diff --git a/Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp b/Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp
index 0ca9ee2211..96f90bb870 100644
--- a/Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp
+++ b/Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp
@@ -6,875 +6,32 @@
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DShader.h"
#include "VideoBackends/D3D/D3DState.h"
+#include "VideoBackends/D3D/D3DUtil.h"
#include "VideoBackends/D3D/FramebufferManager.h"
#include "VideoBackends/D3D/PSTextureEncoder.h"
#include "VideoBackends/D3D/Render.h"
#include "VideoBackends/D3D/TextureCache.h"
+#include "VideoBackends/D3D/VertexShaderCache.h"
-// "Static mode" will compile a new EFB encoder shader for every combination of
-// encoding configurations. It's compatible with Shader Model 4.
-
-// "Dynamic mode" will use the dynamic-linking feature of Shader Model 5. Only
-// one shader needs to be compiled.
-
-// Unfortunately, the June 2010 DirectX SDK includes a broken HLSL compiler
-// which cripples dynamic linking for us.
-// See .
-// Dynamic mode is disabled for now. To enable it, uncomment the line below.
-
-//#define USE_DYNAMIC_MODE
-
-// FIXME: When Microsoft fixes their HLSL compiler, make Dolphin enable dynamic
-// mode on Shader Model 5-compatible cards.
+#include "VideoCommon/TextureConversionShader.h"
namespace DX11
{
-union EFBEncodeParams
+struct EFBEncodeParams
{
- struct
- {
- FLOAT NumHalfCacheLinesX;
- FLOAT NumBlocksY;
- FLOAT PosX;
- FLOAT PosY;
- FLOAT TexLeft;
- FLOAT TexTop;
- FLOAT TexRight;
- FLOAT TexBottom;
- };
- // Constant buffers must be a multiple of 16 bytes in size.
- u8 pad[32]; // Pad to the next multiple of 16 bytes
+ DWORD SrcTop;
+ DWORD SrcLeft;
+ DWORD DestWidth;
+ DWORD ScaleFactor;
};
-static const char EFB_ENCODE_VS[] =
-"// dolphin-emu EFB encoder vertex shader\n"
-
-"cbuffer cbParams : register(b0)\n"
-"{\n"
- "struct\n" // Should match EFBEncodeParams above
- "{\n"
- "float NumHalfCacheLinesX;\n"
- "float NumBlocksY;\n"
- "float PosX;\n" // Upper-left corner of source
- "float PosY;\n"
- "float TexLeft;\n" // Rectangle within EFBTexture representing the actual EFB (normalized)
- "float TexTop;\n"
- "float TexRight;\n"
- "float TexBottom;\n"
- "} Params;\n"
-"}\n"
-
-"struct Output\n"
-"{\n"
- "float4 Pos : SV_Position;\n"
- "float2 Coord : ENCODECOORD;\n"
-"};\n"
-
-"Output main(in float2 Pos : POSITION)\n"
-"{\n"
- "Output result;\n"
- "result.Pos = float4(2*Pos.x-1, -2*Pos.y+1, 0.0, 1.0);\n"
- "result.Coord = Pos * float2(Params.NumHalfCacheLinesX, Params.NumBlocksY);\n"
- "return result;\n"
-"}\n"
-;
-
-static const char EFB_ENCODE_PS[] =
-"// dolphin-emu EFB encoder pixel shader\n"
-
-// Input
-
-"cbuffer cbParams : register(b0)\n"
-"{\n"
- "struct\n" // Should match EFBEncodeParams above
- "{\n"
- "float NumHalfCacheLinesX;\n"
- "float NumBlocksY;\n"
- "float PosX;\n" // Upper-left corner of source
- "float PosY;\n"
- "float TexLeft;\n" // Rectangle within EFBTexture representing the actual EFB (normalized)
- "float TexTop;\n"
- "float TexRight;\n"
- "float TexBottom;\n"
- "} Params;\n"
-"}\n"
-
-"Texture2DArray EFBTexture : register(t0);\n"
-"sampler EFBSampler : register(s0);\n"
-
-// Constants
-
-"static const float2 INV_EFB_DIMS = float2(1.0/640.0, 1.0/528.0);\n"
-
-// FIXME: Is this correct?
-"static const float3 INTENSITY_COEFFS = float3(0.257, 0.504, 0.098);\n"
-"static const float INTENSITY_ADD = 16.0/255.0;\n"
-
-// Utility functions
-
-"uint4 Swap4_32(uint4 v) {\n"
- "return (((v >> 24) & 0xFF) | ((v >> 8) & 0xFF00) | ((v << 8) & 0xFF0000) | ((v << 24) & 0xFF000000));\n"
-"}\n"
-
-"uint4 UINT4_8888_BE(uint4 a, uint4 b, uint4 c, uint4 d) {\n"
- "return (d << 24) | (c << 16) | (b << 8) | a;\n"
-"}\n"
-
-"uint UINT_44444444_BE(uint a, uint b, uint c, uint d, uint e, uint f, uint g, uint h) {\n"
- "return (g << 28) | (h << 24) | (e << 20) | (f << 16) | (c << 12) | (d << 8) | (a << 4) | b;\n"
-"}\n"
-
-"uint UINT_1555(uint a, uint b, uint c, uint d) {\n"
- "return (a << 15) | (b << 10) | (c << 5) | d;\n"
-"}\n"
-
-"uint UINT_3444(uint a, uint b, uint c, uint d) {\n"
- "return (a << 12) | (b << 8) | (c << 4) | d;\n"
-"}\n"
-
-"uint UINT_565(uint a, uint b, uint c) {\n"
- "return (a << 11) | (b << 5) | c;\n"
-"}\n"
-
-"uint UINT_1616(uint a, uint b) {\n"
- "return (a << 16) | b;\n"
-"}\n"
-
-"uint Float8ToUint3(float v) {\n"
- "return (uint)round(v*255.0) >> 5;\n"
-"}\n"
-
-"uint Float8ToUint4(float v) {\n"
- "return (uint)round(v*255.0) >> 4;\n"
-"}\n"
-
-"uint Float8ToUint5(float v) {\n"
- "return (uint)round(v*255.0) >> 3;\n"
-"}\n"
-
-"uint Float8ToUint6(float v) {\n"
- "return (uint)round(v*255.0) >> 2;\n"
-"}\n"
-
-"uint EncodeRGB5A3(float4 pixel) {\n"
- "if (pixel.a >= 224.0/255.0) {\n"
- // Encode to ARGB1555
- "return UINT_1555(1, Float8ToUint5(pixel.r), Float8ToUint5(pixel.g), Float8ToUint5(pixel.b));\n"
- "} else {\n"
- // Encode to ARGB3444
- "return UINT_3444(Float8ToUint3(pixel.a), Float8ToUint4(pixel.r), Float8ToUint4(pixel.g), Float8ToUint4(pixel.b));\n"
- "}\n"
-"}\n"
-
-"uint EncodeRGB565(float4 pixel) {\n"
- "return UINT_565(Float8ToUint5(pixel.r), Float8ToUint6(pixel.g), Float8ToUint5(pixel.b));\n"
-"}\n"
-
-"float2 CalcTexCoord(float2 coord)\n"
-"{\n"
- // Add 0.5,0.5 to sample from the center of the EFB pixel
- "float2 efbCoord = coord + float2(0.5,0.5);\n"
- "return lerp(float2(Params.TexLeft,Params.TexTop), float2(Params.TexRight,Params.TexBottom), efbCoord * INV_EFB_DIMS);\n"
-"}\n"
-
-// Interface and classes for different source formats
-
-"float4 Fetch_0(float2 coord)\n"
-"{\n"
- "float2 texCoord = CalcTexCoord(coord);\n"
- "float4 result = EFBTexture.Sample(EFBSampler, float3(texCoord.xy, 0.0));\n"
- "result.a = 1.0;\n"
- "return result;\n"
-"}\n"
-
-"float4 Fetch_1(float2 coord)\n"
-"{\n"
- "float2 texCoord = CalcTexCoord(coord);\n"
- "return EFBTexture.Sample(EFBSampler, float3(texCoord.xy, 0.0));\n"
-"}\n"
-
-"float4 Fetch_2(float2 coord)\n"
-"{\n"
- "float2 texCoord = CalcTexCoord(coord);\n"
- "float4 result = EFBTexture.Sample(EFBSampler, float3(texCoord.xy, 0.0));\n"
- "result.a = 1.0;\n"
- "return result;\n"
-"}\n"
-
-"float4 Fetch_3(float2 coord)\n"
-"{\n"
- "float2 texCoord = CalcTexCoord(coord);\n"
-
- "uint depth24 = 0xFFFFFF * EFBTexture.Sample(EFBSampler, float3(texCoord.xy, 0.0)).r;\n"
- "uint4 bytes = uint4(\n"
- "(depth24 >> 16) & 0xFF,\n" // r
- "(depth24 >> 8) & 0xFF,\n" // g
- "depth24 & 0xFF,\n" // b
- "255);\n" // a
- "return bytes / 255.0;\n"
-"}\n"
-
-"#ifdef DYNAMIC_MODE\n"
-"interface iFetch\n"
-"{\n"
- "float4 Fetch(float2 coord);\n"
-"};\n"
-
-// Source format 0
-"class cFetch_0 : iFetch\n"
-"{\n"
- "float4 Fetch(float2 coord)\n"
- "{ return Fetch_0(coord); }\n"
-"};\n"
-
-
-// Source format 1
-"class cFetch_1 : iFetch\n"
-"{\n"
- "float4 Fetch(float2 coord)\n"
- "{ return Fetch_1(coord); }\n"
-"};\n"
-
-// Source format 2
-"class cFetch_2 : iFetch\n"
-"{\n"
- "float4 Fetch(float2 coord)\n"
- "{ return Fetch_2(coord); }\n"
-"};\n"
-
-// Source format 3
-"class cFetch_3 : iFetch\n"
-"{\n"
- "float4 Fetch(float2 coord)\n"
- "{ return Fetch_3(coord); }\n"
-"};\n"
-
-// Declare fetch interface; must be set by application
-"iFetch g_fetch;\n"
-"#define IMP_FETCH g_fetch.Fetch\n"
-
-"#endif\n" // #ifdef DYNAMIC_MODE
-
-"#ifndef IMP_FETCH\n"
-"#error No Fetch specified\n"
-"#endif\n"
-
-// Interface and classes for different intensity settings (on or off)
-
-"float4 Intensity_0(float4 sample)\n"
-"{\n"
- "return sample;\n"
-"}\n"
-
-"float4 Intensity_1(float4 sample)\n"
-"{\n"
- "sample.r = dot(INTENSITY_COEFFS, sample.rgb) + INTENSITY_ADD;\n"
- // FIXME: Is this correct? What happens if you use one of the non-R
- // formats with intensity on?
