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authorJules Blok <jules.blok@gmail.com>2014-11-03 13:10:41 +0100
committerJules Blok <jules.blok@gmail.com>2014-12-14 13:28:42 +0100
commite53705784b8717d9c7a5e9d8de1aa2d2fe7b5624 (patch)
treeea7906ac54d4e5aa9e81367bd831d0786ef66bb8 /Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
parent9253bb7d9651f3062e4b7002a2caff377e2290b7 (diff)
D3D: Add SBS/TAB output support.
Diffstat (limited to 'Source/Core/VideoBackends/D3D/PixelShaderCache.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/PixelShaderCache.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
index a42d1a4103..94c53beda3 100644
--- a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
+++ b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
@@ -51,11 +51,11 @@ const char clear_program_code[] = {
// TODO: Find some way to avoid having separate shaders for non-MSAA and MSAA...
const char color_copy_program_code[] = {
"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"
"ocol0 = Tex0.Sample(samp0,uv0);\n"
"}\n"
};
@@ -63,16 +63,16 @@ const char color_copy_program_code[] = {
// TODO: Improve sampling algorithm!
const char color_copy_program_code_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"
"int width, height, samples;\n"
"Tex0.GetDimensions(width, height, samples);\n"
"ocol0 = 0;\n"
"for(int i = 0; i < samples; ++i)\n"
- " ocol0 += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
+ " ocol0 += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
"ocol0 /= samples;\n"
"}\n"
};