DX11: Introduce a StateManager class, might improve performance a little.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5740 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
NeoBrainX 2010-06-18 23:33:07 +00:00
parent b4f5a4d89e
commit 5cfdb2d0c8
9 changed files with 54 additions and 334 deletions

View File

@ -49,232 +49,6 @@ unsigned int xres, yres;
bool bFrameInProgress = false;
EmuGfxState::EmuGfxState() : vertexshader(NULL), vsbytecode(NULL), pixelshader(NULL), psbytecode(NULL)
{
for (unsigned int k = 0;k < 8;k++)
{
float border[4] = {0.f, 0.f, 0.f, 0.f};
shader_resources[k] = NULL;
samplerdesc[k] = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, 0.f, 16, D3D11_COMPARISON_ALWAYS, border, -D3D11_FLOAT32_MAX, D3D11_FLOAT32_MAX);
}
blenddesc.AlphaToCoverageEnable = FALSE;
blenddesc.IndependentBlendEnable = FALSE;
blenddesc.RenderTarget[0].BlendEnable = FALSE;
blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
depthdesc.DepthEnable = TRUE;
depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depthdesc.DepthFunc = D3D11_COMPARISON_LESS;
depthdesc.StencilEnable = FALSE;
depthdesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
depthdesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
// this probably must be changed once multisampling support gets added
rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0, false, true, false, false);
pscbuf = NULL;
vscbuf = NULL;
vshaderchanged = false;
inp_layout = NULL;
num_inp_elems = 0;
pscbufchanged = false;
vscbufchanged = false;
}
EmuGfxState::~EmuGfxState()
{
for (unsigned int k = 0;k < 8;k++)
SAFE_RELEASE(shader_resources[k])
SAFE_RELEASE(vsbytecode);
SAFE_RELEASE(psbytecode);
SAFE_RELEASE(vertexshader);
SAFE_RELEASE(pixelshader);
SAFE_RELEASE(pscbuf);
SAFE_RELEASE(vscbuf);
SAFE_RELEASE(inp_layout);
}
// TODO: No need to store the whole bytecode, signature might be enough (?)
void EmuGfxState::SetVShader(ID3D11VertexShader* shader, D3DBlob* bcode)
{
// TODO: vshaderchanged actually just needs to be true if the signature changed
if (bcode && vsbytecode != bcode) vshaderchanged = true;
SAFE_RELEASE(vsbytecode);
SAFE_RELEASE(vertexshader);
if (shader && bcode)
{
vertexshader = shader;
shader->AddRef();
vsbytecode = bcode;
bcode->AddRef();
}
else if (shader || bcode)
{
PanicAlert("Invalid parameters!\n");
}
}
void EmuGfxState::SetPShader(ID3D11PixelShader* shader)
{
if (pixelshader) pixelshader->Release();
pixelshader = shader;
if (shader) shader->AddRef();
}
void EmuGfxState::SetInputElements(const D3D11_INPUT_ELEMENT_DESC* elems, UINT num)
{
num_inp_elems = num;
memcpy(inp_elems, elems, num*sizeof(D3D11_INPUT_ELEMENT_DESC));
}
void EmuGfxState::SetShaderResource(int stage, ID3D11ShaderResourceView* srv)
{
if (shader_resources[stage]) shader_resources[stage]->Release();
shader_resources[stage] = srv;
if (srv) srv->AddRef();
}
void EmuGfxState::SetAlphaBlendEnable(bool enable)
{
blenddesc.RenderTarget[0].BlendEnable = enable;
}
void EmuGfxState::SetRenderTargetWriteMask(UINT8 mask)
{
blenddesc.RenderTarget[0].RenderTargetWriteMask = mask;
}
void EmuGfxState::ApplyState()
{
HRESULT hr;
// input layout (only needs to be updated if the vertex shader signature changed)
if (vshaderchanged)
{
if (inp_layout) inp_layout->Release();
hr = D3D::device->CreateInputLayout(inp_elems, num_inp_elems, vsbytecode->Data(), vsbytecode->Size(), &inp_layout);
if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
