corrected depth copy shader in dx9/dx11 to improve accuracy when doing efb to texture for depth formats
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6751 8ced0084-cf51-0410-be5f-012b33b47a6e
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4425140424
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d435fd8957
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@ -360,7 +360,6 @@ void BPWritten(const BPCmd& bp)
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// ----------------------------------
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// Display Copy Filtering Control - GX_SetCopyFilter(u8 aa,u8 sample_pattern[12][2],u8 vf,u8 vfilter[7])
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// Fields: Destination, Frame2Field, Gamma, Source
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// TODO: We might have to implement the gamma one, some games might need this, if they are too dark to see.
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// ----------------------------------
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case BPMEM_DISPLAYCOPYFILER: // if (aa) { use sample_pattern } else { use 666666 }
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case BPMEM_DISPLAYCOPYFILER+1: // if (aa) { use sample_pattern } else { use 666666 }
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@ -428,6 +428,8 @@ void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer,
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switch(copyfmt)
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{
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case 0: // Z4
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colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1;
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break;
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case 1: // Z8
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case 8: // Z8
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colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1;
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@ -474,7 +476,7 @@ void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer,
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cbufid = 12;
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break;
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case 3: // Z16 //?
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case 3: // Z16
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colmat[1] = colmat[5] = colmat[9] = colmat[12] = 1.0f;
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cbufid = 13;
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break;
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@ -123,8 +123,8 @@ const char depth_matrix_program[] = {
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" in float4 pos : SV_Position,\n"
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" in float2 uv0 : TEXCOORD0){\n"
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"float4 texcol = Tex0.Sample(samp0,uv0);\n"
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"float4 EncodedDepth = frac((texcol.r * (16777215.0f/16777216.0f)) * float4(1.0f,255.0f,255.0f*255.0f,255.0f*255.0f*255.0f));\n"
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"texcol = float4((EncodedDepth.rgb * (16777216.0f/16777215.0f)),1.0f);\n"
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"float4 EncodedDepth = frac((texcol.r * (16777215.0f/16777216.0f)) * float4(1.0f,256.0f,256.0f*256.0f,256.0f*256.0f*16.0f));\n"
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"texcol = round(EncodedDepth * (16777216.0f/16777215.0f) * 255.0f) / 255.0f;\n"
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"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
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"}\n"
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};
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@ -143,8 +143,8 @@ const char depth_matrix_program_msaa[] = {
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"for(int i = 0; i < samples; ++i)\n"
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" texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
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"texcol /= samples;\n"
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"float4 EncodedDepth = frac((texcol.r * (16777215.0f/16777216.0f)) * float4(1.0f,255.0f,255.0f*255.0f,255.0f*255.0f*255.0f));\n"
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"texcol = float4((EncodedDepth.rgb * (16777216.0f/16777215.0f)),1.0f);\n"
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"float4 EncodedDepth = frac((texcol.r * (16777215.0f/16777216.0f)) * float4(1.0f,256.0f,256.0f*256.0f,256.0f*256.0f*16.0f));\n"
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"texcol = round(EncodedDepth * (16777216.0f/16777215.0f) * 255.0f) / 255.0f;\n"
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"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
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"}\n"
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};
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@ -193,14 +193,10 @@ static LPDIRECT3DPIXELSHADER9 CreateCopyShader(int copyMatrixType, int depthConv
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{
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case PixelShaderCache::DEPTH_CONVERSION_TYPE_NONE:
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break;
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case PixelShaderCache::DEPTH_CONVERSION_TYPE_16BIT:
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// this is probably wrong. but it works better than the 24-bit conversion we used to generate in this case.
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WRITE(p, "float4 EncodedDepth = frac((texcol.r * (65535.0f/65536.0f)) * float4(1.0f,255.0f,255.0f*255.0f,255.0f*255.0f*255.0f));\n"
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"texcol = float4((EncodedDepth.rgb * (65536.0f/65535.0f)),1.0f);\n");
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break;
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case PixelShaderCache::DEPTH_CONVERSION_TYPE_16BIT:
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case PixelShaderCache::DEPTH_CONVERSION_TYPE_24BIT:
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WRITE(p, "float4 EncodedDepth = frac((texcol.r * (16777215.0f/16777216.0f)) * float4(1.0f,255.0f,255.0f*255.0f,255.0f*255.0f*255.0f));\n"
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"texcol = float4((EncodedDepth.rgb * (16777216.0f/16777215.0f)),1.0f);\n");
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WRITE(p, "float4 EncodedDepth = frac((texcol.r * (16777215.0f/16777216.0f)) * float4(1.0f,256.0f,256.0f*256.0f,256.0f*256.0f*16.0f));\n"
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"texcol = round(EncodedDepth * (16777216.0f/16777215.0f) * 255.0f) / 255.0f;\n");
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break;
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}
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//Apply Gamma Correction
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