Shader generators: Remove any references to D3D9 and cleanup the affected code.

This commit is contained in:
Tony Wasserka
2013-09-22 18:07:21 +02:00
parent 0e2e71e483
commit 61ed40749f
9 changed files with 62 additions and 137 deletions

View File

@ -83,38 +83,22 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
{
WRITE(p, "#define samp0 samp9\n");
WRITE(p, "uniform sampler2DRect samp0;\n");
}
else if (ApiType & API_D3D9)
{
WRITE(p,"uniform sampler samp0 : register(s0);\n");
}
else
{
WRITE(p,"sampler samp0 : register(s0);\n");
WRITE(p, "Texture2D Tex0 : register(t0);\n");
}
if (ApiType == API_OPENGL)
{
WRITE(p, " out vec4 ocol0;\n");
WRITE(p, " VARYIN float2 uv0;\n");
WRITE(p, "void main()\n");
}
else
else // D3D
{
WRITE(p,"sampler samp0 : register(s0);\n");
WRITE(p, "Texture2D Tex0 : register(t0);\n");
WRITE(p,"void main(\n");
if (ApiType != API_D3D11)
{
WRITE(p," out float4 ocol0 : COLOR0,\n");
}
else
{
WRITE(p," out float4 ocol0 : SV_Target,\n");
}
WRITE(p," out float4 ocol0 : SV_Target,\n");
WRITE(p," in float2 uv0 : TEXCOORD0)\n");
}
WRITE(p, "{\n"
WRITE(p, "{\n"
" float2 sampleUv;\n"
" float2 uv1 = floor(uv0);\n");
@ -142,15 +126,15 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
if (ApiType != API_OPENGL)
{
WRITE(p, " sampleUv = sampleUv + float2(0.0,1.0);\n");// still to determine the reason for this
WRITE(p, " sampleUv = sampleUv + float2(0.0,1.0);\n"); // still need to determine the reason for this
WRITE(p, " sampleUv = sampleUv / " I_COLORS"[0].zw;\n");
}
}
// block dimensions : widthStride, heightStride
// block dimensions : widthStride, heightStride
// texture dims : width, height, x offset, y offset
void Write32BitSwizzler(char*& p, u32 format, API_TYPE ApiType)
{
{
// [0] left, top, right, bottom of source rectangle within source texture
// [1] width and height of destination texture in pixels
// Two were merged for GLSL
@ -164,39 +148,23 @@ void Write32BitSwizzler(char*& p, u32 format, API_TYPE ApiType)
{
WRITE(p, "#define samp0 samp9\n");
WRITE(p, "uniform sampler2DRect samp0;\n");
}
else if (ApiType & API_D3D9)
{
WRITE(p,"uniform sampler samp0 : register(s0);\n");
}
else
{
WRITE(p,"sampler samp0 : register(s0);\n");
WRITE(p, "Texture2D Tex0 : register(t0);\n");
}
if (ApiType == API_OPENGL)
{
WRITE(p, " out float4 ocol0;\n");
WRITE(p, " VARYIN float2 uv0;\n");
WRITE(p, "void main()\n");
}
else
{
WRITE(p,"sampler samp0 : register(s0);\n");
WRITE(p, "Texture2D Tex0 : register(t0);\n");
WRITE(p,"void main(\n");
if(ApiType != API_D3D11)
{
WRITE(p," out float4 ocol0 : COLOR0,\n");
}
else
{
WRITE(p," out float4 ocol0 : SV_Target,\n");
}
WRITE(p," out float4 ocol0 : SV_Target,\n");
WRITE(p," in float2 uv0 : TEXCOORD0)\n");
}
WRITE(p, "{\n"
WRITE(p, "{\n"
" float2 sampleUv;\n"
" float2 uv1 = floor(uv0);\n");
@ -232,18 +200,16 @@ void Write32BitSwizzler(char*& p, u32 format, API_TYPE ApiType)
void WriteSampleColor(char*& p, const char* colorComp, const char* dest, API_TYPE ApiType)
{
const char* texSampleOpName;
if (ApiType & API_D3D9)
texSampleOpName = "tex2D";
else if (ApiType == API_D3D11)
if (ApiType == API_D3D)
texSampleOpName = "tex0.Sample";
else
else // OGL
texSampleOpName = "texture2DRect";
// the increment of sampleUv.x is delayed, so we perform it here. see WriteIncrementSampleX.
const char* texSampleIncrementUnit;
if (ApiType != API_OPENGL)
if (ApiType == API_D3D)
texSampleIncrementUnit = I_COLORS"[0].x / " I_COLORS"[0].z";
else
else // OGL
texSampleIncrementUnit = I_COLORS"[0].x";
WRITE(p, " %s = %s(samp0, sampleUv + float2(%d.0 * (%s), 0.0)).%s;\n",
@ -296,7 +262,7 @@ void WriteEncoderEnd(char* p, API_TYPE ApiType)
void WriteI8Encoder(char* p, API_TYPE ApiType)
{
WriteSwizzler(p, GX_TF_I8, ApiType);
WRITE(p, " float3 texSample;\n");
WRITE(p, " float3 texSample;\n");
WriteSampleColor(p, "rgb", "texSample", ApiType);
WriteColorToIntensity(p, "texSample", "ocol0.b");
@ -430,7 +396,7 @@ void WriteRGB565Encoder(char* p,API_TYPE ApiType)
WRITE(p, " float2 texRs = float2(texSample0.r, texSample1.r);\n");
WRITE(p, " float2 texGs = float2(texSample0.g, texSample1.g);\n");
WRITE(p, " float2 texBs = float2(texSample0.b, texSample1.b);\n");
WriteToBitDepth(p, 6, "texGs", "float2 gInt");
WRITE(p, " float2 gUpper = floor(gInt / 8.0);\n");
WRITE(p, " float2 gLower = gInt - gUpper * 8.0;\n");
@ -888,12 +854,12 @@ const char *GenerateEncodingShader(u32 format,API_TYPE ApiType)
break;
default:
PanicAlert("Unknown texture copy format: 0x%x\n", format);
break;
break;
}
if (text[sizeof(text) - 1] != 0x7C)
PanicAlert("TextureConversionShader generator - buffer too small, canary has been eaten!");
#ifndef ANDROID
uselocale(old_locale); // restore locale
freelocale(locale);