summaryrefslogtreecommitdiff
path: root/Source/Core/VideoBackends/D3D12/StaticShaderCache.cpp
diff options
context:
space:
mode:
authorPierre Bourdon <delroth@gmail.com>2016-06-24 10:43:46 +0200
committerPierre Bourdon <delroth@gmail.com>2016-06-24 10:43:46 +0200
commit3570c7f03a2aa90aa634f96c0af1969af610f14d (patch)
tree4252e03c0e853ba7cffe022937698c854ad0eaa9 /Source/Core/VideoBackends/D3D12/StaticShaderCache.cpp
parent2115e8a4a6814e32107b5205ff5c95bbd3c6e99c (diff)
Reformat all the things. Have fun with merge conflicts.
Diffstat (limited to 'Source/Core/VideoBackends/D3D12/StaticShaderCache.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D12/StaticShaderCache.cpp1095
1 files changed, 547 insertions, 548 deletions
diff --git a/Source/Core/VideoBackends/D3D12/StaticShaderCache.cpp b/Source/Core/VideoBackends/D3D12/StaticShaderCache.cpp
index 38de296e87..652b1515ba 100644
--- a/Source/Core/VideoBackends/D3D12/StaticShaderCache.cpp
+++ b/Source/Core/VideoBackends/D3D12/StaticShaderCache.cpp
@@ -2,15 +2,14 @@
// Licensed under GPLv2+
// Refer to the license.txt file included.
+#include "VideoBackends/D3D12/StaticShaderCache.h"
#include "Common/StringUtil.h"
#include "VideoBackends/D3D12/D3DBase.h"
#include "VideoBackends/D3D12/D3DShader.h"
-#include "VideoBackends/D3D12/StaticShaderCache.h"
#include "VideoCommon/VideoConfig.h"
namespace DX12
{
-
// Pixel Shader blobs
static ID3DBlob* s_color_matrix_program_blob[2] = {};
static ID3DBlob* s_color_copy_program_blob[2] = {};
@@ -28,52 +27,45 @@ static ID3DBlob* s_simple_vertex_shader_blob = {};
static ID3DBlob* s_simple_clear_vertex_shader_blob = {};
static const D3D12_INPUT_ELEMENT_DESC s_simple_vertex_shader_input_elements[] = {
- { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
- { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+ {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
+ 0},
+ {"TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
+ 0},
};
static const D3D12_INPUT_LAYOUT_DESC s_simple_vertex_shader_input_layout = {
- s_simple_vertex_shader_input_elements,
- ARRAYSIZE(s_simple_vertex_shader_input_elements)
-};
+ s_simple_vertex_shader_input_elements, ARRAYSIZE(s_simple_vertex_shader_input_elements)};
-static const D3D12_INPUT_ELEMENT_DESC s_clear_vertex_shader_input_elements[] =
-{
- { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
- { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+static const D3D12_INPUT_ELEMENT_DESC s_clear_vertex_shader_input_elements[] = {
+ {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
+ 0},
+ {"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
};
-static const D3D12_INPUT_LAYOUT_DESC s_clear_vertex_shader_input_layout =
-{
- s_clear_vertex_shader_input_elements,
- ARRAYSIZE(s_clear_vertex_shader_input_elements)
-};
+static const D3D12_INPUT_LAYOUT_DESC s_clear_vertex_shader_input_layout = {
+ s_clear_vertex_shader_input_elements, ARRAYSIZE(s_clear_vertex_shader_input_elements)};
// Geometry Shader blobs
static ID3DBlob* s_clear_geometry_shader_blob = nullptr;
static ID3DBlob* s_copy_geometry_shader_blob = nullptr;
// Pixel Shader HLSL
-static constexpr const char s_clear_program_hlsl[] = {
- "void main(\n"
- "out float4 ocol0 : SV_Target,\n"
- "in float4 pos : SV_Position,\n"
- "in float4 incol0 : COLOR0){\n"
- "ocol0 = incol0;\n"
- "}\n"
-};
+static constexpr const char s_clear_program_hlsl[] = {"void main(\n"
+ "out float4 ocol0 : SV_Target,\n"
+ "in float4 pos : SV_Position,\n"
+ "in float4 incol0 : COLOR0){\n"
+ "ocol0 = incol0;\n"
+ "}\n"};
// EXISTINGD3D11TODO: Find some way to avoid having separate shaders for non-MSAA and MSAA...
-static constexpr const char s_color_copy_program_hlsl[] = {
- "sampler samp0 : register(s0);\n"
- "Texture2DArray Tex0 : register(t0);\n"
- "void main(\n"
- "out float4 ocol0 : SV_Target,\n"
- "in float4 pos : SV_Position,\n"
- "in float3 uv0 : TEXCOORD0){\n"
- "ocol0 = Tex0.Sample(samp0,uv0);\n"
- "}\n"
-};
+static constexpr const char s_color_copy_program_hlsl[] = {"sampler samp0 : register(s0);\n"
+ "Texture2DArray Tex0 : register(t0);\n"
+ "void main(\n"
+ "out float4 ocol0 : SV_Target,\n"
+ "in float4 pos : SV_Position,\n"
+ "in float3 uv0 : TEXCOORD0){\n"
+ "ocol0 = Tex0.Sample(samp0,uv0);\n"
+ "}\n"};
// Anaglyph Red-Cyan shader based on Dubois algorithm
// Constants taken from the paper:
@@ -81,337 +73,330 @@ static constexpr const char s_color_copy_program_hlsl[] = {
// the Least-Squares Projection Method"
// Eric Dubois, March 2009
static constexpr const char s_anaglyph_program_hlsl[] = {
- "sampler samp0 : register(s0);\n"
- "Texture2DArray Tex0 : register(t0);\n"
- "void main(\n"
- "out float4 ocol0 : SV_Target,\n"
- "in float4 pos : SV_Position,\n"
- "in float3 uv0 : TEXCOORD0){\n"
- "float4 c0 = Tex0.Sample(samp0, float3(uv0.xy, 0.0));\n"
- "float4 c1 = Tex0.Sample(samp0, float3(uv0.xy, 1.0));\n"
- "float3x3 l = float3x3( 0.437, 0.449, 0.164,\n"
- " -0.062,-0.062,-0.024,\n"
- " -0.048,-0.050,-0.017);\n"
- "float3x3 r = float3x3(-0.011,-0.032,-0.007,\n"
- " 0.377, 0.761, 0.009,\n"
- " -0.026,-0.093, 1.234);\n"
- "ocol0 = float4(mul(l, c0.rgb) + mul(r, c1.rgb), c0.a);\n"
- "}\n"
-};
+ "sampler samp0 : register(s0);\n"
+ "Texture2DArray Tex0 : register(t0);\n"
+ "void main(\n"
+ "out float4 ocol0 : SV_Target,\n"
+ "in float4 pos : SV_Position,\n"
+ "in float3 uv0 : TEXCOORD0){\n"
+ "float4 c0 = Tex0.Sample(samp0, float3(uv0.xy, 0.0));\n"
+ "float4 c1 = Tex0.Sample(samp0, float3(uv0.xy, 1.0));\n"
+ "float3x3 l = float3x3( 0.437, 0.449, 0.164,\n"
+ " -0.062,-0.062,-0.024,\n"
+ " -0.048,-0.050,-0.017);\n"
+ "float3x3 r = float3x3(-0.011,-0.032,-0.007,\n"
+ " 0.377, 0.761, 0.009,\n"
+ " -0.026,-0.093, 1.234);\n"
+ "ocol0 = float4(mul(l, c0.rgb) + mul(r, c1.rgb), c0.a);\n"
+ "}\n"};
// TODO: Improve sampling algorithm!