- "sample = sample.rrrr;\n"
- "return sample;\n"
-"}\n"
-
-"#ifdef DYNAMIC_MODE\n"
-"interface iIntensity\n"
-"{\n"
- "float4 Intensity(float4 sample);\n"
-"};\n"
-
-// Intensity off
-"class cIntensity_0 : iIntensity\n"
-"{\n"
- "float4 Intensity(float4 sample)\n"
- "{ return Intensity_0(sample); }\n"
-"};\n"
-
-// Intensity on
-"class cIntensity_1 : iIntensity\n"
-"{\n"
- "float4 Intensity(float4 sample)\n"
- "{ return Intensity_1(sample); }\n"
-"};\n"
-
-// Declare intensity interface; must be set by application
-"iIntensity g_intensity;\n"
-"#define IMP_INTENSITY g_intensity.Intensity\n"
-
-"#endif\n" // #ifdef DYNAMIC_MODE
-
-"#ifndef IMP_INTENSITY\n"
-"#error No Intensity specified\n"
-"#endif\n"
-
-
-// Interface and classes for different scale/filter settings (on or off)
-
-"float4 ScaledFetch_0(float2 coord)\n"
-"{\n"
- "return IMP_FETCH(float2(Params.PosX,Params.PosY) + coord);\n"
-"}\n"
-
-"float4 ScaledFetch_1(float2 coord)\n"
-"{\n"
- "float2 ul = float2(Params.PosX,Params.PosY) + 2*coord;\n"
- "float4 sample0 = IMP_FETCH(ul+float2(0,0));\n"
- "float4 sample1 = IMP_FETCH(ul+float2(1,0));\n"
- "float4 sample2 = IMP_FETCH(ul+float2(0,1));\n"
- "float4 sample3 = IMP_FETCH(ul+float2(1,1));\n"
- // Average all four samples together
- // FIXME: Is this correct?
- "return 0.25 * (sample0+sample1+sample2+sample3);\n"
-"}\n"
-
-"#ifdef DYNAMIC_MODE\n"
-"interface iScaledFetch\n"
-"{\n"
- "float4 ScaledFetch(float2 coord);\n"
-"};\n"
-
-// Scale off
-"class cScaledFetch_0 : iScaledFetch\n"
-"{\n"
- "float4 ScaledFetch(float2 coord)\n"
- "{ return ScaledFetch_0(coord); }\n"
-"};\n"
-
-// Scale on
-"class cScaledFetch_1 : iScaledFetch\n"
-"{\n"
- "float4 ScaledFetch(float2 coord)\n"
- "{ return ScaledFetch_1(coord); }\n"
-"};\n"
-
-// Declare scaled fetch interface; must be set by application code
-"iScaledFetch g_scaledFetch;\n"
-"#define IMP_SCALEDFETCH g_scaledFetch.ScaledFetch\n"
-
-"#endif\n" // #ifdef DYNAMIC_MODE
-
-"#ifndef IMP_SCALEDFETCH\n"
-"#error No ScaledFetch specified\n"
-"#endif\n"
-
-// Main EFB-sampling function: performs all steps of fetching pixels, scaling,
-// applying intensity function
-
-"float4 SampleEFB(float2 coord)\n"
-"{\n"
- // FIXME: Does intensity happen before or after scaling? Or does
- // it matter?
- "float4 sample = IMP_SCALEDFETCH(coord);\n"
- "return IMP_INTENSITY(sample);\n"
-"}\n"
-
-// Interfaces and classes for different destination formats
-
-"uint4 Generate_0(float2 cacheCoord)\n" // R4
-"{\n"
- "float2 blockCoord = floor(cacheCoord / float2(2,1));\n"
-
- "float2 blockUL = blockCoord * float2(8,8);\n"
- "float2 subBlockUL = blockUL + float2(0, 4*(cacheCoord.x%2));\n"
-
- "float4 sample[32];\n"
- "for (uint y = 0; y < 4; ++y) {\n"
- "for (uint x = 0; x < 8; ++x) {\n"
- "sample[y*8+x] = SampleEFB(subBlockUL+float2(x,y));\n"
- "}\n"
- "}\n"
-
- "uint dw[4];\n"
- "for (uint i = 0; i < 4; ++i) {\n"
- "dw[i] = UINT_44444444_BE(\n"
- "Float8ToUint4(sample[8*i+0].r),\n"
- "Float8ToUint4(sample[8*i+1].r),\n"
- "Float8ToUint4(sample[8*i+2].r),\n"
- "Float8ToUint4(sample[8*i+3].r),\n"
- "Float8ToUint4(sample[8*i+4].r),\n"
- "Float8ToUint4(sample[8*i+5].r),\n"
- "Float8ToUint4(sample[8*i+6].r),\n"
- "Float8ToUint4(sample[8*i+7].r)\n"
- ");\n"
- "}\n"
-
- "return uint4(dw[0], dw[1], dw[2], dw[3]);\n"
-"}\n"
-
-// FIXME: Untested
-"uint4 Generate_1(float2 cacheCoord)\n" // R8 (FIXME: Duplicate of R8 below?)
