Merge pull request #6239 from stenzek/d3d-videocommon-efbtotex
D3D: Use VideoCommon EFB-to-Texture Shaders
This commit is contained in:
commit
cde02b5b5f
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@ -38,9 +38,7 @@ LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache;
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LinearDiskCache<UberShader::PixelShaderUid, u8> g_uber_ps_disk_cache;
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extern std::unique_ptr<VideoCommon::AsyncShaderCompiler> g_async_compiler;
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ID3D11PixelShader* s_ColorMatrixProgram[2] = {nullptr};
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ID3D11PixelShader* s_ColorCopyProgram[2] = {nullptr};
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ID3D11PixelShader* s_DepthMatrixProgram[2] = {nullptr};
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ID3D11PixelShader* s_ClearProgram = nullptr;
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ID3D11PixelShader* s_AnaglyphProgram = nullptr;
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ID3D11PixelShader* s_DepthResolveProgram = nullptr;
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@ -104,106 +102,6 @@ const char color_copy_program_code_msaa[] = {
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"ocol0 /= SAMPLES;\n"
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"}\n"};
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const char color_matrix_program_code[] = {"sampler samp0 : register(s0);\n"
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"Texture2DArray Tex0 : register(t0);\n"
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"uniform float4 cColMatrix[7] : register(c0);\n"
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"void main(\n"
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"out float4 ocol0 : SV_Target,\n"
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"in float4 pos : SV_Position,\n"
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"in float3 uv0 : TEXCOORD0){\n"
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"float4 texcol = Tex0.Sample(samp0,uv0);\n"
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"texcol = floor(texcol * cColMatrix[5])*cColMatrix[6];\n"
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"ocol0 = "
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"float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix["
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"1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3]))"
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" + cColMatrix[4];\n"
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"}\n"};
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const char color_matrix_program_code_msaa[] = {
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"#define SAMPLES %d\n"
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"sampler samp0 : register(s0);\n"
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"Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
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"uniform float4 cColMatrix[7] : register(c0);\n"
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"void main(\n"
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"out float4 ocol0 : SV_Target,\n"
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"in float4 pos : SV_Position,\n"
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"in float3 uv0 : TEXCOORD0){\n"
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"int width, height, slices, samples;\n"
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"Tex0.GetDimensions(width, height, slices, samples);\n"
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"float4 texcol = 0;\n"
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"for(int i = 0; i < SAMPLES; ++i)\n"
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" texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
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"texcol /= SAMPLES;\n"
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"texcol = floor(texcol * cColMatrix[5])*cColMatrix[6];\n"
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"ocol0 = "
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"float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot("
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"texcol,cColMatrix[3])) + cColMatrix[4];\n"
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"}\n"};
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const char depth_matrix_program[] = {"sampler samp0 : register(s0);\n"
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"Texture2DArray Tex0 : register(t0);\n"
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"uniform float4 cColMatrix[7] : register(c0);\n"
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"void main(\n"
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"out float4 ocol0 : SV_Target,\n"
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" in float4 pos : SV_Position,\n"
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" in float3 uv0 : TEXCOORD0){\n"
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" float4 texcol = Tex0.Sample(samp0,uv0);\n"
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" int depth = int((1.0 - texcol.x) * 16777216.0);\n"
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// Convert to Z24 format
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" int4 workspace;\n"
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" workspace.r = (depth >> 16) & 255;\n"
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" workspace.g = (depth >> 8) & 255;\n"
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" workspace.b = depth & 255;\n"
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// Convert to Z4 format
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" workspace.a = (depth >> 16) & 0xF0;\n"
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// Normalize components to [0.0..1.0]
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" texcol = float4(workspace) / 255.0;\n"
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// Apply color matrix
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" ocol0 = "
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"float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),"
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"dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + "
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"cColMatrix[4];\n"
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"}\n"};
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const char depth_matrix_program_msaa[] = {
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"#define SAMPLES %d\n"
