Merge pull request #2365 from Armada651/int-depth

VideoBackends: Implement depth copy shaders with integer math.
This commit is contained in:
Markus Wick 2015-05-05 17:21:20 +02:00
commit 430e8b7ade
2 changed files with 33 additions and 53 deletions

View File

@ -146,28 +146,21 @@ const char depth_matrix_program[] = {
" in float4 pos : SV_Position,\n" " in float4 pos : SV_Position,\n"
" in float3 uv0 : TEXCOORD0){\n" " in float3 uv0 : TEXCOORD0){\n"
" float4 texcol = Tex0.Sample(samp0,uv0);\n" " float4 texcol = Tex0.Sample(samp0,uv0);\n"
" int depth = int(round(texcol.x * float(0xFFFFFF)));\n"
// 255.99998474121 = 16777215/16777216*256 // Convert to Z24 format
" float workspace = texcol.x * 255.99998474121;\n" " int4 workspace;\n"
" workspace.r = (depth >> 16) & 255;\n"
" workspace.g = (depth >> 8) & 255;\n"
" workspace.b = depth & 255;\n"
" texcol.x = floor(workspace);\n" // x component // Convert to Z4 format
" workspace.a = (depth >> 16) & 0xF0;\n"
" workspace = workspace - texcol.x;\n" // subtract x component out // Normalize components to [0.0..1.0]
" workspace = workspace * 256.0;\n" // shift left 8 bits " texcol = float4(workspace) / 255.0;\n"
" texcol.y = floor(workspace);\n" // y component
" workspace = workspace - texcol.y;\n" // subtract y component out
" workspace = workspace * 256.0;\n" // shift left 8 bits
" texcol.z = floor(workspace);\n" // z component
" texcol.w = texcol.x;\n" // duplicate x into w
" texcol = texcol / 255.0;\n" // normalize components to [0.0..1.0]
" texcol.w = texcol.w * 15.0;\n"
" texcol.w = floor(texcol.w);\n"
" texcol.w = texcol.w / 15.0;\n" // w component
// Apply color matrix
" ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n" " ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
"}\n" "}\n"
}; };
@ -188,27 +181,22 @@ const char depth_matrix_program_msaa[] = {
" texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n" " texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
" texcol /= SAMPLES;\n" " texcol /= SAMPLES;\n"
// 255.99998474121 = 16777215/16777216*256 " float4 texcol = Tex0.Sample(samp0,uv0);\n"
" float workspace = texcol.x * 255.99998474121;\n" " int depth = int(round(texcol.x * float(0xFFFFFF)));\n"
" texcol.x = floor(workspace);\n" // x component // Convert to Z24 format
" int4 workspace;\n"
" workspace.r = (depth >> 16) & 255;\n"
" workspace.g = (depth >> 8) & 255;\n"
" workspace.b = depth & 255;\n"
" workspace = workspace - texcol.x;\n" // subtract x component out // Convert to Z4 format
" workspace = workspace * 256.0;\n" // shift left 8 bits " workspace.a = (depth >> 16) & 0xF0;\n"
" texcol.y = floor(workspace);\n" // y component
" workspace = workspace - texcol.y;\n" // subtract y component out // Normalize components to [0.0..1.0]
" workspace = workspace * 256.0;\n" // shift left 8 bits " texcol = float4(workspace) / 255.0;\n"
" texcol.z = floor(workspace);\n" // z component
" texcol.w = texcol.x;\n" // duplicate x into w
" texcol = texcol / 255.0;\n" // normalize components to [0.0..1.0]
" texcol.w = texcol.w * 15.0;\n"
" texcol.w = floor(texcol.w);\n"
" texcol.w = texcol.w / 15.0;\n" // w component
// Apply color matrix
" ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n" " ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
"}\n" "}\n"
}; };

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@ -294,27 +294,19 @@ void TextureCache::CompileShaders()
"\n" "\n"
"void main(){\n" "void main(){\n"
" vec4 texcol = texture(samp9, vec3(f_uv0.xy, %s));\n" " vec4 texcol = texture(samp9, vec3(f_uv0.xy, %s));\n"
" int depth = int(round(texcol.x * float(0xFFFFFF)));\n"
// 255.99998474121 = 16777215/16777216*256 // Convert to Z24 format
" float workspace = texcol.x * 255.99998474121;\n" " ivec4 workspace;\n"
" workspace.r = (depth >> 16) & 255;\n"
" workspace.g = (depth >> 8) & 255;\n"
" workspace.b = depth & 255;\n"
" texcol.x = floor(workspace);\n" // x component // Convert to Z4 format
" workspace.a = (depth >> 16) & 0xF0;\n"
" workspace = workspace - texcol.x;\n" // subtract x component out // Normalize components to [0.0..1.0]
" workspace = workspace * 256.0;\n" // shift left 8 bits " texcol = vec4(workspace) / 255.0;\n"
" texcol.y = floor(workspace);\n" // y component
" workspace = workspace - texcol.y;\n" // subtract y component out
" workspace = workspace * 256.0;\n" // shift left 8 bits
" texcol.z = floor(workspace);\n" // z component
" texcol.w = texcol.x;\n" // duplicate x into w
" texcol = texcol / 255.0;\n" // normalize components to [0.0..1.0]
" texcol.w = texcol.w * 15.0;\n"
" texcol.w = floor(texcol.w);\n"
" texcol.w = texcol.w / 15.0;\n" // w component
" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n" " ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"
"}\n"; "}\n";