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PixelShaderGen: Sample the correct texture slice.
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@ -205,7 +205,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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out.Write("\n");
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for (int i = 0; i < 8; ++i)
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out.Write("Texture2D Tex%d : register(t%d);\n", i, i);
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out.Write("Texture2DArray Tex%d : register(t%d);\n", i, i);
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}
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out.Write("\n");
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@ -372,7 +372,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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per_pixel_depth ? "\n out float depth : SV_Depth," : "");
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out.Write(" in centroid float4 colors_0 : COLOR0,\n");
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out.Write(" in centroid float4 colors_1 : COLOR1");
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out.Write(" in centroid float4 colors_1 : COLOR1\n");
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// compute window position if needed because binding semantic WPOS is not widely supported
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for (unsigned int i = 0; i < numTexgen; ++i)
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@ -380,6 +380,9 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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out.Write(",\n in centroid float4 clipPos : TEXCOORD%d", numTexgen);
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if (g_ActiveConfig.bEnablePixelLighting)
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out.Write(",\n in centroid float4 Normal : TEXCOORD%d", numTexgen + 1);
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uid_data->stereo = g_ActiveConfig.iStereoMode > 0;
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if (g_ActiveConfig.iStereoMode > 0)
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out.Write(",\n in uint layer : SV_RenderTargetArrayIndex\n");
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out.Write(" ) {\n");
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}
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@ -938,7 +941,7 @@ static inline void SampleTexture(T& out, const char *texcoords, const char *texs
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out.SetConstantsUsed(C_TEXDIMS+texmap,C_TEXDIMS+texmap);
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if (ApiType == API_D3D)
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out.Write("iround(255.0 * Tex%d.Sample(samp%d,%s.xy * " I_TEXDIMS"[%d].xy)).%s;\n", texmap,texmap, texcoords, texmap, texswap);
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out.Write("iround(255.0 * Tex%d.Sample(samp%d, float3(%s.xy * " I_TEXDIMS"[%d].xy, %s))).%s;\n", texmap, texmap, texcoords, texmap, g_ActiveConfig.iStereoMode > 0 ? "layer" : "0", texswap);
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else
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out.Write("iround(255.0 * texture(samp%d, float3(%s.xy * " I_TEXDIMS"[%d].xy, %s))).%s;\n", texmap, texcoords, texmap, g_ActiveConfig.iStereoMode > 0 ? "gs.layer" : "0.0", texswap);
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}
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