From a289e0604f3fd3663a7d32e8aafbe9d8286b35ad Mon Sep 17 00:00:00 2001 From: degasus Date: Mon, 25 Nov 2013 14:53:44 +0100 Subject: [PATCH] TextureConverter: remove D3D9 foo This file is in VideoCommon, but as D3D11 doesn't use it and D3D9 is dropped, it's time to clean up. --- .../Src/TextureConversionShader.cpp | 47 +++---------------- 1 file changed, 7 insertions(+), 40 deletions(-) diff --git a/Source/Core/VideoCommon/Src/TextureConversionShader.cpp b/Source/Core/VideoCommon/Src/TextureConversionShader.cpp index 022d18b427..c78b854535 100644 --- a/Source/Core/VideoCommon/Src/TextureConversionShader.cpp +++ b/Source/Core/VideoCommon/Src/TextureConversionShader.cpp @@ -57,15 +57,6 @@ u16 GetEncodedSampleCount(u32 format) } } -const char* WriteRegister(API_TYPE ApiType, const char *prefix, const u32 num) -{ - if (ApiType == API_OPENGL) - return ""; // Once we switch to GLSL 1.3 we can do something here - static char result[64]; - sprintf(result, " : register(%s%d)", prefix, num); - return result; -} - // block dimensions : widthStride, heightStride // texture dims : width, height, x offset, y offset void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType) @@ -73,7 +64,7 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType) // [0] left, top, right, bottom of source rectangle within source texture // [1] width and height of destination texture in pixels // Two were merged for GLSL - WRITE(p, "uniform float4 " I_COLORS"[2] %s;\n", WriteRegister(ApiType, "c", C_COLORS)); + WRITE(p, "uniform float4 " I_COLORS"[2];\n"); int blkW = TexDecoder_GetBlockWidthInTexels(format); int blkH = TexDecoder_GetBlockHeightInTexels(format); @@ -118,16 +109,9 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType) WRITE(p, " sampleUv = sampleUv * " I_COLORS"[0].xy;\n"); - if (ApiType == API_OPENGL) - WRITE(p," sampleUv.y = " I_COLORS"[1].y - sampleUv.y;\n"); + WRITE(p," sampleUv.y = " I_COLORS"[1].y - sampleUv.y;\n"); WRITE(p, " sampleUv = sampleUv + " I_COLORS"[1].zw;\n"); - - if (ApiType != API_OPENGL) - { - WRITE(p, " sampleUv = sampleUv + float2(0.0,1.0);\n"); // still need to determine the reason for this - WRITE(p, " sampleUv = sampleUv / " I_COLORS"[0].zw;\n"); - } } // block dimensions : widthStride, heightStride @@ -137,7 +121,7 @@ void Write32BitSwizzler(char*& p, u32 format, API_TYPE ApiType) // [0] left, top, right, bottom of source rectangle within source texture // [1] width and height of destination texture in pixels // Two were merged for GLSL - WRITE(p, "uniform float4 " I_COLORS"[2] %s;\n", WriteRegister(ApiType, "c", C_COLORS)); + WRITE(p, "uniform float4 " I_COLORS"[2];\n"); int blkW = TexDecoder_GetBlockWidthInTexels(format); int blkH = TexDecoder_GetBlockHeightInTexels(format); @@ -184,35 +168,18 @@ void Write32BitSwizzler(char*& p, u32 format, API_TYPE ApiType) WRITE(p, " sampleUv.y = yb + xoff;\n"); WRITE(p, " sampleUv = sampleUv * " I_COLORS"[0].xy;\n"); - if (ApiType == API_OPENGL) - WRITE(p," sampleUv.y = " I_COLORS"[1].y - sampleUv.y;\n"); + WRITE(p," sampleUv.y = " I_COLORS"[1].y - sampleUv.y;\n"); WRITE(p, " sampleUv = sampleUv + " I_COLORS"[1].zw;\n"); - - if (ApiType != API_OPENGL) - { - WRITE(p, " sampleUv = sampleUv + float2(0.0,1.0);\n");// still to determine the reason for this - WRITE(p, " sampleUv = sampleUv / " I_COLORS"[0].zw;\n"); - } } void WriteSampleColor(char*& p, const char* colorComp, const char* dest, API_TYPE ApiType) { - const char* texSampleOpName; - if (ApiType == API_D3D) - texSampleOpName = "tex0.Sample"; - else // OGL - texSampleOpName = "texture"; - // the increment of sampleUv.x is delayed, so we perform it here. see WriteIncrementSampleX. - const char* texSampleIncrementUnit; - if (ApiType == API_D3D) - texSampleIncrementUnit = I_COLORS"[0].x / " I_COLORS"[0].z"; - else // OGL - texSampleIncrementUnit = I_COLORS"[0].x"; + const char* texSampleIncrementUnit = I_COLORS"[0].x"; - WRITE(p, " %s = %s(samp0, (sampleUv + float2(%d.0 * (%s), 0.0)) / textureSize(samp0, 0)).%s;\n", - dest, texSampleOpName, s_incrementSampleXCount, texSampleIncrementUnit, colorComp); + WRITE(p, " %s = texture(samp0, (sampleUv + float2(%d.0 * (%s), 0.0)) / textureSize(samp0, 0)).%s;\n", + dest, s_incrementSampleXCount, texSampleIncrementUnit, colorComp); } void WriteColorToIntensity(char*& p, const char* src, const char* dest)