PixelShaderCache: Fix MSAA shaders.

Various typos were introduced due to lack of testing.
This commit is contained in:
Jules Blok 2014-12-03 14:20:46 +01:00
parent b2e73400be
commit 6fe7d530ed

View File

@ -81,9 +81,9 @@ const char color_copy_program_code_msaa[] = {
"void main(\n" "void main(\n"
"out float4 ocol0 : SV_Target,\n" "out float4 ocol0 : SV_Target,\n"
"in float4 pos : SV_Position,\n" "in float4 pos : SV_Position,\n"
"in float3 uv0 : TEXCOORD0,\n" "in float3 uv0 : TEXCOORD0){\n"
"int width, height, samples;\n" "int width, height, slices, samples;\n"
"Tex0.GetDimensions(width, height, samples);\n" "Tex0.GetDimensions(width, height, slices, samples);\n"
"ocol0 = 0;\n" "ocol0 = 0;\n"
"for(int i = 0; i < samples; ++i)\n" "for(int i = 0; i < samples; ++i)\n"
" ocol0 += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n" " ocol0 += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
@ -113,11 +113,11 @@ const char color_matrix_program_code_msaa[] = {
"out float4 ocol0 : SV_Target,\n" "out float4 ocol0 : SV_Target,\n"
"in float4 pos : SV_Position,\n" "in float4 pos : SV_Position,\n"
"in float3 uv0 : TEXCOORD0){\n" "in float3 uv0 : TEXCOORD0){\n"
"int width, height, samples;\n" "int width, height, slices, samples;\n"
"Tex0.GetDimensions(width, height, samples);\n" "Tex0.GetDimensions(width, height, slices, samples);\n"
"float4 texcol = 0;\n" "float4 texcol = 0;\n"
"for(int i = 0; i < samples; ++i)\n" "for(int i = 0; i < samples; ++i)\n"
" texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height), uv0.z), i);\n" " texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
"texcol /= samples;\n" "texcol /= samples;\n"
"texcol = round(texcol * cColMatrix[5])*cColMatrix[6];\n" "texcol = round(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" "ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
@ -167,11 +167,11 @@ const char depth_matrix_program_msaa[] = {
"out float4 ocol0 : SV_Target,\n" "out float4 ocol0 : SV_Target,\n"
" in float4 pos : SV_Position,\n" " in float4 pos : SV_Position,\n"
" in float3 uv0 : TEXCOORD0){\n" " in float3 uv0 : TEXCOORD0){\n"
" int width, height, samples;\n" " int width, height, slices, samples;\n"
" Tex0.GetDimensions(width, height, samples);\n" " Tex0.GetDimensions(width, height, slices, samples);\n"
" float4 texcol = 0;\n" " float4 texcol = 0;\n"
" for(int i = 0; i < samples; ++i)\n" " for(int i = 0; i < samples; ++i)\n"
" texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height), uv0.z), i);\n" " texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
" texcol /= samples;\n" " texcol /= samples;\n"
// 255.99998474121 = 16777215/16777216*256 // 255.99998474121 = 16777215/16777216*256