diff options
| author | Jules Blok <jules.blok@gmail.com> | 2015-05-04 23:28:30 +0200 |
|---|---|---|
| committer | Jules Blok <jules.blok@gmail.com> | 2015-05-05 00:40:25 +0200 |
| commit | 7a1252f7e51edcfd1f3505129d1f9aa68c5852c8 (patch) | |
| tree | 0b73190fda407452a38d8ca27668c0c853535711 /Source/Core/VideoBackends/D3D/PixelShaderCache.cpp | |
| parent | f9dc8a39c0639c92f4850108e7cfa30e5e8420e2 (diff) | |
VideoBackends: Implement depth copy shaders with integer math.
Diffstat (limited to 'Source/Core/VideoBackends/D3D/PixelShaderCache.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D/PixelShaderCache.cpp | 58 |
1 files changed, 23 insertions, 35 deletions
diff --git a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp index 045de131a1..e5b91660bf 100644 --- a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp +++ b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp @@ -146,28 +146,21 @@ const char depth_matrix_program[] = { " in float4 pos : SV_Position,\n" " in float3 uv0 : TEXCOORD0){\n" " float4 texcol = Tex0.Sample(samp0,uv0);\n" + " int depth = int(round(texcol.x * float(0xFFFFFF)));\n" - // 255.99998474121 = 16777215/16777216*256 - " float workspace = texcol.x * 255.99998474121;\n" + // Convert to Z24 format + " int4 workspace;\n" + " workspace.r = (depth >> 16) & 255;\n" + " workspace.g = (depth >> 8) & 255;\n" + " workspace.b = depth & 255;\n" - " texcol.x = floor(workspace);\n" // x component + // Convert to Z4 format + " workspace.a = (depth >> 16) & 0xF0;\n" - " workspace = workspace - texcol.x;\n" // subtract x component out - " workspace = workspace * 256.0;\n" // shift left 8 bits - " texcol.y = floor(workspace);\n" // y component - - " workspace = workspace - texcol.y;\n" // subtract y component out - " workspace = workspace * 256.0;\n" // shift left 8 bits - " texcol.z = floor(workspace);\n" // z component - - " texcol.w = texcol.x;\n" // duplicate x into w - - " texcol = texcol / 255.0;\n" // normalize components to [0.0..1.0] - - " texcol.w = texcol.w * 15.0;\n" - " texcol.w = floor(texcol.w);\n" - " texcol.w = texcol.w / 15.0;\n" // w component + // Normalize components to [0.0..1.0] + " texcol = float4(workspace) / 255.0;\n" + // Apply color matrix " ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n" "}\n" }; @@ -188,27 +181,22 @@ const char depth_matrix_program_msaa[] = { " texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n" " texcol /= SAMPLES;\n" - // 255.99998474121 = 16777215/16777216*256 - " float workspace = texcol.x * 255.99998474121;\n" - - " texcol.x = floor(workspace);\n" // x component - - " workspace = workspace - texcol.x;\n" // subtract x component out - " workspace = workspace * 256.0;\n" // shift left 8 bits - " texcol.y = floor(workspace);\n" // y component - - " workspace = workspace - texcol.y;\n" // subtract y component out - " workspace = workspace * 256.0;\n" // shift left 8 bits - " texcol.z = floor(workspace);\n" // z component + " float4 texcol = Tex0.Sample(samp0,uv0);\n" + " int depth = int(round(texcol.x * float(0xFFFFFF)));\n" - " texcol.w = texcol.x;\n" // duplicate x into w + // Convert to Z24 format + " int4 workspace;\n" + " workspace.r = (depth >> 16) & 255;\n" + " workspace.g = (depth >> 8) & 255;\n" + " workspace.b = depth & 255;\n" - " texcol = texcol / 255.0;\n" // normalize components to [0.0..1.0] + // Convert to Z4 format + " workspace.a = (depth >> 16) & 0xF0;\n" - " texcol.w = texcol.w * 15.0;\n" - " texcol.w = floor(texcol.w);\n" - " texcol.w = texcol.w / 15.0;\n" // w component + // Normalize components to [0.0..1.0] + " texcol = float4(workspace) / 255.0;\n" + // Apply color matrix " ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n" "}\n" }; |
