PixelShaderCache: Don't use GetDimensions() for the sample count.

This function is bugged on Windows 7, and statically declaring the sample count is trivial anyway.
This commit is contained in:
Jules Blok 2014-12-27 14:37:43 +01:00
parent 72e13e22df
commit d7037ae492
1 changed files with 21 additions and 16 deletions

View File

@ -69,15 +69,16 @@ const char anaglyph_program_code[] = {
"in float4 pos : SV_Position,\n"
"in float3 uv0 : TEXCOORD0){\n"
"float4 c0 = Tex0.Sample(samp0, float3(uv0.xy, 0.0));\n"
"float4 c1 = Tex0.Sample(samp0, float3(uv0.xy, 1));\n"
"float4 c1 = Tex0.Sample(samp0, float3(uv0.xy, 1.0));\n"
"ocol0 = float4(pow(0.7 * c0.g + 0.3 * c0.b, 1.5), c1.gba);"
"}\n"
};
// TODO: Improve sampling algorithm!
const char color_copy_program_code_msaa[] = {
"#define SAMPLES %d\n"
"sampler samp0 : register(s0);\n"
"Texture2DMSArray<float4, %d> Tex0 : register(t0);\n"
"Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
"void main(\n"
"out float4 ocol0 : SV_Target,\n"
"in float4 pos : SV_Position,\n"
@ -85,9 +86,9 @@ const char color_copy_program_code_msaa[] = {
"int width, height, slices, samples;\n"
"Tex0.GetDimensions(width, height, slices, samples);\n"
"ocol0 = 0;\n"
"for(int i = 0; i < samples; ++i)\n"
"for(int i = 0; i < SAMPLES; ++i)\n"
" ocol0 += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
"ocol0 /= samples;\n"
"ocol0 /= SAMPLES;\n"
"}\n"
};
@ -106,8 +107,9 @@ const char color_matrix_program_code[] = {
};
const char color_matrix_program_code_msaa[] = {
"#define SAMPLES %d\n"
"sampler samp0 : register(s0);\n"
"Texture2DMSArray<float4, %d> Tex0 : register(t0);\n"
"Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
"uniform float4 cColMatrix[7] : register(c0);\n"
"void main(\n"
"out float4 ocol0 : SV_Target,\n"
@ -116,9 +118,9 @@ const char color_matrix_program_code_msaa[] = {
"int width, height, slices, samples;\n"
"Tex0.GetDimensions(width, height, slices, samples);\n"
"float4 texcol = 0;\n"
"for(int i = 0; i < samples; ++i)\n"
"for(int i = 0; i < SAMPLES; ++i)\n"
" texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
"texcol /= samples;\n"
"texcol /= SAMPLES;\n"
"texcol = round(texcol * cColMatrix[5])*cColMatrix[6];\n"
"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
"}\n"
@ -160,8 +162,9 @@ const char depth_matrix_program[] = {
};
const char depth_matrix_program_msaa[] = {
"#define SAMPLES %d\n"
"sampler samp0 : register(s0);\n"
"Texture2DMSArray<float4, %d> Tex0 : register(t0);\n"
"Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
"uniform float4 cColMatrix[7] : register(c0);\n"
"void main(\n"
"out float4 ocol0 : SV_Target,\n"
@ -170,9 +173,9 @@ const char depth_matrix_program_msaa[] = {
" int width, height, slices, samples;\n"
" Tex0.GetDimensions(width, height, slices, samples);\n"
" float4 texcol = 0;\n"
" for(int i = 0; i < samples; ++i)\n"
" for(int i = 0; i < SAMPLES; ++i)\n"
" texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
" texcol /= samples;\n"
" texcol /= SAMPLES;\n"
// 255.99998474121 = 16777215/16777216*256
" float workspace = texcol.x * 255.99998474121;\n"
@ -218,8 +221,9 @@ const char reint_rgba6_to_rgb8[] = {
};
const char reint_rgba6_to_rgb8_msaa[] = {
"#define SAMPLES %d\n"
"sampler samp0 : register(s0);\n"
"Texture2DMSArray<float4, %d> Tex0 : register(t0);\n"
"Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
"void main(\n"
" out float4 ocol0 : SV_Target,\n"
" in float4 pos : SV_Position,\n"
@ -228,9 +232,9 @@ const char reint_rgba6_to_rgb8_msaa[] = {
" int width, height, slices, samples;\n"
" Tex0.GetDimensions(width, height, slices, samples);\n"
" float4 texcol = 0;\n"
" for (int i = 0; i < samples; ++i)\n"
" for (int i = 0; i < SAMPLES; ++i)\n"
" texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
" texcol /= samples;\n"
" texcol /= SAMPLES;\n"
" int4 src6 = round(texcol * 63.f);\n"
" int4 dst8;\n"
" dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
@ -260,8 +264,9 @@ const char reint_rgb8_to_rgba6[] = {
};
const char reint_rgb8_to_rgba6_msaa[] = {
"#define SAMPLES %d\n"
"sampler samp0 : register(s0);\n"
"Texture2DMSArray<float4, %d> Tex0 : register(t0);\n"
"Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
"void main(\n"
" out float4 ocol0 : SV_Target,\n"
" in float4 pos : SV_Position,\n"
@ -270,9 +275,9 @@ const char reint_rgb8_to_rgba6_msaa[] = {
" int width, height, slices, samples;\n"
" Tex0.GetDimensions(width, height, slices, samples);\n"
" float4 texcol = 0;\n"
" for (int i = 0; i < samples; ++i)\n"
" for (int i = 0; i < SAMPLES; ++i)\n"
" texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
" texcol /= samples;\n"
" texcol /= SAMPLES;\n"
" int4 src8 = round(texcol * 255.f);\n"
" int4 dst6;\n"
" dst6.r = src8.r >> 2;\n"