Merge pull request #2365 from Armada651/int-depth
VideoBackends: Implement depth copy shaders with integer math.
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430e8b7ade
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@ -146,28 +146,21 @@ const char depth_matrix_program[] = {
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" in float4 pos : SV_Position,\n"
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" in float3 uv0 : TEXCOORD0){\n"
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" float4 texcol = Tex0.Sample(samp0,uv0);\n"
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" int depth = int(round(texcol.x * float(0xFFFFFF)));\n"
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// 255.99998474121 = 16777215/16777216*256
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" float workspace = texcol.x * 255.99998474121;\n"
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// Convert to Z24 format
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" int4 workspace;\n"
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" workspace.r = (depth >> 16) & 255;\n"
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" workspace.g = (depth >> 8) & 255;\n"
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" workspace.b = depth & 255;\n"
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" texcol.x = floor(workspace);\n" // x component
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// Convert to Z4 format
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" workspace.a = (depth >> 16) & 0xF0;\n"
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" workspace = workspace - texcol.x;\n" // subtract x component out
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" workspace = workspace * 256.0;\n" // shift left 8 bits
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" texcol.y = floor(workspace);\n" // y component
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" workspace = workspace - texcol.y;\n" // subtract y component out
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" workspace = workspace * 256.0;\n" // shift left 8 bits
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" texcol.z = floor(workspace);\n" // z component
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" texcol.w = texcol.x;\n" // duplicate x into w
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" texcol = texcol / 255.0;\n" // normalize components to [0.0..1.0]
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" texcol.w = texcol.w * 15.0;\n"
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" texcol.w = floor(texcol.w);\n"
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" texcol.w = texcol.w / 15.0;\n" // w component
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// Normalize components to [0.0..1.0]
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" texcol = float4(workspace) / 255.0;\n"
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// Apply color matrix
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" ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
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"}\n"
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};
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@ -188,27 +181,22 @@ const char depth_matrix_program_msaa[] = {
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" texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
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" texcol /= SAMPLES;\n"
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// 255.99998474121 = 16777215/16777216*256
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" float workspace = texcol.x * 255.99998474121;\n"
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" float4 texcol = Tex0.Sample(samp0,uv0);\n"
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" int depth = int(round(texcol.x * float(0xFFFFFF)));\n"
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" texcol.x = floor(workspace);\n" // x component
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// Convert to Z24 format
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" int4 workspace;\n"
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" workspace.r = (depth >> 16) & 255;\n"
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" workspace.g = (depth >> 8) & 255;\n"
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" workspace.b = depth & 255;\n"
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" workspace = workspace - texcol.x;\n" // subtract x component out
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" workspace = workspace * 256.0;\n" // shift left 8 bits
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" texcol.y = floor(workspace);\n" // y component
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// Convert to Z4 format
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" workspace.a = (depth >> 16) & 0xF0;\n"
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" workspace = workspace - texcol.y;\n" // subtract y component out
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" workspace = workspace * 256.0;\n" // shift left 8 bits
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" texcol.z = floor(workspace);\n" // z component
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" texcol.w = texcol.x;\n" // duplicate x into w
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" texcol = texcol / 255.0;\n" // normalize components to [0.0..1.0]
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" texcol.w = texcol.w * 15.0;\n"
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" texcol.w = floor(texcol.w);\n"
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" texcol.w = texcol.w / 15.0;\n" // w component
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// Normalize components to [0.0..1.0]
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" texcol = float4(workspace) / 255.0;\n"
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// Apply color matrix
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" ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
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"}\n"
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};
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@ -294,27 +294,19 @@ void TextureCache::CompileShaders()
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"\n"
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"void main(){\n"
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" vec4 texcol = texture(samp9, vec3(f_uv0.xy, %s));\n"
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" int depth = int(round(texcol.x * float(0xFFFFFF)));\n"
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// 255.99998474121 = 16777215/16777216*256
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" float workspace = texcol.x * 255.99998474121;\n"
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// Convert to Z24 format
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" ivec4 workspace;\n"
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" workspace.r = (depth >> 16) & 255;\n"
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" workspace.g = (depth >> 8) & 255;\n"
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" workspace.b = depth & 255;\n"
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" texcol.x = floor(workspace);\n" // x component
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// Convert to Z4 format
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" workspace.a = (depth >> 16) & 0xF0;\n"
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" workspace = workspace - texcol.x;\n" // subtract x component out
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" workspace = workspace * 256.0;\n" // shift left 8 bits
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" texcol.y = floor(workspace);\n" // y component
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" workspace = workspace - texcol.y;\n" // subtract y component out
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" workspace = workspace * 256.0;\n" // shift left 8 bits
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" texcol.z = floor(workspace);\n" // z component
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" texcol.w = texcol.x;\n" // duplicate x into w
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" texcol = texcol / 255.0;\n" // normalize components to [0.0..1.0]
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" texcol.w = texcol.w * 15.0;\n"
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" texcol.w = floor(texcol.w);\n"
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" texcol.w = texcol.w / 15.0;\n" // w component
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// Normalize components to [0.0..1.0]
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" texcol = vec4(workspace) / 255.0;\n"
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" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"
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"}\n";
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