SetDebugObjectName((ID3D11DeviceChild*)inp_layout, "an input layout of EmuGfxState");
vshaderchanged = false;
}
D3D::context->IASetInputLayout(inp_layout);
// vertex shader
// TODO: divide the global variables of the generated shaders into about 5 constant buffers
// TODO: improve interaction between EmuGfxState and global state management, so that we don't need to set the constant buffers every time
if (!vscbuf)
{
unsigned int size = ((sizeof(float)*952)&(~0xffff))+0x10000; // must be a multiple of 16
D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(size, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
hr = device->CreateBuffer(&cbdesc, NULL, &vscbuf);
CHECK(hr==S_OK, "Create vertex shader constant buffer (size=%u)", size);
SetDebugObjectName((ID3D11DeviceChild*)vscbuf, "a vertex shader constant buffer of EmuGfxState");
}
if (vscbufchanged)
{
D3D11_MAPPED_SUBRESOURCE map;
context->Map(vscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, vsconstants, sizeof(vsconstants));
context->Unmap(vscbuf, 0);
}
D3D::context->VSSetConstantBuffers(0, 1, &vscbuf);
// pixel shader
if (!pscbuf)
{
unsigned int size = ((sizeof(float)*116)&(~0xffff))+0x10000; // must be a multiple of 16
D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(size, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
device->CreateBuffer(&cbdesc, NULL, &pscbuf);
CHECK(hr==S_OK, "Create pixel shader constant buffer (size=%u)", size);
SetDebugObjectName((ID3D11DeviceChild*)pscbuf, "a pixel shader constant buffer of EmuGfxState");
}
if (pscbufchanged)
{
D3D11_MAPPED_SUBRESOURCE map;
context->Map(pscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, psconstants, sizeof(psconstants));
context->Unmap(pscbuf, 0);
pscbufchanged = false;
}
D3D::context->PSSetConstantBuffers(0, 1, &pscbuf);
ID3D11SamplerState* samplerstate[8];
for (unsigned int stage = 0; stage < 8; stage++)
{
if (shader_resources[stage])
{
hr = D3D::device->CreateSamplerState(&samplerdesc[stage], &samplerstate[stage]);
if (FAILED(hr)) PanicAlert("Fail %s %d, stage=%d\n", __FILE__, __LINE__, stage);
else SetDebugObjectName((ID3D11DeviceChild*)samplerstate[stage], "a sampler state of EmuGfxState");
}
else samplerstate[stage] = NULL;
}
D3D::context->PSSetSamplers(0, 8, samplerstate);
for (unsigned int stage = 0; stage < 8; stage++)
SAFE_RELEASE(samplerstate[stage]);
ID3D11BlendState* blstate;
hr = device->CreateBlendState(&blenddesc, &blstate);
if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
context->OMSetBlendState(blstate, NULL, 0xFFFFFFFF);
SetDebugObjectName((ID3D11DeviceChild*)blstate, "a blend state of EmuGfxState");
blstate->Release();
rastdesc.FillMode = (g_ActiveConfig.bWireFrame) ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
ID3D11RasterizerState* raststate;
hr = device->CreateRasterizerState(&rastdesc, &raststate);
if (FAILED(hr)) PanicAlert("Failed to create rasterizer state at %s %d\n", __FILE__, __LINE__);
SetDebugObjectName((ID3D11DeviceChild*)raststate, "a rasterizer state of EmuGfxState");
context->RSSetState(raststate);
raststate->Release();
ID3D11DepthStencilState* depth_state;
hr = device->CreateDepthStencilState(&depthdesc, &depth_state);
if (SUCCEEDED(hr)) SetDebugObjectName((ID3D11DeviceChild*)depth_state, "a depth-stencil state of EmuGfxState");
else PanicAlert("Failed to create depth state at %s %d\n", __FILE__, __LINE__);
context->OMSetDepthStencilState(depth_state, 0);
depth_state->Release();
context->PSSetShader(pixelshader, NULL, 0);
context->VSSetShader(vertexshader, NULL, 0);