-"{\n"
- "float2 blockCoord = floor(cacheCoord / float2(2,1));\n"
-
- "float2 blockUL = blockCoord * float2(8,4);\n"
- "float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n"
-
- "float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n"
- "float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n"
- "float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n"
- "float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n"
- "float4 sample4 = SampleEFB(subBlockUL+float2(4,0));\n"
- "float4 sample5 = SampleEFB(subBlockUL+float2(5,0));\n"
- "float4 sample6 = SampleEFB(subBlockUL+float2(6,0));\n"
- "float4 sample7 = SampleEFB(subBlockUL+float2(7,0));\n"
- "float4 sample8 = SampleEFB(subBlockUL+float2(0,1));\n"
- "float4 sample9 = SampleEFB(subBlockUL+float2(1,1));\n"
- "float4 sampleA = SampleEFB(subBlockUL+float2(2,1));\n"
- "float4 sampleB = SampleEFB(subBlockUL+float2(3,1));\n"
- "float4 sampleC = SampleEFB(subBlockUL+float2(4,1));\n"
- "float4 sampleD = SampleEFB(subBlockUL+float2(5,1));\n"
- "float4 sampleE = SampleEFB(subBlockUL+float2(6,1));\n"
- "float4 sampleF = SampleEFB(subBlockUL+float2(7,1));\n"
-
- "uint4 dw4 = UINT4_8888_BE(\n"
- "round(255*float4(sample0.r, sample4.r, sample8.r, sampleC.r)),\n"
- "round(255*float4(sample1.r, sample5.r, sample9.r, sampleD.r)),\n"
- "round(255*float4(sample2.r, sample6.r, sampleA.r, sampleE.r)),\n"
- "round(255*float4(sample3.r, sample7.r, sampleB.r, sampleF.r))\n"
- ");\n"
-
- "return dw4;\n"
-"}\n"
-
-// FIXME: Untested
-"uint4 Generate_2(float2 cacheCoord)\n" // A4 R4
-"{\n"
- "float2 blockCoord = floor(cacheCoord / float2(2,1));\n"
-
- "float2 blockUL = blockCoord * float2(8,4);\n"
- "float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n"
-
- "float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n"
- "float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n"
- "float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n"
- "float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n"
- "float4 sample4 = SampleEFB(subBlockUL+float2(4,0));\n"
- "float4 sample5 = SampleEFB(subBlockUL+float2(5,0));\n"
- "float4 sample6 = SampleEFB(subBlockUL+float2(6,0));\n"
- "float4 sample7 = SampleEFB(subBlockUL+float2(7,0));\n"
- "float4 sample8 = SampleEFB(subBlockUL+float2(0,1));\n"
- "float4 sample9 = SampleEFB(subBlockUL+float2(1,1));\n"
- "float4 sampleA = SampleEFB(subBlockUL+float2(2,1));\n"
- "float4 sampleB = SampleEFB(subBlockUL+float2(3,1));\n"
- "float4 sampleC = SampleEFB(subBlockUL+float2(4,1));\n"
- "float4 sampleD = SampleEFB(subBlockUL+float2(5,1));\n"
- "float4 sampleE = SampleEFB(subBlockUL+float2(6,1));\n"
- "float4 sampleF = SampleEFB(subBlockUL+float2(7,1));\n"
-
- "uint dw0 = UINT_44444444_BE(\n"
- "Float8ToUint4(sample0.a), Float8ToUint4(sample0.r),\n"
- "Float8ToUint4(sample1.a), Float8ToUint4(sample1.r),\n"
- "Float8ToUint4(sample2.a), Float8ToUint4(sample2.r),\n"
- "Float8ToUint4(sample3.a), Float8ToUint4(sample3.r)\n"
- ");\n"
- "uint dw1 = UINT_44444444_BE(\n"
- "Float8ToUint4(sample4.a), Float8ToUint4(sample4.r),\n"
- "Float8ToUint4(sample5.a), Float8ToUint4(sample5.r),\n"
- "Float8ToUint4(sample6.a), Float8ToUint4(sample6.r),\n"
- "Float8ToUint4(sample7.a), Float8ToUint4(sample7.r)\n"
- ");\n"
- "uint dw2 = UINT_44444444_BE(\n"
- "Float8ToUint4(sample8.a), Float8ToUint4(sample8.r),\n"
- "Float8ToUint4(sample9.a), Float8ToUint4(sample9.r),\n"
- "Float8ToUint4(sampleA.a), Float8ToUint4(sampleA.r),\n"
- "Float8ToUint4(sampleB.a), Float8ToUint4(sampleB.r)\n"
- ");\n"
- "uint dw3 = UINT_44444444_BE(\n"
- "Float8ToUint4(sampleC.a), Float8ToUint4(sampleC.r),\n"
- "Float8ToUint4(sampleD.a), Float8ToUint4(sampleD.r),\n"
- "Float8ToUint4(sampleE.a), Float8ToUint4(sampleE.r),\n"
- "Float8ToUint4(sampleF.a), Float8ToUint4(sampleF.r)\n"
- ");\n"
-
- "return uint4(dw0, dw1, dw2, dw3);\n"
-"}\n"
-
-// FIXME: Untested
-"uint4 Generate_3(float2 cacheCoord)\n" // A8 R8
-"{\n"
- "float2 blockCoord = floor(cacheCoord / float2(2,1));\n"
-
- "float2 blockUL = blockCoord * float2(4,4);\n"
- "float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n"
-
- "float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n"
- "float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n"
- "float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n"
- "float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n"
- "float4 sample4 = SampleEFB(subBlockUL+float2(0,1));\n"
- "float4 sample5 = SampleEFB(subBlockUL+float2(1,1));\n"
- "float4 sample6 = SampleEFB(subBlockUL+float2(2,1));\n"
- "float4 sample7 = SampleEFB(subBlockUL+float2(3,1));\n"
-
- "uint4 dw4 = UINT4_8888_BE(\n"
- "round(255*float4(sample0.a, sample2.a, sample4.a, sample6.a)),\n"
- "round(255*float4(sample0.r, sample2.r, sample4.r, sample6.r)),\n"
- "round(255*float4(sample1.a, sample3.a, sample5.a, sample7.a)),\n"
- "round(255*float4(sample1.r, sample3.r, sample5.r, sample7.r))\n"
- ");\n"
-
- "return dw4;\n"
-"}\n"
-
-"uint4 Generate_4(float2 cacheCoord)\n" // R5 G6 B5
-"{\n"
- "float2 blockCoord = floor(cacheCoord / float2(2,1));\n"
-
- "float2 blockUL = blockCoord * float2(4,4);\n"
- "float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n"
-
- "float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n"
- "float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n"
- "float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n"
- "float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n"
- "float4 sample4 = SampleEFB(subBlockUL+float2(0,1));\n"
- "float4 sample5 = SampleEFB(subBlockUL+float2(1,1));\n"
- "float4 sample6 = SampleEFB(subBlockUL+float2(2,1));\n"
- "float4 sample7 = SampleEFB(subBlockUL+float2(3,1));\n"
-
- "uint dw0 = UINT_1616(EncodeRGB565(sample0), EncodeRGB565(sample1));\n"
- "uint dw1 = UINT_1616(EncodeRGB565(sample2), EncodeRGB565(sample3));\n"
- "uint dw2 = UINT_1616(EncodeRGB565(sample4), EncodeRGB565(sample5));\n"
- "uint dw3 = UINT_1616(EncodeRGB565(sample6), EncodeRGB565(sample7));\n"
-
- "return Swap4_32(uint4(dw0, dw1, dw2, dw3));\n"
-"}\n"
-
-"uint4 Generate_5(float2 cacheCoord)\n" // 1 R5 G5 B5 or 0 A3 R4 G4 G4
-"{\n"
- "float2 blockCoord = floor(cacheCoord / float2(2,1));\n"
-
- "float2 blockUL = blockCoord * float2(4,4);\n"
- "float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n"
-
- "float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n"
- "float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n"
- "float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n"
- "float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n"
- "float4 sample4 = SampleEFB(subBlockUL+float2(0,1));\n"
- "float4 sample5 = SampleEFB(subBlockUL+float2(1,1));\n"
- "float4 sample6 = SampleEFB(subBlockUL+float2(2,1));\n"
- "float4 sample7 = SampleEFB(subBlockUL+float2(3,1));\n"
-
- "uint dw0 = UINT_1616(EncodeRGB5A3(sample0), EncodeRGB5A3(sample1));\n"
- "uint dw1 = UINT_1616(EncodeRGB5A3(sample2), EncodeRGB5A3(sample3));\n"
- "uint dw2 = UINT_1616(EncodeRGB5A3(sample4), EncodeRGB5A3(sample5));\n"
- "uint dw3 = UINT_1616(EncodeRGB5A3(sample6), EncodeRGB5A3(sample7));\n"
-
- "return Swap4_32(uint4(dw0, dw1, dw2, dw3));\n"
-"}\n"
-
-"uint4 Generate_6(float2 cacheCoord)\n" // A8 R8 A8 R8 | G8 B8 G8 B8
-"{\n"
