mirror of https://github.com/PCSX2/pcsx2.git
GSdx-d3d11: Add support for Tales of Abyss and Urban Chaos shader bit and shader macro.
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@ -209,7 +209,7 @@ void GSDevice11::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSe
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if(i == m_ps.end())
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{
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std::string str[24];
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std::string str[26];
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str[0] = format("%d", sel.fst);
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str[1] = format("%d", sel.wms);
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@ -232,9 +232,11 @@ void GSDevice11::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSe
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str[18] = format("%d", sel.shuffle);
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str[19] = format("%d", sel.read_ba);
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str[20] = format("%d", sel.channel);
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str[21] = format("%d", sel.depth_fmt);
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str[22] = format("%d", sel.fmt >> 2);
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str[23] = format("%d", m_upscale_multiplier);
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str[21] = format("%d", sel.tales_of_abyss_hle);
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str[22] = format("%d", sel.urban_chaos_hle);
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str[23] = format("%d", sel.depth_fmt);
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str[24] = format("%d", sel.fmt >> 2);
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str[25] = format("%d", m_upscale_multiplier);
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D3D_SHADER_MACRO macro[] =
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{
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@ -259,9 +261,11 @@ void GSDevice11::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSe
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{"PS_SHUFFLE", str[18].c_str() },
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{"PS_READ_BA", str[19].c_str() },
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{"PS_CHANNEL_FETCH", str[20].c_str() },
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{"PS_DEPTH_FMT", str[21].c_str() },
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{"PS_PAL_FMT", str[22].c_str() },
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{"PS_SCALE_FACTOR", str[23].c_str() },
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{"PS_TALES_OF_ABYSS_HLE", str[21].c_str() },
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{"PS_URBAN_CHAOS_HLE", str[22].c_str() },
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{"PS_DEPTH_FMT", str[23].c_str() },
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{"PS_PAL_FMT", str[24].c_str() },
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{"PS_SCALE_FACTOR", str[25].c_str() },
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{NULL, NULL},
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};
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@ -212,9 +212,11 @@ public:
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uint32 aout:1;
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uint32 spritehack:1;
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uint32 tcoffsethack:1;
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uint32 urban_chaos_hle:1;
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uint32 tales_of_abyss_hle:1;
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uint32 point_sampler:1;
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uint32 _free:25;
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uint32 _free:23;
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};
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uint64 key;
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