tfx.fx: Remove datst (DATE), and RTCopy.

Code was never hit on D3D11. D3D11 uses stencil operations.
Also Remove VS_RTCOPY which was used only by d3d9.

Remove RTCopy Sampler from the shader.

tfx rtcopy
This commit is contained in:
lightningterror 2018-12-20 01:18:30 +01:00
parent 8ec184d265
commit cdeacafd27
1 changed files with 0 additions and 33 deletions

View File

@ -31,7 +31,6 @@
#define PS_AOUT 0
#define PS_LTF 1
#define PS_COLCLIP 0
#define PS_DATE 0
#define PS_SPRITEHACK 0
#define PS_TCOFFSETHACK 0
#define PS_POINT_SAMPLER 0
@ -61,9 +60,6 @@ struct VS_OUTPUT
{
float4 p : SV_Position;
float4 t : TEXCOORD0;
#if VS_RTCOPY
float4 tp : TEXCOORD1;
#endif
float4 ti : TEXCOORD2;
float4 c : COLOR0;
};
@ -72,9 +68,6 @@ struct PS_INPUT
{
float4 p : SV_Position;
float4 t : TEXCOORD0;
#if PS_DATE > 0
float4 tp : TEXCOORD1;
#endif
float4 ti : TEXCOORD2;
float4 c : COLOR0;
};
@ -87,11 +80,9 @@ struct PS_OUTPUT
Texture2D<float4> Texture : register(t0);
Texture2D<float4> Palette : register(t1);
Texture2D<float4> RTCopy : register(t2);
Texture2D<float4> RawTexture : register(t4);
SamplerState TextureSampler : register(s0);
SamplerState PaletteSampler : register(s1);
SamplerState RTCopySampler : register(s2);
cbuffer cb0
{
@ -139,11 +130,6 @@ float4 sample_p(float u)
return Palette.Sample(PaletteSampler, u);
}
float4 sample_rt(float2 uv)
{
return RTCopy.Sample(RTCopySampler, uv);
}
float4 fetch_raw_color(int2 xy)
{
return RawTexture.Load(int3(xy, 0));
@ -587,20 +573,6 @@ float4 tfx(float4 t, float4 c)
return saturate(c);
}
void datst(PS_INPUT input)
{
#if PS_DATE > 0
float alpha = sample_rt(input.tp.xy).a;
float alpha0x80 = 128. / 255;
if (PS_DATE == 1 && alpha >= alpha0x80)
discard;
else if (PS_DATE == 2 && alpha < alpha0x80)
discard;
#endif
}
void atst(float4 c)
{
float a = trunc(c.a * 255 + 0.01);
@ -663,8 +635,6 @@ float4 fog(float4 c, float f)
float4 ps_color(PS_INPUT input)
{
datst(input);
#if PS_FST == 0
float2 st = input.t.xy / input.t.w;
float2 st_int = input.ti.zw / input.t.w;
@ -736,9 +706,6 @@ VS_OUTPUT vs_main(VS_INPUT input)
float4 p = float4(input.p, input.z, 0) - float4(0.05f, 0.05f, 0, 0);
output.p = p * VertexScale - VertexOffset;
#if VS_RTCOPY
output.tp = (p * VertexScale - VertexOffset) * float4(0.5, -0.5, 0, 0) + 0.5;
#endif
if(VS_TME)
{