// Copyright (C) 2003-2000 Dolphin Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #include #include #include "Common.h" #include "TextureConversionShader.h" #include "TextureDecoder.h" #include "PixelShaderManager.h" #include "PixelShaderGen.h" #include "BPMemory.h" #define WRITE p+=sprintf static char text[16384]; namespace TextureConversionShader { u16 GetEncodedSampleCount(u32 format) { switch (format) { case GX_TF_I4: return 8; case GX_TF_I8: return 4; case GX_TF_IA4: return 4; case GX_TF_IA8: return 2; case GX_TF_RGB565: return 2; case GX_TF_RGB5A3: return 2; case GX_TF_RGBA8: return 1; case GX_CTF_R4: return 8; case GX_CTF_RA4: return 4; case GX_CTF_RA8: return 2; case GX_CTF_A8: return 4; case GX_CTF_R8: return 4; case GX_CTF_G8: return 4; case GX_CTF_B8: return 4; case GX_CTF_RG8: return 2; case GX_CTF_GB8: return 2; case GX_TF_Z8: return 4; case GX_TF_Z16: return 2; case GX_TF_Z24X8: return 1; case GX_CTF_Z4: return 8; case GX_CTF_Z8M: return 4; case GX_CTF_Z8L: return 4; case GX_CTF_Z16L: return 2; default: return 1; } } // block dimensions : widthStride, heightStride // texture dims : width, height, x offset, y offset void WriteSwizzler(char*& p, u32 format) { WRITE(p, "uniform float4 blkDims : register(c%d);\n", C_COLORMATRIX); WRITE(p, "uniform float4 textureDims : register(c%d);\n", C_COLORMATRIX + 1); float blkW = (float)TexDecoder_GetBlockWidthInTexels(format); float blkH = (float)TexDecoder_GetBlockHeightInTexels(format); float samples = (float)GetEncodedSampleCount(format); WRITE(p, "uniform samplerRECT samp0 : register(s0);\n" "void main(\n" " out float4 ocol0 : COLOR0,\n" " in float2 uv0 : TEXCOORD0)\n" "{\n" " float2 sampleUv;\n" " float2 uv1 = floor(uv0);\n"); WRITE(p, " uv1.x = uv1.x * %f;\n", samples); WRITE(p, " float xl = floor(uv1.x / %f);\n", blkW); WRITE(p, " float xib = uv1.x - (xl * %f);\n", blkW); WRITE(p, " float yl = floor(uv1.y / %f);\n", blkH); WRITE(p, " float yb = yl * %f;\n", blkH); WRITE(p, " float yoff = uv1.y - yb;\n"); WRITE(p, " float xp = uv1.x + (yoff * textureDims.x);\n"); WRITE(p, " float xel = floor(xp / %f);\n", blkW); WRITE(p, " float xb = floor(xel / %f);\n", blkH); WRITE(p, " float xoff = xel - (xb * %f);\n", blkH); WRITE(p, " sampleUv.x = xib + (xb * %f);\n", blkW); WRITE(p, " sampleUv.y = yb + xoff;\n"); WRITE(p, " sampleUv = sampleUv * blkDims.xy;\n" " sampleUv.y = textureDims.y - sampleUv.y;\n" " sampleUv.x = sampleUv.x + textureDims.z;\n" " sampleUv.y = sampleUv.y + textureDims.w;\n"); } // block dimensions : widthStride, heightStride // texture dims : width, height, x offset, y offset void Write32BitSwizzler(char*& p, u32 format) { WRITE(p, "uniform float4 blkDims : register(c%d);\n", C_COLORMATRIX); WRITE(p, "uniform float4 textureDims : register(c%d);\n", C_COLORMATRIX + 1); float blkW = (float)TexDecoder_GetBlockWidthInTexels(format); float blkH = (float)TexDecoder_GetBlockHeightInTexels(format); // 32 bit textures (RGBA8 and Z24) are store in 2 cache line increments WRITE(p, "uniform samplerRECT samp0 : register(s0);\n" "void