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"sampler samp0 : register(s0);\n"
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"Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
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"uniform float4 cColMatrix[7] : register(c0);\n"
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"void main(\n"
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"out float4 ocol0 : SV_Target,\n"
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" in float4 pos : SV_Position,\n"
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" in float3 uv0 : TEXCOORD0){\n"
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" int width, height, slices, samples;\n"
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" Tex0.GetDimensions(width, height, slices, samples);\n"
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" float4 texcol = 0;\n"
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" for(int i = 0; i < SAMPLES; ++i)\n"
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" texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
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" texcol /= SAMPLES;\n"
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" int depth = int((1.0 - texcol.x) * 16777216.0);\n"
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// Convert to Z24 format
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" int4 workspace;\n"
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" workspace.r = (depth >> 16) & 255;\n"
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" workspace.g = (depth >> 8) & 255;\n"
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" workspace.b = depth & 255;\n"
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// Convert to Z4 format
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" workspace.a = (depth >> 16) & 0xF0;\n"
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// Normalize components to [0.0..1.0]
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" texcol = float4(workspace) / 255.0;\n"
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// Apply color matrix
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" ocol0 = "
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"float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot("
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"texcol,cColMatrix[3])) + cColMatrix[4];\n"
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"}\n"};
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const char depth_resolve_program[] = {
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"#define SAMPLES %d\n"
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"Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
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@ -368,49 +266,6 @@ ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled)
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}
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}
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ID3D11PixelShader* PixelShaderCache::GetColorMatrixProgram(bool multisampled)
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{
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if (!multisampled || g_ActiveConfig.iMultisamples <= 1)
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{
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return s_ColorMatrixProgram[0];
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}
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else if (s_ColorMatrixProgram[1])
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{
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return s_ColorMatrixProgram[1];
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}
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else
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{
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// create MSAA shader for current AA mode
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std::string buf =
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StringFromFormat(color_matrix_program_code_msaa, g_ActiveConfig.iMultisamples);
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s_ColorMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf);
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CHECK(s_ColorMatrixProgram[1] != nullptr, "Create color matrix MSAA pixel shader");
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D3D::SetDebugObjectName(s_ColorMatrixProgram[1], "color matrix MSAA pixel shader");
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return s_ColorMatrixProgram[1];
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}
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}
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ID3D11PixelShader* PixelShaderCache::GetDepthMatrixProgram(bool multisampled)
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{
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if (!multisampled || g_ActiveConfig.iMultisamples <= 1)
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{
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return s_DepthMatrixProgram[0];
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}
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else if (s_DepthMatrixProgram[1])
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{
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return s_DepthMatrixProgram[1];
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}
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else
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{
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// create MSAA shader for current AA mode
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std::string buf = StringFromFormat(depth_matrix_program_msaa, g_ActiveConfig.iMultisamples);
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s_DepthMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf);
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CHECK(s_DepthMatrixProgram[1] != nullptr, "Create depth matrix MSAA pixel shader");
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D3D::SetDebugObjectName(s_DepthMatrixProgram[1], "depth matrix MSAA pixel shader");
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return s_DepthMatrixProgram[1];
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}
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}
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ID3D11PixelShader* PixelShaderCache::GetClearProgram()
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{
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return s_ClearProgram;