static constexpr const char s_color_copy_program_msaa_hlsl[] = {
- "#define SAMPLES %d\n"
- "sampler samp0 : register(s0);\n"
- "Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
- "void main(\n"
- "out float4 ocol0 : SV_Target,\n"
- "in float4 pos : SV_Position,\n"
- "in float3 uv0 : TEXCOORD0){\n"
- "int width, height, slices, samples;\n"
- "Tex0.GetDimensions(width, height, slices, samples);\n"
- "ocol0 = 0;\n"
- "for(int i = 0; i < SAMPLES; ++i)\n"
- " ocol0 += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
- "ocol0 /= SAMPLES;\n"
- "}\n"
-};
+ "#define SAMPLES %d\n"
+ "sampler samp0 : register(s0);\n"
+ "Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
+ "void main(\n"
+ "out float4 ocol0 : SV_Target,\n"
+ "in float4 pos : SV_Position,\n"
+ "in float3 uv0 : TEXCOORD0){\n"
+ "int width, height, slices, samples;\n"
+ "Tex0.GetDimensions(width, height, slices, samples);\n"
+ "ocol0 = 0;\n"
+ "for(int i = 0; i < SAMPLES; ++i)\n"
+ " ocol0 += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
+ "ocol0 /= SAMPLES;\n"
+ "}\n"};
static constexpr const char s_depth_resolve_to_color_program_hlsl[] = {
- "#define SAMPLES %d\n"
- "Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
- "void main(\n"
- " out float ocol0 : SV_Target,\n"
- " in float4 pos : SV_Position,\n"
- " in float3 uv0 : TEXCOORD0)\n"
- "{\n"
- " int width, height, slices, samples;\n"
- " Tex0.GetDimensions(width, height, slices, samples);\n"
- " ocol0 = Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), 0).x;\n"
- " for(int i = 1; i < SAMPLES; ++i)\n"
- " ocol0 = min(ocol0, Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i).x);\n"
- "}\n"
-};
+ "#define SAMPLES %d\n"
+ "Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
+ "void main(\n"
+ " out float ocol0 : SV_Target,\n"
+ " in float4 pos : SV_Position,\n"
+ " in float3 uv0 : TEXCOORD0)\n"
+ "{\n"
+ " int width, height, slices, samples;\n"
+ " Tex0.GetDimensions(width, height, slices, samples);\n"
+ " ocol0 = Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), 0).x;\n"
+ " for(int i = 1; i < SAMPLES; ++i)\n"
+ " ocol0 = min(ocol0, Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i).x);\n"
+ "}\n"};
static constexpr const char s_color_matrix_program_hlsl[] = {
- "sampler samp0 : register(s0);\n"
- "Texture2DArray Tex0 : register(t0);\n"
- "uniform float4 cColMatrix[7] : register(c0);\n"
- "void main(\n"
- "out float4 ocol0 : SV_Target,\n"
- "in float4 pos : SV_Position,\n"
- "in float3 uv0 : TEXCOORD0){\n"
- "float4 texcol = Tex0.Sample(samp0,uv0);\n"
- "texcol = round(texcol * cColMatrix[5])*cColMatrix[6];\n"
- "ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
- "}\n"
-};
+ "sampler samp0 : register(s0);\n"
+ "Texture2DArray Tex0 : register(t0);\n"
+ "uniform float4 cColMatrix[7] : register(c0);\n"
+ "void main(\n"
+ "out float4 ocol0 : SV_Target,\n"
+ "in float4 pos : SV_Position,\n"
+ "in float3 uv0 : TEXCOORD0){\n"
+ "float4 texcol = Tex0.Sample(samp0,uv0);\n"
+ "texcol = round(texcol * cColMatrix[5])*cColMatrix[6];\n"
+ "ocol0 = "
+ "float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot("
+ "texcol,cColMatrix[3])) + cColMatrix[4];\n"
+ "}\n"};
static constexpr const char s_color_matrix_program_msaa_hlsl[] = {
- "#define SAMPLES %d\n"
- "sampler samp0 : register(s0);\n"
- "Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
- "uniform float4 cColMatrix[7] : register(c0);\n"
- "void main(\n"
- "out float4 ocol0 : SV_Target,\n"
- "in float4 pos : SV_Position,\n"
- "in float3 uv0 : TEXCOORD0){\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(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
- "texcol /= SAMPLES;\n"
- "texcol = round(texcol * cColMatrix[5])*cColMatrix[6];\n"
- "ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
- "}\n"
-};
+ "#define SAMPLES %d\n"
+ "sampler samp0 : register(s0);\n"
+ "Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
+ "uniform float4 cColMatrix[7] : register(c0);\n"
+ "void main(\n"
+ "out float4 ocol0 : SV_Target,\n"
+ "in float4 pos : SV_Position,\n"
+ "in float3 uv0 : TEXCOORD0){\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(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
+ "texcol /= SAMPLES;\n"
+ "texcol = round(texcol * cColMatrix[5])*cColMatrix[6];\n"
+ "ocol0 = "
+ "float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot("
+ "texcol,cColMatrix[3])) + cColMatrix[4];\n"
+ "}\n"};
static constexpr const char s_depth_matrix_program_hlsl[] = {
- "sampler samp0 : register(s0);\n"
- "Texture2DArray Tex0 : register(t0);\n"
- "uniform float4 cColMatrix[7] : register(c0);\n"
- "void main(\n"
- "out float4 ocol0 : SV_Target,\n"
- " in float4 pos : SV_Position,\n"
- " in float3 uv0 : TEXCOORD0){\n"
- " float4 texcol = Tex0.Sample(samp0,uv0);\n"
- " int depth = int((1.0 - texcol.x) * 16777216.0);\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"
-
- // Convert to Z4 format
- " workspace.a = (depth >> 16) & 0xF0;\n"
-
- // 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"
