(int slice = 0; slice < 2; slice++)\n"
"{\n"
" for(int i = 0; i < 3; i++)\n"
" {\n"
" GSOUTPUT OUT;\n"
" OUT.vPosition = o[i].vPosition;\n"
" OUT.vColor0 = o[i].vColor0;\n"
" OUT.slice = slice;\n"
" Output.Append(OUT);\n"
" }\n"
" Output.RestartStrip();\n"
"}\n"
"}\n"};
const char copy_shader_code[] = {
"struct VSOUTPUT\n"
"{\n"
" float4 vPosition : POSITION;\n"
" float3 vTexCoord : TEXCOORD0;\n"
"};\n"
"struct GSOUTPUT\n"
"{\n"
" float4 vPosition : POSITION;\n"
" float3 vTexCoord : TEXCOORD0;\n"
" uint slice : SV_RenderTargetArrayIndex;\n"
"};\n"
"[maxvertexcount(6)]\n"
"void main(triangle VSOUTPUT o[3], inout TriangleStream<GSOUTPUT> Output)\n"
"{\n"
"for(int slice = 0; slice < 2; slice++)\n"
"{\n"
" for(int i = 0; i < 3; i++)\n"
" {\n"
" GSOUTPUT OUT;\n"
" OUT.vPosition = o[i].vPosition;\n"
" OUT.vTexCoord = o[i].vTexCoord;\n"
" OUT.vTexCoord.z = float(slice);\n"
" OUT.slice = slice;\n"
" Output.Append(OUT);\n"
" }\n"
" Output.RestartStrip();\n"
"}\n"
"}\n"};
void GeometryShaderCache::Init()
{
// used when drawing clear quads
ClearGeometryShader = D3D::CompileAndCreateGeometryShader(clear_shader_code);
CHECK(ClearGeometryShader != nullptr, "Create clear geometry shader");
D3D::SetDebugObjectName(ClearGeometryShader, "clear geometry shader");
// used for buffer copy
CopyGeometryShader = D3D::CompileAndCreateGeometryShader(copy_shader_code);
CHECK(CopyGeometryShader != nullptr, "Create copy geometry shader");
D3D::SetDebugObjectName(CopyGeometryShader, "copy geometry shader");
}
void GeometryShaderCache::Shutdown()
{
SAFE_RELEASE(ClearGeometryShader);
SAFE_RELEASE(CopyGeometryShader);
}
} // DX11
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