- "float2 blockCoord = floor(cacheCoord / float2(4,1));\n"
-
- "float2 blockUL = blockCoord * float2(4,4);\n"
- "float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n"
-
- "float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n"
- "float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n"
- "float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n"
- "float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n"
- "float4 sample4 = SampleEFB(subBlockUL+float2(0,1));\n"
- "float4 sample5 = SampleEFB(subBlockUL+float2(1,1));\n"
- "float4 sample6 = SampleEFB(subBlockUL+float2(2,1));\n"
- "float4 sample7 = SampleEFB(subBlockUL+float2(3,1));\n"
-
- "uint4 dw4;\n"
- "if (cacheCoord.x % 4 < 2)\n"
- "{\n"
- // First cache line gets AR
- "dw4 = UINT4_8888_BE(\n"
- "round(255*float4(sample0.a, sample2.a, sample4.a, sample6.a)),\n"
- "round(255*float4(sample0.r, sample2.r, sample4.r, sample6.r)),\n"
- "round(255*float4(sample1.a, sample3.a, sample5.a, sample7.a)),\n"
- "round(255*float4(sample1.r, sample3.r, sample5.r, sample7.r))\n"
- ");\n"
- "}\n"
- "else\n"
- "{\n"
- // Second cache line gets GB
- "dw4 = UINT4_8888_BE(\n"
- "round(255*float4(sample0.g, sample2.g, sample4.g, sample6.g)),\n"
- "round(255*float4(sample0.b, sample2.b, sample4.b, sample6.b)),\n"
- "round(255*float4(sample1.g, sample3.g, sample5.g, sample7.g)),\n"
- "round(255*float4(sample1.b, sample3.b, sample5.b, sample7.b))\n"
- ");\n"
- "}\n"
-
- "return dw4;\n"
-"}\n"
-
-"uint4 Generate_7(float2 cacheCoord)\n" // A8
-"{\n"
- "float2 blockCoord = floor(cacheCoord / float2(2,1));\n"
-
- "float2 blockUL = blockCoord * float2(8,4);\n"
- "float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n"
-
- "float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n"
- "float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n"
- "float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n"
- "float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n"
- "float4 sample4 = SampleEFB(subBlockUL+float2(4,0));\n"
- "float4 sample5 = SampleEFB(subBlockUL+float2(5,0));\n"
- "float4 sample6 = SampleEFB(subBlockUL+float2(6,0));\n"
- "float4 sample7 = SampleEFB(subBlockUL+float2(7,0));\n"
- "float4 sample8 = SampleEFB(subBlockUL+float2(0,1));\n"
- "float4 sample9 = SampleEFB(subBlockUL+float2(1,1));\n"
- "float4 sampleA = SampleEFB(subBlockUL+float2(2,1));\n"
- "float4 sampleB = SampleEFB(subBlockUL+float2(3,1));\n"
- "float4 sampleC = SampleEFB(subBlockUL+float2(4,1));\n"
- "float4 sampleD = SampleEFB(subBlockUL+float2(5,1));\n"
- "float4 sampleE = SampleEFB(subBlockUL+float2(6,1));\n"
- "float4 sampleF = SampleEFB(subBlockUL+float2(7,1));\n"
-
- "uint4 dw4 = UINT4_8888_BE(\n"
- "round(255*float4(sample0.a, sample4.a, sample8.a, sampleC.a)),\n"
- "round(255*float4(sample1.a, sample5.a, sample9.a, sampleD.a)),\n"
- "round(255*float4(sample2.a, sample6.a, sampleA.a, sampleE.a)),\n"
- "round(255*float4(sample3.a, sample7.a, sampleB.a, sampleF.a))\n"
- ");\n"
-
- "return dw4;\n"
-"}\n"
-
-"uint4 Generate_8(float2 cacheCoord)\n" // R8
-"{\n"
- "float2 blockCoord = floor(cacheCoord / float2(2,1));\n"
-
- "float2 blockUL = blockCoord * float2(8,4);\n"
- "float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n"
-
- "float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n"
- "float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n"
- "float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n"
- "float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n"
- "float4 sample4 = SampleEFB(subBlockUL+float2(4,0));\n"
- "float4 sample5 = SampleEFB(subBlockUL+float2(5,0));\n"
- "float4 sample6 = SampleEFB(subBlockUL+float2(6,0));\n"
- "float4 sample7 = SampleEFB(subBlockUL+float2(7,0));\n"
- "float4 sample8 = SampleEFB(subBlockUL+float2(0,1));\n"
- "float4 sample9 = SampleEFB(subBlockUL+float2(1,1));\n"
- "float4 sampleA = SampleEFB(subBlockUL+float2(2,1));\n"
- "float4 sampleB = SampleEFB(subBlockUL+float2(3,1));\n"
- "float4 sampleC = SampleEFB(subBlockUL+float2(4,1));\n"
- "float4 sampleD = SampleEFB(subBlockUL+float2(5,1));\n"
- "float4 sampleE = SampleEFB(subBlockUL+float2(6,1));\n"
- "float4 sampleF = SampleEFB(subBlockUL+float2(7,1));\n"
-
- "uint4 dw4 = UINT4_8888_BE(\n"
- "round(255*float4(sample0.r, sample4.r, sample8.r, sampleC.r)),\n"
- "round(255*float4(sample1.r, sample5.r, sample9.r, sampleD.r)),\n"
- "round(255*float4(sample2.r, sample6.r, sampleA.r, sampleE.r)),\n"
- "round(255*float4(sample3.r, sample7.r, sampleB.r, sampleF.r))\n"
- ");\n"
-
- "return dw4;\n"
-"}\n"
-
-// FIXME: Untested
-"uint4 Generate_9(float2 cacheCoord)\n" // G8
-"{\n"
- "float2 blockCoord = floor(cacheCoord / float2(2,1));\n"
-
- "float2 blockUL = blockCoord * float2(8,4);\n"
- "float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n"
-
- "float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n"
- "float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n"
- "float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n"
- "float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n"
- "float4 sample4 = SampleEFB(subBlockUL+float2(4,0));\n"
- "float4 sample5 = SampleEFB(subBlockUL+float2(5,0));\n"
- "float4 sample6 = SampleEFB(subBlockUL+float2(6,0));\n"
- "float4 sample7 = SampleEFB(subBlockUL+float2(7,0));\n"
- "float4 sample8 = SampleEFB(subBlockUL+float2(0,1));\n"
- "float4 sample9 = SampleEFB(subBlockUL+float2(1,1));\n"
- "float4 sampleA = SampleEFB(subBlockUL+float2(2,1));\n"
- "float4 sampleB = SampleEFB(subBlockUL+float2(3,1));\n"
- "float4 sampleC = SampleEFB(subBlockUL+float2(4,1));\n"
- "float4 sampleD = SampleEFB(subBlockUL+float2(5,1));\n"
- "float4 sampleE = SampleEFB(subBlockUL+float2(6,1));\n"
- "float4 sampleF = SampleEFB(subBlockUL+float2(7,1));\n"
-
- "uint4 dw4 = UINT4_8888_BE(\n"
- "round(255*float4(sample0.g, sample4.g, sample8.g, sampleC.g)),\n"
- "round(255*float4(sample1.g, sample5.g, sample9.g, sampleD.g)),\n"
- "round(255*float4(sample2.g, sample6.g, sampleA.g, sampleE.g)),\n"
- "round(255*float4(sample3.g, sample7.g, sampleB.g, sampleF.g))\n"
- ");\n"
-
- "return dw4;\n"
-"}\n"
-
-"uint4 Generate_A(float2 cacheCoord)\n" // B8
-"{\n"
- "float2 blockCoord = floor(cacheCoord / float2(2,1));\n"
-
- "float2 blockUL = blockCoord * float2(8,4);\n"
- "float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n"
-
- "float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n"
- "float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n"
- "float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n"
- "float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n"
- "float4 sample4 = SampleEFB(subBlockUL+float2(4,0));\n"
- "float4 sample5 = SampleEFB(subBlockUL+float2(5,0));\n"
- "float4 sample6 = SampleEFB(subBlockUL+float2(6,0));\n"
- "float4 sample7 = SampleEFB(subBlockUL+float2(7,0));\n"
- "float4 sample8 = SampleEFB(subBlockUL+float2(0,1));\n"
- "float4 sample9 = SampleEFB(subBlockUL+float2(1,1));\n"
- "float4 sampleA = SampleEFB(subBlockUL+float2(2,1));\n"
- "float4 sampleB = SampleEFB(subBlockUL+float2(3,1));\n"
- "float4 sampleC = SampleEFB(subBlockUL+float2(4,1));\n"
- "float4 sampleD = SampleEFB(subBlockUL+float2(5,1));\n"
- "float4 sampleE = SampleEFB(subBlockUL+float2(6,1));\n"