-};
+ "sampler samp0 : register(s0);\n"
+ "Texture2DArray Tex0 : register(t0);\n"
+ "uniform float4 cColMatrix[7] : register(c0);\n"
+ "void main(\n"
+ "out float4 ocol0 : SV_Target,\n"
+ " in float4 pos : SV_Position,\n"
+ " in float3 uv0 : TEXCOORD0){\n"
+ " float4 texcol = Tex0.Sample(samp0,uv0);\n"
+ " int depth = int((1.0 - texcol.x) * 16777216.0);\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"
+
+ // Convert to Z4 format
+ " workspace.a = (depth >> 16) & 0xF0;\n"
+
+ // 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"};
static constexpr const char s_depth_matrix_program_msaa_hlsl[] = {
- "#define SAMPLES %d\n"
- "sampler samp0 : register(s0);\n"
- "Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
- "uniform float4 cColMatrix[7] : register(c0);\n"
- "void main(\n"
- "out float4 ocol0 : SV_Target,\n"
- " in float4 pos : SV_Position,\n"
- " in float3 uv0 : TEXCOORD0){\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(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
- " texcol /= SAMPLES;\n"
- " int depth = int((1.0 - texcol.x) * 16777216.0);\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"
-
- // Convert to Z4 format
- " workspace.a = (depth >> 16) & 0xF0;\n"
-
- // 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"
-};
+ "#define SAMPLES %d\n"
+ "sampler samp0 : register(s0);\n"
+ "Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
+ "uniform float4 cColMatrix[7] : register(c0);\n"
+ "void main(\n"
+ "out float4 ocol0 : SV_Target,\n"
+ " in float4 pos : SV_Position,\n"
+ " in float3 uv0 : TEXCOORD0){\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(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
+ " texcol /= SAMPLES;\n"
+ " int depth = int((1.0 - texcol.x) * 16777216.0);\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"
+
+ // Convert to Z4 format
+ " workspace.a = (depth >> 16) & 0xF0;\n"
+
+ // 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"};
static constexpr const char s_reint_rgba6_to_rgb8_program_hlsl[] = {
- "sampler samp0 : register(s0);\n"
- "Texture2DArray Tex0 : register(t0);\n"
- "void main(\n"
- " out float4 ocol0 : SV_Target,\n"
- " in float4 pos : SV_Position,\n"
- " in float3 uv0 : TEXCOORD0)\n"
- "{\n"
- " int4 src6 = round(Tex0.Sample(samp0,uv0) * 63.f);\n"
- " int4 dst8;\n"
- " dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
- " dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
- " dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
- " dst8.a = 255;\n"
- " ocol0 = (float4)dst8 / 255.f;\n"
- "}"
-};
+ "sampler samp0 : register(s0);\n"
+ "Texture2DArray Tex0 : register(t0);\n"
+ "void main(\n"
+ " out float4 ocol0 : SV_Target,\n"
+ " in float4 pos : SV_Position,\n"
+ " in float3 uv0 : TEXCOORD0)\n"
+ "{\n"
+ " int4 src6 = round(Tex0.Sample(samp0,uv0) * 63.f);\n"
+ " int4 dst8;\n"
+ " dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
+ " dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
+ " dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
+ " dst8.a = 255;\n"
+ " ocol0 = (float4)dst8 / 255.f;\n"
+ "}"};
static constexpr const char s_reint_rgba6_to_rgb8_program_msaa_hlsl[] = {
- "#define SAMPLES %d\n"
- "sampler samp0 : register(s0);\n"
- "Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
- "void main(\n"
- " out float4 ocol0 : SV_Target,\n"
- " in float4 pos : SV_Position,\n"
- " in float3 uv0 : TEXCOORD0)\n"
- "{\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(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
- " texcol /= SAMPLES;\n"
- " int4 src6 = round(texcol * 63.f);\n"
- " int4 dst8;\n"
- " dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
- " dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
- " dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
- " dst8.a = 255;\n"
- " ocol0 = (float4)dst8 / 255.f;\n"
- "}"
-};
+ "#define SAMPLES %d\n"
+ "sampler samp0 : register(s0);\n"
+ "Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
+ "void main(\n"
+ " out float4 ocol0 : SV_Target,\n"
+ " in float4 pos : SV_Position,\n"
+ " in float3 uv0 : TEXCOORD0)\n"
+ "{\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(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
+ " texcol /= SAMPLES;\n"
+ " int4 src6 = round(texcol * 63.f);\n"
+ " int4 dst8;\n"
+ " dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
+ " dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
+ " dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
+ " dst8.a = 255;\n"
+ " ocol0 = (float4)dst8 / 255.f;\n"
+ "}"};
static constexpr const char s_reint_rgb8_to_rgba6_program_hlsl[] = {
- "sampler samp0 : register(s0);\n"
- "Texture2DArray Tex0 : register(t0);\n"
- "void main(\n"
- " out float4 ocol0 : SV_Target,\n"
- " in float4 pos : SV_Position,\n"
- " in float3 uv0 : TEXCOORD0)\n"
- "{\n"
- " int4 src8 = round(Tex0.Sample(samp0,uv0) * 255.f);\n"
- " int4 dst6;\n"
- " dst6.r = src8.r >> 2;\n"
- " dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
- " dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
