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authorKScorp <KTazer@gmail.com>2014-08-17 02:14:29 -0500
committerKScorp <KTazer@gmail.com>2014-08-17 04:43:11 -0500
commit97dce14368c3323b9738ba661cf3bcabcb0e670d (patch)
tree48f0a88fb0966768446ee6dbfcc0f0ec31f5f985 /Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
parent66a30d0fc6770fa18fd08f3d305534ec3f459d84 (diff)
Fixed depth matrix shaders in OpenGL and Direct3D to be more precise. Fixes some graphical glitches in some games.
Diffstat (limited to 'Source/Core/VideoBackends/D3D/PixelShaderCache.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/PixelShaderCache.cpp66
1 files changed, 53 insertions, 13 deletions
diff --git a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
index 22e035c5a0..6cbf411e84 100644
--- a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
+++ b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
@@ -118,10 +118,30 @@ const char depth_matrix_program[] = {
"out float4 ocol0 : SV_Target,\n"
" in float4 pos : SV_Position,\n"
" in float2 uv0 : TEXCOORD0){\n"
- "float4 texcol = Tex0.Sample(samp0,uv0);\n"
- "float4 EncodedDepth = frac((texcol.r * (16777215.0f/16777216.0f)) * float4(1.0f,256.0f,256.0f*256.0f,1.0f));\n"
- "texcol = round(EncodedDepth * (16777216.0f/16777215.0f) * float4(255.0f,255.0f,255.0f,15.0f)) / float4(255.0f,255.0f,255.0f,15.0f);\n"
- "ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
+ " float4 texcol = Tex0.Sample(samp0,uv0);\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
+
+ " 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
+
+ " ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
"}\n"
};
@@ -133,15 +153,35 @@ const char depth_matrix_program_msaa[] = {
"out float4 ocol0 : SV_Target,\n"
" in float4 pos : SV_Position,\n"
" in float2 uv0 : TEXCOORD0){\n"
- "int width, height, samples;\n"
- "Tex0.GetDimensions(width, height, 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 /= samples;\n"
- "float4 EncodedDepth = frac((texcol.r * (16777215.0f/16777216.0f)) * float4(1.0f,256.0f,256.0f*256.0f,16.0f));\n"
- "texcol = round(EncodedDepth * (16777216.0f/16777215.0f) * float4(255.0f,255.0f,255.0f,15.0f)) / float4(255.0f,255.0f,255.0f,15.0f);\n"
- "ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
+ " int width, height, samples;\n"
+ " Tex0.GetDimensions(width, height, 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 /= 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
+
+ " 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
+
+ " ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
"}\n"
};