GPU/HW: Expand lines into triangles before rendering

Fewer batches, consistent upscaling behavior.
This commit is contained in:
Connor McLaughlin
2020-08-02 17:17:05 +10:00
parent 568cfa1865
commit 96ba9198ef
11 changed files with 210 additions and 368 deletions

View File

@ -109,6 +109,7 @@ void GPU_HW_D3D11::RestoreGraphicsAPIState()
const UINT offset = 0;
m_context->IASetVertexBuffers(0, 1, m_vertex_stream_buffer.GetD3DBufferArray(), &stride, &offset);
m_context->IASetInputLayout(m_batch_input_layout.Get());
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_context->PSSetShaderResources(0, 1, m_vram_read_texture.GetD3DSRVArray());
m_context->OMSetRenderTargets(1, m_vram_texture.GetD3DRTVArray(), m_vram_depth_view.Get());
m_context->RSSetState(m_cull_none_rasterizer_state.Get());
@ -405,15 +406,6 @@ bool GPU_HW_D3D11::CompileShaders()
}
}
m_batch_line_expand_geometry_shader.Reset();
if (m_resolution_scale > 1)
{
m_batch_line_expand_geometry_shader =
m_shader_cache.GetGeometryShader(m_device.Get(), shadergen.GenerateBatchLineExpandGeometryShader());
if (!m_batch_line_expand_geometry_shader)
return false;
}
m_copy_pixel_shader = m_shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateCopyFragmentShader());
if (!m_copy_pixel_shader)
return false;
@ -520,7 +512,6 @@ void GPU_HW_D3D11::DrawUtilityShader(ID3D11PixelShader* shader, const void* unif
m_batch_ubo_dirty = true;
}
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_context->VSSetShader(m_screen_quad_vertex_shader.Get(), nullptr, 0);
m_context->GSSetShader(nullptr, nullptr, 0);
m_context->PSSetShader(shader, nullptr, 0);
@ -533,17 +524,8 @@ void GPU_HW_D3D11::DrawBatchVertices(BatchRenderMode render_mode, u32 base_verte
{
const bool textured = (m_batch.texture_mode != TextureMode::Disabled);
static constexpr std::array<D3D11_PRIMITIVE_TOPOLOGY, 2> d3d_primitives = {
{D3D11_PRIMITIVE_TOPOLOGY_LINELIST, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST}};
m_context->IASetPrimitiveTopology(d3d_primitives[static_cast<u8>(m_batch.primitive)]);
m_context->VSSetShader(m_batch_vertex_shaders[BoolToUInt8(textured)].Get(), nullptr, 0);
m_context->GSSetShader((m_batch.primitive < GPU_HW::BatchPrimitive::Triangles && m_resolution_scale > 1) ?
m_batch_line_expand_geometry_shader.Get() :
nullptr,
nullptr, 0);
m_context->PSSetShader(m_batch_pixel_shaders[static_cast<u8>(render_mode)][static_cast<u8>(m_batch.texture_mode)]
[BoolToUInt8(m_batch.dithering)][BoolToUInt8(m_batch.interlacing)]
.Get(),