- "float4 sampleF = SampleEFB(subBlockUL+float2(7,1));\n"
-
- "uint4 dw4 = UINT4_8888_BE(\n"
- "round(255*float4(sample0.b, sample4.b, sample8.b, sampleC.b)),\n"
- "round(255*float4(sample1.b, sample5.b, sample9.b, sampleD.b)),\n"
- "round(255*float4(sample2.b, sample6.b, sampleA.b, sampleE.b)),\n"
- "round(255*float4(sample3.b, sample7.b, sampleB.b, sampleF.b))\n"
- ");\n"
-
- "return dw4;\n"
-"}\n"
-
-"uint4 Generate_B(float2 cacheCoord)\n" // G8 R8
-"{\n"
- "float2 blockCoord = floor(cacheCoord / float2(2,1));\n"
-
- "float2 blockUL = blockCoord * float2(4,4);\n"
- "float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n"
-
- "float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n"
- "float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n"
- "float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n"
- "float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n"
- "float4 sample4 = SampleEFB(subBlockUL+float2(0,1));\n"
- "float4 sample5 = SampleEFB(subBlockUL+float2(1,1));\n"
- "float4 sample6 = SampleEFB(subBlockUL+float2(2,1));\n"
- "float4 sample7 = SampleEFB(subBlockUL+float2(3,1));\n"
-
- "uint4 dw4 = UINT4_8888_BE(\n"
- "round(255*float4(sample0.g, sample2.g, sample4.g, sample6.g)),\n"
- "round(255*float4(sample0.r, sample2.r, sample4.r, sample6.r)),\n"
- "round(255*float4(sample1.g, sample3.g, sample5.g, sample7.g)),\n"
- "round(255*float4(sample1.r, sample3.r, sample5.r, sample7.r))\n"
- ");\n"
-
- "return dw4;\n"
-"}\n"
-
-// FIXME: Untested
-"uint4 Generate_C(float2 cacheCoord)\n" // B8 G8
-"{\n"
- "float2 blockCoord = floor(cacheCoord / float2(2,1));\n"
-
- "float2 blockUL = blockCoord * float2(4,4);\n"
- "float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n"
-
- "float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n"
- "float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n"
- "float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n"
- "float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n"
- "float4 sample4 = SampleEFB(subBlockUL+float2(0,1));\n"
- "float4 sample5 = SampleEFB(subBlockUL+float2(1,1));\n"
- "float4 sample6 = SampleEFB(subBlockUL+float2(2,1));\n"
- "float4 sample7 = SampleEFB(subBlockUL+float2(3,1));\n"
-
- "uint4 dw4 = UINT4_8888_BE(\n"
- "round(255*float4(sample0.b, sample2.b, sample4.b, sample6.b)),\n"
- "round(255*float4(sample0.g, sample2.g, sample4.g, sample6.g)),\n"
- "round(255*float4(sample1.b, sample3.b, sample5.b, sample7.b)),\n"
- "round(255*float4(sample1.g, sample3.g, sample5.g, sample7.g))\n"
- ");\n"
-
- "return dw4;\n"
-"}\n"
-
-"#ifdef DYNAMIC_MODE\n"
-"interface iGenerator\n"
-"{\n"
- "uint4 Generate(float2 cacheCoord);\n"
-"};\n"
-
-"class cGenerator_4 : iGenerator\n"
-"{\n"
- "uint4 Generate(float2 cacheCoord)\n"
- "{ return Generate_4(cacheCoord); }\n"
-"};\n"
-
-"class cGenerator_5 : iGenerator\n"
-"{\n"
- "uint4 Generate(float2 cacheCoord)\n"
- "{ return Generate_5(cacheCoord); }\n"
-"};\n"
-
-"class cGenerator_6 : iGenerator\n"
-"{\n"
- "uint4 Generate(float2 cacheCoord)\n"
- "{ return Generate_6(cacheCoord); }\n"
-"};\n"
-
-"class cGenerator_8 : iGenerator\n"
-"{\n"
- "uint4 Generate(float2 cacheCoord)\n"
- "{ return Generate_8(cacheCoord); }\n"
-"};\n"
-
-"class cGenerator_B : iGenerator\n"
-"{\n"
- "uint4 Generate(float2 cacheCoord)\n"
- "{ return Generate_B(cacheCoord); }\n"
-"};\n"
-
-// Declare generator interface; must be set by application
-"iGenerator g_generator;\n"
-"#define IMP_GENERATOR g_generator.Generate\n"
-
-"#endif\n"
-
-"#ifndef IMP_GENERATOR\n"
-"#error No generator specified\n"
-"#endif\n"
-
-"void main(out uint4 ocol0 : SV_Target, in float4 Pos : SV_Position, in float2 fCacheCoord : ENCODECOORD)\n"
-"{\n"
- "float2 cacheCoord = floor(fCacheCoord);\n"
- "ocol0 = IMP_GENERATOR(cacheCoord);\n"
-"}\n"
-;
-
PSTextureEncoder::PSTextureEncoder()
: m_ready(false), m_out(nullptr), m_outRTV(nullptr), m_outStage(nullptr),
- m_encodeParams(nullptr),
- m_quad(nullptr), m_vShader(nullptr), m_quadLayout(nullptr),
- m_efbEncodeBlendState(nullptr), m_efbEncodeDepthState(nullptr),
- m_efbEncodeRastState(nullptr), m_efbSampler(nullptr),
- m_dynamicShader(nullptr), m_classLinkage(nullptr)
+ m_encodeParams(nullptr)
{
- for (size_t i = 0; i < 4; ++i)
- m_fetchClass[i] = nullptr;
- for (size_t i = 0; i < 2; ++i)
- m_scaledFetchClass[i] = nullptr;
- for (size_t i = 0; i < 2; ++i)
- m_intensityClass[i] = nullptr;
- for (size_t i = 0; i < 16; ++i)
- m_generatorClass[i] = nullptr;
}
-static const D3D11_INPUT_ELEMENT_DESC QUAD_LAYOUT_DESC[] = {
- { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }
-};
-
-static const struct QuadVertex
-{
- float posX;
- float posY;
-} QUAD_VERTS[4] = { { 0, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 } };
-
void PSTextureEncoder::Init()
{
m_ready = false;
@@ -882,25 +39,21 @@ void PSTextureEncoder::Init()
HRESULT hr;
// Create output texture RGBA format
-
- // This format allows us to generate one cache line in two pixels.
D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC(
- DXGI_FORMAT_R32G32B32A32_UINT,
- EFB_WIDTH, EFB_HEIGHT/4, 1, 1, D3D11_BIND_RENDER_TARGET);
+ DXGI_FORMAT_R8G8B8A8_UINT,
+ EFB_WIDTH, EFB_HEIGHT, 1, 1, D3D11_BIND_RENDER_TARGET);
hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_out);
CHECK(SUCCEEDED(hr), "create efb encode output texture");
D3D::SetDebugObjectName(m_out, "efb encoder output texture");
// Create output render target view
-
D3D11_RENDER_TARGET_VIEW_DESC rtvd = CD3D11_RENDER_TARGET_VIEW_DESC(m_out,
- D3D11_RTV_DIMENSION_TEXTURE2D, DXGI_FORMAT_R32G32B32A32_UINT);
+ D3D11_RTV_DIMENSION_TEXTURE2D, DXGI_FORMAT_R8G8B8A8_UINT);
hr = D3D::device->CreateRenderTargetView(m_out, &rtvd, &m_outRTV);
CHECK(SUCCEEDED(hr), "create efb encode output render target view");
D3D::SetDebugObjectName(m_outRTV, "efb encoder output rtv");
// Create output staging buffer
-
t2dd.Usage = D3D11_USAGE_STAGING;
t2dd.BindFlags = 0;
t2dd.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
@@ -909,87 +62,12 @@ void PSTextureEncoder::Init()
D3D::SetDebugObjectName(m_outStage, "efb encoder output staging buffer");
// Create constant buffer for uploading data to shaders
-
D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(EFBEncodeParams),
D3D11_BIND_CONSTANT_BUFFER);
hr = D3D::device->CreateBuffer(&bd, nullptr, &m_encodeParams);
CHECK(SUCCEEDED(hr), "create efb encode params buffer");
D3D::SetDebugObjectName(m_encodeParams, "efb encoder params buffer");
- // Create vertex quad
-
- bd = CD3D11_BUFFER_DESC(sizeof(QUAD_VERTS), D3D11_BIND_VERTEX_BUFFER,
- D3D11_USAGE_IMMUTABLE);
- D3D11_SUBRESOURCE_DATA srd = { QUAD_VERTS, 0, 0 };
-
- hr = D3D::device->CreateBuffer(&bd, &srd, &m_quad);
- CHECK(SUCCEEDED(hr), "create efb encode quad vertex buffer");
- D3D::SetDebugObjectName(m_quad, "efb encoder quad vertex buffer");
-
- // Create vertex shader
-
- D3DBlob* bytecode = nullptr;
- if (!D3D::CompileVertexShader(EFB_ENCODE_VS, &bytecode))
- {
- ERROR_LOG(VIDEO, "EFB encode vertex shader failed to compile");
- return;
- }
-
- hr = D3D::device->CreateVertexShader(bytecode->Data(), bytecode->Size(), nullptr, &m_vShader);
- CHECK(SUCCEEDED(hr), "create efb encode vertex shader");
- D3D::SetDebugObjectName(m_vShader, "efb encoder vertex shader");
