PixelShaderGen: use unswapped texture samples for depth

This commit is contained in:
Tillmann Karras 2025-02-11 18:51:16 +00:00
parent 7abb9e7974
commit 359fb51d64
1 changed files with 6 additions and 5 deletions

View File

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