- " dst6.a = src8.b & 0x3F;\n"
- " ocol0 = (float4)dst6 / 63.f;\n"
- "}\n"
-};
+ "sampler samp0 : register(s0);\n"
+ "Texture2DArray Tex0 : register(t0);\n"
+ "void main(\n"
+ " out float4 ocol0 : SV_Target,\n"
+ " in float4 pos : SV_Position,\n"
+ " in float3 uv0 : TEXCOORD0)\n"
+ "{\n"
+ " int4 src8 = round(Tex0.Sample(samp0,uv0) * 255.f);\n"
+ " int4 dst6;\n"
+ " dst6.r = src8.r >> 2;\n"
+ " dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
+ " dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
+ " dst6.a = src8.b & 0x3F;\n"
+ " ocol0 = (float4)dst6 / 63.f;\n"
+ "}\n"};
static constexpr const char s_reint_rgb8_to_rgba6_program_msaa_hlsl[] = {
- "#define SAMPLES %d\n"
- "sampler samp0 : register(s0);\n"
- "Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
- "void main(\n"
- " out float4 ocol0 : SV_Target,\n"
- " in float4 pos : SV_Position,\n"
- " in float3 uv0 : TEXCOORD0)\n"
- "{\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(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
- " texcol /= SAMPLES;\n"
- " int4 src8 = round(texcol * 255.f);\n"
- " int4 dst6;\n"
- " dst6.r = src8.r >> 2;\n"
- " dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
- " dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
- " dst6.a = src8.b & 0x3F;\n"
- " ocol0 = (float4)dst6 / 63.f;\n"
- "}\n"
-};
+ "#define SAMPLES %d\n"
+ "sampler samp0 : register(s0);\n"
+ "Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
+ "void main(\n"
+ " out float4 ocol0 : SV_Target,\n"
+ " in float4 pos : SV_Position,\n"
+ " in float3 uv0 : TEXCOORD0)\n"
+ "{\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(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
+ " texcol /= SAMPLES;\n"
+ " int4 src8 = round(texcol * 255.f);\n"
+ " int4 dst6;\n"
+ " dst6.r = src8.r >> 2;\n"
+ " dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
+ " dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
+ " dst6.a = src8.b & 0x3F;\n"
+ " ocol0 = (float4)dst6 / 63.f;\n"
+ "}\n"};
// Vertex Shader HLSL
static constexpr const char s_simple_vertex_shader_hlsl[] = {
- "struct VSOUTPUT\n"
- "{\n"
- "float4 vPosition : POSITION;\n"
- "float3 vTexCoord : TEXCOORD0;\n"
- "float vTexCoord1 : TEXCOORD1;\n"
- "};\n"
- "VSOUTPUT main(float4 inPosition : POSITION,float4 inTEX0 : TEXCOORD0)\n"
- "{\n"
- "VSOUTPUT OUT;\n"
- "OUT.vPosition = inPosition;\n"
- "OUT.vTexCoord = inTEX0.xyz;\n"
- "OUT.vTexCoord1 = inTEX0.w;\n"
- "return OUT;\n"
- "}\n"
-};
+ "struct VSOUTPUT\n"
+ "{\n"
+ "float4 vPosition : POSITION;\n"
+ "float3 vTexCoord : TEXCOORD0;\n"
+ "float vTexCoord1 : TEXCOORD1;\n"
+ "};\n"
+ "VSOUTPUT main(float4 inPosition : POSITION,float4 inTEX0 : TEXCOORD0)\n"
+ "{\n"
+ "VSOUTPUT OUT;\n"
+ "OUT.vPosition = inPosition;\n"
+ "OUT.vTexCoord = inTEX0.xyz;\n"
+ "OUT.vTexCoord1 = inTEX0.w;\n"
+ "return OUT;\n"
+ "}\n"};
static constexpr const char s_clear_vertex_shader_hlsl[] = {
- "struct VSOUTPUT\n"
- "{\n"
- "float4 vPosition : POSITION;\n"
- "float4 vColor0 : COLOR0;\n"
- "};\n"
- "VSOUTPUT main(float4 inPosition : POSITION,float4 inColor0: COLOR0)\n"
- "{\n"
- "VSOUTPUT OUT;\n"
- "OUT.vPosition = inPosition;\n"
- "OUT.vColor0 = inColor0;\n"
- "return OUT;\n"
- "}\n"
-};
+ "struct VSOUTPUT\n"
+ "{\n"
+ "float4 vPosition : POSITION;\n"
+ "float4 vColor0 : COLOR0;\n"
+ "};\n"
+ "VSOUTPUT main(float4 inPosition : POSITION,float4 inColor0: COLOR0)\n"
+ "{\n"
+ "VSOUTPUT OUT;\n"
+ "OUT.vPosition = inPosition;\n"
+ "OUT.vColor0 = inColor0;\n"
+ "return OUT;\n"
+ "}\n"};
// Geometry Shader HLSL
static constexpr const char s_clear_geometry_shader_hlsl[] = {
- "struct VSOUTPUT\n"
- "{\n"
- " float4 vPosition : POSITION;\n"
- " float4 vColor0 : COLOR0;\n"
- "};\n"
- "struct GSOUTPUT\n"
- "{\n"
- " float4 vPosition : POSITION;\n"
- " float4 vColor0 : COLOR0;\n"
- " uint slice : SV_RenderTargetArrayIndex;\n"
- "};\n"
- "[maxvertexcount(6)]\n"
- "void main(triangle VSOUTPUT o[3], inout TriangleStream<GSOUTPUT> Output)\n"
- "{\n"
- "for(int slice = 0; slice < 2; slice++)\n"
- "{\n"
- " for(int i = 0; i < 3; i++)\n"
- " {\n"
- " GSOUTPUT OUT;\n"
- " OUT.vPosition = o[i].vPosition;\n"
- " OUT.vColor0 = o[i].vColor0;\n"
- " OUT.slice = slice;\n"
- " Output.Append(OUT);\n"
- " }\n"
- " Output.RestartStrip();\n"
- "}\n"
- "}\n"
-};
+ "struct VSOUTPUT\n"
+ "{\n"
+ " float4 vPosition : POSITION;\n"
+ " float4 vColor0 : COLOR0;\n"
+ "};\n"
+ "struct GSOUTPUT\n"
+ "{\n"
+ " float4 vPosition : POSITION;\n"
+ " float4 vColor0 : COLOR0;\n"
+ " uint slice : SV_RenderTargetArrayIndex;\n"
+ "};\n"
+ "[maxvertexcount(6)]\n"
+ "void main(triangle VSOUTPUT o[3], inout TriangleStream<GSOUTPUT> Output)\n"
+ "{\n"
+ "for(int slice = 0; slice < 2; slice++)\n"
+ "{\n"
+ " for(int i = 0; i < 3; i++)\n"
+ " {\n"
+ " GSOUTPUT OUT;\n"
+ " OUT.vPosition = o[i].vPosition;\n"
+ " OUT.vColor0 = o[i].vColor0;\n"
+ " OUT.slice = slice;\n"
+ " Output.Append(OUT);\n"
+ " }\n"
+ " Output.RestartStrip();\n"
+ "}\n"
+ "}\n"};