-
- // Create input layout for vertex quad using bytecode from vertex shader
-
- hr = D3D::device->CreateInputLayout(QUAD_LAYOUT_DESC,
- sizeof(QUAD_LAYOUT_DESC)/sizeof(D3D11_INPUT_ELEMENT_DESC),
- bytecode->Data(), bytecode->Size(), &m_quadLayout);
- CHECK(SUCCEEDED(hr), "create efb encode quad vertex layout");
- D3D::SetDebugObjectName(m_quadLayout, "efb encoder quad layout");
-
- bytecode->Release();
-
- // Create pixel shader
-
-#ifdef USE_DYNAMIC_MODE
- if (!InitDynamicMode())
-#else
- if (!InitStaticMode())
-#endif
- return;
-
- // Create blend state
-
- D3D11_BLEND_DESC bld = CD3D11_BLEND_DESC(CD3D11_DEFAULT());
- hr = D3D::device->CreateBlendState(&bld, &m_efbEncodeBlendState);
- CHECK(SUCCEEDED(hr), "create efb encode blend state");
- D3D::SetDebugObjectName(m_efbEncodeBlendState, "efb encoder blend state");
-
- // Create depth state
-
- D3D11_DEPTH_STENCIL_DESC dsd = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT());
- dsd.DepthEnable = FALSE;
- hr = D3D::device->CreateDepthStencilState(&dsd, &m_efbEncodeDepthState);
- CHECK(SUCCEEDED(hr), "create efb encode depth state");
- D3D::SetDebugObjectName(m_efbEncodeDepthState, "efb encoder depth state");
-
- // Create rasterizer state
-
- D3D11_RASTERIZER_DESC rd = CD3D11_RASTERIZER_DESC(CD3D11_DEFAULT());
- rd.CullMode = D3D11_CULL_NONE;
- rd.DepthClipEnable = FALSE;
- hr = D3D::device->CreateRasterizerState(&rd, &m_efbEncodeRastState);
- CHECK(SUCCEEDED(hr), "create efb encode rast state");
- D3D::SetDebugObjectName(m_efbEncodeRastState, "efb encoder rast state");
-
- // Create efb texture sampler
-
- D3D11_SAMPLER_DESC sd = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT());
- sd.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
- hr = D3D::device->CreateSamplerState(&sd, &m_efbSampler);
- CHECK(SUCCEEDED(hr), "create efb encode texture sampler");
- D3D::SetDebugObjectName(m_efbSampler, "efb encoder texture sampler");
-
m_ready = true;
}
@@ -997,32 +75,12 @@ void PSTextureEncoder::Shutdown()
{
m_ready = false;
- for (size_t i = 0; i < 4; ++i)
- SAFE_RELEASE(m_fetchClass[i]);
- for (size_t i = 0; i < 2; ++i)
- SAFE_RELEASE(m_scaledFetchClass[i]);
- for (size_t i = 0; i < 2; ++i)
- SAFE_RELEASE(m_intensityClass[i]);
- for (size_t i = 0; i < 16; ++i)
- SAFE_RELEASE(m_generatorClass[i]);
- m_linkageArray.clear();
-
- SAFE_RELEASE(m_classLinkage);
- SAFE_RELEASE(m_dynamicShader);
-
for (auto& it : m_staticShaders)
{
SAFE_RELEASE(it.second);
}
m_staticShaders.clear();
- SAFE_RELEASE(m_efbSampler);
- SAFE_RELEASE(m_efbEncodeRastState);
- SAFE_RELEASE(m_efbEncodeDepthState);
- SAFE_RELEASE(m_efbEncodeBlendState);
- SAFE_RELEASE(m_quadLayout);
- SAFE_RELEASE(m_vShader);
- SAFE_RELEASE(m_quad);
SAFE_RELEASE(m_encodeParams);
SAFE_RELEASE(m_outStage);
SAFE_RELEASE(m_outRTV);
@@ -1072,33 +130,14 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
size_t encodeSize = 0;
// Reset API
-
g_renderer->ResetAPIState();
// Set up all the state for EFB encoding
-#ifdef USE_DYNAMIC_MODE
- if (SetDynamicShader(dstFormat, srcFormat, isIntensity, scaleByHalf))
-#else
- if (SetStaticShader(dstFormat, srcFormat, isIntensity, scaleByHalf))
-#endif
{
- D3D::stateman->SetVertexShader(m_vShader);
- D3D::stateman->SetGeometryShader(nullptr);
-
- D3D::stateman->PushBlendState(m_efbEncodeBlendState);
- D3D::stateman->PushDepthState(m_efbEncodeDepthState);
- D3D::stateman->PushRasterizerState(m_efbEncodeRastState);
-
- D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(cacheLinesPerRow*2), FLOAT(numBlocksY));
+ D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(cacheLinesPerRow*2*4), FLOAT(numBlocksY*4));
D3D::context->RSSetViewports(1, &vp);
- D3D::stateman->SetInputLayout(m_quadLayout);
- D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
- UINT stride = sizeof(QuadVertex);
- UINT offset = 0;
- D3D::stateman->SetVertexBuffer(m_quad, stride, offset);
-
EFBRectangle fullSrcRect;
fullSrcRect.left = 0;
fullSrcRect.top = 0;
@@ -1106,17 +145,6 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
fullSrcRect.bottom = EFB_HEIGHT;
TargetRectangle targetRect = g_renderer->ConvertEFBRectangle(fullSrcRect);
- EFBEncodeParams params = { 0 };
- params.NumHalfCacheLinesX = FLOAT(cacheLinesPerRow*2);
- params.NumBlocksY = FLOAT(numBlocksY);
- params.PosX = FLOAT(correctSrc.left);
- params.PosY = FLOAT(correctSrc.top);
- params.TexLeft = float(targetRect.left) / g_renderer->GetTargetWidth();
- params.TexTop = float(targetRect.top) / g_renderer->GetTargetHeight();
- params.TexRight = float(targetRect.right) / g_renderer->GetTargetWidth();
- params.TexBottom = float(targetRect.bottom) / g_renderer->GetTargetHeight();
- D3D::context->UpdateSubresource(m_encodeParams, 0, nullptr, ¶ms, 0, 0);
-
D3D::context->OMSetRenderTargets(1, &m_outRTV, nullptr);
ID3D11ShaderResourceView* pEFB = (srcFormat == PEControl::Z24) ?
@@ -1126,41 +154,27 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
// expecting the blurred edges around multisampled shapes.
FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
- D3D::stateman->SetVertexConstants(m_encodeParams);
- D3D::stateman->SetPixelConstants(m_encodeParams);
- D3D::stateman->SetTexture(0, pEFB);
- D3D::stateman->SetSampler(0, m_efbSampler);
+ EFBEncodeParams params;
+ params.SrcLeft = correctSrc.left;
+ params.SrcLeft = correctSrc.top;
+ params.DestWidth = actualWidth;
+ params.ScaleFactor = scaleByHalf ? 2 : 1;
+ D3D::context->UpdateSubresource(m_encodeParams, 0, nullptr, ¶ms, 0, 0);
+ D3D::stateman->SetPixelConstants(0, m_encodeParams);
- // Encode!
-
- D3D::stateman->Apply();
- D3D::context->Draw(4, 0);
+ D3D::drawShadedTexQuad(pEFB,
+ targetRect.AsRECT(),
+ Renderer::GetTargetWidth(),
+ Renderer::GetTargetHeight(),
+ SetStaticShader(dstFormat, srcFormat, isIntensity, scaleByHalf),
+ VertexShaderCache::GetSimpleVertexShader(),
+ VertexShaderCache::GetSimpleInputLayout());
// Copy to staging buffer
-
- D3D11_BOX srcBox = CD3D11_BOX(0, 0, 0, cacheLinesPerRow*2, numBlocksY, 1);
+ D3D11_BOX srcBox = CD3D11_BOX(0, 0, 0, cacheLinesPerRow*2*4, numBlocksY*4, 1);
D3D::context->CopySubresourceRegion(m_outStage, 0, 0, 0, 0, m_out, 0, &srcBox);
- // Clean up state
-
- D3D::context->OMSetRenderTargets(0, nullptr, nullptr);
-
- D3D::stateman->SetSampler(0, nullptr);
- D3D::stateman->SetTexture(0, nullptr);
- D3D::stateman->SetPixelConstants(nullptr);
- D3D::stateman->SetVertexConstants(nullptr);
-
- D3D::stateman->SetPixelShader(nullptr);
- D3D::stateman->SetVertexBuffer(nullptr, 0, 0);
-
- D3D::stateman->PopRasterizerState();
- D3D::stateman->PopDepthState();
- D3D::stateman->PopBlendState();
-
- D3D::stateman->Apply();
-
// Transfer staging buffer to GameCube/Wii RAM
-
D3D11_MAPPED_SUBRESOURCE map = { 0 };
hr = D3D::context->Map(m_outStage, 0, D3D11_MAP_READ, 0, &map);
CHECK(SUCCEEDED(hr), "map staging buffer (0x%x)", hr);
@@ -1179,7 +193,6 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
}
// Restore API
-
g_renderer->RestoreAPIState();
D3D::context->OMSetRenderTargets(1,
&FramebufferManager::GetEFBColorTexture()->GetRTV(),
@@ -1188,25 +201,7 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
return encodeSize;
}
-bool PSTextureEncoder::InitStaticMode()
-{
- // Nothing to really do.
