TextureConverter: fix scoping
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2a2f2fd4eb
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64a1969e36
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@ -89,7 +89,9 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
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WRITE(p, "{\n"
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" int2 sampleUv;\n"
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" int2 uv1 = int2(gl_FragCoord.xy);\n");
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" int2 uv1 = int2(gl_FragCoord.xy);\n"
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" float2 uv0 = float2(0.0, 0.0);\n"
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);
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WRITE(p, " uv1.x = uv1.x * %d;\n", samples);
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@ -110,16 +112,14 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
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void WriteSampleColor(char*& p, const char* colorComp, const char* dest, API_TYPE ApiType)
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{
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WRITE(p,
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"{\n" // sampleUv is the sample position in (int)gx_coords
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"float2 uv = float2(sampleUv) + int2(%d,0);\n" // pixel offset (if more than one pixel is samped)
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"uv *= " I_COLORS".w;\n" // scale by two (if wanted)
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"uv += " I_COLORS".xy;\n" // move to copyed rect
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"uv += float2(0.5, 0.5);\n" // move to center of pixel
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"uv /= float2(%d, %d);\n" // normlize to [0:1]
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"uv.y = 1.0-uv.y;\n" // ogl foo (disable this line for d3d)
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"%s = texture(samp0, uv).%s;\n"
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"}\n",
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WRITE(p, // sampleUv is the sample position in (int)gx_coords
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"uv0 = float2(sampleUv) + int2(%d,0);\n" // pixel offset (if more than one pixel is samped)
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"uv0 *= " I_COLORS".w;\n" // scale by two (if wanted)
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"uv0 += " I_COLORS".xy;\n" // move to copyed rect
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"uv0 += float2(0.5, 0.5);\n" // move to center of pixel
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"uv0 /= float2(%d, %d);\n" // normlize to [0:1]
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"uv0.y = 1.0-uv0.y;\n" // ogl foo (disable this line for d3d)
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"%s = texture(samp0, uv0).%s;\n",
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s_incrementSampleXCount, EFB_WIDTH, EFB_HEIGHT, dest, colorComp
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);
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}
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