summaryrefslogtreecommitdiff
path: root/Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp
blob: 09f124ecc6cb664948df0bed8966cb99bd65bbe5 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.

#include "Core/HW/Memmap.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DShader.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/FramebufferManager.h"
#include "VideoBackends/D3D/PSTextureEncoder.h"
#include "VideoBackends/D3D/Render.h"
#include "VideoBackends/D3D/TextureCache.h"

// "Static mode" will compile a new EFB encoder shader for every combination of
// encoding configurations. It's compatible with Shader Model 4.

// "Dynamic mode" will use the dynamic-linking feature of Shader Model 5. Only
// one shader needs to be compiled.

// Unfortunately, the June 2010 DirectX SDK includes a broken HLSL compiler
// which cripples dynamic linking for us.
// See <http://www.gamedev.net/topic/587232-dx11-dynamic-linking-compilation-warnings/>.
// Dynamic mode is disabled for now. To enable it, uncomment the line below.

//#define USE_DYNAMIC_MODE

// FIXME: When Microsoft fixes their HLSL compiler, make Dolphin enable dynamic
// mode on Shader Model 5-compatible cards.

namespace DX11
{

union EFBEncodeParams
{
	struct
	{
		FLOAT NumHalfCacheLinesX;
		FLOAT NumBlocksY;
		FLOAT PosX;
		FLOAT PosY;
		FLOAT TexLeft;
		FLOAT TexTop;
		FLOAT TexRight;
		FLOAT TexBottom;
	};
	// Constant buffers must be a multiple of 16 bytes in size.
	u8 pad[32]; // Pad to the next multiple of 16 bytes
};

static const char EFB_ENCODE_VS[] =
"// dolphin-emu EFB encoder vertex shader\n"

"cbuffer cbParams : register(b0)\n"
"{\n"
	"struct\n" // Should match EFBEncodeParams above
	"{\n"
		"float NumHalfCacheLinesX;\n"
		"float NumBlocksY;\n"
		"float PosX;\n" // Upper-left corner of source
		"float PosY;\n"
		"float TexLeft;\n" // Rectangle within EFBTexture representing the actual EFB (normalized)
		"float TexTop;\n"
		"float TexRight;\n"
		"float TexBottom;\n"
	"} Params;\n"
"}\n"

"struct Output\n"
"{\n"
	"float4 Pos : SV_Position;\n"
	"float2 Coord : ENCODECOORD;\n"
"};\n"

"Output main(in float2 Pos : POSITION)\n"
"{\n"
	"Output result;\n"
	"result.Pos = float4(2*Pos.x-1, -2*Pos.y+1, 0.0, 1.0);\n"
	"result.Coord = Pos * float2(Params.NumHalfCacheLinesX, Params.NumBlocksY);\n"
	"return result;\n"
"}\n"
;

static const char EFB_ENCODE_PS[] =
"// dolphin-emu EFB encoder pixel shader\n"

// Input

"cbuffer cbParams : register(b0)\n"
"{\n"
	"struct\n" // Should match EFBEncodeParams above
	"{\n"
		"float NumHalfCacheLinesX;\n"
		"float NumBlocksY;\n"
		"float PosX;\n" // Upper-left corner of source
		"float PosY;\n"
		"float TexLeft;\n" // Rectangle within EFBTexture representing the actual EFB (normalized)
		"float TexTop;\n"
		"float TexRight;\n"
		"float TexBottom;\n"
	"} Params;\n"
"}\n"

"Texture2D EFBTexture : register(t0);\n"
"sampler EFBSampler : register(s0);\n"

// Constants

"static const float2 INV_EFB_DIMS = float2(1.0/640.0, 1.0/528.0);\n"

// FIXME: Is this correct?
"static const float3 INTENSITY_COEFFS = float3(0.257, 0.504, 0.098);\n"
"static const float INTENSITY_ADD = 16.0/255.0;\n"

// Utility functions

"uint4 Swap4_32(uint4 v) {\n"
	"return (((v >> 24) & 0xFF) | ((v >> 8) & 0xFF00) | ((v << 8) & 0xFF0000) | ((v << 24) & 0xFF000000));\n"
"}\n"

"uint4 UINT4_8888_BE(uint4 a, uint4 b, uint4 c, uint4 d) {\n"
	"return (d << 24) | (c << 16) | (b << 8) | a;\n"
"}\n"

"uint UINT_44444444_BE(uint a, uint b, uint c, uint d, uint e, uint f, uint g, uint h) {\n"
	"return (g << 28) | (h << 24) | (e << 20) | (f << 16) | (c << 12) | (d << 8) | (a << 4) | b;\n"
"}\n"

"uint UINT_1555(uint a, uint b, uint c, uint d) {\n"
	"return (a << 15) | (b << 10) | (c << 5) | d;\n"
"}\n"

"uint UINT_3444(uint a, uint b, uint c, uint d) {\n"
	"return (a << 12) | (b << 8) | (c << 4) | d;\n"
"}\n"

"uint UINT_565(uint a, uint b, uint c) {\n"
	"return (a << 11) | (b << 5) | c;\n"
"}\n"

"uint UINT_1616(uint a, uint b) {\n"
	"return (a << 16) | b;\n"
"}\n"

"uint Float8ToUint3(float v) {\n"
	"return (uint)round(v*255.0) >> 5;\n"
"}\n"

"uint Float8ToUint4(float v) {\n"
	"return (uint)round(v*255.0) >> 4;\n"
"}\n"

"uint Float8ToUint5(float v) {\n"
	"return (uint)round(v*255.0) >> 3;\n"
"}\n"

"uint Float8ToUint6(float v) {\n"
	"return (uint)round(v*255.0) >> 2;\n"
"}\n"

"uint EncodeRGB5A3(float4 pixel) {\n"
	"if (pixel.a >= 224.0/255.0) {\n"
		// Encode to ARGB1555
		"return UINT_1555(1, Float8ToUint5(pixel.r), Float8ToUint5(pixel.g), Float8ToUint5(pixel.b));\n"
	"} else {\n"
		// Encode to ARGB3444
		"return UINT_3444(Float8ToUint3(pixel.a), Float8ToUint4(pixel.r), Float8ToUint4(pixel.g), Float8ToUint4(pixel.b));\n"
	"}\n"
"}\n"

"uint EncodeRGB565(float4 pixel) {\n"
	"return UINT_565(Float8ToUint5(pixel.r), Float8ToUint6(pixel.g), Float8ToUint5(pixel.b));\n"
"}\n"

"float2 CalcTexCoord(float2 coord)\n"
"{\n"
	// Add 0.5,0.5 to sample from the center of the EFB pixel
	"float2 efbCoord = coord + float2(0.5,0.5);\n"
	"return lerp(float2(Params.TexLeft,Params.TexTop), float2(Params.TexRight,Params.TexBottom), efbCoord * INV_EFB_DIMS);\n"
"}\n"

// Interface and classes for different source formats

"float4 Fetch_0(float2 coord)\n"
"{\n"
	"float2 texCoord = CalcTexCoord(coord);\n"
	"float4 result = EFBTexture.Sample(EFBSampler, texCoord);\n"
	"result.a = 1.0;\n"
	"return result;\n"
"}\n"

"float4 Fetch_1(float2 coord)\n"
"{\n"
	"float2 texCoord = CalcTexCoord(coord);\n"
	"return EFBTexture.Sample(EFBSampler, texCoord);\n"
"}\n"

"float4 Fetch_2(float2 coord)\n"
"{\n"
	"float2 texCoord = CalcTexCoord(coord);\n"
	"float4 result = EFBTexture.Sample(EFBSampler, texCoord);\n"
	"result.a = 1.0;\n"
	"return result;\n"
"}\n"

"float4 Fetch_3(float2 coord)\n"
"{\n"
	"float2 texCoord = CalcTexCoord(coord);\n"

