glsl: implement an alternative of convert 1 shader

Code not yet enabled. Quick test show no heavy regression but I need
to carefully validate it.
This commit is contained in:
Gregory Hainaut 2015-05-19 13:09:51 +02:00
parent a12acc0d24
commit ec45090358
2 changed files with 31 additions and 0 deletions

View File

@ -108,6 +108,23 @@ void ps_main0()
#ifdef ps_main1
void ps_main1()
{
// Input Color is RGBA8
// We want to output a pixel on the PSMCT16* format
// A1-BGR5
#if 0
// For me this code is more accurate but it will require some tests
vec4 c = sample_c() * 255.0f + 0.5f; // Denormalize value
highp uvec4 i = uvec4(c * vec4(1/32.0f, 4.0f, 64.0f, 512.0f)); // Shift value
SV_Target1 = (i.x & uint(0x001f)) | (i.y & uint(0x03e0)) | (i.z & uint(0x7c00)) | (i.w & uint(0x8000));
#else
// Old code which is likely wrong.
vec4 c = sample_c();
c.a *= 256.0f / 127.0f; // hm, 0.5 won't give us 1.0 if we just multiply with 2
@ -115,6 +132,8 @@ void ps_main1()
highp uvec4 i = uvec4(c * vec4(uint(0x001f), uint(0x03e0), uint(0x7c00), uint(0x8000)));
SV_Target1 = (i.x & uint(0x001f)) | (i.y & uint(0x03e0)) | (i.z & uint(0x7c00)) | (i.w & uint(0x8000));
#endif
}
#endif

View File

@ -134,12 +134,24 @@ static const char* convert_glsl =
"void ps_main1()\n"
"{\n"
" vec4 c = sample_c();\n"
" // Color is RGBA8\n"
"\n"
" // We want to output a pixel on the PSMCT16* format\n"
"\n"
"#if 0\n"
"\n"
" highp uvec4 i = uvec4(255.0f * c * vec4(1/32.0f, 4.0f, 64.0f, 512.0f));\n"
"\n"
" SV_Target1 = (i.x & uint(0x001f)) | (i.y & uint(0x03e0)) | (i.z & uint(0x7c00)) | (i.w & uint(0x8000));\n"
"\n"
"#else\n"
" c.a *= 256.0f / 127.0f; // hm, 0.5 won't give us 1.0 if we just multiply with 2\n"
"\n"
" highp uvec4 i = uvec4(c * vec4(uint(0x001f), uint(0x03e0), uint(0x7c00), uint(0x8000)));\n"
"\n"
" SV_Target1 = (i.x & uint(0x001f)) | (i.y & uint(0x03e0)) | (i.z & uint(0x7c00)) | (i.w & uint(0x8000));\n"
"#endif\n"
"\n"
"}\n"
"#endif\n"
"\n"