context->PSSetShaderResources(0, 8, shader_resources);
}
void EmuGfxState::AlphaPass()
{
context->PSSetShader(pixelshader, NULL, 0);
ID3D11BlendState* blstate;
D3D11_BLEND_DESC desc = blenddesc;
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALPHA;
desc.RenderTarget[0].BlendEnable = FALSE;
HRESULT hr = device->CreateBlendState(&desc, &blstate);
if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
SetDebugObjectName((ID3D11DeviceChild*)blstate, "a blend state of EmuGfxState (created during alpha pass)");
context->OMSetBlendState(blstate, NULL, 0xFFFFFFFF);
blstate->Release();
}
void EmuGfxState::ResetShaderResources()
{
for (unsigned int k = 0;k < 8;k++)
SAFE_RELEASE(shader_resources[k]);
}
EmuGfxState* gfxstate = NULL;
HRESULT Create(HWND wnd)
{
hWnd = wnd;
@ -372,6 +146,7 @@ HRESULT Create(HWND wnd)
context->OMSetRenderTargets(1, &backbuf->GetRTV(), NULL);
gfxstate = new EmuGfxState;
stateman = new StateManager;
return S_OK;
}
@ -380,8 +155,9 @@ void Close()
// release all bound resources
context->ClearState();
SAFE_RELEASE(backbuf);
if (gfxstate) delete gfxstate;
SAFE_RELEASE(swapchain);
SAFE_DELETE(gfxstate);
SAFE_DELETE(stateman);
context->Flush(); // immediately destroy device objects
SAFE_RELEASE(context);

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@ -20,8 +20,11 @@
#include <d3d11.h>
#include "Common.h"
#include "D3DBlob.h"
#include "GfxState.h"
#define SAFE_RELEASE(x) { if (x) (x)->Release(); (x) = NULL; }
#define SAFE_DELETE(x) { if (x) delete (x); (x) = NULL; }
#define SAFE_DELETE_ARRAY(x) { if (x) delete[] (x); (x) = NULL; }
#define CHECK(cond, Message, ...) if (!(cond)) { PanicAlert(__FUNCTION__ "Failed in %s at line %d: " Message, __FILE__, __LINE__, __VA_ARGS__); }
class D3DTexture2D;
@ -57,81 +60,4 @@ inline void SetDebugObjectName(ID3D11DeviceChild* resource, const char* name)
#endif
}
// stores the pipeline state to use when calling VertexManager::Flush()
class EmuGfxState
{
public:
EmuGfxState();
~EmuGfxState();
void SetVShader(ID3D11VertexShader* shader, D3DBlob* bcode);
void SetPShader(ID3D11PixelShader* shader);
void SetInputElements(const D3D11_INPUT_ELEMENT_DESC* elems, UINT num);
void SetShaderResource(int stage, ID3D11ShaderResourceView* srv);
void ApplyState(); // apply current state
void AlphaPass(); // only modify the current state to enable the alpha pass
void ResetShaderResources(); // disable all shader resources
// blend state
void SetAlphaBlendEnable(bool enable);
void SetRenderTargetWriteMask(UINT8 mask);
void SetSrcBlend(D3D11_BLEND val) // TODO: Check whether e.g. the dest color check is needed here
{
blenddesc.RenderTarget[0].SrcBlend = val;
if (val == D3D11_BLEND_SRC_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
else if (val == D3D11_BLEND_INV_SRC_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
else if (val == D3D11_BLEND_DEST_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA;
else if (val == D3D11_BLEND_INV_DEST_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
else blenddesc.RenderTarget[0].SrcBlendAlpha = val;
}
void SetDestBlend(D3D11_BLEND val)
{
blenddesc.RenderTarget[0].DestBlend = val;
if (val == D3D11_BLEND_SRC_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC_ALPHA;
else if (val == D3D11_BLEND_INV_SRC_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
else if (val == D3D11_BLEND_DEST_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA;
else if (val == D3D11_BLEND_INV_DEST_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