	"uint depth24 = 0xFFFFFF * EFBTexture.Sample(EFBSampler, texCoord).r;\n"
	"uint4 bytes = uint4(\n"
		"(depth24 >> 16) & 0xFF,\n" // r
		"(depth24 >> 8) & 0xFF,\n"  // g
		"depth24 & 0xFF,\n"         // b
		"255);\n"                   // a
	"return bytes / 255.0;\n"
"}\n"

"#ifdef DYNAMIC_MODE\n"
"interface iFetch\n"
"{\n"
	"float4 Fetch(float2 coord);\n"
"};\n"

// Source format 0
"class cFetch_0 : iFetch\n"
"{\n"
	"float4 Fetch(float2 coord)\n"
	"{ return Fetch_0(coord); }\n"
"};\n"


// Source format 1
"class cFetch_1 : iFetch\n"
"{\n"
	"float4 Fetch(float2 coord)\n"
	"{ return Fetch_1(coord); }\n"
"};\n"

// Source format 2
"class cFetch_2 : iFetch\n"
"{\n"
	"float4 Fetch(float2 coord)\n"
	"{ return Fetch_2(coord); }\n"
"};\n"

// Source format 3
"class cFetch_3 : iFetch\n"
"{\n"
	"float4 Fetch(float2 coord)\n"
	"{ return Fetch_3(coord); }\n"
"};\n"

// Declare fetch interface; must be set by application
"iFetch g_fetch;\n"
"#define IMP_FETCH g_fetch.Fetch\n"

"#endif\n" // #ifdef DYNAMIC_MODE

"#ifndef IMP_FETCH\n"
"#error No Fetch specified\n"
"#endif\n"

// Interface and classes for different intensity settings (on or off)

"float4 Intensity_0(float4 sample)\n"
"{\n"
	"return sample;\n"
"}\n"

"float4 Intensity_1(float4 sample)\n"
"{\n"
	"sample.r = dot(INTENSITY_COEFFS, sample.rgb) + INTENSITY_ADD;\n"
	// FIXME: Is this correct? What happens if you use one of the non-R
	// formats with intensity on?
	"sample = sample.rrrr;\n"
	"return sample;\n"
"}\n"

"#ifdef DYNAMIC_MODE\n"
"interface iIntensity\n"
"{\n"
	"float4 Intensity(float4 sample);\n"
"};\n"

// Intensity off
"class cIntensity_0 : iIntensity\n"
"{\n"
	"float4 Intensity(float4 sample)\n"
	"{ return Intensity_0(sample); }\n"
"};\n"

// Intensity on
"class cIntensity_1 : iIntensity\n"
"{\n"
	"float4 Intensity(float4 sample)\n"
	"{ return Intensity_1(sample); }\n"
"};\n"

// Declare intensity interface; must be set by application
"iIntensity g_intensity;\n"
"#define IMP_INTENSITY g_intensity.Intensity\n"

"#endif\n" // #ifdef DYNAMIC_MODE

"#ifndef IMP_INTENSITY\n"
"#error No Intensity specified\n"
"#endif\n"


// Interface and classes for different scale/filter settings (on or off)

"float4 ScaledFetch_0(float2 coord)\n"
"{\n"
	"return IMP_FETCH(float2(Params.PosX,Params.PosY) + coord);\n"
"}\n"

"float4 ScaledFetch_1(float2 coord)\n"
"{\n"
	"float2 ul = float2(Params.PosX,Params.PosY) + 2*coord;\n"
	"float4 sample0 = IMP_FETCH(ul+float2(0,0));\n"
	"float4 sample1 = IMP_FETCH(ul+float2(1,0));\n"
	"float4 sample2 = IMP_FETCH(ul+float2(0,1));\n"
	"float4 sample3 = IMP_FETCH(ul+float2(1,1));\n"
	// Average all four samples together
	// FIXME: Is this correct?
	"return 0.25 * (sample0+sample1+sample2+sample3);\n"
"}\n"

"#ifdef DYNAMIC_MODE\n"
"interface iScaledFetch\n"
"{\n"
	"float4 ScaledFetch(float2 coord);\n"
"};\n"

// Scale off
"class cScaledFetch_0 : iScaledFetch\n"
"{\n"
	"float4 ScaledFetch(float2 coord)\n"
	"{ return ScaledFetch_0(coord); }\n"
"};\n"

// Scale on
"class cScaledFetch_1 : iScaledFetch\n"
"{\n"
	"float4 ScaledFetch(float2 coord)\n"
	"{ return ScaledFetch_1(coord); }\n"
"};\n"

// Declare scaled fetch interface; must be set by application code
"iScaledFetch g_scaledFetch;\n"
"#define IMP_SCALEDFETCH g_scaledFetch.ScaledFetch\n"

"#endif\n" // #ifdef DYNAMIC_MODE

"#ifndef IMP_SCALEDFETCH\n"
"#error No ScaledFetch specified\n"
"#endif\n"

// Main EFB-sampling function: performs all steps of fetching pixels, scaling,
// applying intensity function

"float4 SampleEFB(float2 coord)\n"
"{\n"
	// FIXME: Does intensity happen before or after scaling? Or does
	// it matter?
	"float4 sample = IMP_SCALEDFETCH(coord);\n"
	"return IMP_INTENSITY(sample);\n"
"}\n"

// Interfaces and classes for different destination formats

"uint4 Generate_0(float2 cacheCoord)\n" // R4
"{\n"
	"float2 blockCoord = floor(cacheCoord / float2(2,1));\n"

	"float2 blockUL = blockCoord * float2(8,8);\n"
	"float2 subBlockUL = blockUL + float2(0, 4*(cacheCoord.x%2));\n"

	"float4 sample[32];\n"
	"for (uint y = 0; y < 4; ++y) {\n"
		"for (uint x = 0; x < 8; ++x) {\n"
			"sample[y*8+x] = SampleEFB(subBlockUL+float2(x,y));\n"
		"}\n"
	"}\n"

	"uint dw[4];\n"
	"for (uint i = 0; i < 4; ++i) {\n"
		"dw[i] = UINT_44444444_BE(\n"
			"Float8ToUint4(sample[8*i+0].r),\n"
			"Float8ToUint4(sample[8*i+1].r),\n"
			"Float8ToUint4(sample[8*i+2].r),\n"
			"Float8ToUint4(sample[8*i+3].r),\n"
			"Float8ToUint4(sample[8*i+4].r),\n"
			"Float8ToUint4(sample[8*i+5].r),\n"
			"Float8ToUint4(sample[8*i+6].r),\n"
			"Float8ToUint4(sample[8*i+7].r)\n"
			");\n"
	"}\n"

	"return uint4(dw[0], dw[1], dw[2], dw[3]);\n"
"}\n"

// FIXME: Untested
"uint4 Generate_1(float2 cacheCoord)\n" // R8 (FIXME: Duplicate of R8 below?)
"{\n"
	"float2 blockCoord = floor(cacheCoord / float2(2,1));\n"

	"float2 blockUL = blockCoord * float2(8,4);\n"
	"float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n"

	"float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n"
	"float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n"
	"float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n"
	"float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n"
	"float4 sample4 = SampleEFB(subBlockUL+float2(4,0));\n"
	"float4 sample5 = SampleEFB(subBlockUL+float2(5,0));\n"
	"float4 sample6 = SampleEFB(subBlockUL+float2(6,0));\n"
	"float4 sample7 = SampleEFB(subBlockUL+float2(7,0));\n"
	"float4 sample8 = SampleEFB(subBlockUL+float2(0,1));\n"
	"float4 sample9 = SampleEFB(subBlockUL+float2(1,1));\n"
	"float4 sampleA = SampleEFB(subBlockUL+float2(2,1));\n"
	"float4 sampleB = SampleEFB(subBlockUL+float2(3,1));\n"
	"float4 sampleC = SampleEFB(subBlockUL+float2(4,1));\n"
	"float4 sampleD = SampleEFB(subBlockUL+float2(5,1));\n"
	"float4 sampleE = SampleEFB(subBlockUL+float2(6,1));\n"
	"float4 sampleF = SampleEFB(subBlockUL+float2(7,1));\n"

