mirror of https://github.com/PCSX2/pcsx2.git
GSdx: GPU accelerate 8 bits texture conversion port from OpenGL to Direct3D11.
Commit:d29e375f72
Only native res is supported currently, but it's still great progress. Someone needs to port the ScalingFactor to D3D from commit:6121677aa1
Credits to KrossX for porting the shader.
This commit is contained in:
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6b52cc9829
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@ -95,7 +95,7 @@ public: // TODO
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{
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CComPtr<ID3D11InputLayout> il;
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CComPtr<ID3D11VertexShader> vs;
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CComPtr<ID3D11PixelShader> ps[10];
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CComPtr<ID3D11PixelShader> ps[18];
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CComPtr<ID3D11SamplerState> ln;
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CComPtr<ID3D11SamplerState> pt;
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CComPtr<ID3D11DepthStencilState> dss;
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@ -23,6 +23,7 @@
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#include "GSTextureCache.h"
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#include "GSUtil.h"
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bool s_IS_DIRECT3D11 = false;
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bool s_IS_OPENGL = false;
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bool GSTextureCache::m_disable_partial_invalidation = false;
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bool GSTextureCache::m_wrap_gs_mem = false;
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@ -30,6 +31,7 @@ bool GSTextureCache::m_wrap_gs_mem = false;
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GSTextureCache::GSTextureCache(GSRenderer* r)
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: m_renderer(r)
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{
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s_IS_DIRECT3D11 = theApp.GetCurrentRendererType() == GSRendererType::DX1011_HW;
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s_IS_OPENGL = theApp.GetCurrentRendererType() == GSRendererType::OGL_HW;
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if (theApp.GetConfigB("UserHacks")) {
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@ -1187,7 +1189,7 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
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// TODO: clean up this mess
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int shader = dst->m_type != RenderTarget ? ShaderConvert_FLOAT32_TO_RGBA8 : ShaderConvert_COPY;
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bool is_8bits = TEX0.PSM == PSM_PSMT8 && s_IS_OPENGL;
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bool is_8bits = TEX0.PSM == PSM_PSMT8 && (s_IS_DIRECT3D11 || s_IS_OPENGL);
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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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@ -3,7 +3,7 @@
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struct VS_INPUT
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{
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float4 p : POSITION;
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float4 p : POSITION;
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float2 t : TEXCOORD0;
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};
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@ -36,7 +36,7 @@ struct PS_OUTPUT
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struct VS_INPUT
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{
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float4 p : POSITION;
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float4 p : POSITION;
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float2 t : TEXCOORD0;
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};
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@ -219,6 +219,162 @@ PS_OUTPUT ps_main9(PS_INPUT input) // triangular
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return output;
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}
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// DUMMY SHADERS START
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PS_OUTPUT ps_main10(PS_INPUT input)
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{
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PS_OUTPUT output;
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output.c = input.p;
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return output;
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}
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PS_OUTPUT ps_main11(PS_INPUT input)
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{
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PS_OUTPUT output;
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output.c = input.p;
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return output;
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}
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PS_OUTPUT ps_main12(PS_INPUT input)
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{
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PS_OUTPUT output;
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output.c = input.p;
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return output;
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}
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PS_OUTPUT ps_main13(PS_INPUT input)
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{
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PS_OUTPUT output;
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output.c = input.p;
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return output;
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}
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PS_OUTPUT ps_main14(PS_INPUT input)
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{
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PS_OUTPUT output;
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output.c = input.p;
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return output;
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}
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PS_OUTPUT ps_main15(PS_INPUT input)
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{
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PS_OUTPUT output;
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output.c = input.p;
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return output;
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}
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PS_OUTPUT ps_main16(PS_INPUT input)
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{
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PS_OUTPUT output;
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output.c = input.p;
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return output;
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}
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// DUMMY SHADERS END
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PS_OUTPUT ps_main17(PS_INPUT input)
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{
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PS_OUTPUT output;
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// Potential speed optimization. There is a high probability that
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// game only want to extract a single channel (blue). It will allow
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// to remove most of the conditional operation and yield a +2/3 fps
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// boost on MGS3
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//
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// Hypothesis wrong in Prince of Persia ... Seriously WTF !
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//#define ONLY_BLUE;
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// Convert a RGBA texture into a 8 bits packed texture
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// Input column: 8x2 RGBA pixels
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// 0: 8 RGBA
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// 1: 8 RGBA
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// Output column: 16x4 Index pixels
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// 0: 8 R | 8 B
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// 1: 8 R | 8 B
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// 2: 8 G | 8 A
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// 3: 8 G | 8 A
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float c;
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uint2 sel = uint2(input.p.xy) % uint2(16u, 16u);
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int2 tb = ((int2(input.p.xy) & ~int2(15, 3)) >> 1);
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int ty = tb.y | (int(input.p.y) & 1);
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int txN = tb.x | (int(input.p.x) & 7);
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int txH = tb.x | ((int(input.p.x) + 4) & 7);
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//txN *= ScalingFactor.x;
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//txH *= ScalingFactor.x;
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//ty *= ScalingFactor.y;
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// TODO investigate texture gather
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float4 cN = Texture.Load(int3(txN, ty, 0));
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float4 cH = Texture.Load(int3(txH, ty, 0));
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if ((sel.y & 4u) == 0u)
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{
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#ifdef ONLY_BLUE
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c = cN.b;
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#else
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// Column 0 and 2
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if ((sel.y & 3u) < 2u)
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{
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// First 2 lines of the col
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if (sel.x < 8u)
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c = cN.r;
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else
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c = cN.b;
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}
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else
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{
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if (sel.x < 8u)
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c = cH.g;
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else
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c = cH.a;
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}
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#endif
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}
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else
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{
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#ifdef ONLY_BLUE
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c = cH.b;
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#else
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// Column 1 and 3
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if ((sel.y & 3u) < 2u)
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{
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// First 2 lines of the col
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if (sel.x < 8u)
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c = cH.r;
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else
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c = cH.b;
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}
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else
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{
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if (sel.x < 8u)
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c = cN.g;
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else
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c = cN.a;
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}
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#endif
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}
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output.c = (float4)(c); // Divide by something here?
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return output;
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}
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#elif SHADER_MODEL <= 0x300
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PS_OUTPUT ps_main1(PS_INPUT input)
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