GS: Use actual names for DX11 convert shaders

This commit is contained in:
TellowKrinkle 2021-11-24 22:58:04 -06:00 committed by tellowkrinkle
parent e04e0e38d1
commit fc799778de
2 changed files with 21 additions and 21 deletions

View File

@ -240,7 +240,7 @@ bool GSDevice11::Create(const WindowInfo& wi)
for (size_t i = 0; i < std::size(m_convert.ps); i++)
{
CreateShader(shader, "convert.fx", nullptr, format("ps_main%d", i).c_str(), sm_convert_ptr, m_convert.ps[i].put());
CreateShader(shader, "convert.fx", nullptr, shaderName(static_cast<ShaderConvert>(i)), sm_convert_ptr, m_convert.ps[i].put());
}
memset(&dsd, 0, sizeof(dsd));

View File

@ -49,7 +49,7 @@ VS_OUTPUT vs_main(VS_INPUT input)
return output;
}
PS_OUTPUT ps_main0(PS_INPUT input)
PS_OUTPUT ps_copy(PS_INPUT input)
{
PS_OUTPUT output;
@ -58,7 +58,7 @@ PS_OUTPUT ps_main0(PS_INPUT input)
return output;
}
PS_OUTPUT ps_main7(PS_INPUT input)
PS_OUTPUT ps_filter_transparency(PS_INPUT input)
{
PS_OUTPUT output;
@ -95,7 +95,7 @@ float4 ps_scanlines(PS_INPUT input, int i)
return sample_c(input.t) * saturate(mask[i] + 0.5f);
}
uint ps_main1(PS_INPUT input) : SV_Target0
uint ps_convert_rgba8_16bits(PS_INPUT input) : SV_Target0
{
float4 c = sample_c(input.t);
@ -106,7 +106,7 @@ uint ps_main1(PS_INPUT input) : SV_Target0
return (i.x & 0x001f) | (i.y & 0x03e0) | (i.z & 0x7c00) | (i.w & 0x8000);
}
PS_OUTPUT ps_main2(PS_INPUT input)
PS_OUTPUT ps_datm1(PS_INPUT input)
{
PS_OUTPUT output;
@ -117,7 +117,7 @@ PS_OUTPUT ps_main2(PS_INPUT input)
return output;
}
PS_OUTPUT ps_main3(PS_INPUT input)
PS_OUTPUT ps_datm0(PS_INPUT input)
{
PS_OUTPUT output;
@ -128,7 +128,7 @@ PS_OUTPUT ps_main3(PS_INPUT input)
return output;
}
PS_OUTPUT ps_main4(PS_INPUT input)
PS_OUTPUT ps_mod256(PS_INPUT input)
{
PS_OUTPUT output;
@ -142,7 +142,7 @@ PS_OUTPUT ps_main4(PS_INPUT input)
return output;
}
PS_OUTPUT ps_main5(PS_INPUT input) // scanlines
PS_OUTPUT ps_filter_scanlines(PS_INPUT input)
{
PS_OUTPUT output;
@ -153,7 +153,7 @@ PS_OUTPUT ps_main5(PS_INPUT input) // scanlines
return output;
}
PS_OUTPUT ps_main6(PS_INPUT input) // diagonal
PS_OUTPUT ps_filter_diagonal(PS_INPUT input)
{
PS_OUTPUT output;
@ -164,7 +164,7 @@ PS_OUTPUT ps_main6(PS_INPUT input) // diagonal
return output;
}
PS_OUTPUT ps_main8(PS_INPUT input) // triangular
PS_OUTPUT ps_filter_triangular(PS_INPUT input)
{
PS_OUTPUT output;
@ -177,7 +177,7 @@ PS_OUTPUT ps_main8(PS_INPUT input) // triangular
}
static const float PI = 3.14159265359f;
PS_OUTPUT ps_main9(PS_INPUT input) // triangular
PS_OUTPUT ps_filter_complex(PS_INPUT input) // triangular
{
PS_OUTPUT output;
@ -191,13 +191,13 @@ PS_OUTPUT ps_main9(PS_INPUT input) // triangular
return output;
}
uint ps_main10(PS_INPUT input) : SV_Target0
uint ps_convert_float32_32bits(PS_INPUT input) : SV_Target0
{
// Convert a FLOAT32 depth texture into a 32 bits UINT texture
return uint(exp2(32.0f) * sample_c(input.t).r);
}
PS_OUTPUT ps_main11(PS_INPUT input)
PS_OUTPUT ps_convert_float32_rgba8(PS_INPUT input)
{
PS_OUTPUT output;
@ -212,7 +212,7 @@ PS_OUTPUT ps_main11(PS_INPUT input)
return output;
}
PS_OUTPUT ps_main12(PS_INPUT input)
PS_OUTPUT ps_convert_float16_rgb5a1(PS_INPUT input)
{
PS_OUTPUT output;
@ -225,7 +225,7 @@ PS_OUTPUT ps_main12(PS_INPUT input)
return output;
}
float ps_main13(PS_INPUT input) : SV_Depth
float ps_convert_rgba8_float32(PS_INPUT input) : SV_Depth
{
// Convert a RRGBA texture into a float depth texture
// FIXME: I'm afraid of the accuracy
@ -234,7 +234,7 @@ float ps_main13(PS_INPUT input) : SV_Depth
return dot(sample_c(input.t), bitSh);
}
float ps_main14(PS_INPUT input) : SV_Depth
float ps_convert_rgba8_float24(PS_INPUT input) : SV_Depth
{
// Same as above but without the alpha channel (24 bits Z)
@ -244,7 +244,7 @@ float ps_main14(PS_INPUT input) : SV_Depth
return dot(sample_c(input.t).rgb, bitSh);
}
float ps_main15(PS_INPUT input) : SV_Depth
float ps_convert_rgba8_float16(PS_INPUT input) : SV_Depth
{
// Same as above but without the A/B channels (16 bits Z)
@ -255,7 +255,7 @@ float ps_main15(PS_INPUT input) : SV_Depth
return dot(sample_c(input.t).rg, bitSh);
}
float ps_main16(PS_INPUT input) : SV_Depth
float ps_convert_rgb5a1_float16(PS_INPUT input) : SV_Depth
{
// Convert a RGB5A1 (saved as RGBA8) color to a 16 bit Z
// FIXME: I'm afraid of the accuracy
@ -266,7 +266,7 @@ float ps_main16(PS_INPUT input) : SV_Depth
return dot(float4(color), bitSh);
}
PS_OUTPUT ps_main17(PS_INPUT input)
PS_OUTPUT ps_convert_rgba_8i(PS_INPUT input)
{
PS_OUTPUT output;
@ -358,7 +358,7 @@ PS_OUTPUT ps_main17(PS_INPUT input)
}
// DUMMY
PS_OUTPUT ps_main18(PS_INPUT input)
PS_OUTPUT ps_yuv(PS_INPUT input)
{
PS_OUTPUT output;
@ -367,7 +367,7 @@ PS_OUTPUT ps_main18(PS_INPUT input)
return output;
}
PS_OUTPUT ps_main19(PS_INPUT input)
PS_OUTPUT ps_osd(PS_INPUT input)
{
PS_OUTPUT output;