	"uint4 dw4 = UINT4_8888_BE(\n"
		"round(255*float4(sample0.r, sample4.r, sample8.r, sampleC.r)),\n"
		"round(255*float4(sample1.r, sample5.r, sample9.r, sampleD.r)),\n"
		"round(255*float4(sample2.r, sample6.r, sampleA.r, sampleE.r)),\n"
		"round(255*float4(sample3.r, sample7.r, sampleB.r, sampleF.r))\n"
		");\n"

	"return dw4;\n"
"}\n"

// FIXME: Untested
"uint4 Generate_2(float2 cacheCoord)\n" // A4 R4
"{\n"
	"float2 blockCoord = floor(cacheCoord / float2(2,1));\n"

	"float2 blockUL = blockCoord * float2(8,4);\n"
	"float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n"

	"float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n"
	"float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n"
	"float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n"
	"float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n"
	"float4 sample4 = SampleEFB(subBlockUL+float2(4,0));\n"
	"float4 sample5 = SampleEFB(subBlockUL+float2(5,0));\n"
	"float4 sample6 = SampleEFB(subBlockUL+float2(6,0));\n"
	"float4 sample7 = SampleEFB(subBlockUL+float2(7,0));\n"
	"float4 sample8 = SampleEFB(subBlockUL+float2(0,1));\n"
	"float4 sample9 = SampleEFB(subBlockUL+float2(1,1));\n"
	"float4 sampleA = SampleEFB(subBlockUL+float2(2,1));\n"
	"float4 sampleB = SampleEFB(subBlockUL+float2(3,1));\n"
	"float4 sampleC = SampleEFB(subBlockUL+float2(4,1));\n"
	"float4 sampleD = SampleEFB(subBlockUL+float2(5,1));\n"
	"float4 sampleE = SampleEFB(subBlockUL+float2(6,1));\n"
	"float4 sampleF = SampleEFB(subBlockUL+float2(7,1));\n"

	"uint dw0 = UINT_44444444_BE(\n"
		"Float8ToUint4(sample0.a), Float8ToUint4(sample0.r),\n"
		"Float8ToUint4(sample1.a), Float8ToUint4(sample1.r),\n"
		"Float8ToUint4(sample2.a), Float8ToUint4(sample2.r),\n"
		"Float8ToUint4(sample3.a), Float8ToUint4(sample3.r)\n"
		");\n"
	"uint dw1 = UINT_44444444_BE(\n"
		"Float8ToUint4(sample4.a), Float8ToUint4(sample4.r),\n"
		"Float8ToUint4(sample5.a), Float8ToUint4(sample5.r),\n"
		"Float8ToUint4(sample6.a), Float8ToUint4(sample6.r),\n"
		"Float8ToUint4(sample7.a), Float8ToUint4(sample7.r)\n"
		");\n"
	"uint dw2 = UINT_44444444_BE(\n"
		"Float8ToUint4(sample8.a), Float8ToUint4(sample8.r),\n"
		"Float8ToUint4(sample9.a), Float8ToUint4(sample9.r),\n"
		"Float8ToUint4(sampleA.a), Float8ToUint4(sampleA.r),\n"
		"Float8ToUint4(sampleB.a), Float8ToUint4(sampleB.r)\n"
		");\n"
	"uint dw3 = UINT_44444444_BE(\n"
		"Float8ToUint4(sampleC.a), Float8ToUint4(sampleC.r),\n"
		"Float8ToUint4(sampleD.a), Float8ToUint4(sampleD.r),\n"
		"Float8ToUint4(sampleE.a), Float8ToUint4(sampleE.r),\n"
		"Float8ToUint4(sampleF.a), Float8ToUint4(sampleF.r)\n"
		");\n"

	"return uint4(dw0, dw1, dw2, dw3);\n"
"}\n"

// FIXME: Untested
"uint4 Generate_3(float2 cacheCoord)\n" // A8 R8
"{\n"
	"float2 blockCoord = floor(cacheCoord / float2(2,1));\n"

	"float2 blockUL = blockCoord * float2(4,4);\n"
	"float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n"

	"float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n"
	"float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n"
	"float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n"
	"float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n"
	"float4 sample4 = SampleEFB(subBlockUL+float2(0,1));\n"
	"float4 sample5 = SampleEFB(subBlockUL+float2(1,1));\n"
	"float4 sample6 = SampleEFB(subBlockUL+float2(2,1));\n"
	"float4 sample7 = SampleEFB(subBlockUL+float2(3,1));\n"

	"uint4 dw4 = UINT4_8888_BE(\n"
		"round(255*float4(sample0.a, sample2.a, sample4.a, sample6.a)),\n"
		"round(255*float4(sample0.r, sample2.r, sample4.r, sample6.r)),\n"
		"round(255*float4(sample1.a, sample3.a, sample5.a, sample7.a)),\n"
		"round(255*float4(sample1.r, sample3.r, sample5.r, sample7.r))\n"
		");\n"

	"return dw4;\n"
"}\n"

"uint4 Generate_4(float2 cacheCoord)\n" // R5 G6 B5
"{\n"
	"float2 blockCoord = floor(cacheCoord / float2(2,1));\n"

	"float2 blockUL = blockCoord * float2(4,4);\n"
	"float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n"

	"float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n"
	"float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n"
	"float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n"
	"float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n"
	"float4 sample4 = SampleEFB(subBlockUL+float2(0,1));\n"
	"float4 sample5 = SampleEFB(subBlockUL+float2(1,1));\n"
	"float4 sample6 = SampleEFB(subBlockUL+float2(2,1));\n"
	"float4 sample7 = SampleEFB(subBlockUL+float2(3,1));\n"

	"uint dw0 = UINT_1616(EncodeRGB565(sample0), EncodeRGB565(sample1));\n"
	"uint dw1 = UINT_1616(EncodeRGB565(sample2), EncodeRGB565(sample3));\n"
	"uint dw2 = UINT_1616(EncodeRGB565(sample4), EncodeRGB565(sample5));\n"
	"uint dw3 = UINT_1616(EncodeRGB565(sample6), EncodeRGB565(sample7));\n"

	"return Swap4_32(uint4(dw0, dw1, dw2, dw3));\n"
"}\n"

"uint4 Generate_5(float2 cacheCoord)\n" // 1 R5 G5 B5 or 0 A3 R4 G4 G4
"{\n"
	"float2 blockCoord = floor(cacheCoord / float2(2,1));\n"

	"float2 blockUL = blockCoord * float2(4,4);\n"
	"float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n"

	"float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n"
	"float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n"
	"float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n"
	"float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n"
	"float4 sample4 = SampleEFB(subBlockUL+float2(0,1));\n"
	"float4 sample5 = SampleEFB(subBlockUL+float2(1,1));\n"
	"float4 sample6 = SampleEFB(subBlockUL+float2(2,1));\n"
	"float4 sample7 = SampleEFB(subBlockUL+float2(3,1));\n"

	"uint dw0 = UINT_1616(EncodeRGB5A3(sample0), EncodeRGB5A3(sample1));\n"
	"uint dw1 = UINT_1616(EncodeRGB5A3(sample2), EncodeRGB5A3(sample3));\n"
	"uint dw2 = UINT_1616(EncodeRGB5A3(sample4), EncodeRGB5A3(sample5));\n"
	"uint dw3 = UINT_1616(EncodeRGB5A3(sample6), EncodeRGB5A3(sample7));\n"

	"return Swap4_32(uint4(dw0, dw1, dw2, dw3));\n"
"}\n"