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@ -490,16 +345,6 @@ void PixelShaderCache::Init()
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CHECK(s_ColorCopyProgram[0] != nullptr, "Create color copy pixel shader");
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D3D::SetDebugObjectName(s_ColorCopyProgram[0], "color copy pixel shader");
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// used for color conversion
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s_ColorMatrixProgram[0] = D3D::CompileAndCreatePixelShader(color_matrix_program_code);
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CHECK(s_ColorMatrixProgram[0] != nullptr, "Create color matrix pixel shader");
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D3D::SetDebugObjectName(s_ColorMatrixProgram[0], "color matrix pixel shader");
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// used for depth copy
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s_DepthMatrixProgram[0] = D3D::CompileAndCreatePixelShader(depth_matrix_program);
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CHECK(s_DepthMatrixProgram[0] != nullptr, "Create depth matrix pixel shader");
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D3D::SetDebugObjectName(s_DepthMatrixProgram[0], "depth matrix pixel shader");
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Clear();
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SETSTAT(stats.numPixelShadersCreated, 0);
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@ -557,8 +402,6 @@ void PixelShaderCache::Clear()
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void PixelShaderCache::InvalidateMSAAShaders()
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{
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SAFE_RELEASE(s_ColorCopyProgram[1]);
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SAFE_RELEASE(s_ColorMatrixProgram[1]);
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SAFE_RELEASE(s_DepthMatrixProgram[1]);
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SAFE_RELEASE(s_rgb8_to_rgba6[1]);
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SAFE_RELEASE(s_rgba6_to_rgb8[1]);
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SAFE_RELEASE(s_DepthResolveProgram);
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@ -574,8 +417,6 @@ void PixelShaderCache::Shutdown()
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for (int i = 0; i < 2; ++i)
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{
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SAFE_RELEASE(s_ColorCopyProgram[i]);
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SAFE_RELEASE(s_ColorMatrixProgram[i]);
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SAFE_RELEASE(s_DepthMatrixProgram[i]);
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SAFE_RELEASE(s_rgba6_to_rgb8[i]);
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SAFE_RELEASE(s_rgb8_to_rgba6[i]);
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}
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@ -32,9 +32,7 @@ public:
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static ID3D11Buffer* GetConstantBuffer();
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static ID3D11PixelShader* GetColorMatrixProgram(bool multisampled);
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static ID3D11PixelShader* GetColorCopyProgram(bool multisampled);
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static ID3D11PixelShader* GetDepthMatrixProgram(bool multisampled);
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static ID3D11PixelShader* GetClearProgram();
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static ID3D11PixelShader* GetAnaglyphProgram();
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static ID3D11PixelShader* GetDepthResolveProgram();
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@ -29,8 +29,6 @@
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namespace DX11
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{
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static const size_t MAX_COPY_BUFFERS = 32;
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static ID3D11Buffer* s_efbcopycbuf[MAX_COPY_BUFFERS] = {0};
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static std::unique_ptr<PSTextureEncoder> g_encoder;
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void TextureCache::CopyEFB(u8* dst, const EFBCopyParams& params, u32 native_width,
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@ -207,17 +205,16 @@ TextureCache::TextureCache()
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TextureCache::~TextureCache()
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{
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for (unsigned int k = 0; k < MAX_COPY_BUFFERS; ++k)
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SAFE_RELEASE(s_efbcopycbuf[k]);
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g_encoder->Shutdown();
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g_encoder.reset();
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SAFE_RELEASE(palette_buf);
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SAFE_RELEASE(palette_buf_srv);
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SAFE_RELEASE(palette_uniform);
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for (ID3D11PixelShader*& shader : palette_pixel_shader)
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for (auto*& shader : palette_pixel_shader)
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SAFE_RELEASE(shader);
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for (auto& iter : m_efb_to_tex_pixel_shaders)
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SAFE_RELEASE(iter.second);
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}
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void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
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@ -227,19 +224,24 @@ void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
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{
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auto* destination_texture = static_cast<DXTexture*>(entry->texture.get());
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// When copying at half size, in multisampled mode, resolve the color/depth buffer first.
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// This is because multisampled texture reads go through Load, not Sample, and the linear
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// filter is ignored.
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bool multisampled = (g_ActiveConfig.iMultisamples > 1);
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ID3D11ShaderResourceView* efbTexSRV = is_depth_copy ?
