Fix shader so it's possible to use with D3D Map().

Well, that's not strictly true, but trying to memcpy between two buffers
using different row lengths and different strides is at minimum extremely
unintuitive.
This commit is contained in:
magumagu 2015-01-25 19:48:29 -08:00
parent 6c1bdfe04c
commit b0b99b6922
1 changed files with 9 additions and 11 deletions

View File

@ -88,21 +88,19 @@ static void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
);
}
WRITE(p, " int y_block_position = uv1.y & %d;\n", ~(blkH - 1));
WRITE(p, " int y_offset_in_block = uv1.y & %d;\n", blkH - 1);
WRITE(p, " int x_virtual_position = (uv1.x << %d) + y_offset_in_block * position.z;\n", IntLog2(samples));
WRITE(p, " int x_block_position = (x_virtual_position >> %d) & %d;\n", IntLog2(blkH), ~(blkW - 1));
WRITE(p, " int x_block_position = (uv1.x >> %d) << %d;\n", IntLog2(blkH * blkW / samples), IntLog2(blkW));
WRITE(p, " int y_block_position = uv1.y << %d;\n", IntLog2(blkH));
WRITE(p, " int offset_in_block = uv1.x & %d;\n", (blkH * blkW / samples) - 1);
WRITE(p, " int y_offset_in_block = offset_in_block >> %d;\n", IntLog2(blkW / samples));
WRITE(p, " int x_offset_in_block = (offset_in_block & %d) << %d;\n", (blkW / samples) - 1, IntLog2(samples));
if (samples == 1)
{
// 32 bit textures (RGBA8 and Z24) are stored in 2 cache line increments
WRITE(p, " bool first = 0 == (x_virtual_position & %d);\n", 8 * samples); // first cache line, used in the encoders
WRITE(p, " x_virtual_position = x_virtual_position << 1;\n");
WRITE(p, " bool first = 0 == (x_block_position & %d);\n", blkW);
WRITE(p, " x_block_position >>= 1;\n", blkW);
}
WRITE(p, " int x_offset_in_block = x_virtual_position & %d;\n", blkW - 1);
WRITE(p, " int y_offset = (x_virtual_position >> %d) & %d;\n", IntLog2(blkW), blkH - 1);
WRITE(p, " sampleUv.x = x_offset_in_block + x_block_position;\n");
WRITE(p, " sampleUv.y = y_block_position + y_offset;\n");
WRITE(p, " sampleUv.x = x_block_position + x_offset_in_block;\n");
WRITE(p, " sampleUv.y = y_block_position + y_offset_in_block;\n");
WRITE(p, " float2 uv0 = float2(sampleUv);\n"); // sampleUv is the sample position in (int)gx_coords
WRITE(p, " uv0 += float2(0.5, 0.5);\n"); // move to center of pixel