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Windows Mobile 10 D3D11 fixes
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parent
91ebdf0213
commit
e9f2f82863
@ -428,7 +428,8 @@ BlendState *D3D11DrawContext::CreateBlendState(const BlendStateDesc &desc) {
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class D3D11RasterState : public RasterState {
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class D3D11RasterState : public RasterState {
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public:
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public:
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~D3D11RasterState() {
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~D3D11RasterState() {
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rs->Release();
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if (rs)
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rs->Release();
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}
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}
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ID3D11RasterizerState *rs;
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ID3D11RasterizerState *rs;
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};
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};
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@ -445,6 +446,7 @@ RasterState *D3D11DrawContext::CreateRasterState(const RasterStateDesc &desc) {
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}
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}
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d3ddesc.FrontCounterClockwise = desc.frontFace == Facing::CCW;
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d3ddesc.FrontCounterClockwise = desc.frontFace == Facing::CCW;
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d3ddesc.ScissorEnable = true; // We always run with scissor enabled
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d3ddesc.ScissorEnable = true; // We always run with scissor enabled
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d3ddesc.DepthClipEnable = true;
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if (SUCCEEDED(device_->CreateRasterizerState(&d3ddesc, &rs->rs)))
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if (SUCCEEDED(device_->CreateRasterizerState(&d3ddesc, &rs->rs)))
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return rs;
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return rs;
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delete rs;
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delete rs;
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@ -454,9 +456,10 @@ RasterState *D3D11DrawContext::CreateRasterState(const RasterStateDesc &desc) {
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class D3D11SamplerState : public SamplerState {
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class D3D11SamplerState : public SamplerState {
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public:
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public:
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~D3D11SamplerState() {
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~D3D11SamplerState() {
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ss->Release();
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if (ss)
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ss->Release();
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}
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}
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ID3D11SamplerState *ss;
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ID3D11SamplerState *ss = nullptr;
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};
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};
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static const D3D11_TEXTURE_ADDRESS_MODE taddrToD3D11[] = {
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static const D3D11_TEXTURE_ADDRESS_MODE taddrToD3D11[] = {
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@ -474,8 +477,13 @@ SamplerState *D3D11DrawContext::CreateSamplerState(const SamplerStateDesc &desc)
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d3ddesc.AddressW = taddrToD3D11[(int)desc.wrapW];
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d3ddesc.AddressW = taddrToD3D11[(int)desc.wrapW];
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// TODO: Needs improvement
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// TODO: Needs improvement
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d3ddesc.Filter = desc.magFilter == TextureFilter::LINEAR ? D3D11_FILTER_MIN_MAG_MIP_LINEAR : D3D11_FILTER_MIN_MAG_MIP_POINT;
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d3ddesc.Filter = desc.magFilter == TextureFilter::LINEAR ? D3D11_FILTER_MIN_MAG_MIP_LINEAR : D3D11_FILTER_MIN_MAG_MIP_POINT;
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d3ddesc.MaxAnisotropy = (UINT)desc.maxAniso;
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d3ddesc.MaxAnisotropy = 1.0f; // (UINT)desc.maxAniso;
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d3ddesc.MinLOD = -FLT_MAX;
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d3ddesc.MaxLOD = FLT_MAX;
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d3ddesc.ComparisonFunc = compareToD3D11[(int)desc.shadowCompareFunc];
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d3ddesc.ComparisonFunc = compareToD3D11[(int)desc.shadowCompareFunc];
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for (int i = 0; i < 4; i++) {
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d3ddesc.BorderColor[i] = 1.0f;
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}
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if (SUCCEEDED(device_->CreateSamplerState(&d3ddesc, &ss->ss)))
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if (SUCCEEDED(device_->CreateSamplerState(&d3ddesc, &ss->ss)))
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return ss;
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return ss;
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delete ss;
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delete ss;
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@ -660,14 +668,21 @@ ShaderModule *D3D11DrawContext::CreateShaderModule(ShaderStage stage, ShaderLang
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if (language == ShaderLanguage::HLSL_D3D11) {
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if (language == ShaderLanguage::HLSL_D3D11) {
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const char *target = nullptr;
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const char *target = nullptr;
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switch (stage) {
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switch (stage) {
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case ShaderStage::FRAGMENT: target = "ps_5_0"; break;
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#if PPSSPP_PLATFORM(UWP) && PPSSPP_ARCH(ARM)
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case ShaderStage::GEOMETRY: target = "gs_5_0"; break;
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case ShaderStage::FRAGMENT: target = "ps_4_0_level_9_1"; break;
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case ShaderStage::VERTEX: target = "vs_5_0"; break;
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case ShaderStage::VERTEX: target = "vs_4_0_level_9_1"; break;
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break;
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break;
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#else
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case ShaderStage::FRAGMENT: target = "ps_4_0"; break;
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case ShaderStage::GEOMETRY: target = "gs_4_0"; break;
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case ShaderStage::VERTEX: target = "vs_4_0"; break;
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break;
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#endif
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case ShaderStage::COMPUTE:
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case ShaderStage::COMPUTE:
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case ShaderStage::CONTROL:
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case ShaderStage::CONTROL:
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case ShaderStage::EVALUATION:
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case ShaderStage::EVALUATION:
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default:
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default:
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Crash();
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break;
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break;
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}
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}
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if (!target) {
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if (!target) {
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