static constexpr const char s_copy_geometry_shader_hlsl[] = {
- "struct VSOUTPUT\n"
- "{\n"
- " float4 vPosition : POSITION;\n"
- " float3 vTexCoord : TEXCOORD0;\n"
- " float vTexCoord1 : TEXCOORD1;\n"
- "};\n"
- "struct GSOUTPUT\n"
- "{\n"
- " float4 vPosition : POSITION;\n"
- " float3 vTexCoord : TEXCOORD0;\n"
- " float vTexCoord1 : TEXCOORD1;\n"
- " uint slice : SV_RenderTargetArrayIndex;\n"
- "};\n"
- "[maxvertexcount(6)]\n"
- "void main(triangle VSOUTPUT o[3], inout TriangleStream<GSOUTPUT> Output)\n"
- "{\n"
- "for(int slice = 0; slice < 2; slice++)\n"
- "{\n"
- " for(int i = 0; i < 3; i++)\n"
- " {\n"
- " GSOUTPUT OUT;\n"
- " OUT.vPosition = o[i].vPosition;\n"
- " OUT.vTexCoord = o[i].vTexCoord;\n"
- " OUT.vTexCoord.z = slice;\n"
- " OUT.vTexCoord1 = o[i].vTexCoord1;\n"
- " OUT.slice = slice;\n"
- " Output.Append(OUT);\n"
- " }\n"
- " Output.RestartStrip();\n"
- "}\n"
- "}\n"
-};
+ "struct VSOUTPUT\n"
+ "{\n"
+ " float4 vPosition : POSITION;\n"
+ " float3 vTexCoord : TEXCOORD0;\n"
+ " float vTexCoord1 : TEXCOORD1;\n"
+ "};\n"
+ "struct GSOUTPUT\n"
+ "{\n"
+ " float4 vPosition : POSITION;\n"
+ " float3 vTexCoord : TEXCOORD0;\n"
+ " float vTexCoord1 : TEXCOORD1;\n"
+ " uint slice : SV_RenderTargetArrayIndex;\n"
+ "};\n"
+ "[maxvertexcount(6)]\n"
+ "void main(triangle VSOUTPUT o[3], inout TriangleStream<GSOUTPUT> Output)\n"
+ "{\n"
+ "for(int slice = 0; slice < 2; slice++)\n"
+ "{\n"
+ " for(int i = 0; i < 3; i++)\n"
+ " {\n"
+ " GSOUTPUT OUT;\n"
+ " OUT.vPosition = o[i].vPosition;\n"
+ " OUT.vTexCoord = o[i].vTexCoord;\n"
+ " OUT.vTexCoord.z = slice;\n"
+ " OUT.vTexCoord1 = o[i].vTexCoord1;\n"
+ " OUT.slice = slice;\n"
+ " Output.Append(OUT);\n"
+ " }\n"
+ " Output.RestartStrip();\n"
+ "}\n"
+ "}\n"};
static const char s_xfb_encode_shader_hlsl[] = R"(
@@ -502,298 +487,312 @@ void main(
D3D12_SHADER_BYTECODE StaticShaderCache::GetReinterpRGBA6ToRGB8PixelShader(bool multisampled)
{
- D3D12_SHADER_BYTECODE bytecode = {};
-
- if (!multisampled || g_ActiveConfig.iMultisamples == 1)
- {
- if (!s_rgba6_to_rgb8_program_blob[0])
- {
- D3D::CompilePixelShader(s_reint_rgba6_to_rgb8_program_hlsl, &s_rgba6_to_rgb8_program_blob[0]);
- }
-
- bytecode = { s_rgba6_to_rgb8_program_blob[0]->GetBufferPointer(), s_rgba6_to_rgb8_program_blob[0]->GetBufferSize() };
- return bytecode;
- }
- else if (!s_rgba6_to_rgb8_program_blob[1])
- {
- // create MSAA shader for current AA mode
- std::string buf = StringFromFormat(s_reint_rgba6_to_rgb8_program_msaa_hlsl, g_ActiveConfig.iMultisamples);
-
- D3D::CompilePixelShader(buf, &s_rgba6_to_rgb8_program_blob[1]);
- bytecode = { s_rgba6_to_rgb8_program_blob[1]->GetBufferPointer(), s_rgba6_to_rgb8_program_blob[1]->GetBufferSize() };
- }
- return bytecode;
+ D3D12_SHADER_BYTECODE bytecode = {};
+
+ if (!multisampled || g_ActiveConfig.iMultisamples == 1)
+ {
+ if (!s_rgba6_to_rgb8_program_blob[0])
+ {
+ D3D::CompilePixelShader(s_reint_rgba6_to_rgb8_program_hlsl, &s_rgba6_to_rgb8_program_blob[0]);
+ }
+
+ bytecode = {s_rgba6_to_rgb8_program_blob[0]->GetBufferPointer(),
+ s_rgba6_to_rgb8_program_blob[0]->GetBufferSize()};
+ return bytecode;
+ }
+ else if (!s_rgba6_to_rgb8_program_blob[1])
+ {
+ // create MSAA shader for current AA mode
+ std::string buf =
+ StringFromFormat(s_reint_rgba6_to_rgb8_program_msaa_hlsl, g_ActiveConfig.iMultisamples);
+
+ D3D::CompilePixelShader(buf, &s_rgba6_to_rgb8_program_blob[1]);
+ bytecode = {s_rgba6_to_rgb8_program_blob[1]->GetBufferPointer(),
+ s_rgba6_to_rgb8_program_blob[1]->GetBufferSize()};
+ }
+ return bytecode;
}
D3D12_SHADER_BYTECODE StaticShaderCache::GetReinterpRGB8ToRGBA6PixelShader(bool multisampled)
{
- D3D12_SHADER_BYTECODE bytecode = {};
-
- if (!multisampled || g_ActiveConfig.iMultisamples == 1)
- {
- if (!s_rgb8_to_rgba6_program_blob[0])
- {
- D3D::CompilePixelShader(s_reint_rgb8_to_rgba6_program_hlsl, &s_rgb8_to_rgba6_program_blob[0]);
- }
-
- bytecode = { s_rgb8_to_rgba6_program_blob[0]->GetBufferPointer(), s_rgb8_to_rgba6_program_blob[0]->GetBufferSize() };
- return bytecode;
- }
- else if (!s_rgb8_to_rgba6_program_blob[1])
- {
- // create MSAA shader for current AA mode
- std::string buf = StringFromFormat(s_reint_rgb8_to_rgba6_program_msaa_hlsl, g_ActiveConfig.iMultisamples);
-
- D3D::CompilePixelShader(buf, &s_rgb8_to_rgba6_program_blob[1]);
- bytecode = { s_rgb8_to_rgba6_program_blob[1]->GetBufferPointer(), s_rgb8_to_rgba6_program_blob[1]->GetBufferSize() };
- }
-
- return bytecode;
+ D3D12_SHADER_BYTECODE bytecode = {};
+
+ if (!multisampled || g_ActiveConfig.iMultisamples == 1)
+ {
+ if (!s_rgb8_to_rgba6_program_blob[0])
+ {
+ D3D::CompilePixelShader(s_reint_rgb8_to_rgba6_program_hlsl, &s_rgb8_to_rgba6_program_blob[0]);
+ }
+
+ bytecode = {s_rgb8_to_rgba6_program_blob[0]->GetBufferPointer(),
+ s_rgb8_to_rgba6_program_blob[0]->GetBufferSize()};
+ return bytecode;
+ }
+ else if (!s_rgb8_to_rgba6_program_blob[1])
+ {
+ // create MSAA shader for current AA mode
+ std::string buf =
+ StringFromFormat(s_reint_rgb8_to_rgba6_program_msaa_hlsl, g_ActiveConfig.iMultisamples);