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FramebufferManager::GetEFBDepthTexture()->GetSRV() :
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FramebufferManager::GetEFBColorTexture()->GetSRV();
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if (multisampled && scale_by_half)
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bool multisampled = g_ActiveConfig.iMultisamples > 1;
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ID3D11ShaderResourceView* efb_tex_srv;
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if (multisampled)
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{
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multisampled = false;
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efbTexSRV = is_depth_copy ? FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() :
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FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
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efb_tex_srv = is_depth_copy ? FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() :
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FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
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}
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else
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{
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efb_tex_srv = is_depth_copy ? FramebufferManager::GetEFBDepthTexture()->GetSRV() :
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FramebufferManager::GetEFBColorTexture()->GetSRV();
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}
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auto uid = TextureConversionShaderGen::GetShaderUid(dst_format, is_depth_copy, is_intensity,
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scale_by_half);
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ID3D11PixelShader* pixel_shader = GetEFBToTexPixelShader(uid);
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if (!pixel_shader)
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return;
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g_renderer->ResetAPIState();
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@ -249,20 +251,6 @@ void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
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static_cast<float>(destination_texture->GetConfig().height));
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D3D::context->RSSetViewports(1, &vp);
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// set transformation
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if (nullptr == s_efbcopycbuf[cbuf_id])
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{
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const D3D11_BUFFER_DESC cbdesc =
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CD3D11_BUFFER_DESC(28 * sizeof(float), D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT);
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D3D11_SUBRESOURCE_DATA data;
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data.pSysMem = colmat;
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HRESULT hr = D3D::device->CreateBuffer(&cbdesc, &data, &s_efbcopycbuf[cbuf_id]);
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CHECK(SUCCEEDED(hr), "Create efb copy constant buffer %d", cbuf_id);
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D3D::SetDebugObjectName(s_efbcopycbuf[cbuf_id],
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"a constant buffer used in TextureCache::CopyRenderTargetToTexture");
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}
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D3D::stateman->SetPixelConstants(s_efbcopycbuf[cbuf_id]);
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const TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(src_rect);
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// TODO: try targetSource.asRECT();
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const D3D11_RECT sourcerect =
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@ -284,13 +272,24 @@ void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
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// Create texture copy
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D3D::drawShadedTexQuad(
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efbTexSRV, &sourcerect, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(),
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is_depth_copy ? PixelShaderCache::GetDepthMatrixProgram(multisampled) :
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PixelShaderCache::GetColorMatrixProgram(multisampled),
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VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(),
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GeometryShaderCache::GetCopyGeometryShader());
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efb_tex_srv, &sourcerect, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(),
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pixel_shader, VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader());
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FramebufferManager::BindEFBRenderTarget();
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g_renderer->RestoreAPIState();
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}
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ID3D11PixelShader*
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TextureCache::GetEFBToTexPixelShader(const TextureConversionShaderGen::TCShaderUid& uid)
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{
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auto iter = m_efb_to_tex_pixel_shaders.find(uid);
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if (iter != m_efb_to_tex_pixel_shaders.end())
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return iter->second;
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ShaderCode code = TextureConversionShaderGen::GenerateShader(APIType::D3D, uid.GetUidData());
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ID3D11PixelShader* shader = D3D::CompileAndCreatePixelShader(code.GetBuffer());
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m_efb_to_tex_pixel_shaders.emplace(uid, shader);
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return shader;
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}
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}
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@ -4,8 +4,11 @@
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#pragma once
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#include <map>
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#include "VideoBackends/D3D/D3DTexture.h"
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#include "VideoCommon/TextureCacheBase.h"
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#include "VideoCommon/TextureConverterShaderGen.h"
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class AbstractTexture;
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struct TextureConfig;
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@ -39,9 +42,13 @@ private:
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bool CompileShaders() override { return true; }
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void DeleteShaders() override {}
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ID3D11PixelShader* GetEFBToTexPixelShader(const TextureConversionShaderGen::TCShaderUid& uid);
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ID3D11Buffer* palette_buf;
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ID3D11ShaderResourceView* palette_buf_srv;
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ID3D11Buffer* palette_uniform;
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ID3D11PixelShader* palette_pixel_shader[3];
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std::map<TextureConversionShaderGen::TCShaderUid, ID3D11PixelShader*> m_efb_to_tex_pixel_shaders;
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};
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}
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@ -72,6 +72,12 @@ static void WriteSwizzler(char*& p, EFBCopyFormat format, APIType ApiType)
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WRITE(p, "uniform float y_scale;\n");
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}
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// D3D does not have roundEven(), only round(), which is specified "to the nearest integer".
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// This differs from the roundEven() behavior, but to get consistency across drivers in OpenGL
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// we need to use roundEven().
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if (ApiType == APIType::D3D)
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WRITE(p, "#define roundEven(x) round(x)\n");
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// Alpha channel in the copy is set to 1 the EFB format does not have an alpha channel.
