mirror of https://github.com/PCSX2/pcsx2.git
gsdx shader: add a shader to render text for OSD
Gregory: code extracted from the OSD PR to reduce conflict
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@ -44,7 +44,9 @@ enum ShaderConvert {
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ShaderConvert_RGBA8_TO_FLOAT24,
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ShaderConvert_RGBA8_TO_FLOAT16,
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ShaderConvert_RGB5A1_TO_FLOAT16,
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ShaderConvert_RGBA_TO_8I = 17
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ShaderConvert_RGBA_TO_8I = 17,
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ShaderConvert_OSD,
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ShaderConvert_Count
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};
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#pragma pack(push, 1)
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@ -429,7 +429,7 @@ public:
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struct {
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GLuint vs; // program object
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GLuint ps[18]; // program object
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GLuint ps[ShaderConvert_Count]; // program object
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GLuint ln; // sampler object
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GLuint pt; // sampler object
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GSDepthStencilOGL* dss;
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@ -278,6 +278,13 @@ void ps_main17()
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}
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#endif
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#ifdef ps_main18
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void ps_main18()
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{
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SV_Target0 = PSin.c * vec4(1.0, 1.0, 1.0, sample_c().r);
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}
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#endif
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#ifdef ps_main7
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void ps_main7()
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{
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@ -413,6 +413,13 @@ static const char* const convert_glsl =
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"}\n"
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"#endif\n"
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"\n"
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"#ifdef ps_main18\n"
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"void ps_main18()\n"
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"{\n"
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" SV_Target0 = PSin.c * vec4(1.0, 1.0, 1.0, sample_c().r);\n"
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"}\n"
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"#endif\n"
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"\n"
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"#ifdef ps_main7\n"
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"void ps_main7()\n"
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"{\n"
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