mirror of https://github.com/PCSX2/pcsx2.git
32 lines
1.0 KiB
HLSL
32 lines
1.0 KiB
HLSL
texture g_txMem1;
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sampler g_sMemory : register(s1) = sampler_state {
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Texture = <g_txMem1>;
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MipFilter = POINT;
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MinFilter = POINT;
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MagFilter = POINT;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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// per context pixel shader constants
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half4 fTexAlpha2 : register(c3);
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float4 g_fTexOffset : register(c5); // converts the page and block offsets into the mem addr/1024
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float4 g_fTexDims : register(c7); // mult by tex dims when accessing the block texture
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float4 g_fTexBlock : register(c9);
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float4 g_fClampExts : register(c11); // if clamping the texture, use (minu, minv, maxu, maxv)
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float4 TexWrapMode : register(c13); // 0 - repeat/clamp, 1 - region rep (use fRegRepMask)
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float4 g_fRealTexDims : register(c15); // tex dims used for linear filtering (w,h,1/w,1/h)
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// (alpha0, alpha1, 1 if highlight2 and tcc is rgba, 1-y)
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half4 g_fTestBlack : register(c17); // used for aem bit
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float4 g_fPageOffset : register(c19);
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half4 fTexAlpha : register(c21);
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// vertex shader constants
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float4 g_fPosXY : register(c3); |