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D3D11: Fix various MSAA related issues.
How did any of this ever work? >_>
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@ -247,7 +247,7 @@ ID3D11PixelShader* PixelShaderCache::ReinterpRGBA6ToRGB8(bool multisampled)
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{
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{
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// create MSAA shader for current AA mode
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// create MSAA shader for current AA mode
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char buf[1024];
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char buf[1024];
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const int l = sprintf_s(buf, 1024, reint_rgba6_to_rgb8_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
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const int l = sprintf_s(buf, 1024, reint_rgba6_to_rgb8_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count);
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s_rgba6_to_rgb8[1] = D3D::CompileAndCreatePixelShader(buf, l);
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s_rgba6_to_rgb8[1] = D3D::CompileAndCreatePixelShader(buf, l);
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@ -273,7 +273,7 @@ ID3D11PixelShader* PixelShaderCache::ReinterpRGB8ToRGBA6(bool multisampled)
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{
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{
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// create MSAA shader for current AA mode
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// create MSAA shader for current AA mode
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char buf[1024];
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char buf[1024];
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const int l = sprintf_s(buf, 1024, reint_rgb8_to_rgba6_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
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const int l = sprintf_s(buf, 1024, reint_rgb8_to_rgba6_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count);
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s_rgb8_to_rgba6[1] = D3D::CompileAndCreatePixelShader(buf, l);
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s_rgb8_to_rgba6[1] = D3D::CompileAndCreatePixelShader(buf, l);
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@ -291,7 +291,7 @@ ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled)
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{
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{
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// create MSAA shader for current AA mode
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// create MSAA shader for current AA mode
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char buf[1024];
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char buf[1024];
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int l = sprintf_s(buf, 1024, color_copy_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
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int l = sprintf_s(buf, 1024, color_copy_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count);
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s_ColorCopyProgram[1] = D3D::CompileAndCreatePixelShader(buf, l);
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s_ColorCopyProgram[1] = D3D::CompileAndCreatePixelShader(buf, l);
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CHECK(s_ColorCopyProgram[1]!=NULL, "Create color copy MSAA pixel shader");
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CHECK(s_ColorCopyProgram[1]!=NULL, "Create color copy MSAA pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[1], "color copy MSAA pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[1], "color copy MSAA pixel shader");
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@ -307,7 +307,7 @@ ID3D11PixelShader* PixelShaderCache::GetColorMatrixProgram(bool multisampled)
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{
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{
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// create MSAA shader for current AA mode
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// create MSAA shader for current AA mode
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char buf[1024];
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char buf[1024];
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int l = sprintf_s(buf, 1024, color_matrix_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
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int l = sprintf_s(buf, 1024, color_matrix_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count);
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s_ColorMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf, l);
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s_ColorMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf, l);
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CHECK(s_ColorMatrixProgram[1]!=NULL, "Create color matrix MSAA pixel shader");
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CHECK(s_ColorMatrixProgram[1]!=NULL, "Create color matrix MSAA pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[1], "color matrix MSAA pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[1], "color matrix MSAA pixel shader");
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@ -323,7 +323,7 @@ ID3D11PixelShader* PixelShaderCache::GetDepthMatrixProgram(bool multisampled)
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{
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{
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// create MSAA shader for current AA mode
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// create MSAA shader for current AA mode
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char buf[1024];
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char buf[1024];
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int l = sprintf_s(buf, 1024, depth_matrix_program_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
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int l = sprintf_s(buf, 1024, depth_matrix_program_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count);
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s_DepthMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf, l);
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s_DepthMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf, l);
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CHECK(s_DepthMatrixProgram[1]!=NULL, "Create depth matrix MSAA pixel shader");
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CHECK(s_DepthMatrixProgram[1]!=NULL, "Create depth matrix MSAA pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthMatrixProgram[1], "depth matrix MSAA pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthMatrixProgram[1], "depth matrix MSAA pixel shader");
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