main(\n" " out float4 ocol0 : COLOR0,\n" " in float2 uv0 : TEXCOORD0)\n" "{\n" " float2 sampleUv;\n" " float2 uv1 = floor(uv0);\n"); WRITE(p, " float yl = floor(uv1.y / %f);\n", blkH); WRITE(p, " float yb = yl * %f;\n", blkH); WRITE(p, " float yoff = uv1.y - yb;\n"); WRITE(p, " float xp = uv1.x + (yoff * textureDims.x);\n"); WRITE(p, " float xel = floor(xp / 2);\n"); WRITE(p, " float xb = floor(xel / %f);\n", blkH); WRITE(p, " float xoff = xel - (xb * %f);\n", blkH); WRITE(p, " float x2 = uv1.x * 2;\n"); WRITE(p, " float xl = floor(x2 / %f);\n", blkW); WRITE(p, " float xib = x2 - (xl * %f);\n", blkW); WRITE(p, " float halfxb = floor(xb / 2);\n"); WRITE(p, " sampleUv.x = xib + (halfxb * %f);\n", blkW); WRITE(p, " sampleUv.y = yb + xoff;\n"); WRITE(p, " sampleUv = sampleUv * blkDims.xy;\n"); WRITE(p, " sampleUv.y = textureDims.y - sampleUv.y;\n"); WRITE(p, " sampleUv.x = sampleUv.x + textureDims.z;\n"); WRITE(p, " sampleUv.y = sampleUv.y + textureDims.w;\n"); } void WriteSampleColor(char*& p, const char* colorComp, const char* dest) { WRITE(p, " %s = texRECT(samp0, sampleUv).%s;\n", dest, colorComp); } void WriteColorToIntensity(char*& p, const char* src, const char* dest) { WRITE(p, " %s = (0.257f * %s.r) + (0.504f * %s.g) + (0.098f * %s.b) + 0.0625f;\n", dest, src, src, src); } void WriteIncrementSampleX(char*& p) { WRITE(p, " sampleUv.x = sampleUv.x + blkDims.x;\n"); } void WriteToBitDepth(char*& p, u8 depth, const char* src, const char* dest) { float result = pow(2.0f, depth) - 1.0f; WRITE(p, " %s = floor(%s * %ff);\n", dest, src, result); } void WriteI8Encoder(char* p) { WriteSwizzler(p, GX_TF_I8); WRITE(p, " float3 texSample;\n"); WriteSampleColor(p, "rgb", "texSample"); WriteColorToIntensity(p, "texSample", "ocol0.b"); WriteIncrementSampleX(p); WriteSampleColor(p, "rgb", "texSample"); WriteColorToIntensity(p, "texSample", "ocol0.g"); WriteIncrementSampleX(p); WriteSampleColor(p, "rgb", "texSample"); WriteColorToIntensity(p, "texSample", "ocol0.r"); WriteIncrementSampleX(p); WriteSampleColor(p, "rgb", "texSample"); WriteColorToIntensity(p, "texSample", "ocol0.a"); WRITE(p, "}\n"); } void WriteI4Encoder(char* p) { WriteSwizzler(p, GX_TF_I4); WRITE(p, " float3 texSample;\n"); WRITE(p, " float4 color0;\n"); WRITE(p, " float4 color1;\n"); WriteSampleColor(p, "rgb", "texSample"); WriteColorToIntensity(p, "texSample", "color0.b"); WriteIncrementSampleX(p); WriteSampleColor(p, "rgb", "texSample"); WriteColorToIntensity(p, "texSample", "color1.b"); WriteIncrementSampleX(p); WriteSampleColor(p, "rgb", "texSample"); WriteColorToIntensity(p, "texSample", "color0.g"); WriteIncrementSampleX(p); WriteSampleColor(p, "rgb", "texSample"); WriteColorToIntensity(p, "texSample", "color1.g"); WriteIncrementSampleX(p); WriteSampleColor(p, "rgb", "texSample"); WriteColorToIntensity(p, "texSample", "color0.r"); WriteIncrementSampleX(p); WriteSampleColor(p, "rgb", "texSample"); WriteColorToIntensity(p, "texSample", "color1.r"); WriteIncrementSampleX(p); WriteSampleColor(p, "rgb", "texSample"); WriteColorToIntensity(p, "texSample", "color0.a"); WriteIncrementSampleX(p); WriteSampleColor(p, "rgb", "texSample"); WriteColorToIntensity(p, "texSample", "color1.a"); WriteToBitDepth(p, 