FramebufferManager: Support saving EFB to save state

This commit is contained in:
Stenzek
2019-06-29 21:05:30 +10:00
parent 1082468133
commit 137009affe
5 changed files with 149 additions and 0 deletions

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@ -644,4 +644,24 @@ std::string GenerateTextureReinterpretShader(TextureFormat from_format, TextureF
return ss.str();
}
std::string GenerateEFBRestorePixelShader()
{
std::stringstream ss;
EmitSamplerDeclarations(ss, 0, 2, false);
EmitPixelMainDeclaration(ss, 1, 0, "float4",
GetAPIType() == APIType::D3D ? "out float depth : SV_Depth, " : "");
ss << "{\n";
ss << " float3 coords = float3(v_tex0.x, "
<< (g_ActiveConfig.backend_info.bUsesLowerLeftOrigin ? "1.0 - " : "")
<< "v_tex0.y, v_tex0.z);\n";
ss << " ocol0 = ";
EmitSampleTexture(ss, 0, "coords");
ss << ";\n";
ss << " " << (GetAPIType() == APIType::D3D ? "depth" : "gl_FragDepth") << " = ";
EmitSampleTexture(ss, 1, "coords");
ss << ".r;\n";
ss << "}\n";
return ss.str();
}
} // namespace FramebufferShaderGen