- return true;
-}
-
-static const char* FETCH_FUNC_NAMES[4] = {
- "Fetch_0", "Fetch_1", "Fetch_2", "Fetch_3"
-};
-
-static const char* SCALEDFETCH_FUNC_NAMES[2] = {
- "ScaledFetch_0", "ScaledFetch_1"
-};
-
-static const char* INTENSITY_FUNC_NAMES[2] = {
- "Intensity_0", "Intensity_1"
-};
-
-bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, PEControl::PixelFormat srcFormat,
+ID3D11PixelShader* PSTextureEncoder::SetStaticShader(unsigned int dstFormat, PEControl::PixelFormat srcFormat,
bool isIntensity, bool scaleByHalf)
{
size_t fetchNum = static_cast(srcFormat);
@@ -1219,48 +214,33 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, PEControl::PixelF
ComboMap::iterator it = m_staticShaders.find(key);
if (it == m_staticShaders.end())
{
- const char* generatorFuncName = nullptr;
- switch (generatorNum)
- {
- case 0x0: generatorFuncName = "Generate_0"; break;
- case 0x1: generatorFuncName = "Generate_1"; break;
- case 0x2: generatorFuncName = "Generate_2"; break;
- case 0x3: generatorFuncName = "Generate_3"; break;
- case 0x4: generatorFuncName = "Generate_4"; break;
- case 0x5: generatorFuncName = "Generate_5"; break;
- case 0x6: generatorFuncName = "Generate_6"; break;
- case 0x7: generatorFuncName = "Generate_7"; break;
- case 0x8: generatorFuncName = "Generate_8"; break;
- case 0x9: generatorFuncName = "Generate_9"; break;
- case 0xA: generatorFuncName = "Generate_A"; break;
- case 0xB: generatorFuncName = "Generate_B"; break;
- case 0xC: generatorFuncName = "Generate_C"; break;
- default:
- WARN_LOG(VIDEO, "No generator available for dst format 0x%X; aborting", generatorNum);
- m_staticShaders[key] = nullptr;
- return false;
- }
-
INFO_LOG(VIDEO, "Compiling efb encoding shader for dstFormat 0x%X, srcFormat %d, isIntensity %d, scaleByHalf %d",
dstFormat, static_cast(srcFormat), isIntensity ? 1 : 0, scaleByHalf ? 1 : 0);
- // Shader permutation not found, so compile it
+ u32 format = dstFormat;
+
+ if (srcFormat == PEControl::Z24)
+ {
+ format |= _GX_TF_ZTF;
+ if (dstFormat == 11)
+ format = GX_TF_Z16;
+ else if (format < GX_TF_Z8 || format > GX_TF_Z24X8)
+ format |= _GX_TF_CTF;
+ }
+ else
+ {
+ if (dstFormat > GX_TF_RGBA8 || (dstFormat < GX_TF_RGB565 && !isIntensity))
+ format |= _GX_TF_CTF;
+ }
+
D3DBlob* bytecode = nullptr;
- D3D_SHADER_MACRO macros[] = {
- { "IMP_FETCH", FETCH_FUNC_NAMES[fetchNum] },
- { "IMP_SCALEDFETCH", SCALEDFETCH_FUNC_NAMES[scaledFetchNum] },
- { "IMP_INTENSITY", INTENSITY_FUNC_NAMES[intensityNum] },
- { "IMP_GENERATOR", generatorFuncName },
- { nullptr, nullptr }
- };
- if (!D3D::CompilePixelShader(EFB_ENCODE_PS, &bytecode, macros))
+ const char* shader = TextureConversionShader::GenerateEncodingShader(format, API_D3D);
+ if (!D3D::CompilePixelShader(shader, &bytecode))
{
WARN_LOG(VIDEO, "EFB encoder shader for dstFormat 0x%X, srcFormat %d, isIntensity %d, scaleByHalf %d failed to compile",
dstFormat, static_cast(srcFormat), isIntensity ? 1 : 0, scaleByHalf ? 1 : 0);
- // Add dummy shader to map to prevent trying to compile over and
- // over again
m_staticShaders[key] = nullptr;
- return false;
+ return nullptr;
}
ID3D11PixelShader* newShader;
@@ -1271,175 +251,7 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, PEControl::PixelF
bytecode->Release();
}
- if (it != m_staticShaders.end())
- {
- if (it->second)
- {
- D3D::stateman->SetPixelShader(it->second);
- return true;
- }
- else
- return false;
- }
- else
- return false;
-}
-
-bool PSTextureEncoder::InitDynamicMode()
-{
- HRESULT hr;
-
- D3D_SHADER_MACRO macros[] = {
- { "DYNAMIC_MODE", nullptr },
- { nullptr, nullptr }
- };
-
- D3DBlob* bytecode = nullptr;
- if (!D3D::CompilePixelShader(EFB_ENCODE_PS, &bytecode, macros))
- {
- ERROR_LOG(VIDEO, "EFB encode pixel shader failed to compile");
- return false;
- }
-
- hr = D3D::device->CreateClassLinkage(&m_classLinkage);
- CHECK(SUCCEEDED(hr), "create efb encode class linkage");
- D3D::SetDebugObjectName(m_classLinkage, "efb encoder class linkage");
-
- hr = D3D::device->CreatePixelShader(bytecode->Data(), bytecode->Size(), m_classLinkage, &m_dynamicShader);
- CHECK(SUCCEEDED(hr), "create efb encode pixel shader");
- D3D::SetDebugObjectName(m_dynamicShader, "efb encoder pixel shader");
-
- // Use D3DReflect
-
- ID3D11ShaderReflection* reflect = nullptr;
- hr = PD3DReflect(bytecode->Data(), bytecode->Size(), IID_ID3D11ShaderReflection, (void**)&reflect);
- CHECK(SUCCEEDED(hr), "reflect on efb encoder shader");
-
- // Get number of slots and create dynamic linkage array
-
- UINT numSlots = reflect->GetNumInterfaceSlots();
- m_linkageArray.resize(numSlots, nullptr);
-
- // Get interface slots
-
- ID3D11ShaderReflectionVariable* var = reflect->GetVariableByName("g_fetch");
- m_fetchSlot = var->GetInterfaceSlot(0);
-
- var = reflect->GetVariableByName("g_scaledFetch");
- m_scaledFetchSlot = var->GetInterfaceSlot(0);
-
- var = reflect->GetVariableByName("g_intensity");
- m_intensitySlot = var->GetInterfaceSlot(0);
-
- var = reflect->GetVariableByName("g_generator");
- m_generatorSlot = var->GetInterfaceSlot(0);
-
- INFO_LOG(VIDEO, "Fetch slot %d, scaledFetch slot %d, intensity slot %d, generator slot %d",
- m_fetchSlot, m_scaledFetchSlot, m_intensitySlot, m_generatorSlot);
-
- // Class instances will be created at the time they are used
-
- for (size_t i = 0; i < 4; ++i)
- m_fetchClass[i] = nullptr;
- for (size_t i = 0; i < 2; ++i)
- m_scaledFetchClass[i] = nullptr;
- for (size_t i = 0; i < 2; ++i)
- m_intensityClass[i] = nullptr;
- for (size_t i = 0; i < 16; ++i)
- m_generatorClass[i] = nullptr;
-
- reflect->Release();
- bytecode->Release();
-
- return true;
-}
-
-static const char* FETCH_CLASS_NAMES[4] = {
- "cFetch_0", "cFetch_1", "cFetch_2", "cFetch_3"
-};
-
-static const char* SCALEDFETCH_CLASS_NAMES[2] = {
- "cScaledFetch_0", "cScaledFetch_1"
-};
-
-static const char* INTENSITY_CLASS_NAMES[2] = {
- "cIntensity_0", "cIntensity_1"
-};
-
-bool PSTextureEncoder::SetDynamicShader(unsigned int dstFormat,
- PEControl::PixelFormat srcFormat, bool isIntensity, bool scaleByHalf)
-{
- size_t fetchNum = static_cast(srcFormat);
- size_t scaledFetchNum = scaleByHalf ? 1 : 0;
- size_t intensityNum = isIntensity ? 1 : 0;
- size_t generatorNum = dstFormat;
-
- // FIXME: Not all the possible generators are available as classes yet.
- // When dynamic mode is usable, implement them.