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WRITE(p, "float4 RGBA8ToRGB8(float4 src)\n");
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WRITE(p, "{\n");
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@ -32,35 +32,49 @@ TCShaderUid GetShaderUid(EFBCopyFormat dst_format, bool is_depth_copy, bool is_i
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ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
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{
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ShaderCode out;
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const bool mono_depth = uid_data->is_depth_copy && g_ActiveConfig.bStereoEFBMonoDepth;
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ShaderCode out;
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if (api_type == APIType::OpenGL)
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{
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out.Write("SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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"#define samp0 samp9\n"
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"#define uv0 f_uv0\n"
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"in vec3 uv0;\n"
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"out vec4 ocol0;\n");
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"out vec4 ocol0;\n"
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"void main(){\n"
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" vec4 texcol = texture(samp0, %s);\n",
|
||||
mono_depth ? "vec3(uv0.xy, 0.0)" : "uv0");
|
||||
}
|
||||
else if (api_type == APIType::Vulkan)
|
||||
{
|
||||
out.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n"
|
||||
"layout(location = 0) in vec3 uv0;\n"
|
||||
"layout(location = 1) in vec4 col0;\n"
|
||||
"layout(location = 0) out vec4 ocol0;");
|
||||
|
||||
bool mono_depth = uid_data->is_depth_copy && g_ActiveConfig.bStereoEFBMonoDepth;
|
||||
out.Write("void main(){\n"
|
||||
" vec4 texcol = texture(samp0, %s);\n",
|
||||
mono_depth ? "vec3(uv0.xy, 0.0)" : "uv0");
|
||||
"layout(location = 0) out vec4 ocol0;"
|
||||
"void main(){\n"
|
||||
" vec4 texcol = texture(samp0, %s);\n",
|
||||
mono_depth ? "vec3(uv0.xy, 0.0)" : "uv0");
|
||||
}
|
||||
else if (api_type == APIType::D3D)
|
||||
{
|
||||
out.Write("Texture2DArray tex0 : register(t0);\n"
|
||||
"SamplerState samp0 : register(s0);\n"
|
||||
"void main(out float4 ocol0 : SV_Target,\n"
|
||||
" in float4 pos : SV_Position,\n"
|
||||
" in float3 uv0 : TEXCOORD0) {\n"
|
||||
" float4 texcol = tex0.Sample(samp0, uv0);\n");
|
||||
}
|
||||
|
||||
if (uid_data->is_depth_copy)
|
||||
{
|
||||
if (api_type == APIType::Vulkan)
|
||||
if (api_type == APIType::D3D || api_type == APIType::Vulkan)
|
||||
out.Write("texcol.x = 1.0 - texcol.x;\n");
|
||||
|
||||
out.Write(" int depth = int(texcol.x * 16777216.0);\n"
|
||||
|
||||
// Convert to Z24 format
|
||||
" ivec4 workspace;\n"
|
||||
" int4 workspace;\n"
|
||||
" workspace.r = (depth >> 16) & 255;\n"
|
||||
" workspace.g = (depth >> 8) & 255;\n"
|
||||
" workspace.b = depth & 255;\n"
|
||||
|
@ -69,7 +83,7 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
|
|||
" workspace.a = (depth >> 16) & 0xF0;\n"
|
||||
|
||||
// Normalize components to [0.0..1.0]
|
||||
" texcol = vec4(workspace) / 255.0;\n");
|
||||
" texcol = float4(workspace) / 255.0;\n");
|
||||
switch (uid_data->dst_format)
|
||||
{
|
||||
case EFBCopyFormat::R4: // Z4
|
||||
|
@ -90,7 +104,7 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
|
|||
break;
|
||||
|
||||
case EFBCopyFormat::RGBA8: // Z24X8
|
||||
out.Write(" ocol0 = vec4(texcol.rgb, 0.0);\n");
|
||||
out.Write(" ocol0 = float4(texcol.rgb, 0.0);\n");