4, "color0", "color0"); WriteToBitDepth(p, 4, "color1", "color1"); WRITE(p, " ocol0 = (color0 * 16.0f + color1) / 255.0f;\n"); WRITE(p, "}\n"); } void WriteIA8Encoder(char* p) { WriteSwizzler(p, GX_TF_IA8); WRITE(p, " float4 texSample;\n"); WriteSampleColor(p, "rgba", "texSample"); WRITE(p, " ocol0.b = texSample.a;\n"); WriteColorToIntensity(p, "texSample", "ocol0.g"); WriteIncrementSampleX(p); WriteSampleColor(p, "rgba", "texSample"); WRITE(p, " ocol0.r = texSample.a;\n"); WriteColorToIntensity(p, "texSample", "ocol0.a"); WRITE(p, "}\n"); } void WriteIA4Encoder(char* p) { WriteSwizzler(p, GX_TF_IA4); WRITE(p, " float4 texSample;\n"); WRITE(p, " float4 color0;\n"); WRITE(p, " float4 color1;\n"); WriteSampleColor(p, "rgba", "texSample"); WRITE(p, " color0.b = texSample.a;\n"); WriteColorToIntensity(p, "texSample", "color1.b"); WriteIncrementSampleX(p); WriteSampleColor(p, "rgba", "texSample"); WRITE(p, " color0.g = texSample.a;\n"); WriteColorToIntensity(p, "texSample", "color1.g"); WriteIncrementSampleX(p); WriteSampleColor(p, "rgba", "texSample"); WRITE(p, " color0.r = texSample.a;\n"); WriteColorToIntensity(p, "texSample", "color1.r"); WriteIncrementSampleX(p); WriteSampleColor(p, "rgba", "texSample"); WRITE(p, " color0.a = texSample.a;\n"); WriteColorToIntensity(p, "texSample", "color1.a"); WriteToBitDepth(p, 4, "color0", "color0"); WriteToBitDepth(p, 4, "color1", "color1"); WRITE(p, " ocol0 = (color0 * 16.0f + color1) / 255.0f;\n"); WRITE(p, "}\n"); } void WriteRGB565Encoder(char* p) { WriteSwizzler(p, GX_TF_RGB565); WRITE(p, " float3 texSample;\n"); WRITE(p, " float gInt;\n"); WRITE(p, " float gUpper;\n"); WRITE(p, " float gLower;\n"); WriteSampleColor(p, "rgb", "texSample"); WriteToBitDepth(p, 6, "texSample.g", "gInt"); WRITE(p, " gUpper = floor(gInt / 8.0f);\n"); WRITE(p, " gLower = gInt - gUpper * 8.0f;\n"); WriteToBitDepth(p, 5, "texSample.r", "ocol0.b"); WRITE(p, " ocol0.b = ocol0.b * 8.0f + gUpper;\n"); WriteToBitDepth(p, 5, "texSample.b", "ocol0.g"); WRITE(p, " ocol0.g = ocol0.g + gLower * 32.0f;\n"); WriteIncrementSampleX(p); WriteSampleColor(p, "rgb", "texSample"); WriteToBitDepth(p, 6, "texSample.g", "gInt"); WRITE(p, " gUpper = floor(gInt / 8.0f);\n"); WRITE(p, " gLower = gInt - gUpper * 8.0f;\n"); WriteToBitDepth(p, 5, "texSample.r", "ocol0.r"); WRITE(p, " ocol0.r = ocol0.r * 8.0f + gUpper;\n"); WriteToBitDepth(p, 5, "texSample.b", "ocol0.a"); WRITE(p, " ocol0.a = ocol0.a + gLower * 32.0f;\n"); WRITE(p, " ocol0 = ocol0 / 255.0f;\n"); WRITE(p, "}\n"); } void WriteRGB5A3Encoder(char* p) { WriteSwizzler(p, GX_TF_RGB5A3); WRITE(p, " float4 texSample;\n"); WRITE(p, " float color0;\n"); WRITE(p, " float gUpper;\n"); WRITE(p, " float gLower;\n"); WriteSampleColor(p, "rgba", "texSample"); // 0.8784 = 224 / 255 which is the maximum alpha value that can be represented in 3 bits WRITE(p, "if(texSample.a > 0.878f) {\n"); WriteToBitDepth(p, 5, "texSample.g", "color0"); WRITE(p, " gUpper = floor(color0 / 8.0f);\n"); WRITE(p, " gLower = color0 - gUpper * 8.0f;\n"); WriteToBitDepth(p, 5, "texSample.r", "ocol0.b"); WRITE(p, " ocol0.b = ocol0.b * 4.0f + gUpper + 128.0f;\n"); WriteToBitDepth(p, 5, "texSample.b", "ocol0.g"); WRITE(p, " ocol0.g = ocol0.g + gLower * 32.0f;\n"); WRITE(p, "} else {\n"); WriteToBitDepth(p, 4, "texSample.r", "ocol0.b"); WriteToBitDepth(p, 4, "texSample.b", "ocol0.g"); WriteToBitDepth(p, 3, "texSample.a", "color0"); WRITE(p, "ocol0.b = ocol0.b + color0 * 16.0f;\n"); WriteToBitDepth(p, 4, "texSample.g", "color0"); WRITE(p, "ocol0.g = ocol0.g + color0 * 16.0f;\n"); WRITE(p, "}\n"); WriteIncrementSampleX(p); WriteSampleColor(p, "rgba", "texSample"); WRITE(p, "if(texSample.a > 0.878f) {\n"); WriteToBitDepth(p, 5, "texSample.g", "color0"); WRITE(p, " gUpper = floor(color0 / 8.0f);\n"); WRITE(p, " gLower = color0 - gUpper * 8.0f;\n"); WriteToBitDepth(p, 5, "texSample.r", "ocol0.r"); WRITE(p, " ocol0.r = ocol0.r * 4.0f + gUpper + 128.0f;\n"); WriteToBitDepth(p, 5, "texSample.b", "ocol0.a"); WRITE(p, " ocol0.a = ocol0.a + gLower * 32.0f;\n"); WRITE(p, "} else {\n"); WriteToBitDepth(p, 4, "texSample.r", "ocol0.r"); WriteToBitDepth(p, 4, "texSample.b", "ocol0.a"); WriteToBitDepth(p, 3, "texSample.a", "color0"); WRITE(p, "ocol0.r = ocol0.r + color0 * 16.0f;\n"); WriteToBitDepth(p, 4, "texSample.g", "color0"); WRITE(p, "ocol0.a = ocol0.a + color0 * 16.0f;\n"); WRITE(p, "}\n"); WRITE(p, " ocol0 = ocol0 / 255.0f;\n"); WRITE(p, "}\n"); } void WriteRGBA4443Encoder(char* p) { WriteSwizzler(p, GX_TF_RGB5A3); WRITE(p, " float4 texSample;\n"); WRITE(p, " float4 color0;\n"); WRITE(p, " float4 color1;\n"); WriteSampleColor(p, "rgba", "texSample"); WriteToBitDepth(p, 3, "texSample.a", "color0.b"); WriteToBitDepth(p, 4, "texSample.r", "color1.b"); WriteToBitDepth(p, 4, "texSample.g", "color0.g"); WriteToBitDepth(p, 4, "texSample.b", "color1.g"); WriteIncrementSampleX(p); WriteSampleColor(p, "rgba", "texSample"); WriteToBitDepth(p, 3, "texSample.a", "color0.r"); WriteToBitDepth(p, 4, "texSample.r", "color1.r"); WriteToBitDepth(p, 4, "texSample.g", "color0.a"); WriteToBitDepth(p, 4, "texSample.b", "color1.a"); WRITE(p, " ocol0 = (color0 * 16.0f + color1) / 255.0f;\n"); WRITE(p, "}\n"); } void WriteRGBA8Encoder(char* p) { Write32BitSwizzler(p, GX_TF_RGBA8); WRITE(p, " float cl1 = xb - (halfxb * 2);\n"); WRITE(p, " float cl0 = 1.0f - cl1;\n"); WRITE(p, " float4 texSample;\n"); WRITE(p, " float4 color0;\n"); WRITE(p, " float4 color1;\n"); WriteSampleColor(p, "rgba", "texSample"); WRITE(p, " color0.b = texSample.a;\n"); WRITE(p, " color0.g = texSample.r;\n"); WRITE(p, " color1.b = texSample.g;\n"); WRITE(p, " color1.g = texSample.b;\n"); WriteIncrementSampleX(p); WriteSampleColor(p, "rgba", "texSample"); WRITE(p, " color0.r = texSample.a;\n"); WRITE(p, " color0.a = texSample.r;\n"); WRITE(p, " color1.r = texSample.g;\n"); WRITE(p, " color1.a = texSample.b;\n"); WRITE(p, " ocol0 = (cl0 * color0) + (cl1 * color1);\n"); WRITE(p, "}\n"); } void WriteC4Encoder(char* p, const char* comp) { WriteSwizzler(p, GX_CTF_R4); WRITE(p, " float4 color0;\n"); WRITE(p, " float4 color1;\n"); WriteSampleColor(p, comp, "color0.b"); WriteIncrementSampleX(p); WriteSampleColor(p, comp, "color1.b"); WriteIncrementSampleX(p); WriteSampleColor(p, comp, "color0.g"); WriteIncrementSampleX(p); WriteSampleColor(p, comp, "color1.g"); WriteIncrementSampleX(p); WriteSampleColor(p, comp, "color0.r"); WriteIncrementSampleX(p); WriteSampleColor(p, comp, "color1.r"); WriteIncrementSampleX(p); WriteSampleColor(p, comp, "color0.a"); WriteIncrementSampleX(p); WriteSampleColor(p, comp, "color1.a"); WriteToBitDepth(p, 4, "color0", "color0"); WriteToBitDepth(p, 4, "color1", "color1"); WRITE(p, " ocol0 = (color0 * 16.0f + color1) / 255.0f;\n"); WRITE(p, "}\n"); } void WriteC8Encoder(char* p, const char* comp) { WriteSwizzler(p, GX_CTF_R8); WriteSampleColor(p, comp, "ocol0.b"); WriteIncrementSampleX(p); WriteSampleColor(p, comp, "ocol0.g"); WriteIncrementSampleX(p); WriteSampleColor(p, comp, "ocol0.r"); WriteIncrementSampleX(p); WriteSampleColor(p, comp, "ocol0.a"); WRITE(p, "}\n"); } void WriteCC4Encoder(char* p, const char* comp) { WriteSwizzler(p, GX_CTF_RA4); WRITE(p, " float2 texSample;\n"); WRITE(p, " float4 color0;\n"); WRITE(p, " float4 color1;\n"); WriteSampleColor(p, comp, "texSample"); WRITE(p, " color0.b = texSample.x;\n"); WRITE(p, " color1.b = texSample.y;\n"); WriteIncrementSampleX(p); WriteSampleColor(p, comp, "texSample"); WRITE(p, " color0.g = texSample.x;\n"); WRITE(p, " color1.g = texSample.y;\n"); WriteIncrementSampleX(p); WriteSampleColor(p, comp, "texSample"); WRITE(p, " color0.r = texSample.x;\n"); WRITE(p, " color1.r = texSample.y;\n"); WriteIncrementSampleX(p); WriteSampleColor(p, comp, "texSample"); WRITE(p, " color0.a = texSample.x;\n"); WRITE(p, " color1.a = texSample.y;\n"); WriteToBitDepth(p, 4, "color0", "color0"); WriteToBitDepth(p, 4, "color1", "color1"); WRITE(p, " ocol0 = (color0 * 16.0f + color1) / 255.0f;\n"); WRITE(p, "}\n"); } void WriteCC8Encoder(char* p, const char* comp) { WriteSwizzler(p, GX_CTF_RA8); WriteSampleColor(p, comp, "ocol0.bg"); WriteIncrementSampleX(p); WriteSampleColor(p, comp, "ocol0.ra"); WRITE(p, "}\n"); } void WriteZ8Encoder(char* p, const char* multiplier) { WriteSwizzler(p, GX_CTF_Z8M); WRITE(p, " float depth;\n"); WriteSampleColor(p, "b", "depth"); WRITE(p, "ocol0.b = frac(depth * %s);\n", multiplier); WriteIncrementSampleX(p); WriteSampleColor(p, "b", "depth"); WRITE(p, "ocol0.g = frac(depth * %s);\n", multiplier); WriteIncrementSampleX(p); WriteSampleColor(p, "b", "depth"); WRITE(p, "ocol0.r = frac(depth * %s);\n", multiplier); WriteIncrementSampleX(p); WriteSampleColor(p, "b", "depth"); WRITE(p, "ocol0.a = frac(depth * %s);\n", multiplier); WRITE(p, "}\n"); } void WriteZ16Encoder(char* p) { WriteSwizzler(p, GX_TF_Z16); WRITE(p, " float depth;\n"); // byte order is reversed WriteSampleColor(p, "b", "depth"); WRITE(p, " ocol0.b = frac(depth * 256.0f);\n"); WRITE(p, " ocol0.g = depth;\n"); WriteIncrementSampleX(p); WriteSampleColor(p, "b", "depth"); WRITE(p, " ocol0.r = frac(depth * 256.0f);\n"); WRITE(p, " ocol0.a = depth;\n"); WRITE(p, "}\n"); } void WriteZ16LEncoder(char* p) { WriteSwizzler(p, GX_CTF_Z16L); WRITE(p, " float depth;\n"); // byte order is reversed WriteSampleColor(p, "b", "depth"); WRITE(p, " ocol0.b = frac(depth * 65536.0f);\n"); WRITE(p, " ocol0.g = frac(depth * 256.0f);\n"); WriteIncrementSampleX(p); WriteSampleColor(p, "b", "depth"); WRITE(p, " ocol0.r = frac(depth * 65536.0f);\n"); WRITE(p, " ocol0.a = frac(depth * 256.0f);\n"); WRITE(p, "}\n"); } void WriteZ24Encoder(char* p) { Write32BitSwizzler(p, GX_TF_Z24X8); WRITE(p, " float cl = xb - (halfxb * 2);\n"); WRITE(p, " float depth0;\n"); WRITE(p, " float depth1;\n"); WriteSampleColor(p, "b", "depth0"); WriteIncrementSampleX(p); WriteSampleColor(p, "b", "depth1"); WRITE(p, " if(cl > 0.5f) {\n"); // upper 16 WRITE(p, " ocol0.b = frac(depth0 * 256.0f);\n"); WRITE(p, " ocol0.g = depth0;\n"); WRITE(p, " ocol0.r = frac(depth1 * 256.0f);\n"); WRITE(p, " ocol0.a = depth1;\n"); WRITE(p, " } else {\n"); // lower 8 WRITE(p, " ocol0.b = 1.0f;\n"); WRITE(p, " ocol0.g = frac(depth0 * 65536.0f);\n"); WRITE(p, " ocol0.r = 1.0f;\n"); WRITE(p, " ocol0.a = frac(depth0 * 65536.0f);\n"); WRITE(p, " }\n" "}\n"); } const char *GenerateEncodingShader(u32 format) { text[sizeof(text) - 1] = 0x7C; // canary char *p = text; switch(format) { case GX_TF_I4: WriteI4Encoder(p); break; case GX_TF_I8: WriteI8Encoder(p); break; case GX_TF_IA4: WriteIA4Encoder(p); break; case GX_TF_IA8: WriteIA8Encoder(p); break; case GX_TF_RGB565: WriteRGB565Encoder(p); break; case GX_TF_RGB5A3: WriteRGB5A3Encoder(p); break; case GX_TF_RGBA8: WriteRGBA8Encoder(p); break; case GX_CTF_R4: WriteC4Encoder(p, "r"); break; case GX_CTF_RA4: WriteCC4Encoder(p, "ar"); break; case GX_CTF_RA8: WriteCC8Encoder(p, "ar"); break; case GX_CTF_A8: WriteC8Encoder(p, "a"); break; case GX_CTF_R8: WriteC8Encoder(p, "r"); break; case GX_CTF_G8: WriteC8Encoder(p, "g"); break; case GX_CTF_B8: WriteC8Encoder(p, "b"); break; case GX_CTF_RG8: WriteCC8Encoder(p, "rg"); break; case GX_CTF_GB8: WriteCC8Encoder(p, "gb"); break; case GX_TF_Z8: WriteC8Encoder(p, "b"); break; case GX_TF_Z16: WriteZ16Encoder(p); break; case GX_TF_Z24X8: WriteZ24Encoder(p); break; case GX_CTF_Z4: WriteC4Encoder(p, "b"); break; case GX_CTF_Z8M: WriteZ8Encoder(p, "256.0f"); break; case GX_CTF_Z8L: WriteZ8Encoder(p, "65536.0f" ); break; case GX_CTF_Z16L: WriteZ16LEncoder(p); break; default: PanicAlert("Unknown texture copy format: 0x%x\n", format); break; } if (text[sizeof(text) - 1] != 0x7C) PanicAlert("TextureConversionShader generator - buffer too small, canary has been eaten!"); return text; } void SetShaderParameters(float width, float height, float offsetX, float offsetY, float widthStride, float heightStride) { SetPSConstant4f(C_COLORMATRIX, widthStride, heightStride, 0.0f, 0.0f); SetPSConstant4f(C_COLORMATRIX + 1, width, (height - 1), offsetX, offsetY); } } // namespace