"uint4 Generate_6(float2 cacheCoord)\n" // A8 R8 A8 R8 | G8 B8 G8 B8
"{\n"
	"float2 blockCoord = floor(cacheCoord / float2(4,1));\n"

	"float2 blockUL = blockCoord * float2(4,4);\n"
	"float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n"

	"float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n"
	"float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n"
	"float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n"
	"float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n"
	"float4 sample4 = SampleEFB(subBlockUL+float2(0,1));\n"
	"float4 sample5 = SampleEFB(subBlockUL+float2(1,1));\n"
	"float4 sample6 = SampleEFB(subBlockUL+float2(2,1));\n"
	"float4 sample7 = SampleEFB(subBlockUL+float2(3,1));\n"

	"uint4 dw4;\n"
	"if (cacheCoord.x % 4 < 2)\n"
	"{\n"
		// First cache line gets AR
		"dw4 = UINT4_8888_BE(\n"
			"round(255*float4(sample0.a, sample2.a, sample4.a, sample6.a)),\n"
			"round(255*float4(sample0.r, sample2.r, sample4.r, sample6.r)),\n"
			"round(255*float4(sample1.a, sample3.a, sample5.a, sample7.a)),\n"
			"round(255*float4(sample1.r, sample3.r, sample5.r, sample7.r))\n"
			");\n"
	"}\n"
	"else\n"
	"{\n"
		// Second cache line gets GB
		"dw4 = UINT4_8888_BE(\n"
			"round(255*float4(sample0.g, sample2.g, sample4.g, sample6.g)),\n"
			"round(255*float4(sample0.b, sample2.b, sample4.b, sample6.b)),\n"
			"round(255*float4(sample1.g, sample3.g, sample5.g, sample7.g)),\n"
			"round(255*float4(sample1.b, sample3.b, sample5.b, sample7.b))\n"
			");\n"
	"}\n"

	"return dw4;\n"
"}\n"

"uint4 Generate_7(float2 cacheCoord)\n" // A8
"{\n"
	"float2 blockCoord = floor(cacheCoord / float2(2,1));\n"

	"float2 blockUL = blockCoord * float2(8,4);\n"
	"float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n"

	"float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n"
	"float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n"
	"float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n"
	"float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n"
	"float4 sample4 = SampleEFB(subBlockUL+float2(4,0));\n"
	"float4 sample5 = SampleEFB(subBlockUL+float2(5,0));\n"
	"float4 sample6 = SampleEFB(subBlockUL+float2(6,0));\n"
	"float4 sample7 = SampleEFB(subBlockUL+float2(7,0));\n"
	"float4 sample8 = SampleEFB(subBlockUL+float2(0,1));\n"
	"float4 sample9 = SampleEFB(subBlockUL+float2(1,1));\n"
	"float4 sampleA = SampleEFB(subBlockUL+float2(2,1));\n"
	"float4 sampleB = SampleEFB(subBlockUL+float2(3,1));\n"
	"float4 sampleC = SampleEFB(subBlockUL+float2(4,1));\n"
	"float4 sampleD = SampleEFB(subBlockUL+float2(5,1));\n"
	"float4 sampleE = SampleEFB(subBlockUL+float2(6,1));\n"
	"float4 sampleF = SampleEFB(subBlockUL+float2(7,1));\n"

	"uint4 dw4 = UINT4_8888_BE(\n"
		"round(255*float4(sample0.a, sample4.a, sample8.a, sampleC.a)),\n"
		"round(255*float4(sample1.a, sample5.a, sample9.a, sampleD.a)),\n"
		"round(255*float4(sample2.a, sample6.a, sampleA.a, sampleE.a)),\n"
		"round(255*float4(sample3.a, sample7.a, sampleB.a, sampleF.a))\n"
		");\n"

	"return dw4;\n"
"}\n"

"uint4 Generate_8(float2 cacheCoord)\n" // R8
"{\n"
	"float2 blockCoord = floor(cacheCoord / float2(2,1));\n"

	"float2 blockUL = blockCoord * float2(8,4);\n"
	"float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n"

	"float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n"
	"float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n"
	"float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n"
	"float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n"
	"float4 sample4 = SampleEFB(subBlockUL+float2(4,0));\n"
	"float4 sample5 = SampleEFB(subBlockUL+float2(5,0));\n"
	"float4 sample6 = SampleEFB(subBlockUL+float2(6,0));\n"
	"float4 sample7 = SampleEFB(subBlockUL+float2(7,0));\n"
	"float4 sample8 = SampleEFB(subBlockUL+float2(0,1));\n"
	"float4 sample9 = SampleEFB(subBlockUL+float2(1,1));\n"
	"float4 sampleA = SampleEFB(subBlockUL+float2(2,1));\n"
	"float4 sampleB = SampleEFB(subBlockUL+float2(3,1));\n"
	"float4 sampleC = SampleEFB(subBlockUL+float2(4,1));\n"
	"float4 sampleD = SampleEFB(subBlockUL+float2(5,1));\n"
	"float4 sampleE = SampleEFB(subBlockUL+float2(6,1));\n"
	"float4 sampleF = SampleEFB(subBlockUL+float2(7,1));\n"

	"uint4 dw4 = UINT4_8888_BE(\n"
		"round(255*float4(sample0.r, sample4.r, sample8.r, sampleC.r)),\n"
		"round(255*float4(sample1.r, sample5.r, sample9.r, sampleD.r)),\n"
		"round(255*float4(sample2.r, sample6.r, sampleA.r, sampleE.r)),\n"
		"round(255*float4(sample3.r, sample7.r, sampleB.r, sampleF.r))\n"
		");\n"

	"return dw4;\n"
"}\n"

// FIXME: Untested
"uint4 Generate_9(float2 cacheCoord)\n" // G8
"{\n"
	"float2 blockCoord = floor(cacheCoord / float2(2,1));\n"

	"float2 blockUL = blockCoord * float2(8,4);\n"
	"float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n"

	"float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n"
	"float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n"
	"float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n"
	"float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n"
	"float4 sample4 = SampleEFB(subBlockUL+float2(4,0));\n"
	"float4 sample5 = SampleEFB(subBlockUL+float2(5,0));\n"
	"float4 sample6 = SampleEFB(subBlockUL+float2(6,0));\n"
	"float4 sample7 = SampleEFB(subBlockUL+float2(7,0));\n"
	"float4 sample8 = SampleEFB(subBlockUL+float2(0,1));\n"
	"float4 sample9 = SampleEFB(subBlockUL+float2(1,1));\n"
	"float4 sampleA = SampleEFB(subBlockUL+float2(2,1));\n"
	"float4 sampleB = SampleEFB(subBlockUL+float2(3,1));\n"
	"float4 sampleC = SampleEFB(subBlockUL+float2(4,1));\n"
	"float4 sampleD = SampleEFB(subBlockUL+float2(5,1));\n"
	"float4 sampleE = SampleEFB(subBlockUL+float2(6,1));\n"
	"float4 sampleF = SampleEFB(subBlockUL+float2(7,1));\n"

	"uint4 dw4 = UINT4_8888_BE(\n"
		"round(255*float4(sample0.g, sample4.g, sample8.g, sampleC.g)),\n"
		"round(255*float4(sample1.g, sample5.g, sample9.g, sampleD.g)),\n"
		"round(255*float4(sample2.g, sample6.g, sampleA.g, sampleE.g)),\n"
		"round(255*float4(sample3.g, sample7.g, sampleB.g, sampleF.g))\n"
		");\n"

	"return dw4;\n"
"}\n"

"uint4 Generate_A(float2 cacheCoord)\n" // B8
"{\n"
	"float2 blockCoord = floor(cacheCoord / float2(2,1));\n"

	"float2 blockUL = blockCoord * float2(8,4);\n"
	"float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n"

