mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
a lot of modifications here :)
first fixed scaling when updating backbuffer to make it friendly with encoders, now frame dumping must work without errors in any codec. clean screenshot and frame dumping code now is more correct, faster and stable. improve safe texture cache, improving the distribution of the hash algorithm, including tlut hash in the final hash of the texture, and making use of a 64 bit hash to make it more accurate. clean a lot of code and corrected some missused vertex formats when drawing full screen quads. and biggest change last: implemented pseudo antialiasing: a image post-process algorithm that mimics antialiazing and is fare more easier to implement in this scenario. you can change the intensity of the effect changing the values of the antialiasing combo. the right value depends on the game. for example mkwii looks awesome with 8x. please try all the changes and let me know the results. if something is broken, please let me know and will fix it asap. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5000 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -47,6 +47,8 @@ static LPDIRECT3DPIXELSHADER9 s_ColorCopyProgram = 0;
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static LPDIRECT3DPIXELSHADER9 s_ClearProgram = 0;
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static LPDIRECT3DPIXELSHADER9 s_ClearZProgram = 0;
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static LPDIRECT3DPIXELSHADER9 s_DepthMatrixProgram = 0;
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static LPDIRECT3DPIXELSHADER9 s_FSAAProgram = 0;
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static LPDIRECT3DPIXELSHADER9 s_FSAAColorMatrixProgram = 0;
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LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetColorMatrixProgram()
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{
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@ -68,6 +70,16 @@ LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetClearProgram()
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return s_ClearProgram;
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}
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LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetFSAAProgram()
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{
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return s_FSAAProgram;
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}
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LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetFSAAColorMatrixProgram()
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{
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return s_FSAAColorMatrixProgram;
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}
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void SetPSConstant4f(int const_number, float f1, float f2, float f3, float f4)
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{
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if (lastPSconstants[const_number][0] != f1 || lastPSconstants[const_number][1] != f2 ||
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@ -122,7 +134,7 @@ void PixelShaderCache::Init()
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sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
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"void main(\n"
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"out float4 ocol0 : COLOR0,\n"
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" in float3 uv0 : TEXCOORD0){\n"
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"in float4 uv0 : TEXCOORD0){\n"
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"ocol0 = tex2D(samp0,uv0.xy);\n"
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"}\n");
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s_ColorCopyProgram = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
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@ -131,7 +143,7 @@ void PixelShaderCache::Init()
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"uniform float4 cColMatrix[5] : register(c%d);\n"
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"void main(\n"
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"out float4 ocol0 : COLOR0,\n"
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" in float3 uv0 : TEXCOORD0){\n"
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" in float4 uv0 : TEXCOORD0){\n"
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"float4 texcol = tex2D(samp0,uv0.xy);\n"
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"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
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"}\n",C_COLORMATRIX);
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@ -141,13 +153,73 @@ void PixelShaderCache::Init()
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"uniform float4 cColMatrix[5] : register(c%d);\n"
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"void main(\n"
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"out float4 ocol0 : COLOR0,\n"
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" in float3 uv0 : TEXCOORD0){\n"
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" in float4 uv0 : TEXCOORD0){\n"
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"float4 texcol = tex2D(samp0,uv0.xy);\n"
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"float4 EncodedDepth = frac((texcol.r * (16777215.0f/16777216.0f)) * float4(1.0f,255.0f,255.0f*255.0f,255.0f*255.0f*255.0f));\n"
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"texcol = float4((EncodedDepth.rgb * (16777216.0f/16777215.0f)),1.0f);\n"
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"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
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"}\n",C_COLORMATRIX);
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s_DepthMatrixProgram = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
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sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
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"uniform sampler samp1 : register(s1);\n"
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"void main(\n"
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"out float4 ocol0 : COLOR0,\n"
