GSdx-d3d11: Add support for Tales of Abyss and Urban Chaos shader bit and shader macro.

This commit is contained in:
lightningterror 2018-12-13 02:53:18 +01:00
parent 013c47950d
commit a1f4d2ca3f
2 changed files with 14 additions and 8 deletions

View File

@ -209,7 +209,7 @@ void GSDevice11::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSe
if(i == m_ps.end())
{
std::string str[24];
std::string str[26];
str[0] = format("%d", sel.fst);
str[1] = format("%d", sel.wms);
@ -232,9 +232,11 @@ void GSDevice11::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSe
str[18] = format("%d", sel.shuffle);
str[19] = format("%d", sel.read_ba);
str[20] = format("%d", sel.channel);
str[21] = format("%d", sel.depth_fmt);
str[22] = format("%d", sel.fmt >> 2);
str[23] = format("%d", m_upscale_multiplier);
str[21] = format("%d", sel.tales_of_abyss_hle);
str[22] = format("%d", sel.urban_chaos_hle);
str[23] = format("%d", sel.depth_fmt);
str[24] = format("%d", sel.fmt >> 2);
str[25] = format("%d", m_upscale_multiplier);
D3D_SHADER_MACRO macro[] =
{
@ -259,9 +261,11 @@ void GSDevice11::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSe
{"PS_SHUFFLE", str[18].c_str() },
{"PS_READ_BA", str[19].c_str() },
{"PS_CHANNEL_FETCH", str[20].c_str() },
{"PS_DEPTH_FMT", str[21].c_str() },
{"PS_PAL_FMT", str[22].c_str() },
{"PS_SCALE_FACTOR", str[23].c_str() },
{"PS_TALES_OF_ABYSS_HLE", str[21].c_str() },
{"PS_URBAN_CHAOS_HLE", str[22].c_str() },
{"PS_DEPTH_FMT", str[23].c_str() },
{"PS_PAL_FMT", str[24].c_str() },
{"PS_SCALE_FACTOR", str[25].c_str() },
{NULL, NULL},
};

View File

@ -212,9 +212,11 @@ public:
uint32 aout:1;
uint32 spritehack:1;
uint32 tcoffsethack:1;
uint32 urban_chaos_hle:1;
uint32 tales_of_abyss_hle:1;
uint32 point_sampler:1;
uint32 _free:25;
uint32 _free:23;
};
uint64 key;