	"float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n"
	"float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n"
	"float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n"
	"float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n"
	"float4 sample4 = SampleEFB(subBlockUL+float2(4,0));\n"
	"float4 sample5 = SampleEFB(subBlockUL+float2(5,0));\n"
	"float4 sample6 = SampleEFB(subBlockUL+float2(6,0));\n"
	"float4 sample7 = SampleEFB(subBlockUL+float2(7,0));\n"
	"float4 sample8 = SampleEFB(subBlockUL+float2(0,1));\n"
	"float4 sample9 = SampleEFB(subBlockUL+float2(1,1));\n"
	"float4 sampleA = SampleEFB(subBlockUL+float2(2,1));\n"
	"float4 sampleB = SampleEFB(subBlockUL+float2(3,1));\n"
	"float4 sampleC = SampleEFB(subBlockUL+float2(4,1));\n"
	"float4 sampleD = SampleEFB(subBlockUL+float2(5,1));\n"
	"float4 sampleE = SampleEFB(subBlockUL+float2(6,1));\n"
	"float4 sampleF = SampleEFB(subBlockUL+float2(7,1));\n"

	"uint4 dw4 = UINT4_8888_BE(\n"
		"round(255*float4(sample0.b, sample4.b, sample8.b, sampleC.b)),\n"
		"round(255*float4(sample1.b, sample5.b, sample9.b, sampleD.b)),\n"
		"round(255*float4(sample2.b, sample6.b, sampleA.b, sampleE.b)),\n"
		"round(255*float4(sample3.b, sample7.b, sampleB.b, sampleF.b))\n"
		");\n"

	"return dw4;\n"
"}\n"

"uint4 Generate_B(float2 cacheCoord)\n" // G8 R8
"{\n"
	"float2 blockCoord = floor(cacheCoord / float2(2,1));\n"

	"float2 blockUL = blockCoord * float2(4,4);\n"
	"float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n"

	"float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n"
	"float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n"
	"float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n"
	"float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n"
	"float4 sample4 = SampleEFB(subBlockUL+float2(0,1));\n"
	"float4 sample5 = SampleEFB(subBlockUL+float2(1,1));\n"
	"float4 sample6 = SampleEFB(subBlockUL+float2(2,1));\n"
	"float4 sample7 = SampleEFB(subBlockUL+float2(3,1));\n"

	"uint4 dw4 = UINT4_8888_BE(\n"
		"round(255*float4(sample0.g, sample2.g, sample4.g, sample6.g)),\n"
		"round(255*float4(sample0.r, sample2.r, sample4.r, sample6.r)),\n"
		"round(255*float4(sample1.g, sample3.g, sample5.g, sample7.g)),\n"
		"round(255*float4(sample1.r, sample3.r, sample5.r, sample7.r))\n"
		");\n"

	"return dw4;\n"
"}\n"

// FIXME: Untested
"uint4 Generate_C(float2 cacheCoord)\n" // B8 G8
"{\n"
	"float2 blockCoord = floor(cacheCoord / float2(2,1));\n"

	"float2 blockUL = blockCoord * float2(4,4);\n"
	"float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n"

	"float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n"
	"float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n"
	"float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n"
	"float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n"
	"float4 sample4 = SampleEFB(subBlockUL+float2(0,1));\n"
	"float4 sample5 = SampleEFB(subBlockUL+float2(1,1));\n"
	"float4 sample6 = SampleEFB(subBlockUL+float2(2,1));\n"
	"float4 sample7 = SampleEFB(subBlockUL+float2(3,1));\n"

	"uint4 dw4 = UINT4_8888_BE(\n"
		"round(255*float4(sample0.b, sample2.b, sample4.b, sample6.b)),\n"
		"round(255*float4(sample0.g, sample2.g, sample4.g, sample6.g)),\n"
		"round(255*float4(sample1.b, sample3.b, sample5.b, sample7.b)),\n"
		"round(255*float4(sample1.g, sample3.g, sample5.g, sample7.g))\n"
		");\n"

	"return dw4;\n"
"}\n"

"#ifdef DYNAMIC_MODE\n"
"interface iGenerator\n"
"{\n"
	"uint4 Generate(float2 cacheCoord);\n"
"};\n"

"class cGenerator_4 : iGenerator\n"
"{\n"
	"uint4 Generate(float2 cacheCoord)\n"
	"{ return Generate_4(cacheCoord); }\n"
"};\n"

"class cGenerator_5 : iGenerator\n"
"{\n"
	"uint4 Generate(float2 cacheCoord)\n"
	"{ return Generate_5(cacheCoord); }\n"
"};\n"

"class cGenerator_6 : iGenerator\n"
"{\n"
	"uint4 Generate(float2 cacheCoord)\n"
	"{ return Generate_6(cacheCoord); }\n"
"};\n"

"class cGenerator_8 : iGenerator\n"
"{\n"
	"uint4 Generate(float2 cacheCoord)\n"
	"{ return Generate_8(cacheCoord); }\n"
"};\n"

"class cGenerator_B : iGenerator\n"
"{\n"
	"uint4 Generate(float2 cacheCoord)\n"
	"{ return Generate_B(cacheCoord); }\n"
"};\n"

// Declare generator interface; must be set by application
"iGenerator g_generator;\n"
"#define IMP_GENERATOR g_generator.Generate\n"

"#endif\n"

"#ifndef IMP_GENERATOR\n"
"#error No generator specified\n"
"#endif\n"

"void main(out uint4 ocol0 : SV_Target, in float4 Pos : SV_Position, in float2 fCacheCoord : ENCODECOORD)\n"
"{\n"
	"float2 cacheCoord = floor(fCacheCoord);\n"
	"ocol0 = IMP_GENERATOR(cacheCoord);\n"
"}\n"
;

PSTextureEncoder::PSTextureEncoder()
	: m_ready(false), m_out(nullptr), m_outRTV(nullptr), m_outStage(nullptr),
	m_encodeParams(nullptr),
	m_quad(nullptr), m_vShader(nullptr), m_quadLayout(nullptr),
	m_efbEncodeBlendState(nullptr), m_efbEncodeDepthState(nullptr),
	m_efbEncodeRastState(nullptr), m_efbSampler(nullptr),
	m_dynamicShader(nullptr), m_classLinkage(nullptr)
{
	for (size_t i = 0; i < 4; ++i)
		m_fetchClass[i] = nullptr;
	for (size_t i = 0; i < 2; ++i)
		m_scaledFetchClass[i] = nullptr;
	for (size_t i = 0; i < 2; ++i)
		m_intensityClass[i] = nullptr;
	for (size_t i = 0; i < 16; ++i)
		m_generatorClass[i] = nullptr;
}

static const D3D11_INPUT_ELEMENT_DESC QUAD_LAYOUT_DESC[] = {
	{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }
};

static const struct QuadVertex
{
	float posX;
	float posY;
} QUAD_VERTS[4] = { { 0, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 } };

void PSTextureEncoder::Init()
{
	m_ready = false;

	HRESULT hr;

	// Create output texture RGBA format

	// This format allows us to generate one cache line in two pixels.
	D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC(
		DXGI_FORMAT_R32G32B32A32_UINT,
		EFB_WIDTH, EFB_HEIGHT/4, 1, 1, D3D11_BIND_RENDER_TARGET);
	hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_out);
	CHECK(SUCCEEDED(hr), "create efb encode output texture");
	D3D::SetDebugObjectName(m_out, "efb encoder output texture");

	// Create output render target view

	D3D11_RENDER_TARGET_VIEW_DESC rtvd = CD3D11_RENDER_TARGET_VIEW_DESC(m_out,
		D3D11_RTV_DIMENSION_TEXTURE2D, DXGI_FORMAT_R32G32B32A32_UINT);
	hr = D3D::device->CreateRenderTargetView(m_out, &rtvd, &m_outRTV);
	CHECK(SUCCEEDED(hr), "create efb encode output render target view");
	D3D::SetDebugObjectName(m_outRTV, "efb encoder output rtv");

