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/OGL/TextureCache.cpp | |
| parent | f9dc8a39c0639c92f4850108e7cfa30e5e8420e2 (diff) | |
VideoBackends: Implement depth copy shaders with integer math.
Diffstat (limited to 'Source/Core/VideoBackends/OGL/TextureCache.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/OGL/TextureCache.cpp | 28 |
1 files changed, 10 insertions, 18 deletions
diff --git a/Source/Core/VideoBackends/OGL/TextureCache.cpp b/Source/Core/VideoBackends/OGL/TextureCache.cpp index 1054e75594..abc1a73ba9 100644 --- a/Source/Core/VideoBackends/OGL/TextureCache.cpp +++ b/Source/Core/VideoBackends/OGL/TextureCache.cpp @@ -294,27 +294,19 @@ void TextureCache::CompileShaders() "\n" "void main(){\n" " vec4 texcol = texture(samp9, vec3(f_uv0.xy, %s));\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 + " ivec4 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 = vec4(workspace) / 255.0;\n" " ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n" "}\n"; |