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" in float4 incol0 : COLOR0,\n"
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"in float4 uv0 : TEXCOORD0,\n"
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"in float4 uv1 : TEXCOORD1,\n"
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"in float4 uv2 : TEXCOORD2,\n"
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"in float4 uv3 : TEXCOORD3,\n"
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"in float4 uv4 : TEXCOORD4,\n"
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"in float2 uv5 : TEXCOORD5,\n"
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"in float2 uv6 : TEXCOORD6,\n"
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"in float2 uv7 : TEXCOORD7){\n"
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"float3 P1 = float3(tex2D(samp1,uv0.xy).x,tex2D(samp1,uv1.xy).x,tex2D(samp1,uv2.xy).x);\n"
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"float3 P2 = float3(tex2D(samp1,uv3.xy).x,tex2D(samp1,uv4.xy).x,tex2D(samp1,uv5).x);\n"
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"float3 P3 = float3(P1.z,tex2D(samp1,uv6).x,P2.z);\n"
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"float3 P4 = float3(P1.x,tex2D(samp1,uv7).r,P2.x);\n"
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"float3 P5 = float3(1.0f,2.0f,1.0f);\n"
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"float3 T = float3(dot(P3,P5) - dot(P4,P5),dot(P1,P5) - dot(P2,P5),0.0f);\n"
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"if (dot(T,T) > incol0.x)\n"
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"{\n"
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"ocol0 = (tex2D(samp0,uv0.wz) + tex2D(samp0,uv1.wz) + tex2D(samp0,uv2.wz) + tex2D(samp0,uv3.wz))*0.25f;// + tex2D(samp0,uv4.xy) + tex2D(samp0,uv5) + tex2D(samp0,uv6) + tex2D(samp0,uv7) + tex2D(samp0,uv4.wz)) / 9.0f;\n"
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"} else {\n"
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"ocol0 = tex2D(samp0,uv4.wz);\n"
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"}\n"
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"}\n");
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s_FSAAProgram = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
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sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
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"uniform sampler samp1 : register(s1);\n"
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"uniform float4 cColMatrix[5] : register(c%d);\n"
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"void main(\n"
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"out float4 ocol0 : COLOR0,\n"
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" in float4 incol0 : COLOR0,\n"
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"in float4 uv0 : TEXCOORD0,\n"
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"in float4 uv1 : TEXCOORD1,\n"
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"in float4 uv2 : TEXCOORD2,\n"
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"in float4 uv3 : TEXCOORD3,\n"
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"in float4 uv4 : TEXCOORD4,\n"
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"in float2 uv5 : TEXCOORD5,\n"
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"in float2 uv6 : TEXCOORD6,\n"
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"in float2 uv7 : TEXCOORD7){\n"
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"float3 P1 = float3(tex2D(samp1,uv0.xy).x,tex2D(samp1,uv1.xy).x,tex2D(samp1,uv2.xy).x);\n"
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"float3 P2 = float3(tex2D(samp1,uv3.xy).x,tex2D(samp1,uv4.xy).x,tex2D(samp1,uv5).x);\n"
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"float3 P3 = float3(P1.z,tex2D(samp1,uv6).x,P2.z);\n"
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"float3 P4 = float3(P1.x,tex2D(samp1,uv7).r,P2.x);\n"
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"float3 P5 = float3(1.0f,2.0f,1.0f);\n"
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"float3 T = float3(dot(P3,P5) - dot(P4,P5),dot(P1,P5) - dot(P2,P5),0.0f);\n"
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"float4 texcol = float4(0.0f,0.0f,0.0f,0.0f);\n"
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"if (dot(T,T) > incol0.x)\n"
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"{\n"
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"texcol = (tex2D(samp0,uv0.wz) + tex2D(samp0,uv1.wz) + tex2D(samp0,uv2.wz) + tex2D(samp0,uv3.wz))*0.25f;// + tex2D(samp0,uv4.xy) + tex2D(samp0,uv5) + tex2D(samp0,uv6) + tex2D(samp0,uv7) + tex2D(samp0,uv4.wz)) / 9.0f;\n"
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"} else {\n"
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"texcol = tex2D(samp0,uv4.wz);\n"
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"}\n"
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"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
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"}\n",C_COLORMATRIX);
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s_FSAAColorMatrixProgram = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
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Clear();
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if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
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@ -182,7 +254,10 @@ void PixelShaderCache::Shutdown()
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s_DepthMatrixProgram = NULL;
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if (s_ClearProgram) s_ClearProgram->Release();
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s_ClearProgram = NULL;
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if (s_FSAAProgram) s_FSAAProgram->Release();
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s_FSAAProgram = NULL;
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if (s_FSAAColorMatrixProgram) s_FSAAColorMatrixProgram->Release();
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s_FSAAColorMatrixProgram = NULL;
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Clear();
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g_ps_disk_cache.Sync();
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g_ps_disk_cache.Close();
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