+
+ D3D::CompilePixelShader(buf, &s_rgb8_to_rgba6_program_blob[1]);
+ bytecode = {s_rgb8_to_rgba6_program_blob[1]->GetBufferPointer(),
+ s_rgb8_to_rgba6_program_blob[1]->GetBufferSize()};
+ }
+
+ return bytecode;
}
D3D12_SHADER_BYTECODE StaticShaderCache::GetColorCopyPixelShader(bool multisampled)
{
- D3D12_SHADER_BYTECODE bytecode = {};
-
- if (!multisampled || g_ActiveConfig.iMultisamples == 1)
- {
- bytecode = { s_color_copy_program_blob[0]->GetBufferPointer(), s_color_copy_program_blob[0]->GetBufferSize() };
- }
- else if (s_color_copy_program_blob[1])
- {
- bytecode = { s_color_copy_program_blob[1]->GetBufferPointer(), s_color_copy_program_blob[1]->GetBufferSize() };
- }
- else
- {
- // create MSAA shader for current AA mode
- std::string buf = StringFromFormat(s_color_copy_program_msaa_hlsl, g_ActiveConfig.iMultisamples);
-
- D3D::CompilePixelShader(buf, &s_color_copy_program_blob[1]);
- bytecode = { s_color_copy_program_blob[1]->GetBufferPointer(), s_color_copy_program_blob[1]->GetBufferSize() };
- }
-
- return bytecode;
+ D3D12_SHADER_BYTECODE bytecode = {};
+
+ if (!multisampled || g_ActiveConfig.iMultisamples == 1)
+ {
+ bytecode = {s_color_copy_program_blob[0]->GetBufferPointer(),
+ s_color_copy_program_blob[0]->GetBufferSize()};
+ }
+ else if (s_color_copy_program_blob[1])
+ {
+ bytecode = {s_color_copy_program_blob[1]->GetBufferPointer(),
+ s_color_copy_program_blob[1]->GetBufferSize()};
+ }
+ else
+ {
+ // create MSAA shader for current AA mode
+ std::string buf =
+ StringFromFormat(s_color_copy_program_msaa_hlsl, g_ActiveConfig.iMultisamples);
+
+ D3D::CompilePixelShader(buf, &s_color_copy_program_blob[1]);
+ bytecode = {s_color_copy_program_blob[1]->GetBufferPointer(),
+ s_color_copy_program_blob[1]->GetBufferSize()};
+ }
+
+ return bytecode;
}
D3D12_SHADER_BYTECODE StaticShaderCache::GetDepthResolveToColorPixelShader()
{
- D3D12_SHADER_BYTECODE bytecode = {};
-
- if (s_depth_resolve_to_color_program_blob)
- {
- bytecode = { s_depth_resolve_to_color_program_blob->GetBufferPointer(), s_depth_resolve_to_color_program_blob->GetBufferSize() };
- }
- else
- {
- // create MSAA shader for current AA mode
- std::string buf = StringFromFormat(s_depth_resolve_to_color_program_hlsl, g_ActiveConfig.iMultisamples);
-
- D3D::CompilePixelShader(buf, &s_depth_resolve_to_color_program_blob);
- bytecode = { s_depth_resolve_to_color_program_blob->GetBufferPointer(), s_depth_resolve_to_color_program_blob->GetBufferSize() };
- }
-
- return bytecode;
+ D3D12_SHADER_BYTECODE bytecode = {};
+
+ if (s_depth_resolve_to_color_program_blob)
+ {
+ bytecode = {s_depth_resolve_to_color_program_blob->GetBufferPointer(),
+ s_depth_resolve_to_color_program_blob->GetBufferSize()};
+ }
+ else
+ {
+ // create MSAA shader for current AA mode
+ std::string buf =
+ StringFromFormat(s_depth_resolve_to_color_program_hlsl, g_ActiveConfig.iMultisamples);
+
+ D3D::CompilePixelShader(buf, &s_depth_resolve_to_color_program_blob);
+ bytecode = {s_depth_resolve_to_color_program_blob->GetBufferPointer(),
+ s_depth_resolve_to_color_program_blob->GetBufferSize()};
+ }
+
+ return bytecode;
}
D3D12_SHADER_BYTECODE StaticShaderCache::GetColorMatrixPixelShader(bool multisampled)
{
- D3D12_SHADER_BYTECODE bytecode = {};
-
- if (!multisampled || g_ActiveConfig.iMultisamples == 1)
- {
- bytecode = { s_color_matrix_program_blob[0]->GetBufferPointer(), s_color_matrix_program_blob[0]->GetBufferSize() };
- }
- else if (s_color_matrix_program_blob[1])
- {
- bytecode = { s_color_matrix_program_blob[1]->GetBufferPointer(), s_color_matrix_program_blob[1]->GetBufferSize() };
- }
- else
- {
- // create MSAA shader for current AA mode
- std::string buf = StringFromFormat(s_color_matrix_program_msaa_hlsl, g_ActiveConfig.iMultisamples);
-
- D3D::CompilePixelShader(buf, &s_color_matrix_program_blob[1]);
- bytecode = { s_color_matrix_program_blob[1]->GetBufferPointer(), s_color_matrix_program_blob[1]->GetBufferSize() };
- }
-
- return bytecode;
+ D3D12_SHADER_BYTECODE bytecode = {};
+
+ if (!multisampled || g_ActiveConfig.iMultisamples == 1)
+ {
+ bytecode = {s_color_matrix_program_blob[0]->GetBufferPointer(),
+ s_color_matrix_program_blob[0]->GetBufferSize()};
+ }
+ else if (s_color_matrix_program_blob[1])
+ {
+ bytecode = {s_color_matrix_program_blob[1]->GetBufferPointer(),
+ s_color_matrix_program_blob[1]->GetBufferSize()};
+ }
+ else
+ {
+ // create MSAA shader for current AA mode
+ std::string buf =
+ StringFromFormat(s_color_matrix_program_msaa_hlsl, g_ActiveConfig.iMultisamples);
+
+ D3D::CompilePixelShader(buf, &s_color_matrix_program_blob[1]);
+ bytecode = {s_color_matrix_program_blob[1]->GetBufferPointer(),
+ s_color_matrix_program_blob[1]->GetBufferSize()};
+ }
+
+ return bytecode;
}
D3D12_SHADER_BYTECODE StaticShaderCache::GetDepthMatrixPixelShader(bool multisampled)
{
- D3D12_SHADER_BYTECODE bytecode = {};
-
- if (!multisampled || g_ActiveConfig.iMultisamples == 1)
- {
- bytecode = { s_depth_matrix_program_blob[0]->GetBufferPointer(), s_depth_matrix_program_blob[0]->GetBufferSize() };
