mirror of https://github.com/PCSX2/pcsx2.git
GS-d3d11: Sample depth on green channel.
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@ -375,7 +375,7 @@ void GSRendererDX11::EmulateChannelShuffle(GSTexture** rt, const GSTextureCache:
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case 0xE0: blue_shift = 5; break;
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case 0xC0: blue_shift = 6; break;
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case 0x80: blue_shift = 7; break;
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default: ASSERT(0); break;
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default: break;
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}
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const int green_shift = 8 - blue_shift;
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@ -410,6 +410,23 @@ float4 fetch_red(int2 xy)
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return sample_p(rt.r) * 255.0f;
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}
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float4 fetch_green(int2 xy)
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{
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float4 rt;
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if ((PS_DEPTH_FMT == 1) || (PS_DEPTH_FMT == 2))
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{
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int depth = (fetch_raw_depth(xy) >> 8) & 0xFF;
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rt = (float4)(depth) / 255.0f;
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}
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else
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{
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rt = fetch_raw_color(xy);
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}
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return sample_p(rt.g) * 255.0f;
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}
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float4 fetch_blue(int2 xy)
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{
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float4 rt;
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@ -427,12 +444,6 @@ float4 fetch_blue(int2 xy)
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return sample_p(rt.b) * 255.0f;
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}
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float4 fetch_green(int2 xy)
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{
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float4 rt = fetch_raw_color(xy);
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return sample_p(rt.g) * 255.0f;
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}
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float4 fetch_alpha(int2 xy)
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{
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float4 rt = fetch_raw_color(xy);
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