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D3D: Use VideoCommon EFB-to-Texture Shaders #6239

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merged 3 commits into from Dec 6, 2017

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@stenzek
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stenzek commented Dec 5, 2017

Brings D3D in line with the other backends, and knocks out a good chunk of code.

stenzek added some commits Dec 5, 2017

TextureConversionShader: Use round() instead of roundEven() in HLSL
HLSL does not define roundEven(), only round(). This means that the
output may differ slightly for OpenGL vs Direct3D. However, it ensures
consistency across OpenGL drivers, as round() in GLSL can go either way.
@linkmauve

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linkmauve Dec 5, 2017

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Patches 1 and 3 reviewed, I don’t know much about D3D to comment on the second one.

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linkmauve commented Dec 5, 2017

Patches 1 and 3 reviewed, I don’t know much about D3D to comment on the second one.

@@ -32,35 +32,49 @@ TCShaderUid GetShaderUid(EFBCopyFormat dst_format, bool is_depth_copy, bool is_i
ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
{
ShaderCode out;
const bool mono_depth = uid_data->is_depth_copy && g_ActiveConfig.bStereoEFBMonoDepth;

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linkmauve Dec 5, 2017

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No need for the const qualifier here.

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linkmauve Dec 5, 2017

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No need for the const qualifier here.

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@JosJuice

JosJuice Dec 5, 2017

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While it's not super important, using const is a bit helpful even for small things like this.

@JosJuice

JosJuice Dec 5, 2017

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While it's not super important, using const is a bit helpful even for small things like this.

@iwubcode

Did minor manual testing and fifo-comparer, no regressions. Code LGTM from what I can tell.

@degasus degasus merged commit cde02b5 into dolphin-emu:master Dec 6, 2017

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@stenzek stenzek deleted the stenzek:d3d-videocommon-efbtotex branch Dec 6, 2017

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