|
||||
break;
|
||||
|
||||
case EFBCopyFormat::G8: // Z8M
|
||||
|
@ -110,7 +124,7 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
|
|||
|
||||
default:
|
||||
ERROR_LOG(VIDEO, "Unknown copy zbuf format: 0x%X", static_cast<int>(uid_data->dst_format));
|
||||
out.Write(" ocol0 = vec4(texcol.bgr, 0.0);\n");
|
||||
out.Write(" ocol0 = float4(texcol.bgr, 0.0);\n");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -165,16 +179,16 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
|
|||
color_mask[4] = color_mask[5] = color_mask[6] = color_mask[7] = 1.0f / 15.0f;
|
||||
}
|
||||
}
|
||||
out.Write(" const vec4 colmat[7] = {\n");
|
||||
out.Write(" const float4 colmat[7] = {\n");
|
||||
for (size_t i = 0; i < colmat.size() / 4; i++)
|
||||
{
|
||||
out.Write(" vec4(%f, %f, %f, %f)%s\n", colmat[i * 4 + 0], colmat[i * 4 + 1],
|
||||
out.Write(" float4(%f, %f, %f, %f)%s\n", colmat[i * 4 + 0], colmat[i * 4 + 1],
|
||||
colmat[i * 4 + 2], colmat[i * 4 + 3], i < 7 ? "," : "");
|
||||
}
|
||||
out.Write(
|
||||
" };\n"
|
||||
" texcol = floor(texcol * colmat[5]) * colmat[6];\n"
|
||||
" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n");
|
||||
out.Write(" };\n"
|
||||
" texcol = floor(texcol * colmat[5]) * colmat[6];\n"
|
||||
" ocol0 = float4(dot(texcol, colmat[0]), dot(texcol, colmat[1]), dot(texcol, "
|
||||
"colmat[2]), dot(texcol, colmat[3])) + colmat[4];\n");
|
||||
break;
|
||||
|
||||
default:
|
||||
|
@ -193,7 +207,7 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
|
|||
{
|
||||
case EFBCopyFormat::R4: // R4
|
||||
out.Write(" float red = float(int(texcol.r * 255.0) & 0xF0) * (1.0 / 240.0);\n"
|
||||
" ocol0 = vec4(red, red, red, red);\n");
|
||||
" ocol0 = float4(red, red, red, red);\n");
|
||||
break;
|
||||
|
||||
case EFBCopyFormat::R8_0x1: // R8
|
||||
|
@ -202,7 +216,7 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
|
|||
break;
|
||||
|
||||
case EFBCopyFormat::RA4: // RA4
|
||||
out.Write(" vec2 red_alpha = vec2(ivec2(texcol.ra * 255.0) & 0xF0) * (1.0 / 240.0);\n"
|
||||
out.Write(" float2 red_alpha = float2(int2(texcol.ra * 255.0) & 0xF0) * (1.0 / 240.0);\n"
|
||||
" ocol0 = red_alpha.rrrg;\n");
|
||||
break;
|
||||
|
||||
|
@ -231,17 +245,17 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
|
|||
break;
|
||||
|
||||
case EFBCopyFormat::RGB565: // RGB565
|
||||
out.Write(" vec2 red_blue = vec2(ivec2(texcol.rb * 255.0) & 0xF8) * (1.0 / 248.0);\n"
|
||||
out.Write(" float2 red_blue = float2(int2(texcol.rb * 255.0) & 0xF8) * (1.0 / 248.0);\n"
|
||||
" float green = float(int(texcol.g * 255.0) & 0xFC) * (1.0 / 252.0);\n"
|
||||
" ocol0 = vec4(red_blue.r, green, red_blue.g, 1.0);\n");
|
||||
" ocol0 = float4(red_blue.r, green, red_blue.g, 1.0);\n");
|
||||
break;
|
||||
|
||||
case EFBCopyFormat::RGB5A3: // RGB5A3
|
||||
// TODO: The MSB controls whether we have RGB5 or RGB4A3, this selection
|
||||
// will need to be implemented once we move away from floats.
|
||||
out.Write(" vec3 color = vec3(ivec3(texcol.rgb * 255.0) & 0xF8) * (1.0 / 248.0);\n"
|
||||
out.Write(" float3 color = float3(int3(texcol.rgb * 255.0) & 0xF8) * (1.0 / 248.0);\n"
|
||||
" float alpha = float(int(texcol.a * 255.0) & 0xE0) * (1.0 / 224.0);\n"
|
||||
" ocol0 = vec4(color, alpha);\n");
|
||||
" ocol0 = float4(color, alpha);\n");
|
||||
break;
|
||||
|
||||
case EFBCopyFormat::RGBA8: // RGBA8
|
||||
|
@ -249,7 +263,7 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
|
|||
break;
|
||||
|
||||
case EFBCopyFormat::XFB: // XFB copy, we just pretend it's an RGBX copy
|
||||
out.Write(" ocol0 = vec4(texcol.rgb, 1.0);\n");
|
||||
out.Write(" ocol0 = float4(texcol.rgb, 1.0);\n");
|
||||
break;
|
||||
|
||||
default:
|
||||
|
|
Loading…
Reference in New Issue