else blenddesc.RenderTarget[0].DestBlendAlpha = val;
}
void SetBlendOp(D3D11_BLEND_OP val)
{
blenddesc.RenderTarget[0].BlendOp = val;
blenddesc.RenderTarget[0].BlendOpAlpha = val;
}
// sampler states
void SetSamplerFilter(DWORD stage, D3D11_FILTER filter) { samplerdesc[stage].Filter = filter; }
// TODO: add methods for changing the other states instead of modifying them directly
D3D11_SAMPLER_DESC samplerdesc[8];
D3D11_RASTERIZER_DESC rastdesc;
D3D11_DEPTH_STENCIL_DESC depthdesc;
float psconstants[116];
float vsconstants[952];
bool vscbufchanged;
bool pscbufchanged;
private:
ID3D11VertexShader* vertexshader;
D3DBlob* vsbytecode;
ID3D11PixelShader* pixelshader;
D3DBlob* psbytecode;
bool vshaderchanged;
ID3D11Buffer* vscbuf;
ID3D11Buffer* pscbuf;
ID3D11InputLayout* inp_layout;
D3D11_INPUT_ELEMENT_DESC inp_elems[32];
int num_inp_elems;
ID3D11ShaderResourceView* shader_resources[8];
D3D11_BLEND_DESC blenddesc;
};
extern EmuGfxState* gfxstate;
} // namespace

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@ -31,8 +31,7 @@ struct TexbufDeleter
{
~TexbufDeleter()
{
if (texbuf) delete[] texbuf;
texbuf = NULL;
SAFE_DELETE_ARRAY(texbuf);
texbufsize = 0;
}
} texbufdeleter;
@ -55,7 +54,7 @@ void ReplaceTexture2D(ID3D11Texture2D* pTexture, const u8* buffer, unsigned int
{
if (texbufsize < 4*width*height)
{
if (texbuf) delete[] texbuf;
SAFE_DELETE_ARRAY(texbuf);
texbuf = new u8[4*width*height];
texbufsize = 4*width*height;
}

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@ -316,8 +316,9 @@ int CD3DFont::DrawTextScaled(float x, float y, float scale, float spacing, u32 d
// we now have a starting point
float fStartX = sx;
// set general pipeline state
D3D::context->OMSetBlendState(m_blendstate, NULL, 0xFFFFFFFF);
D3D::context->RSSetState(m_raststate);
D3D::stateman->PushBlendState(m_blendstate);
D3D::stateman->PushRasterizerState(m_raststate);
D3D::stateman->Apply();
D3D::context->PSSetShader(m_pshader, NULL, 0);
D3D::context->VSSetShader(m_vshader, NULL, 0);
@ -380,6 +381,8 @@ int CD3DFont::DrawTextScaled(float x, float y, float scale, float spacing, u32 d
D3D::context->Draw(3 * dwNumTriangles, 0);
}
D3D::gfxstate->SetShaderResource(0, NULL);
D3D::stateman->PopBlendState();
D3D::stateman->PopRasterizerState();
return S_OK;
}
@ -490,6 +493,7 @@ void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
D3D::context->PSSetShader(PShader, NULL, 0);
D3D::context->PSSetShaderResources(0, 1, &texture);
D3D::context->VSSetShader(Vshader, NULL, 0);
D3D::stateman->Apply();
D3D::context->Draw(4, 0);
ID3D11ShaderResourceView* texres = NULL;
@ -546,6 +550,7 @@ void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
context->PSSetSamplers(0, 1, &stsqsamplerstate);
context->PSSetShader(PShader, NULL, 0);
context->VSSetShader(Vshader, NULL, 0);
stateman->Apply();
context->Draw(4, 0);
ID3D11ShaderResourceView* texres = NULL;
@ -589,6 +594,7 @@ void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexS
UINT offset = 0;
context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
context->IASetVertexBuffers(0, 1, &clearvb, &stride, &offset);
stateman->Apply();
context->Draw(4, 0);
lastcol = Color;

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@ -165,22 +165,22 @@ public:
void PixelShaderCache::Init()
{
// used when drawing clear quads
s_ClearProgram = D3D::CompileAndCreatePixelShader(clear_program_code, strlen(clear_program_code));
