GS/DX11: Implement automatic/manual LOD in pixel shader

This commit is contained in:
Connor McLaughlin 2022-01-09 16:46:40 +10:00 committed by lightningterror
parent 568d9a3e30
commit 0f5b17de0f
3 changed files with 38 additions and 18 deletions

View File

@ -54,6 +54,8 @@
#define PS_DITHER 0
#define PS_ZCLAMP 0
#define PS_SCANMSK 0
#define PS_AUTOMATIC_LOD 0
#define PS_MANUAL_LOD 0
#endif
#define SW_BLEND (PS_BLEND_A || PS_BLEND_B || PS_BLEND_D)
@ -139,7 +141,7 @@ cbuffer cb1
float4x4 DitherMatrix;
};
float4 sample_c(float2 uv)
float4 sample_c(float2 uv, float uv_w)
{
if (PS_POINT_SAMPLER)
{
@ -151,7 +153,25 @@ float4 sample_c(float2 uv)
// As of 2018 this issue is still present.
uv = (trunc(uv * WH.zw) + float2(0.5, 0.5)) / WH.zw;
}
#if PS_AUTOMATIC_LOD == 1
return Texture.Sample(TextureSampler, uv);
#elif PS_MANUAL_LOD == 1
// FIXME add LOD: K - ( LOG2(Q) * (1 << L))
float K = MinMax.x;
float L = MinMax.y;
float bias = MinMax.z;
float max_lod = MinMax.w;
float gs_lod = K - log2(abs(uv_w)) * L;
// FIXME max useful ?
//float lod = max(min(gs_lod, max_lod) - bias, 0.0f);
float lod = min(gs_lod, max_lod) - bias;
return Texture.SampleLevel(TextureSampler, uv, lod);
#else
return Texture.SampleLevel(TextureSampler, uv, 0); // No lod
#endif
}
float4 sample_p(float u)
@ -213,26 +233,26 @@ float4 clamp_wrap_uv(float4 uv)
return uv;
}
float4x4 sample_4c(float4 uv)
float4x4 sample_4c(float4 uv, float uv_w)
{
float4x4 c;
c[0] = sample_c(uv.xy);
c[1] = sample_c(uv.zy);
c[2] = sample_c(uv.xw);
c[3] = sample_c(uv.zw);
c[0] = sample_c(uv.xy, uv_w);
c[1] = sample_c(uv.zy, uv_w);
c[2] = sample_c(uv.xw, uv_w);
c[3] = sample_c(uv.zw, uv_w);
return c;
}
float4 sample_4_index(float4 uv)
float4 sample_4_index(float4 uv, float uv_w)
{
float4 c;
c.x = sample_c(uv.xy).a;
c.y = sample_c(uv.zy).a;
c.z = sample_c(uv.xw).a;
c.w = sample_c(uv.zw).a;
c.x = sample_c(uv.xy, uv_w).a;
c.y = sample_c(uv.zy, uv_w).a;
c.z = sample_c(uv.xw, uv_w).a;
c.w = sample_c(uv.zw, uv_w).a;
// Denormalize value
uint4 i = uint4(c * 255.0f + 0.5f);
@ -481,7 +501,7 @@ float4 fetch_gXbY(int2 xy)
}
}
float4 sample_color(float2 st)
float4 sample_color(float2 st, float uv_w)
{
#if PS_TCOFFSETHACK
st += TC_OffsetHack.xy;
@ -493,7 +513,7 @@ float4 sample_color(float2 st)
if (PS_LTF == 0 && PS_AEM_FMT == FMT_32 && PS_PAL_FMT == 0 && PS_WMS < 2 && PS_WMT < 2)
{
c[0] = sample_c(st);
c[0] = sample_c(st, uv_w);
}
else
{
@ -517,9 +537,9 @@ float4 sample_color(float2 st)
uv = clamp_wrap_uv(uv);
#if PS_PAL_FMT != 0
c = sample_4p(sample_4_index(uv));
c = sample_4p(sample_4_index(uv, uv_w));
#else
c = sample_4c(uv);
c = sample_4c(uv, uv_w);
#endif
}
@ -644,7 +664,7 @@ float4 ps_color(PS_INPUT input)
#elif PS_DEPTH_FMT > 0
float4 T = sample_depth(st_int, input.p.xy);
#else
float4 T = sample_color(st);
float4 T = sample_color(st, input.t.w);
#endif
float4 C = tfx(T, input.c);

View File

@ -1383,8 +1383,6 @@ static void preprocessSel(GSDevice11::PSSelector& sel)
ASSERT(sel.date == 0); // In-shader destination alpha not supported and shouldn't be sent
ASSERT(sel.write_rg == 0); // Not supported, shouldn't be sent
ASSERT(sel.tex_is_fb == 0); // Not supported, shouldn't be sent
sel.automatic_lod = 0; // Not currently supported in DX11
sel.manual_lod = 0; // Not currently supported in DX11
}
void GSDevice11::RenderHW(GSHWDrawConfig& config)

View File

@ -192,6 +192,8 @@ void GSDevice11::SetupPS(PSSelector sel, const GSHWDrawConfig::PSConstantBuffer*
sm.AddMacro("PS_DITHER", sel.dither);
sm.AddMacro("PS_ZCLAMP", sel.zclamp);
sm.AddMacro("PS_SCANMSK", sel.scanmsk);
sm.AddMacro("PS_AUTOMATIC_LOD", sel.automatic_lod);
sm.AddMacro("PS_MANUAL_LOD", sel.manual_lod);
wil::com_ptr_nothrow<ID3D11PixelShader> ps;
CreateShader(m_tfx_source, "tfx.fx", nullptr, "ps_main", sm.GetPtr(), ps.put());