New upstream version 23.2.1+dfsg1

This commit is contained in:
Simon Chopin 2019-07-27 14:47:10 +02:00
parent cdc9a9fc87
commit b14f9eae6d
1017 changed files with 37232 additions and 11111 deletions

View file

@ -17,14 +17,14 @@
#include "d3d11-subsystem.hpp"
inline void gs_vertex_buffer::Rebuild()
void gs_vertex_buffer::Rebuild()
{
uvBuffers.clear();
uvSizes.clear();
BuildBuffers();
}
inline void gs_index_buffer::Rebuild(ID3D11Device *dev)
void gs_index_buffer::Rebuild(ID3D11Device *dev)
{
HRESULT hr = dev->CreateBuffer(&bd, &srd, &indexBuffer);
if (FAILED(hr))
@ -55,7 +55,7 @@ void gs_texture_2d::RebuildSharedTextureFallback()
isShared = false;
}
inline void gs_texture_2d::Rebuild(ID3D11Device *dev)
void gs_texture_2d::Rebuild(ID3D11Device *dev)
{
HRESULT hr;
if (isShared) {
@ -89,9 +89,61 @@ inline void gs_texture_2d::Rebuild(ID3D11Device *dev)
if (FAILED(hr))
throw HRError("Failed to create GDI surface", hr);
}
acquired = false;
if ((td.MiscFlags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) != 0) {
ComQIPtr<IDXGIResource> dxgi_res(texture);
if (dxgi_res)
GetSharedHandle(dxgi_res);
device_texture_acquire_sync(this, 0, INFINITE);
}
}
inline void gs_zstencil_buffer::Rebuild(ID3D11Device *dev)
void gs_texture_2d::RebuildNV12_Y(ID3D11Device *dev)
{
gs_texture_2d *tex_uv = pairedNV12texture;
HRESULT hr;
hr = dev->CreateTexture2D(&td, nullptr, &texture);
if (FAILED(hr))
throw HRError("Failed to create 2D texture", hr);
hr = dev->CreateShaderResourceView(texture, &resourceDesc, &shaderRes);
if (FAILED(hr))
throw HRError("Failed to create resource view", hr);
if (isRenderTarget)
InitRenderTargets();
tex_uv->RebuildNV12_UV(dev);
acquired = false;
if ((td.MiscFlags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) != 0) {
ComQIPtr<IDXGIResource> dxgi_res(texture);
if (dxgi_res)
GetSharedHandle(dxgi_res);
device_texture_acquire_sync(this, 0, INFINITE);
}
}
void gs_texture_2d::RebuildNV12_UV(ID3D11Device *dev)
{
gs_texture_2d *tex_y = pairedNV12texture;
HRESULT hr;
texture = tex_y->texture;
hr = dev->CreateShaderResourceView(texture, &resourceDesc, &shaderRes);
if (FAILED(hr))
throw HRError("Failed to create resource view", hr);
if (isRenderTarget)
InitRenderTargets();
}
void gs_zstencil_buffer::Rebuild(ID3D11Device *dev)
{
HRESULT hr;
hr = dev->CreateTexture2D(&td, nullptr, &texture);
@ -103,21 +155,21 @@ inline void gs_zstencil_buffer::Rebuild(ID3D11Device *dev)
throw HRError("Failed to create depth stencil view", hr);
}
inline void gs_stage_surface::Rebuild(ID3D11Device *dev)
void gs_stage_surface::Rebuild(ID3D11Device *dev)
{
HRESULT hr = dev->CreateTexture2D(&td, nullptr, &texture);
if (FAILED(hr))
throw HRError("Failed to create staging surface", hr);
}
inline void gs_sampler_state::Rebuild(ID3D11Device *dev)
void gs_sampler_state::Rebuild(ID3D11Device *dev)
{
HRESULT hr = dev->CreateSamplerState(&sd, state.Assign());
if (FAILED(hr))
throw HRError("Failed to create sampler state", hr);
}
inline void gs_vertex_shader::Rebuild(ID3D11Device *dev)
void gs_vertex_shader::Rebuild(ID3D11Device *dev)
{
HRESULT hr;
hr = dev->CreateVertexShader(data.data(), data.size(), nullptr, &shader);
@ -142,7 +194,7 @@ inline void gs_vertex_shader::Rebuild(ID3D11Device *dev)
}
}
inline void gs_pixel_shader::Rebuild(ID3D11Device *dev)
void gs_pixel_shader::Rebuild(ID3D11Device *dev)
{
HRESULT hr;
@ -164,7 +216,7 @@ inline void gs_pixel_shader::Rebuild(ID3D11Device *dev)
}
}
inline void gs_swap_chain::Rebuild(ID3D11Device *dev)
void gs_swap_chain::Rebuild(ID3D11Device *dev)
{
HRESULT hr = device->factory->CreateSwapChain(dev, &swapDesc, &swap);
if (FAILED(hr))
@ -172,21 +224,21 @@ inline void gs_swap_chain::Rebuild(ID3D11Device *dev)
Init();
}
inline void SavedBlendState::Rebuild(ID3D11Device *dev)
void SavedBlendState::Rebuild(ID3D11Device *dev)
{
HRESULT hr = dev->CreateBlendState(&bd, &state);
if (FAILED(hr))
throw HRError("Failed to create blend state", hr);
}
inline void SavedZStencilState::Rebuild(ID3D11Device *dev)
void SavedZStencilState::Rebuild(ID3D11Device *dev)
{
HRESULT hr = dev->CreateDepthStencilState(&dsd, &state);
if (FAILED(hr))
throw HRError("Failed to create depth stencil state", hr);
}
inline void SavedRasterState::Rebuild(ID3D11Device *dev)
void SavedRasterState::Rebuild(ID3D11Device *dev)
{
HRESULT hr = dev->CreateRasterizerState(&rd, &state);
if (FAILED(hr))
@ -287,7 +339,14 @@ try {
((gs_index_buffer*)obj)->Rebuild(dev);
break;
case gs_type::gs_texture_2d:
((gs_texture_2d*)obj)->Rebuild(dev);
{
gs_texture_2d *tex = (gs_texture_2d*)obj;
if (!tex->nv12) {
tex->Rebuild(dev);
} else if (!tex->chroma) {
tex->RebuildNV12_Y(dev);
}
}
break;
case gs_type::gs_zstencil_buffer:
((gs_zstencil_buffer*)obj)->Rebuild(dev);