	// Create output staging buffer

	t2dd.Usage = D3D11_USAGE_STAGING;
	t2dd.BindFlags = 0;
	t2dd.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
	hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_outStage);
	CHECK(SUCCEEDED(hr), "create efb encode output staging buffer");
	D3D::SetDebugObjectName(m_outStage, "efb encoder output staging buffer");

	// Create constant buffer for uploading data to shaders

	D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(EFBEncodeParams),
		D3D11_BIND_CONSTANT_BUFFER);
	hr = D3D::device->CreateBuffer(&bd, nullptr, &m_encodeParams);
	CHECK(SUCCEEDED(hr), "create efb encode params buffer");
	D3D::SetDebugObjectName(m_encodeParams, "efb encoder params buffer");

	// Create vertex quad

	bd = CD3D11_BUFFER_DESC(sizeof(QUAD_VERTS), D3D11_BIND_VERTEX_BUFFER,
		D3D11_USAGE_IMMUTABLE);
	D3D11_SUBRESOURCE_DATA srd = { QUAD_VERTS, 0, 0 };

	hr = D3D::device->CreateBuffer(&bd, &srd, &m_quad);
	CHECK(SUCCEEDED(hr), "create efb encode quad vertex buffer");
	D3D::SetDebugObjectName(m_quad, "efb encoder quad vertex buffer");

	// Create vertex shader

	D3DBlob* bytecode = nullptr;
	if (!D3D::CompileVertexShader(EFB_ENCODE_VS, &bytecode))
	{
		ERROR_LOG(VIDEO, "EFB encode vertex shader failed to compile");
		return;
	}

	hr = D3D::device->CreateVertexShader(bytecode->Data(), bytecode->Size(), nullptr, &m_vShader);
	CHECK(SUCCEEDED(hr), "create efb encode vertex shader");
	D3D::SetDebugObjectName(m_vShader, "efb encoder vertex shader");

	// Create input layout for vertex quad using bytecode from vertex shader

	hr = D3D::device->CreateInputLayout(QUAD_LAYOUT_DESC,
		sizeof(QUAD_LAYOUT_DESC)/sizeof(D3D11_INPUT_ELEMENT_DESC),
		bytecode->Data(), bytecode->Size(), &m_quadLayout);
	CHECK(SUCCEEDED(hr), "create efb encode quad vertex layout");
	D3D::SetDebugObjectName(m_quadLayout, "efb encoder quad layout");

	bytecode->Release();

	// Create pixel shader

#ifdef USE_DYNAMIC_MODE
	if (!InitDynamicMode())
#else
	if (!InitStaticMode())
#endif
		return;

	// Create blend state

	D3D11_BLEND_DESC bld = CD3D11_BLEND_DESC(CD3D11_DEFAULT());
	hr = D3D::device->CreateBlendState(&bld, &m_efbEncodeBlendState);
	CHECK(SUCCEEDED(hr), "create efb encode blend state");
	D3D::SetDebugObjectName(m_efbEncodeBlendState, "efb encoder blend state");

	// Create depth state

	D3D11_DEPTH_STENCIL_DESC dsd = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT());
	dsd.DepthEnable = FALSE;
	hr = D3D::device->CreateDepthStencilState(&dsd, &m_efbEncodeDepthState);
	CHECK(SUCCEEDED(hr), "create efb encode depth state");
	D3D::SetDebugObjectName(m_efbEncodeDepthState, "efb encoder depth state");

	// Create rasterizer state

	D3D11_RASTERIZER_DESC rd = CD3D11_RASTERIZER_DESC(CD3D11_DEFAULT());
	rd.CullMode = D3D11_CULL_NONE;
	rd.DepthClipEnable = FALSE;
	hr = D3D::device->CreateRasterizerState(&rd, &m_efbEncodeRastState);
	CHECK(SUCCEEDED(hr), "create efb encode rast state");
	D3D::SetDebugObjectName(m_efbEncodeRastState, "efb encoder rast state");

	// Create efb texture sampler

	D3D11_SAMPLER_DESC sd = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT());
	sd.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
	hr = D3D::device->CreateSamplerState(&sd, &m_efbSampler);
	CHECK(SUCCEEDED(hr), "create efb encode texture sampler");
	D3D::SetDebugObjectName(m_efbSampler, "efb encoder texture sampler");

	m_ready = true;
}

void PSTextureEncoder::Shutdown()
{
	m_ready = false;

	for (size_t i = 0; i < 4; ++i)
		SAFE_RELEASE(m_fetchClass[i]);
	for (size_t i = 0; i < 2; ++i)
		SAFE_RELEASE(m_scaledFetchClass[i]);
	for (size_t i = 0; i < 2; ++i)
		SAFE_RELEASE(m_intensityClass[i]);
	for (size_t i = 0; i < 16; ++i)
		SAFE_RELEASE(m_generatorClass[i]);
	m_linkageArray.clear();

	SAFE_RELEASE(m_classLinkage);
	SAFE_RELEASE(m_dynamicShader);

	for (auto& it : m_staticShaders)
	{
		SAFE_RELEASE(it.second);
	}
	m_staticShaders.clear();

	SAFE_RELEASE(m_efbSampler);
	SAFE_RELEASE(m_efbEncodeRastState);
	SAFE_RELEASE(m_efbEncodeDepthState);
	SAFE_RELEASE(m_efbEncodeBlendState);
	SAFE_RELEASE(m_quadLayout);
	SAFE_RELEASE(m_vShader);
	SAFE_RELEASE(m_quad);
	SAFE_RELEASE(m_encodeParams);
	SAFE_RELEASE(m_outStage);
	SAFE_RELEASE(m_outRTV);
	SAFE_RELEASE(m_out);
}

size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
	PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
	bool isIntensity, bool scaleByHalf)
{
	if (!m_ready) // Make sure we initialized OK
		return 0;

	// Clamp srcRect to 640x528. BPS: The Strike tries to encode an 800x600
	// texture, which is invalid.
	EFBRectangle correctSrc = srcRect;
	correctSrc.ClampUL(0, 0, EFB_WIDTH, EFB_HEIGHT);

	// Validate source rect size
	if (correctSrc.GetWidth() <= 0 || correctSrc.GetHeight() <= 0)
		return 0;

	HRESULT hr;

	unsigned int blockW = BLOCK_WIDTHS[dstFormat];
	unsigned int blockH = BLOCK_HEIGHTS[dstFormat];

	// Round up source dims to multiple of block size
	unsigned int actualWidth = correctSrc.GetWidth() / (scaleByHalf ? 2 : 1);
	actualWidth = (actualWidth + blockW-1) & ~(blockW-1);
	unsigned int actualHeight = correctSrc.GetHeight() / (scaleByHalf ? 2 : 1);
	actualHeight = (actualHeight + blockH-1) & ~(blockH-1);

	unsigned int numBlocksX = actualWidth/blockW;
	unsigned int numBlocksY = actualHeight/blockH;

	unsigned int cacheLinesPerRow;
	if (dstFormat == 0x6) // RGBA takes two cache lines per block; all others take one
		cacheLinesPerRow = numBlocksX*2;
	else
		cacheLinesPerRow = numBlocksX;
	_assert_msg_(VIDEO, cacheLinesPerRow*32 <= MAX_BYTES_PER_BLOCK_ROW, "cache lines per row sanity check");

	unsigned int totalCacheLines = cacheLinesPerRow * numBlocksY;
	_assert_msg_(VIDEO, totalCacheLines*32 <= MAX_BYTES_PER_ENCODE, "total encode size sanity check");

	size_t encodeSize = 0;

	// Reset API

	g_renderer->ResetAPIState();

	// Set up all the state for EFB encoding

#ifdef USE_DYNAMIC_MODE
	if (SetDynamicShader(dstFormat, srcFormat, isIntensity, scaleByHalf))
#else
	if (SetStaticShader(dstFormat, srcFormat, isIntensity, scaleByHalf))
#endif
	{
		D3D::stateman->SetVertexShader(m_vShader);