- }
- else if (s_depth_matrix_program_blob[1])
- {
- bytecode = { s_depth_matrix_program_blob[1]->GetBufferPointer(), s_depth_matrix_program_blob[1]->GetBufferSize() };
- }
- else
- {
- // create MSAA shader for current AA mode
- std::string buf = StringFromFormat(s_depth_matrix_program_msaa_hlsl, g_ActiveConfig.iMultisamples);
-
- D3D::CompilePixelShader(buf, &s_depth_matrix_program_blob[1]);
-
- bytecode = { s_depth_matrix_program_blob[1]->GetBufferPointer(), s_depth_matrix_program_blob[1]->GetBufferSize() };
- }
-
- return bytecode;
+ D3D12_SHADER_BYTECODE bytecode = {};
+
+ if (!multisampled || g_ActiveConfig.iMultisamples == 1)
+ {
+ bytecode = {s_depth_matrix_program_blob[0]->GetBufferPointer(),
+ s_depth_matrix_program_blob[0]->GetBufferSize()};
+ }
+ else if (s_depth_matrix_program_blob[1])
+ {
+ bytecode = {s_depth_matrix_program_blob[1]->GetBufferPointer(),
+ s_depth_matrix_program_blob[1]->GetBufferSize()};
+ }
+ else
+ {
+ // create MSAA shader for current AA mode
+ std::string buf =
+ StringFromFormat(s_depth_matrix_program_msaa_hlsl, g_ActiveConfig.iMultisamples);
+
+ D3D::CompilePixelShader(buf, &s_depth_matrix_program_blob[1]);
+
+ bytecode = {s_depth_matrix_program_blob[1]->GetBufferPointer(),
+ s_depth_matrix_program_blob[1]->GetBufferSize()};
+ }
+
+ return bytecode;
}
D3D12_SHADER_BYTECODE StaticShaderCache::GetClearPixelShader()
{
- D3D12_SHADER_BYTECODE shader = {};
- shader.BytecodeLength = s_clear_program_blob->GetBufferSize();
- shader.pShaderBytecode = s_clear_program_blob->GetBufferPointer();
+ D3D12_SHADER_BYTECODE shader = {};
+ shader.BytecodeLength = s_clear_program_blob->GetBufferSize();
+ shader.pShaderBytecode = s_clear_program_blob->GetBufferPointer();
- return shader;
+ return shader;
}
D3D12_SHADER_BYTECODE StaticShaderCache::GetAnaglyphPixelShader()
{
- D3D12_SHADER_BYTECODE shader = {};
- shader.BytecodeLength = s_anaglyph_program_blob->GetBufferSize();
- shader.pShaderBytecode = s_anaglyph_program_blob->GetBufferPointer();
+ D3D12_SHADER_BYTECODE shader = {};
+ shader.BytecodeLength = s_anaglyph_program_blob->GetBufferSize();
+ shader.pShaderBytecode = s_anaglyph_program_blob->GetBufferPointer();
- return shader;
+ return shader;
}
D3D12_SHADER_BYTECODE StaticShaderCache::GetSimpleVertexShader()
{
- D3D12_SHADER_BYTECODE shader = {};
- shader.BytecodeLength = s_simple_vertex_shader_blob->GetBufferSize();
- shader.pShaderBytecode = s_simple_vertex_shader_blob->GetBufferPointer();
+ D3D12_SHADER_BYTECODE shader = {};
+ shader.BytecodeLength = s_simple_vertex_shader_blob->GetBufferSize();
+ shader.pShaderBytecode = s_simple_vertex_shader_blob->GetBufferPointer();
- return shader;
+ return shader;
}
D3D12_SHADER_BYTECODE StaticShaderCache::GetClearVertexShader()
{
- D3D12_SHADER_BYTECODE shader = {};
- shader.BytecodeLength = s_simple_clear_vertex_shader_blob->GetBufferSize();
- shader.pShaderBytecode = s_simple_clear_vertex_shader_blob->GetBufferPointer();
+ D3D12_SHADER_BYTECODE shader = {};
+ shader.BytecodeLength = s_simple_clear_vertex_shader_blob->GetBufferSize();
+ shader.pShaderBytecode = s_simple_clear_vertex_shader_blob->GetBufferPointer();
- return shader;
+ return shader;
}
D3D12_INPUT_LAYOUT_DESC StaticShaderCache::GetSimpleVertexShaderInputLayout()
{
- return s_simple_vertex_shader_input_layout;
+ return s_simple_vertex_shader_input_layout;
}
D3D12_INPUT_LAYOUT_DESC StaticShaderCache::GetClearVertexShaderInputLayout()
{
- return s_clear_vertex_shader_input_layout;
+ return s_clear_vertex_shader_input_layout;
}
D3D12_SHADER_BYTECODE StaticShaderCache::GetClearGeometryShader()
{
- D3D12_SHADER_BYTECODE bytecode = {};
- if (g_ActiveConfig.iStereoMode > 0)
- {
- bytecode.BytecodeLength = s_clear_geometry_shader_blob->GetBufferSize();
- bytecode.pShaderBytecode = s_clear_geometry_shader_blob->GetBufferPointer();
- }
-
- return bytecode;
+ D3D12_SHADER_BYTECODE bytecode = {};
+ if (g_ActiveConfig.iStereoMode > 0)
+ {
+ bytecode.BytecodeLength = s_clear_geometry_shader_blob->GetBufferSize();
+ bytecode.pShaderBytecode = s_clear_geometry_shader_blob->GetBufferPointer();
+ }
+
+ return bytecode;
}
D3D12_SHADER_BYTECODE StaticShaderCache::GetCopyGeometryShader()
{
- D3D12_SHADER_BYTECODE bytecode = {};
- if (g_ActiveConfig.iStereoMode > 0)
- {
- bytecode.BytecodeLength = s_copy_geometry_shader_blob->GetBufferSize();
- bytecode.pShaderBytecode = s_copy_geometry_shader_blob->GetBufferPointer();
- }
-
- return bytecode;
+ D3D12_SHADER_BYTECODE bytecode = {};
+ if (g_ActiveConfig.iStereoMode > 0)
+ {
+ bytecode.BytecodeLength = s_copy_geometry_shader_blob->GetBufferSize();
+ bytecode.pShaderBytecode = s_copy_geometry_shader_blob->GetBufferPointer();
+ }
+
+ return bytecode;
}
D3D12_SHADER_BYTECODE StaticShaderCache::GetXFBEncodePixelShader()
{
- D3D12_SHADER_BYTECODE bytecode =
- {
- s_xfb_encode_shader_blob->GetBufferPointer(),
- s_xfb_encode_shader_blob->GetBufferSize()
- };
+ D3D12_SHADER_BYTECODE bytecode = {s_xfb_encode_shader_blob->GetBufferPointer(),
