mirror of https://github.com/PCSX2/pcsx2.git
GSdx:
Finish up my scanlines attempt. Now the 2 old shaders are back in and all 3 cycle on F7. git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5809 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -106,7 +106,7 @@ void GSDevice::Present(const GSVector4i& r, int shader)
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if(m_current)
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if(m_current)
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{
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{
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static int s_shader[3] = {0, 5, 6}; // FIXME
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static int s_shader[4] = {0, 5, 6, 8}; // FIXME
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Present(m_current, m_backbuffer, GSVector4(r), s_shader[shader]);
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Present(m_current, m_backbuffer, GSVector4(r), s_shader[shader]);
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}
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}
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@ -90,7 +90,7 @@ public: // TODO
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{
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{
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CComPtr<ID3D11InputLayout> il;
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CComPtr<ID3D11InputLayout> il;
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CComPtr<ID3D11VertexShader> vs;
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CComPtr<ID3D11VertexShader> vs;
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CComPtr<ID3D11PixelShader> ps[8];
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CComPtr<ID3D11PixelShader> ps[9];
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CComPtr<ID3D11SamplerState> ln;
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CComPtr<ID3D11SamplerState> ln;
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CComPtr<ID3D11SamplerState> pt;
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CComPtr<ID3D11SamplerState> pt;
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CComPtr<ID3D11DepthStencilState> dss;
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CComPtr<ID3D11DepthStencilState> dss;
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@ -119,7 +119,7 @@ public: // TODO
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{
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{
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CComPtr<IDirect3DVertexDeclaration9> il;
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CComPtr<IDirect3DVertexDeclaration9> il;
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CComPtr<IDirect3DVertexShader9> vs;
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CComPtr<IDirect3DVertexShader9> vs;
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CComPtr<IDirect3DPixelShader9> ps[8];
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CComPtr<IDirect3DPixelShader9> ps[9];
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Direct3DSamplerState9 ln;
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Direct3DSamplerState9 ln;
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Direct3DSamplerState9 pt;
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Direct3DSamplerState9 pt;
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Direct3DDepthStencilState9 dss;
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Direct3DDepthStencilState9 dss;
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@ -550,7 +550,7 @@ void GSRenderer::KeyEvent(GSKeyEventData* e)
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m_aspectratio = (m_aspectratio + 3 + step) % 3;
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m_aspectratio = (m_aspectratio + 3 + step) % 3;
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return;
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return;
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case VK_F7:
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case VK_F7:
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m_shader = (m_shader + 3 + step) % 3;
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m_shader = (m_shader + 4 + step) % 4;
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printf("GSdx: Set shader %d.\n", (int)m_shader);
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printf("GSdx: Set shader %d.\n", (int)m_shader);
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return;
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return;
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case VK_DELETE:
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case VK_DELETE:
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@ -170,7 +170,29 @@ PS_OUTPUT ps_main4(PS_INPUT input)
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return output;
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return output;
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}
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}
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PS_OUTPUT ps_main5(PS_INPUT input) // triangular
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PS_OUTPUT ps_main5(PS_INPUT input) // scanlines
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{
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PS_OUTPUT output;
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uint4 p = (uint4)input.p;
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output.c = ps_scanlines(input, p.y % 2);
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return output;
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}
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PS_OUTPUT ps_main6(PS_INPUT input) // diagonal
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{
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PS_OUTPUT output;
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uint4 p = (uint4)input.p;
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output.c = ps_crt(input, (p.x + (p.y % 3)) % 3);
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return output;
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}
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PS_OUTPUT ps_main8(PS_INPUT input) // triangular
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{
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{
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PS_OUTPUT output;
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PS_OUTPUT output;
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@ -182,18 +204,6 @@ PS_OUTPUT ps_main5(PS_INPUT input) // triangular
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return output;
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return output;
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}
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}
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PS_OUTPUT ps_main6(PS_INPUT input) // diagonal (repurposed for scanlines for now)
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{
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PS_OUTPUT output;
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uint4 p = (uint4)input.p;
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output.c = ps_scanlines(input, p.y % 2); // scanlines
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//output.c = ps_crt(input, (p.x + (p.y % 3)) % 3); // diagonal
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return output;
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}
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#elif SHADER_MODEL <= 0x300
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#elif SHADER_MODEL <= 0x300
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PS_OUTPUT ps_main1(PS_INPUT input)
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PS_OUTPUT ps_main1(PS_INPUT input)
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@ -240,7 +250,29 @@ PS_OUTPUT ps_main4(PS_INPUT input)
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return output;
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return output;
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}
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}
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PS_OUTPUT ps_main5(PS_INPUT input) // triangular
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PS_OUTPUT ps_main5(PS_INPUT input) // scanlines
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{
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PS_OUTPUT output;
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int4 p = (int4)input.p;
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output.c = ps_scanlines(input, p.y % 2);
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return output;
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}
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PS_OUTPUT ps_main6(PS_INPUT input) // diagonal
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{
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PS_OUTPUT output;
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int4 p = (int4)input.p;
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output.c = ps_crt(input, (p.x + (p.y % 3)) % 3);
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return output;
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}
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PS_OUTPUT ps_main8(PS_INPUT input) // triangular
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{
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{
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PS_OUTPUT output;
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PS_OUTPUT output;
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@ -252,17 +284,5 @@ PS_OUTPUT ps_main5(PS_INPUT input) // triangular
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return output;
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return output;
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}
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}
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PS_OUTPUT ps_main6(PS_INPUT input) // diagonal (repurposed for scanlines for now)
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{
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PS_OUTPUT output;
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int4 p = (int4)input.p;
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output.c = ps_scanlines(input, p.y % 2); // scanlines
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//output.c = ps_crt(input, (p.x + (p.y % 3)) % 3); // diagonal
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return output;
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}
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#endif
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#endif
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#endif
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#endif
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