Implement EFB copy filter and gamma in hardware backends

Also makes y_scale a dynamic parameter for EFB copies, as it doesn't
make sense to keep it as part of the uid, otherwise we're generating
redundant shaders.
This commit is contained in:
Stenzek
2018-04-29 18:52:30 +10:00
parent a192a3bb30
commit 9e798eec94
41 changed files with 526 additions and 236 deletions

View File

@ -34,11 +34,13 @@ private:
void CopyEFB(u8* dst, const EFBCopyParams& params, u32 native_width, u32 bytes_per_row,
u32 num_blocks_y, u32 memory_stride, const EFBRectangle& src_rect,
bool scale_by_half) override;
bool scale_by_half, float y_scale, float gamma, bool clamp_top, bool clamp_bottom,
const CopyFilterCoefficientArray& filter_coefficients) override;
void CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy, const EFBRectangle& src_rect,
bool scale_by_half, EFBCopyFormat dst_format,
bool is_intensity) override;
bool scale_by_half, EFBCopyFormat dst_format, bool is_intensity,
float gamma, bool clamp_top, bool clamp_bottom,
const CopyFilterCoefficientArray& filter_coefficients) override;
bool CompileShaders() override { return true; }
void DeleteShaders() override {}
@ -46,7 +48,7 @@ private:
ID3D11Buffer* palette_buf;
ID3D11ShaderResourceView* palette_buf_srv;
ID3D11Buffer* palette_uniform;
ID3D11Buffer* uniform_buffer;
ID3D11PixelShader* palette_pixel_shader[3];
std::map<TextureConversionShaderGen::TCShaderUid, ID3D11PixelShader*> m_efb_to_tex_pixel_shaders;