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authorJules Blok <jules.blok@gmail.com>2014-12-21 15:37:05 +0100
committerJules Blok <jules.blok@gmail.com>2014-12-21 15:46:12 +0100
commit737bc0e7ad7bbd22887b108d0d164aef955e73f0 (patch)
treeccf4c076eeed66989610ec8df71e94e715187248 /Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
parentba242d27c8318b0d902383de4ddf43e7c6c9e9ae (diff)
PixelShaderCache: Support stereoscopic EFB format changes.
Diffstat (limited to 'Source/Core/VideoBackends/D3D/PixelShaderCache.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/PixelShaderCache.cpp28
1 files changed, 14 insertions, 14 deletions
diff --git a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
index ae1919c91e..a94d113c4f 100644
--- a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
+++ b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
@@ -201,11 +201,11 @@ const char depth_matrix_program_msaa[] = {
const char reint_rgba6_to_rgb8[] = {
"sampler samp0 : register(s0);\n"
- "Texture2D Tex0 : register(t0);\n"
+ "Texture2DArray Tex0 : register(t0);\n"
"void main(\n"
" out float4 ocol0 : SV_Target,\n"
" in float4 pos : SV_Position,\n"
- " in float2 uv0 : TEXCOORD0)\n"
+ " in float3 uv0 : TEXCOORD0)\n"
"{\n"
" int4 src6 = round(Tex0.Sample(samp0,uv0) * 63.f);\n"
" int4 dst8;\n"
@@ -219,17 +219,17 @@ const char reint_rgba6_to_rgb8[] = {
const char reint_rgba6_to_rgb8_msaa[] = {
"sampler samp0 : register(s0);\n"
- "Texture2DMS<float4, %d> Tex0 : register(t0);\n"
+ "Texture2DMSArray<float4, %d> Tex0 : register(t0);\n"
"void main(\n"
" out float4 ocol0 : SV_Target,\n"
" in float4 pos : SV_Position,\n"
- " in float2 uv0 : TEXCOORD0)\n"
+ " in float3 uv0 : TEXCOORD0)\n"
"{\n"
- " int width, height, samples;\n"
- " Tex0.GetDimensions(width, height, samples);\n"
+ " int width, height, slices, samples;\n"
+ " Tex0.GetDimensions(width, height, slices, samples);\n"
" float4 texcol = 0;\n"
" for (int i = 0; i < samples; ++i)\n"
- " texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
+ " texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
" texcol /= samples;\n"
" int4 src6 = round(texcol * 63.f);\n"
" int4 dst8;\n"
@@ -243,11 +243,11 @@ const char reint_rgba6_to_rgb8_msaa[] = {
const char reint_rgb8_to_rgba6[] = {
"sampler samp0 : register(s0);\n"
- "Texture2D Tex0 : register(t0);\n"
+ "Texture2DArray Tex0 : register(t0);\n"
"void main(\n"
" out float4 ocol0 : SV_Target,\n"
" in float4 pos : SV_Position,\n"
- " in float2 uv0 : TEXCOORD0)\n"
+ " in float3 uv0 : TEXCOORD0)\n"
"{\n"
" int4 src8 = round(Tex0.Sample(samp0,uv0) * 255.f);\n"
" int4 dst6;\n"
@@ -261,17 +261,17 @@ const char reint_rgb8_to_rgba6[] = {
const char reint_rgb8_to_rgba6_msaa[] = {
"sampler samp0 : register(s0);\n"
- "Texture2DMS<float4, %d> Tex0 : register(t0);\n"
+ "Texture2DMSArray<float4, %d> Tex0 : register(t0);\n"
"void main(\n"
" out float4 ocol0 : SV_Target,\n"
" in float4 pos : SV_Position,\n"
- " in float2 uv0 : TEXCOORD0)\n"
+ " in float3 uv0 : TEXCOORD0)\n"
"{\n"
- " int width, height, samples;\n"
- " Tex0.GetDimensions(width, height, samples);\n"
+ " int width, height, slices, samples;\n"
+ " Tex0.GetDimensions(width, height, slices, samples);\n"
" float4 texcol = 0;\n"
" for (int i = 0; i < samples; ++i)\n"
- " texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
+ " texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
" texcol /= samples;\n"
" int4 src8 = round(texcol * 255.f);\n"
" int4 dst6;\n"