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path: root/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
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Diffstat (limited to 'Source/Core/VideoBackends/D3D/PixelShaderCache.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/PixelShaderCache.cpp159
1 files changed, 0 insertions, 159 deletions
diff --git a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
index 3625cf4e0c..664ecec3a2 100644
--- a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
+++ b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
@@ -38,9 +38,7 @@ LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache;
LinearDiskCache<UberShader::PixelShaderUid, u8> g_uber_ps_disk_cache;
extern std::unique_ptr<VideoCommon::AsyncShaderCompiler> g_async_compiler;
-ID3D11PixelShader* s_ColorMatrixProgram[2] = {nullptr};
ID3D11PixelShader* s_ColorCopyProgram[2] = {nullptr};
-ID3D11PixelShader* s_DepthMatrixProgram[2] = {nullptr};
ID3D11PixelShader* s_ClearProgram = nullptr;
ID3D11PixelShader* s_AnaglyphProgram = nullptr;
ID3D11PixelShader* s_DepthResolveProgram = nullptr;
@@ -104,106 +102,6 @@ const char color_copy_program_code_msaa[] = {
"ocol0 /= SAMPLES;\n"
"}\n"};
-const char color_matrix_program_code[] = {"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 = floor(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"};
-
-const char color_matrix_program_code_msaa[] = {
- "#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 = floor(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"};
-
-const char depth_matrix_program[] = {"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"};
-
-const char depth_matrix_program_msaa[] = {
- "#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"};
-
const char depth_resolve_program[] = {
"#define SAMPLES %d\n"
"Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
@@ -368,49 +266,6 @@ ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled)
}
}
-ID3D11PixelShader* PixelShaderCache::GetColorMatrixProgram(bool multisampled)
-{
- if (!multisampled || g_ActiveConfig.iMultisamples <= 1)
- {
- return s_ColorMatrixProgram[0];
- }
- else if (s_ColorMatrixProgram[1])
- {
- return s_ColorMatrixProgram[1];
- }
- else
- {
- // create MSAA shader for current AA mode
- std::string buf =
- StringFromFormat(color_matrix_program_code_msaa, g_ActiveConfig.iMultisamples);
- s_ColorMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf);
- CHECK(s_ColorMatrixProgram[1] != nullptr, "Create color matrix MSAA pixel shader");
- D3D::SetDebugObjectName(s_ColorMatrixProgram[1], "color matrix MSAA pixel shader");
- return s_ColorMatrixProgram[1];
- }
-}
-
-ID3D11PixelShader* PixelShaderCache::GetDepthMatrixProgram(bool multisampled)
-{
- if (!multisampled || g_ActiveConfig.iMultisamples <= 1)
- {
- return s_DepthMatrixProgram[0];
- }
- else if (s_DepthMatrixProgram[1])
- {
- return s_DepthMatrixProgram[1];
- }
- else
- {
- // create MSAA shader for current AA mode
- std::string buf = StringFromFormat(depth_matrix_program_msaa, g_ActiveConfig.iMultisamples);
- s_DepthMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf);
- CHECK(s_DepthMatrixProgram[1] != nullptr, "Create depth matrix MSAA pixel shader");
- D3D::SetDebugObjectName(s_DepthMatrixProgram[1], "depth matrix MSAA pixel shader");
- return s_DepthMatrixProgram[1];
- }
-}
-
ID3D11PixelShader* PixelShaderCache::GetClearProgram()
{
return s_ClearProgram;
@@ -490,16 +345,6 @@ void PixelShaderCache::Init()
CHECK(s_ColorCopyProgram[0] != nullptr, "Create color copy pixel shader");
D3D::SetDebugObjectName(s_ColorCopyProgram[0], "color copy pixel shader");
- // used for color conversion
- s_ColorMatrixProgram[0] = D3D::CompileAndCreatePixelShader(color_matrix_program_code);
- CHECK(s_ColorMatrixProgram[0] != nullptr, "Create color matrix pixel shader");
- D3D::SetDebugObjectName(s_ColorMatrixProgram[0], "color matrix pixel shader");
-
- // used for depth copy
- s_DepthMatrixProgram[0] = D3D::CompileAndCreatePixelShader(depth_matrix_program);
- CHECK(s_DepthMatrixProgram[0] != nullptr, "Create depth matrix pixel shader");
- D3D::SetDebugObjectName(s_DepthMatrixProgram[0], "depth matrix pixel shader");
-
Clear();
SETSTAT(stats.numPixelShadersCreated, 0);
@@ -557,8 +402,6 @@ void PixelShaderCache::Clear()
void PixelShaderCache::InvalidateMSAAShaders()
{
SAFE_RELEASE(s_ColorCopyProgram[1]);
- SAFE_RELEASE(s_ColorMatrixProgram[1]);
- SAFE_RELEASE(s_DepthMatrixProgram[1]);
SAFE_RELEASE(s_rgb8_to_rgba6[1]);
SAFE_RELEASE(s_rgba6_to_rgb8[1]);
SAFE_RELEASE(s_DepthResolveProgram);
@@ -574,8 +417,6 @@ void PixelShaderCache::Shutdown()
for (int i = 0; i < 2; ++i)
{
SAFE_RELEASE(s_ColorCopyProgram[i]);
- SAFE_RELEASE(s_ColorMatrixProgram[i]);
- SAFE_RELEASE(s_DepthMatrixProgram[i]);
SAFE_RELEASE(s_rgba6_to_rgb8[i]);
SAFE_RELEASE(s_rgb8_to_rgba6[i]);
}