mirror of https://github.com/PCSX2/pcsx2.git
gsdx: add a nice enum to replace the hardcoded convert shader
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@ -112,7 +112,9 @@ void GSDevice::Present(const GSVector4i& r, int shader)
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if(m_current)
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if(m_current)
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{
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{
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static int s_shader[5] = {0, 5, 6, 8, 9}; // FIXME
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static int s_shader[5] = {ShaderConvert_COPY, ShaderConvert_SCANLINE,
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ShaderConvert_DIAGONAL_FILTER, ShaderConvert_TRIANGULAR_FILTER,
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ShaderConvert_COMPLEX_FILTER}; // FIXME
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Present(m_current, m_backbuffer, GSVector4(r), s_shader[shader]);
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Present(m_current, m_backbuffer, GSVector4(r), s_shader[shader]);
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}
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}
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@ -26,6 +26,27 @@
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#include "GSVertex.h"
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#include "GSVertex.h"
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#include "GSAlignedClass.h"
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#include "GSAlignedClass.h"
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enum ShaderConvert {
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ShaderConvert_COPY = 0,
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ShaderConvert_RGBA8_TO_16_BITS,
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ShaderConvert_DATM_1,
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ShaderConvert_DATM_0,
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ShaderConvert_MOD_256,
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ShaderConvert_SCANLINE = 5,
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ShaderConvert_DIAGONAL_FILTER,
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ShaderConvert_TRANSPARENCY_FILTER,
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ShaderConvert_TRIANGULAR_FILTER,
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ShaderConvert_COMPLEX_FILTER,
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ShaderConvert_FLOAT32_TO_32_BITS = 10,
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ShaderConvert_FLOAT32_TO_RGBA8,
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ShaderConvert_FLOAT16_TO_RGB5A1,
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ShaderConvert_RGBA8_TO_FLOAT32 = 13,
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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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};
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#pragma pack(push, 1)
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#pragma pack(push, 1)
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class ConvertConstantBuffer
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class ConvertConstantBuffer
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@ -950,8 +950,8 @@ void GSDeviceOGL::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture
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return;
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return;
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}
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}
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bool draw_in_depth = (ps == m_convert.ps[13] || ps == m_convert.ps[14] ||
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bool draw_in_depth = (ps == m_convert.ps[ShaderConvert_RGBA8_TO_FLOAT32] || ps == m_convert.ps[ShaderConvert_RGBA8_TO_FLOAT24] ||
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ps == m_convert.ps[15] || ps == m_convert.ps[16]);
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ps == m_convert.ps[ShaderConvert_RGBA8_TO_FLOAT16] || ps == m_convert.ps[ShaderConvert_RGB5A1_TO_FLOAT16]);
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// Performance optimization. It might be faster to use a framebuffer blit for standard case
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// Performance optimization. It might be faster to use a framebuffer blit for standard case
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// instead to emulate it with shader
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// instead to emulate it with shader
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@ -1209,7 +1209,7 @@ void GSDeviceOGL::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* ver
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m_shader->VS(m_convert.vs);
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m_shader->VS(m_convert.vs);
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m_shader->GS(0);
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m_shader->GS(0);
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m_shader->PS(m_convert.ps[datm ? 2 : 3]);
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m_shader->PS(m_convert.ps[datm ? ShaderConvert_DATM_1 : ShaderConvert_DATM_0]);
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// om
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// om
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@ -1013,7 +1013,7 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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if (hdr_rt) {
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if (hdr_rt) {
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GSVector4 dRect(ComputeBoundingBox(rtscale, rtsize));
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GSVector4 dRect(ComputeBoundingBox(rtscale, rtsize));
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GSVector4 sRect = dRect / GSVector4(rtsize.x, rtsize.y).xyxy();
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GSVector4 sRect = dRect / GSVector4(rtsize.x, rtsize.y).xyxy();
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dev->StretchRect(hdr_rt, sRect, rt, dRect, 4, false);
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dev->StretchRect(hdr_rt, sRect, rt, dRect, ShaderConvert_MOD_256, false);
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dev->Recycle(hdr_rt);
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dev->Recycle(hdr_rt);
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}
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}
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@ -291,11 +291,11 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, int
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if (type == DepthStencil) {
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if (type == DepthStencil) {
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GL_CACHE("TC: Lookup Target(Depth) %dx%d, hit Color (0x%x, F:0x%x)", w, h, bp, TEX0.PSM);
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GL_CACHE("TC: Lookup Target(Depth) %dx%d, hit Color (0x%x, F:0x%x)", w, h, bp, TEX0.PSM);
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int shader = 13 + GSLocalMemory::m_psm[TEX0.PSM].fmt;
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int shader = ShaderConvert_RGBA8_TO_FLOAT32 + GSLocalMemory::m_psm[TEX0.PSM].fmt;
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m_renderer->m_dev->StretchRect(t->m_texture, sRect, dst->m_texture, dRect, shader, false);
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m_renderer->m_dev->StretchRect(t->m_texture, sRect, dst->m_texture, dRect, shader, false);
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} else {
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} else {
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GL_CACHE("TC: Lookup Target(Color) %dx%d, hit Depth (0x%x, F:0x%x)", w, h, bp, TEX0.PSM);
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GL_CACHE("TC: Lookup Target(Color) %dx%d, hit Depth (0x%x, F:0x%x)", w, h, bp, TEX0.PSM);
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m_renderer->m_dev->StretchRect(t->m_texture, sRect, dst->m_texture, dRect, 11, false);
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m_renderer->m_dev->StretchRect(t->m_texture, sRect, dst->m_texture, dRect, ShaderConvert_FLOAT32_TO_RGBA8, false);
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}
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}
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break;
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break;
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@ -862,14 +862,12 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
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{
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{
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// TODO: clean up this mess
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// TODO: clean up this mess
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// Shader 11 convert depth to color
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int shader = dst->m_type != RenderTarget ? ShaderConvert_FLOAT32_TO_RGBA8 : ShaderConvert_COPY;
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// Shader 14 convert 32 bits color to 8 bits color
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int shader = dst->m_type != RenderTarget ? 11 : 0;
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bool is_8bits = TEX0.PSM == PSM_PSMT8 && IsOpenGL();
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bool is_8bits = TEX0.PSM == PSM_PSMT8 && IsOpenGL();
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if (is_8bits) {
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if (is_8bits) {
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GL_INS("Reading RT as a packed-indexed 8 bits format");
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GL_INS("Reading RT as a packed-indexed 8 bits format");
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shader = 17; // ask a conversion to 8 bits format
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shader = ShaderConvert_RGBA_TO_8I;
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}
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}
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#ifdef ENABLE_OGL_DEBUG
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#ifdef ENABLE_OGL_DEBUG
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@ -1555,7 +1553,7 @@ void GSTextureCache::Target::Update()
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GL_INS("ERROR: Update DepthStencil");
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GL_INS("ERROR: Update DepthStencil");
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// FIXME linear or not?
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// FIXME linear or not?
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m_renderer->m_dev->StretchRect(t, m_texture, GSVector4(r) * GSVector4(m_texture->GetScale()).xyxy(), 13);
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m_renderer->m_dev->StretchRect(t, m_texture, GSVector4(r) * GSVector4(m_texture->GetScale()).xyxy(), ShaderConvert_RGBA8_TO_FLOAT32);
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}
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}
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m_renderer->m_dev->Recycle(t);
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m_renderer->m_dev->Recycle(t);
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