		D3D::stateman->PushBlendState(m_efbEncodeBlendState);
		D3D::stateman->PushDepthState(m_efbEncodeDepthState);
		D3D::stateman->PushRasterizerState(m_efbEncodeRastState);

		D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(cacheLinesPerRow*2), FLOAT(numBlocksY));
		D3D::context->RSSetViewports(1, &vp);

		D3D::stateman->SetInputLayout(m_quadLayout);
		D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
		UINT stride = sizeof(QuadVertex);
		UINT offset = 0;
		D3D::stateman->SetVertexBuffer(m_quad, stride, offset);

		EFBRectangle fullSrcRect;
		fullSrcRect.left = 0;
		fullSrcRect.top = 0;
		fullSrcRect.right = EFB_WIDTH;
		fullSrcRect.bottom = EFB_HEIGHT;
		TargetRectangle targetRect = g_renderer->ConvertEFBRectangle(fullSrcRect);

		EFBEncodeParams params = { 0 };
		params.NumHalfCacheLinesX = FLOAT(cacheLinesPerRow*2);
		params.NumBlocksY = FLOAT(numBlocksY);
		params.PosX = FLOAT(correctSrc.left);
		params.PosY = FLOAT(correctSrc.top);
		params.TexLeft = float(targetRect.left) / g_renderer->GetTargetWidth();
		params.TexTop = float(targetRect.top) / g_renderer->GetTargetHeight();
		params.TexRight = float(targetRect.right) / g_renderer->GetTargetWidth();
		params.TexBottom = float(targetRect.bottom) / g_renderer->GetTargetHeight();
		D3D::context->UpdateSubresource(m_encodeParams, 0, nullptr, &params, 0, 0);

		D3D::context->OMSetRenderTargets(1, &m_outRTV, nullptr);

		ID3D11ShaderResourceView* pEFB = (srcFormat == PEControl::Z24) ?
			FramebufferManager::GetEFBDepthTexture()->GetSRV() :
			// FIXME: Instead of resolving EFB, it would be better to pick out a
			// single sample from each pixel. The game may break if it isn't
			// expecting the blurred edges around multisampled shapes.
			FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();

		D3D::stateman->SetVertexConstants(m_encodeParams);
		D3D::stateman->SetPixelConstants(m_encodeParams);
		D3D::stateman->SetTexture(0, pEFB);
		D3D::stateman->SetSampler(0, m_efbSampler);

		// Encode!

		D3D::stateman->Apply();
		D3D::context->Draw(4, 0);

		// Copy to staging buffer

		D3D11_BOX srcBox = CD3D11_BOX(0, 0, 0, cacheLinesPerRow*2, numBlocksY, 1);
		D3D::context->CopySubresourceRegion(m_outStage, 0, 0, 0, 0, m_out, 0, &srcBox);

		// Clean up state

		D3D::context->OMSetRenderTargets(0, nullptr, nullptr);

		D3D::stateman->SetSampler(0, nullptr);
		D3D::stateman->SetTexture(0, nullptr);
		D3D::stateman->SetPixelConstants(nullptr);
		D3D::stateman->SetVertexConstants(nullptr);

		D3D::stateman->SetPixelShader(nullptr);
		D3D::stateman->SetVertexBuffer(nullptr, 0, 0);

		D3D::stateman->PopRasterizerState();
		D3D::stateman->PopDepthState();
		D3D::stateman->PopBlendState();

		D3D::stateman->Apply();

		// Transfer staging buffer to GameCube/Wii RAM

		D3D11_MAPPED_SUBRESOURCE map = { 0 };
		hr = D3D::context->Map(m_outStage, 0, D3D11_MAP_READ, 0, &map);
		CHECK(SUCCEEDED(hr), "map staging buffer (0x%x)", hr);

		u8* src = (u8*)map.pData;
		for (unsigned int y = 0; y < numBlocksY; ++y)
		{
			memcpy(dst, src, cacheLinesPerRow*32);
			dst += bpmem.copyMipMapStrideChannels*32;
			src += map.RowPitch;
		}

		D3D::context->Unmap(m_outStage, 0);

		encodeSize = bpmem.copyMipMapStrideChannels*32 * numBlocksY;
	}

	// Restore API

	g_renderer->RestoreAPIState();
	D3D::context->OMSetRenderTargets(1,
		&FramebufferManager::GetEFBColorTexture()->GetRTV(),
		FramebufferManager::GetEFBDepthTexture()->GetDSV());

	return encodeSize;
}

bool PSTextureEncoder::InitStaticMode()
{
	// Nothing to really do.
	return true;
}

static const char* FETCH_FUNC_NAMES[4] = {
	"Fetch_0", "Fetch_1", "Fetch_2", "Fetch_3"
};

static const char* SCALEDFETCH_FUNC_NAMES[2] = {
	"ScaledFetch_0", "ScaledFetch_1"
};

static const char* INTENSITY_FUNC_NAMES[2] = {
	"Intensity_0", "Intensity_1"
};

bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, PEControl::PixelFormat srcFormat,
	bool isIntensity, bool scaleByHalf)
{
	size_t fetchNum = static_cast<size_t>(srcFormat);
	size_t scaledFetchNum = scaleByHalf ? 1 : 0;
	size_t intensityNum = isIntensity ? 1 : 0;
	size_t generatorNum = dstFormat;

	ComboKey key = MakeComboKey(dstFormat, srcFormat, isIntensity, scaleByHalf);

	ComboMap::iterator it = m_staticShaders.find(key);
	if (it == m_staticShaders.end())
	{
		const char* generatorFuncName = nullptr;
		switch (generatorNum)
		{
		case 0x0: generatorFuncName = "Generate_0"; break;
		case 0x1: generatorFuncName = "Generate_1"; break;
		case 0x2: generatorFuncName = "Generate_2"; break;
		case 0x3: generatorFuncName = "Generate_3"; break;
		case 0x4: generatorFuncName = "Generate_4"; break;
		case 0x5: generatorFuncName = "Generate_5"; break;
		case 0x6: generatorFuncName = "Generate_6"; break;
		case 0x7: generatorFuncName = "Generate_7"; break;
		case 0x8: generatorFuncName = "Generate_8"; break;
		case 0x9: generatorFuncName = "Generate_9"; break;
		case 0xA: generatorFuncName = "Generate_A"; break;
		case 0xB: generatorFuncName = "Generate_B"; break;
		case 0xC: generatorFuncName = "Generate_C"; break;
		default:
			WARN_LOG(VIDEO, "No generator available for dst format 0x%X; aborting", generatorNum);
			m_staticShaders[key] = nullptr;
			return false;
		}

		INFO_LOG(VIDEO, "Compiling efb encoding shader for dstFormat 0x%X, srcFormat %d, isIntensity %d, scaleByHalf %d",
			dstFormat, static_cast<int>(srcFormat), isIntensity ? 1 : 0, scaleByHalf ? 1 : 0);

		// Shader permutation not found, so compile it
		D3DBlob* bytecode = nullptr;
		D3D_SHADER_MACRO macros[] = {
			{ "IMP_FETCH", FETCH_FUNC_NAMES[fetchNum] },
			{ "IMP_SCALEDFETCH", SCALEDFETCH_FUNC_NAMES[scaledFetchNum] },
			{ "IMP_INTENSITY", INTENSITY_FUNC_NAMES[intensityNum] },
			{ "IMP_GENERATOR", generatorFuncName },
			{ nullptr, nullptr }
		};
		if (!D3D::CompilePixelShader(EFB_ENCODE_PS, &bytecode, macros))
		{
			WARN_LOG(VIDEO, "EFB encoder shader for dstFormat 0x%X, srcFormat %d, isIntensity %d, scaleByHalf %d failed to compile",
				dstFormat, static_cast<int>(srcFormat), isIntensity ? 1 : 0, scaleByHalf ? 1 : 0);
			// Add dummy shader to map to prevent trying to compile over and
			// over again
			m_staticShaders[key] = nullptr;
			return false;
		}