+ s_xfb_encode_shader_blob->GetBufferSize()};
- return bytecode;
+ return bytecode;
}
D3D12_SHADER_BYTECODE StaticShaderCache::GetXFBDecodePixelShader()
{
- D3D12_SHADER_BYTECODE bytecode =
- {
- s_xfb_decode_shader_blob->GetBufferPointer(),
- s_xfb_decode_shader_blob->GetBufferSize()
- };
+ D3D12_SHADER_BYTECODE bytecode = {s_xfb_decode_shader_blob->GetBufferPointer(),
+ s_xfb_decode_shader_blob->GetBufferSize()};
- return bytecode;
+ return bytecode;
}
void StaticShaderCache::Init()
{
- // Compile static pixel shaders
- D3D::CompilePixelShader(s_clear_program_hlsl, &s_clear_program_blob);
- D3D::CompilePixelShader(s_anaglyph_program_hlsl, &s_anaglyph_program_blob);
- D3D::CompilePixelShader(s_color_copy_program_hlsl, &s_color_copy_program_blob[0]);
- D3D::CompilePixelShader(s_color_matrix_program_hlsl, &s_color_matrix_program_blob[0]);
- D3D::CompilePixelShader(s_depth_matrix_program_hlsl, &s_depth_matrix_program_blob[0]);
- D3D::CompilePixelShader(s_xfb_encode_shader_hlsl, &s_xfb_encode_shader_blob);
- D3D::CompilePixelShader(s_xfb_decode_shader_hlsl, &s_xfb_decode_shader_blob);
-
- // Compile static vertex shaders
- D3D::CompileVertexShader(s_simple_vertex_shader_hlsl, &s_simple_vertex_shader_blob);
- D3D::CompileVertexShader(s_clear_vertex_shader_hlsl, &s_simple_clear_vertex_shader_blob);
-
- // Compile static geometry shaders
- D3D::CompileGeometryShader(s_clear_geometry_shader_hlsl, &s_clear_geometry_shader_blob);
- D3D::CompileGeometryShader(s_copy_geometry_shader_hlsl, &s_copy_geometry_shader_blob);
+ // Compile static pixel shaders
+ D3D::CompilePixelShader(s_clear_program_hlsl, &s_clear_program_blob);
+ D3D::CompilePixelShader(s_anaglyph_program_hlsl, &s_anaglyph_program_blob);
+ D3D::CompilePixelShader(s_color_copy_program_hlsl, &s_color_copy_program_blob[0]);
+ D3D::CompilePixelShader(s_color_matrix_program_hlsl, &s_color_matrix_program_blob[0]);
+ D3D::CompilePixelShader(s_depth_matrix_program_hlsl, &s_depth_matrix_program_blob[0]);
+ D3D::CompilePixelShader(s_xfb_encode_shader_hlsl, &s_xfb_encode_shader_blob);
+ D3D::CompilePixelShader(s_xfb_decode_shader_hlsl, &s_xfb_decode_shader_blob);
+
+ // Compile static vertex shaders
+ D3D::CompileVertexShader(s_simple_vertex_shader_hlsl, &s_simple_vertex_shader_blob);
+ D3D::CompileVertexShader(s_clear_vertex_shader_hlsl, &s_simple_clear_vertex_shader_blob);
+
+ // Compile static geometry shaders
+ D3D::CompileGeometryShader(s_clear_geometry_shader_hlsl, &s_clear_geometry_shader_blob);
+ D3D::CompileGeometryShader(s_copy_geometry_shader_hlsl, &s_copy_geometry_shader_blob);
}
// Call this when multisampling mode changes, and shaders need to be regenerated.
void StaticShaderCache::InvalidateMSAAShaders()
{
- SAFE_RELEASE(s_color_copy_program_blob[1]);
- SAFE_RELEASE(s_color_matrix_program_blob[1]);
- SAFE_RELEASE(s_depth_matrix_program_blob[1]);
- SAFE_RELEASE(s_rgb8_to_rgba6_program_blob[1]);
- SAFE_RELEASE(s_rgba6_to_rgb8_program_blob[1]);
- SAFE_RELEASE(s_depth_resolve_to_color_program_blob);
+ SAFE_RELEASE(s_color_copy_program_blob[1]);
+ SAFE_RELEASE(s_color_matrix_program_blob[1]);
+ SAFE_RELEASE(s_depth_matrix_program_blob[1]);
+ SAFE_RELEASE(s_rgb8_to_rgba6_program_blob[1]);
+ SAFE_RELEASE(s_rgba6_to_rgb8_program_blob[1]);
+ SAFE_RELEASE(s_depth_resolve_to_color_program_blob);
}
void StaticShaderCache::Shutdown()
{
- // Free pixel shader blobs
- SAFE_RELEASE(s_xfb_decode_shader_blob);
- SAFE_RELEASE(s_xfb_encode_shader_blob);
- SAFE_RELEASE(s_clear_program_blob);
- SAFE_RELEASE(s_anaglyph_program_blob);
- SAFE_RELEASE(s_depth_resolve_to_color_program_blob);
-
- for (unsigned int i = 0; i < 2; ++i)
- {
- SAFE_RELEASE(s_color_copy_program_blob[i]);
- SAFE_RELEASE(s_color_matrix_program_blob[i]);
- SAFE_RELEASE(s_depth_matrix_program_blob[i]);
- SAFE_RELEASE(s_rgba6_to_rgb8_program_blob[i]);
- SAFE_RELEASE(s_rgb8_to_rgba6_program_blob[i]);
- }
-
- // Free vertex shader blobs
-
- SAFE_RELEASE(s_simple_vertex_shader_blob);
- SAFE_RELEASE(s_simple_clear_vertex_shader_blob);
-
- // Free geometry shader blobs
-
- SAFE_RELEASE(s_clear_geometry_shader_blob);
- SAFE_RELEASE(s_copy_geometry_shader_blob);
+ // Free pixel shader blobs
+ SAFE_RELEASE(s_xfb_decode_shader_blob);
+ SAFE_RELEASE(s_xfb_encode_shader_blob);
+ SAFE_RELEASE(s_clear_program_blob);
+ SAFE_RELEASE(s_anaglyph_program_blob);
+ SAFE_RELEASE(s_depth_resolve_to_color_program_blob);
+
+ for (unsigned int i = 0; i < 2; ++i)
+ {
+ SAFE_RELEASE(s_color_copy_program_blob[i]);
+ SAFE_RELEASE(s_color_matrix_program_blob[i]);
+ SAFE_RELEASE(s_depth_matrix_program_blob[i]);
+ SAFE_RELEASE(s_rgba6_to_rgb8_program_blob[i]);
+ SAFE_RELEASE(s_rgb8_to_rgba6_program_blob[i]);
+ }
+
+ // Free vertex shader blobs
+
+ SAFE_RELEASE(s_simple_vertex_shader_blob);
+ SAFE_RELEASE(s_simple_clear_vertex_shader_blob);
+
+ // Free geometry shader blobs
+
+ SAFE_RELEASE(s_clear_geometry_shader_blob);
+ SAFE_RELEASE(s_copy_geometry_shader_blob);
}
-
} \ No newline at end of file