Merge pull request #5946 from stenzek/ubershader-stereo-texture-samples
UberShaderPixel: Fix sampling of EFB copies in stereo modes
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commit
75574ec6cc
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@ -182,17 +182,16 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
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{
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// Doesn't look like directx supports this. Oh well the code path is here just incase it
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// supports this in the future.
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out.Write("int4 sampleTexture(uint sampler_num, float2 uv) {\n");
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out.Write("int4 sampleTexture(uint sampler_num, float3 uv) {\n");
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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out.Write(" return iround(texture(samp[sampler_num], float3(uv, 0.0)) * 255.0);\n");
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out.Write(" return iround(texture(samp[sampler_num], uv) * 255.0);\n");
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else if (ApiType == APIType::D3D)
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out.Write(" return iround(Tex[sampler_num].Sample(samp[sampler_num], float3(uv, 0.0)) * "
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"255.0);\n");
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out.Write(" return iround(Tex[sampler_num].Sample(samp[sampler_num], uv) * 255.0);\n");
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out.Write("}\n\n");
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}
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else
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{
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out.Write("int4 sampleTexture(uint sampler_num, float2 uv) {\n"
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out.Write("int4 sampleTexture(uint sampler_num, float3 uv) {\n"
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" // This is messy, but DirectX, OpenGl 3.3 and Opengl ES 3.0 doesn't support "
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"dynamic indexing of the sampler array\n"
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" // With any luck the shader compiler will optimise this if the hardware supports "
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@ -201,10 +200,9 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
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for (int i = 0; i < 8; i++)
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{
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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out.Write(" case %du: return iround(texture(samp[%d], float3(uv, 0.0)) * 255.0);\n", i, i);
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out.Write(" case %du: return iround(texture(samp[%d], uv) * 255.0);\n", i, i);
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else if (ApiType == APIType::D3D)
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out.Write(" case %du: return iround(Tex[%d].Sample(samp[%d], float3(uv, 0.0)) * 255.0);\n",
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i, i, i);
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out.Write(" case %du: return iround(Tex[%d].Sample(samp[%d], uv) * 255.0);\n", i, i, i);
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}
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out.Write(" }\n"
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"}\n\n");
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@ -244,31 +242,33 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
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// ======================
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// Indirect Lookup
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// ======================
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auto LookupIndirectTexture = [&out](const char* out_var_name, const char* in_index_name) {
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out.Write(
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"{\n"
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" uint iref = bpmem_iref(%s);\n"
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" if ( iref != 0u)\n"
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" {\n"
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" uint texcoord = bitfieldExtract(iref, 0, 3);\n"
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" uint texmap = bitfieldExtract(iref, 8, 3);\n"
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" float3 uv = getTexCoord(texcoord);\n"
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" int2 fixedPoint_uv = int2((uv.z == 0.0 ? uv.xy : (uv.xy / uv.z)) * " I_TEXDIMS
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"[texcoord].zw);\n"
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"\n"
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" if ((%s & 1u) == 0u)\n"
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" fixedPoint_uv = fixedPoint_uv >> " I_INDTEXSCALE "[%s >> 1].xy;\n"
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" else\n"
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" fixedPoint_uv = fixedPoint_uv >> " I_INDTEXSCALE "[%s >> 1].zw;\n"
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"\n"
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" %s = sampleTexture(texmap, float2(fixedPoint_uv) * " I_TEXDIMS "[texmap].xy).abg;\n"
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" }\n"
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" else\n"
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" {\n"
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" %s = int3(0, 0, 0);\n"
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" }\n"
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"}\n",
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in_index_name, in_index_name, in_index_name, in_index_name, out_var_name, out_var_name);
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auto LookupIndirectTexture = [&out, stereo](const char* out_var_name, const char* in_index_name) {
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out.Write("{\n"
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" uint iref = bpmem_iref(%s);\n"
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" if ( iref != 0u)\n"
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" {\n"
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" uint texcoord = bitfieldExtract(iref, 0, 3);\n"
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" uint texmap = bitfieldExtract(iref, 8, 3);\n"
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" float3 uv = getTexCoord(texcoord);\n"
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" int2 fixedPoint_uv = int2((uv.z == 0.0 ? uv.xy : (uv.xy / uv.z)) * " I_TEXDIMS
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"[texcoord].zw);\n"
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"\n"
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" if ((%s & 1u) == 0u)\n"
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" fixedPoint_uv = fixedPoint_uv >> " I_INDTEXSCALE "[%s >> 1].xy;\n"
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" else\n"
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" fixedPoint_uv = fixedPoint_uv >> " I_INDTEXSCALE "[%s >> 1].zw;\n"
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"\n"
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" %s = sampleTexture(texmap, float3(float2(fixedPoint_uv) * " I_TEXDIMS
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"[texmap].xy, %s)).abg;\n",
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in_index_name, in_index_name, in_index_name, in_index_name, out_var_name,
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stereo ? "float(layer)" : "0.0");
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out.Write(" }\n"
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" else\n"
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" {\n"
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" %s = int3(0, 0, 0);\n"
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" }\n"
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"}\n",
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out_var_name);
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};
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// ======================
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@ -837,11 +837,10 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
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" uint sampler_num = %s;\n",
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BitfieldExtract("ss.order", TwoTevStageOrders().texmap0).c_str());
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out.Write("\n"
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" float2 uv = (float2(tevcoord.xy)) * " I_TEXDIMS "[sampler_num].xy;\n"
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"\n"
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" int4 color = sampleTexture(sampler_num, uv);\n"
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"\n"
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" uint swap = %s;\n",
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" float2 uv = (float2(tevcoord.xy)) * " I_TEXDIMS "[sampler_num].xy;\n");
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out.Write(" int4 color = sampleTexture(sampler_num, float3(uv, %s));\n",
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stereo ? "float(layer)" : "0.0");
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out.Write(" uint swap = %s;\n",
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BitfieldExtract("ss.ac", TevStageCombiner().alphaC.tswap).c_str());
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out.Write(" s.TexColor = Swizzle(swap, color);\n");
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out.Write(" } else {\n"
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