		ID3D11PixelShader* newShader;
		HRESULT hr = D3D::device->CreatePixelShader(bytecode->Data(), bytecode->Size(), nullptr, &newShader);
		CHECK(SUCCEEDED(hr), "create efb encoder pixel shader");

		it = m_staticShaders.insert(std::make_pair(key, newShader)).first;
		bytecode->Release();
	}

	if (it != m_staticShaders.end())
	{
		if (it->second)
		{
			D3D::stateman->SetPixelShader(it->second);
			return true;
		}
		else
			return false;
	}
	else
		return false;
}

bool PSTextureEncoder::InitDynamicMode()
{
	HRESULT hr;

	D3D_SHADER_MACRO macros[] = {
		{ "DYNAMIC_MODE", nullptr },
		{ nullptr, nullptr }
	};

	D3DBlob* bytecode = nullptr;
	if (!D3D::CompilePixelShader(EFB_ENCODE_PS, &bytecode, macros))
	{
		ERROR_LOG(VIDEO, "EFB encode pixel shader failed to compile");
		return false;
	}

	hr = D3D::device->CreateClassLinkage(&m_classLinkage);
	CHECK(SUCCEEDED(hr), "create efb encode class linkage");
	D3D::SetDebugObjectName(m_classLinkage, "efb encoder class linkage");

	hr = D3D::device->CreatePixelShader(bytecode->Data(), bytecode->Size(), m_classLinkage, &m_dynamicShader);
	CHECK(SUCCEEDED(hr), "create efb encode pixel shader");
	D3D::SetDebugObjectName(m_dynamicShader, "efb encoder pixel shader");

	// Use D3DReflect

	ID3D11ShaderReflection* reflect = nullptr;
	hr = PD3DReflect(bytecode->Data(), bytecode->Size(), IID_ID3D11ShaderReflection, (void**)&reflect);
	CHECK(SUCCEEDED(hr), "reflect on efb encoder shader");

	// Get number of slots and create dynamic linkage array

	UINT numSlots = reflect->GetNumInterfaceSlots();
	m_linkageArray.resize(numSlots, nullptr);

	// Get interface slots

	ID3D11ShaderReflectionVariable* var = reflect->GetVariableByName("g_fetch");
	m_fetchSlot = var->GetInterfaceSlot(0);

	var = reflect->GetVariableByName("g_scaledFetch");
	m_scaledFetchSlot = var->GetInterfaceSlot(0);

	var = reflect->GetVariableByName("g_intensity");
	m_intensitySlot = var->GetInterfaceSlot(0);

	var = reflect->GetVariableByName("g_generator");
	m_generatorSlot = var->GetInterfaceSlot(0);

	INFO_LOG(VIDEO, "Fetch slot %d, scaledFetch slot %d, intensity slot %d, generator slot %d",
		m_fetchSlot, m_scaledFetchSlot, m_intensitySlot, m_generatorSlot);

	// Class instances will be created at the time they are used

	for (size_t i = 0; i < 4; ++i)
		m_fetchClass[i] = nullptr;
	for (size_t i = 0; i < 2; ++i)
		m_scaledFetchClass[i] = nullptr;
	for (size_t i = 0; i < 2; ++i)
		m_intensityClass[i] = nullptr;
	for (size_t i = 0; i < 16; ++i)
		m_generatorClass[i] = nullptr;

	reflect->Release();
	bytecode->Release();

	return true;
}

static const char* FETCH_CLASS_NAMES[4] = {
	"cFetch_0", "cFetch_1", "cFetch_2", "cFetch_3"
};

static const char* SCALEDFETCH_CLASS_NAMES[2] = {
	"cScaledFetch_0", "cScaledFetch_1"
};

static const char* INTENSITY_CLASS_NAMES[2] = {
	"cIntensity_0", "cIntensity_1"
};

bool PSTextureEncoder::SetDynamicShader(unsigned int dstFormat,
	PEControl::PixelFormat srcFormat, bool isIntensity, bool scaleByHalf)
{
	size_t fetchNum = static_cast<size_t>(srcFormat);
	size_t scaledFetchNum = scaleByHalf ? 1 : 0;
	size_t intensityNum = isIntensity ? 1 : 0;
	size_t generatorNum = dstFormat;

	// FIXME: Not all the possible generators are available as classes yet.
	// When dynamic mode is usable, implement them.
	const char* generatorName = nullptr;
	switch (generatorNum)
	{
	case 0x4: generatorName = "cGenerator_4"; break;
	case 0x5: generatorName = "cGenerator_5"; break;
	case 0x6: generatorName = "cGenerator_6"; break;
	case 0x8: generatorName = "cGenerator_8"; break;
	case 0xB: generatorName = "cGenerator_B"; break;
	default:
		WARN_LOG(VIDEO, "No generator available for dst format 0x%X; aborting", generatorNum);
		return false;
	}

	// Make sure class instances are available
	if (!m_fetchClass[fetchNum])
	{
		INFO_LOG(VIDEO, "Creating %s class instance for encoder 0x%X",
			FETCH_CLASS_NAMES[fetchNum], dstFormat);
		HRESULT hr = m_classLinkage->CreateClassInstance(
			FETCH_CLASS_NAMES[fetchNum], 0, 0, 0, 0, &m_fetchClass[fetchNum]);
		CHECK(SUCCEEDED(hr), "create fetch class instance");
	}
	if (!m_scaledFetchClass[scaledFetchNum])
	{
		INFO_LOG(VIDEO, "Creating %s class instance for encoder 0x%X",
			SCALEDFETCH_CLASS_NAMES[scaledFetchNum], dstFormat);
		HRESULT hr = m_classLinkage->CreateClassInstance(
			SCALEDFETCH_CLASS_NAMES[scaledFetchNum], 0, 0, 0, 0,
			&m_scaledFetchClass[scaledFetchNum]);
		CHECK(SUCCEEDED(hr), "create scaled fetch class instance");
	}
	if (!m_intensityClass[intensityNum])
	{
		INFO_LOG(VIDEO, "Creating %s class instance for encoder 0x%X",
			INTENSITY_CLASS_NAMES[intensityNum], dstFormat);
		HRESULT hr = m_classLinkage->CreateClassInstance(
			INTENSITY_CLASS_NAMES[intensityNum], 0, 0, 0, 0,
			&m_intensityClass[intensityNum]);
		CHECK(SUCCEEDED(hr), "create intensity class instance");
	}
	if (!m_generatorClass[generatorNum])
	{
		INFO_LOG(VIDEO, "Creating %s class instance for encoder 0x%X",
			generatorName, dstFormat);
		HRESULT hr = m_classLinkage->CreateClassInstance(
			generatorName, 0, 0, 0, 0, &m_generatorClass[generatorNum]);
		CHECK(SUCCEEDED(hr), "create generator class instance");
	}

	// Assemble dynamic linkage array
	if (m_fetchSlot != UINT(-1))
		m_linkageArray[m_fetchSlot] = m_fetchClass[fetchNum];
	if (m_scaledFetchSlot != UINT(-1))
		m_linkageArray[m_scaledFetchSlot] = m_scaledFetchClass[scaledFetchNum];
	if (m_intensitySlot != UINT(-1))
		m_linkageArray[m_intensitySlot] = m_intensityClass[intensityNum];
	if (m_generatorSlot != UINT(-1))
		m_linkageArray[m_generatorSlot] = m_generatorClass[generatorNum];

	D3D::stateman->SetPixelShaderDynamic(m_dynamicShader,
		m_linkageArray.empty() ? nullptr : &m_linkageArray[0],
		(UINT)m_linkageArray.size());

	return true;
}

}