PixelShaderGen: use unswapped texture samples for depth
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@ -1104,8 +1104,8 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
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out.Write("\tint4 c0 = " I_COLORS "[1], c1 = " I_COLORS "[2], c2 = " I_COLORS
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"[3], prev = " I_COLORS "[0];\n"
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"\tint4 rastemp = int4(0, 0, 0, 0), textemp = int4(0, 0, 0, 0), konsttemp = int4(0, 0, "
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"0, 0);\n"
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"\tint4 rastemp = int4(0, 0, 0, 0), rawtextemp = int4(0, 0, 0, 0), "
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"textemp = int4(0, 0, 0, 0), konsttemp = int4(0, 0, 0, 0);\n"
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"\tint3 comp16 = int3(1, 256, 0), comp24 = int3(1, 256, 256*256);\n"
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"\tint alphabump=0;\n"
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"\tint3 tevcoord=int3(0, 0, 0);\n"
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@ -1291,7 +1291,7 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
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// use the texture input of the last texture stage (textemp), hopefully this has been read and
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// is in correct format...
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out.SetConstantsUsed(C_ZBIAS, C_ZBIAS + 1);
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out.Write("\tzCoord = idot(" I_ZBIAS "[0].xyzw, textemp.xyzw) + " I_ZBIAS "[1].w {};\n",
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out.Write("\tzCoord = idot(" I_ZBIAS "[0].xyzw, rawtextemp.xyzw) + " I_ZBIAS "[1].w {};\n",
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(uid_data->ztex_op == ZTexOp::Add) ? "+ zCoord" : "");
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out.Write("\tzCoord = zCoord & 0xFFFFFF;\n");
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}
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@ -1614,8 +1614,9 @@ static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, i
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if (stage.tevorders_enable && uid_data->genMode_numtexgens > 0)
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{
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// Generate swizzle string to represent the texture color channel swapping
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out.Write("\ttextemp = sampleTextureWrapper({}u, tevcoord.xy, layer).{}{}{}{};\n",
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stage.tevorders_texmap, rgba_swizzle[stage.tex_swap_r],
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out.Write("\trawtextemp = sampleTextureWrapper({}u, tevcoord.xy, layer);\n",
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stage.tevorders_texmap);
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out.Write("\ttextemp = rawtextemp.{}{}{}{};\n", rgba_swizzle[stage.tex_swap_r],
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rgba_swizzle[stage.tex_swap_g], rgba_swizzle[stage.tex_swap_b],
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rgba_swizzle[stage.tex_swap_a]);
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}
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