s_ClearProgram = D3D::CompileAndCreatePixelShader(clear_program_code, sizeof(clear_program_code));
CHECK(s_ClearProgram!=NULL, "Create clear pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "clear pixel shader");
// used when copying/resolving the color buffer
s_ColorCopyProgram = D3D::CompileAndCreatePixelShader(color_copy_program_code, strlen(color_copy_program_code));
s_ColorCopyProgram = D3D::CompileAndCreatePixelShader(color_copy_program_code, sizeof(color_copy_program_code));
CHECK(s_ColorCopyProgram!=NULL, "Create color copy pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "color copy pixel shader");
// used for color conversion
s_ColorMatrixProgram = D3D::CompileAndCreatePixelShader(color_matrix_program_code, strlen(color_matrix_program_code));
s_ColorMatrixProgram = D3D::CompileAndCreatePixelShader(color_matrix_program_code, sizeof(color_matrix_program_code));
CHECK(s_ColorMatrixProgram!=NULL, "Create color matrix pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "color matrix pixel shader");
// used for depth copy
s_DepthMatrixProgram = D3D::CompileAndCreatePixelShader(depth_matrix_program, strlen(depth_matrix_program));
s_DepthMatrixProgram = D3D::CompileAndCreatePixelShader(depth_matrix_program, sizeof(depth_matrix_program));
CHECK(s_DepthMatrixProgram!=NULL, "Create depth matrix pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "depth matrix pixel shader");

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@ -81,6 +81,9 @@ ID3D11BlendState* resetblendstate = NULL;
ID3D11DepthStencilState* resetdepthstate = NULL;
ID3D11RasterizerState* resetraststate = NULL;
// used to make sure that we really Pop all states which got Pushed in ResetAPIState
unsigned int resets = 0;
// state translation lookup tables
static const D3D11_BLEND d3dSrcFactors[8] =
{
@ -365,6 +368,8 @@ bool Renderer::Init()
D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBColorTexture()->GetRTV(), FBManager.GetEFBDepthTexture()->GetDSV());
D3D::BeginFrame();
D3D::gfxstate->rastdesc.ScissorEnable = TRUE;
resets = 0;
return true;
}
@ -756,13 +761,17 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
0.f,
1.f);
D3D::context->RSSetViewports(1, &vp);
// always set the scissor in case it was set by the game and has not been reset
// TODO: Do we really need to set the scissor rect? Why not just disable scissor testing?
D3D11_RECT sirc = CD3D11_RECT(targetRc.left, targetRc.top, targetRc.right, targetRc.bottom);
D3D::context->RSSetScissorRects(1, &sirc);
D3D::context->OMSetDepthStencilState(cleardepthstates[zEnable], 0);
D3D::context->RSSetState(clearraststate);
D3D::stateman->PushDepthState(cleardepthstates[zEnable]);
D3D::stateman->PushRasterizerState(clearraststate);
D3D::drawClearQuad(color, (z & 0xFFFFFF) / float(0xFFFFFF),PixelShaderCache::GetClearProgram(),VertexShaderCache::GetClearVertexShader(), VertexShaderCache::GetClearInputLayout());
D3D::stateman->PopDepthState();
D3D::stateman->PopRasterizerState();
UpdateViewport();
SetScissorRect();
}
@ -1011,15 +1020,22 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
void Renderer::ResetAPIState()
{
D3D::context->OMSetBlendState(resetblendstate, NULL, 0xFFFFFFFF);
D3D::context->OMSetDepthStencilState(resetdepthstate, 0);
D3D::context->RSSetState(resetraststate);
resets++;
D3D::stateman->PushBlendState(resetblendstate);
D3D::stateman->PushDepthState(resetdepthstate);
D3D::stateman->PushRasterizerState(resetraststate);
}
void Renderer::RestoreAPIState()
{
// TODO: How much of this is actually needed?