- const char* generatorName = nullptr;
- switch (generatorNum)
- {
- case 0x4: generatorName = "cGenerator_4"; break;
- case 0x5: generatorName = "cGenerator_5"; break;
- case 0x6: generatorName = "cGenerator_6"; break;
- case 0x8: generatorName = "cGenerator_8"; break;
- case 0xB: generatorName = "cGenerator_B"; break;
- default:
- WARN_LOG(VIDEO, "No generator available for dst format 0x%X; aborting", generatorNum);
- return false;
- }
-
- // Make sure class instances are available
- if (!m_fetchClass[fetchNum])
- {
- INFO_LOG(VIDEO, "Creating %s class instance for encoder 0x%X",
- FETCH_CLASS_NAMES[fetchNum], dstFormat);
- HRESULT hr = m_classLinkage->CreateClassInstance(
- FETCH_CLASS_NAMES[fetchNum], 0, 0, 0, 0, &m_fetchClass[fetchNum]);
- CHECK(SUCCEEDED(hr), "create fetch class instance");
- }
- if (!m_scaledFetchClass[scaledFetchNum])
- {
- INFO_LOG(VIDEO, "Creating %s class instance for encoder 0x%X",
- SCALEDFETCH_CLASS_NAMES[scaledFetchNum], dstFormat);
- HRESULT hr = m_classLinkage->CreateClassInstance(
- SCALEDFETCH_CLASS_NAMES[scaledFetchNum], 0, 0, 0, 0,
- &m_scaledFetchClass[scaledFetchNum]);
- CHECK(SUCCEEDED(hr), "create scaled fetch class instance");
- }
- if (!m_intensityClass[intensityNum])
- {
- INFO_LOG(VIDEO, "Creating %s class instance for encoder 0x%X",
- INTENSITY_CLASS_NAMES[intensityNum], dstFormat);
- HRESULT hr = m_classLinkage->CreateClassInstance(
- INTENSITY_CLASS_NAMES[intensityNum], 0, 0, 0, 0,
- &m_intensityClass[intensityNum]);
- CHECK(SUCCEEDED(hr), "create intensity class instance");
- }
- if (!m_generatorClass[generatorNum])
- {
- INFO_LOG(VIDEO, "Creating %s class instance for encoder 0x%X",
- generatorName, dstFormat);
- HRESULT hr = m_classLinkage->CreateClassInstance(
- generatorName, 0, 0, 0, 0, &m_generatorClass[generatorNum]);
- CHECK(SUCCEEDED(hr), "create generator class instance");
- }
-
- // Assemble dynamic linkage array
- if (m_fetchSlot != UINT(-1))
- m_linkageArray[m_fetchSlot] = m_fetchClass[fetchNum];
- if (m_scaledFetchSlot != UINT(-1))
- m_linkageArray[m_scaledFetchSlot] = m_scaledFetchClass[scaledFetchNum];
- if (m_intensitySlot != UINT(-1))
- m_linkageArray[m_intensitySlot] = m_intensityClass[intensityNum];
- if (m_generatorSlot != UINT(-1))
- m_linkageArray[m_generatorSlot] = m_generatorClass[generatorNum];
-
- D3D::stateman->SetPixelShaderDynamic(m_dynamicShader,
- m_linkageArray.empty() ? nullptr : &m_linkageArray[0],
- (UINT)m_linkageArray.size());
-
- return true;
+ return it->second;
}
}
diff --git a/Source/Core/VideoBackends/D3D/PSTextureEncoder.h b/Source/Core/VideoBackends/D3D/PSTextureEncoder.h
index c14020acfe..21c927c6e5 100644
--- a/Source/Core/VideoBackends/D3D/PSTextureEncoder.h
+++ b/Source/Core/VideoBackends/D3D/PSTextureEncoder.h
@@ -24,9 +24,7 @@ namespace DX11
class PSTextureEncoder : public TextureEncoder
{
-
public:
-
PSTextureEncoder();
void Init();
@@ -36,25 +34,14 @@ public:
bool isIntensity, bool scaleByHalf);
private:
-
bool m_ready;
ID3D11Texture2D* m_out;
ID3D11RenderTargetView* m_outRTV;
ID3D11Texture2D* m_outStage;
ID3D11Buffer* m_encodeParams;
- ID3D11Buffer* m_quad;
- ID3D11VertexShader* m_vShader;
- ID3D11InputLayout* m_quadLayout;
- ID3D11BlendState* m_efbEncodeBlendState;
- ID3D11DepthStencilState* m_efbEncodeDepthState;
- ID3D11RasterizerState* m_efbEncodeRastState;
- ID3D11SamplerState* m_efbSampler;
- // Stuff only used in static-linking mode (SM4.0-compatible)
-
- bool InitStaticMode();
- bool SetStaticShader(unsigned int dstFormat,
+ ID3D11PixelShader* SetStaticShader(unsigned int dstFormat,
PEControl::PixelFormat srcFormat, bool isIntensity, bool scaleByHalf);
typedef unsigned int ComboKey; // Key for a shader combination
@@ -69,35 +56,6 @@ private:
typedef std::map ComboMap;
ComboMap m_staticShaders;
-
- // Stuff only used for dynamic-linking mode (SM5.0+, available as soon as
- // Microsoft fixes their bloody HLSL compiler)
-
- bool InitDynamicMode();
- bool SetDynamicShader(unsigned int dstFormat,
- PEControl::PixelFormat srcFormat, bool isIntensity, bool scaleByHalf);
-
- ID3D11PixelShader* m_dynamicShader;
- ID3D11ClassLinkage* m_classLinkage;
-
- // Interface slots
- UINT m_fetchSlot;
- UINT m_scaledFetchSlot;
- UINT m_intensitySlot;
- UINT m_generatorSlot;
-
- // Class instances
- // Fetch: 0 is RGB, 1 is RGBA, 2 is RGB565, 3 is Z
- ID3D11ClassInstance* m_fetchClass[4];
- // ScaledFetch: 0 is off, 1 is on
- ID3D11ClassInstance* m_scaledFetchClass[2];
- // Intensity: 0 is off, 1 is on
- ID3D11ClassInstance* m_intensityClass[2];
- // Generator: one for each dst format, 16 total
- ID3D11ClassInstance* m_generatorClass[16];
-
- std::vector m_linkageArray;
-
};
}
diff --git a/Source/Core/VideoCommon/TextureConversionShader.cpp b/Source/Core/VideoCommon/TextureConversionShader.cpp
index 8734eb42c3..3e09113518 100644
--- a/Source/Core/VideoCommon/TextureConversionShader.cpp
+++ b/Source/Core/VideoCommon/TextureConversionShader.cpp
@@ -70,21 +70,24 @@ static void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
WRITE(p, " out vec4 ocol0;\n");
WRITE(p, "void main()\n");
+ WRITE(p, "{\n"
+ " int2 sampleUv;\n"
+ " int2 uv1 = int2(gl_FragCoord.xy);\n"
+ );
}
else // D3D
{
- WRITE(p,"sampler samp0 : register(s0);\n");
+ WRITE(p, "sampler samp0 : register(s0);\n");
WRITE(p, "Texture2D Tex0 : register(t0);\n");
- WRITE(p,"void main(\n");
- WRITE(p," out float4 ocol0 : SV_Target)\n");
+ WRITE(p, "void main(\n");
+ WRITE(p, " out float4 ocol0 : SV_Target, in float4 rawpos : SV_Position)\n");
+ WRITE(p, "{\n"
+ " int2 sampleUv;\n"
+ " int2 uv1 = int2((rawpos + 1) / 2 * float2(640, 528));\n"
+ );
}
- WRITE(p, "{\n"
- " int2 sampleUv;\n"
- " int2 uv1 = int2(gl_FragCoord.xy);\n"
- );
-
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));
@@ -116,9 +119,18 @@ static void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
static void WriteSampleColor(char*& p, const char* colorComp, const char* dest, int xoffset, API_TYPE ApiType)
{
- WRITE(p, " %s = texture(samp0, float3(uv0 + float2(%d, 0) * sample_offset, 0.0)).%s;\n",
- dest, xoffset, colorComp
- );
+ if (ApiType == API_OPENGL)
+ {
+ WRITE(p, " %s = texture(samp0, float3(uv0 + float2(%d, 0) * sample_offset, 0.0)).%s;\n",
+ dest, xoffset, colorComp
+ );
+ }
+ else
+ {
+ WRITE(p, " %s = Tex0.Sample(samp0, float3(uv0 + float2(%d, 0) * sample_offset, 0.0)).%s;\n",
+ dest, xoffset, colorComp
+ );
+ }
}
static void WriteColorToIntensity(char*& p, const char* src, const char* dest)
@@ -134,6 +146,7 @@ static void WriteColorToIntensity(char*& p, const char* src, const char* dest)
static void WriteToBitDepth(char*& p, u8 depth, const char* src, const char* dest)
{
+ //WRITE(p, " ocol0 = float4(1,1,1,1;\n");
WRITE(p, " %s = floor(%s * 255.0 / exp2(8.0 - %d.0));\n", dest, src, depth);
}