// gets us back into a more game-like state.
for (;resets;--resets)
{
D3D::stateman->PopBlendState();
D3D::stateman->PopDepthState();
D3D::stateman->PopRasterizerState();
}
D3D::gfxstate->rastdesc.ScissorEnable = TRUE;
UpdateViewport();
SetScissorRect();
@ -1027,7 +1043,6 @@ void Renderer::RestoreAPIState()
if (bpmem.zmode.updateenable) D3D::gfxstate->depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
SetColorMask();
SetLogicOpMode();
D3D::gfxstate->ApplyState();
}
void Renderer::SetGenerationMode()

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@ -561,9 +561,9 @@ void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, boo
// TODO: Use linear filtering if (bScaleByHalf), else use point filtering
D3D::context->OMSetBlendState(efbcopyblendstate, NULL, 0xffffffff);
D3D::context->RSSetState(efbcopyraststate);
D3D::context->OMSetDepthStencilState(efbcopydepthstate, 0);
D3D::stateman->PushBlendState(efbcopyblendstate);
D3D::stateman->PushRasterizerState(efbcopyraststate);
D3D::stateman->PushDepthState(efbcopydepthstate);
D3D::context->OMSetRenderTargets(1, &tex->GetRTV(), NULL);
D3D::drawShadedTexQuad(
(bFromZBuffer) ? FBManager.GetEFBDepthTexture()->GetSRV() : FBManager.GetEFBColorTexture()->GetSRV(),
@ -573,5 +573,8 @@ void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, boo
(bFromZBuffer) ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram(), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBColorTexture()->GetRTV(), FBManager.GetEFBDepthTexture()->GetDSV());
D3D::stateman->PopBlendState();
D3D::stateman->PopDepthState();
D3D::stateman->PopRasterizerState();
Renderer::RestoreAPIState();
}

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@ -152,15 +152,10 @@ void ResetBuffer()
void Shutdown()
{
DestroyDeviceObjects();
if (LocalVBuffer) delete[] LocalVBuffer;
if (TIBuffer) delete[] TIBuffer;
if (LIBuffer) delete[] LIBuffer;
if (PIBuffer) delete[] PIBuffer;
LocalVBuffer = NULL;
TIBuffer = NULL;
LIBuffer = NULL;
PIBuffer = NULL;
SAFE_DELETE_ARRAY(LocalVBuffer);
SAFE_DELETE_ARRAY(TIBuffer);
SAFE_DELETE_ARRAY(LIBuffer);
SAFE_DELETE_ARRAY(PIBuffer);
ResetBuffer();
}

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@ -143,7 +143,7 @@ void VertexShaderCache::Init()
};
D3DBlob* blob;
D3D::CompileVertexShader(simple_shader_code, strlen(simple_shader_code), &blob);
D3D::CompileVertexShader(simple_shader_code, sizeof(simple_shader_code), &blob);
D3D::device->CreateInputLayout(simpleelems, 2, blob->Data(), blob->Size(), &SimpleLayout);
SimpleVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
if (SimpleLayout == NULL || SimpleVertexShader == NULL) PanicAlert("Failed to create simple vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
@ -151,7 +151,7 @@ void VertexShaderCache::Init()
D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleVertexShader, "simple vertex shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleLayout, "simple input layout");
D3D::CompileVertexShader(clear_shader_code, (int)strlen(clear_shader_code), &blob);
D3D::CompileVertexShader(clear_shader_code, sizeof(clear_shader_code), &blob);
D3D::device->CreateInputLayout(clearelems, 2, blob->Data(), blob->Size(), &ClearLayout);
ClearVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
if (ClearLayout == NULL || ClearVertexShader == NULL) PanicAlert("Failed to create clear vertex shader or input layout at %s %d\n", __FILE__, __LINE__);