HUGE commit :)

in general cleanup and bugfix disable pierre  patch for the moment as it causes problem in some games and hopefully fix the remaining missing textures for nvidia users in opengl.
make the code in pixelshadergen looks nice and readable.
D3D: this is a ultra experimental commit please check for regressions or error.
make the efb Scale / super sampling level customizable to improve the output quality and let the user configure quality according to his hardware.
is everyone likes this change will translate it to opengl
please test


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5612 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Rodolfo Osvaldo Bogado
2010-06-05 00:01:18 +00:00
parent 63dbcf4f97
commit c98f8a96d2
25 changed files with 291 additions and 434 deletions

View File

@ -42,26 +42,26 @@ LinearDiskCache g_ps_disk_cache;
static float lastPSconstants[C_COLORMATRIX+16][4];
static LPDIRECT3DPIXELSHADER9 s_ColorMatrixProgram[4];
static LPDIRECT3DPIXELSHADER9 s_ColorCopyProgram[4];
static LPDIRECT3DPIXELSHADER9 s_DepthMatrixProgram[4];
static LPDIRECT3DPIXELSHADER9 s_ColorMatrixProgram[3];
static LPDIRECT3DPIXELSHADER9 s_ColorCopyProgram[3];
static LPDIRECT3DPIXELSHADER9 s_DepthMatrixProgram[3];
static LPDIRECT3DPIXELSHADER9 s_ClearProgram = 0;
LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetColorMatrixProgram(int SSAAMode)
{
return s_ColorMatrixProgram[SSAAMode];
return s_ColorMatrixProgram[SSAAMode % 3];
}
LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetDepthMatrixProgram(int SSAAMode)
{
return s_DepthMatrixProgram[SSAAMode];
return s_DepthMatrixProgram[SSAAMode % 3];
}
LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetColorCopyProgram(int SSAAMode)
{
return s_ColorCopyProgram[SSAAMode];
return s_ColorCopyProgram[SSAAMode % 3];
}
LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetClearProgram()
@ -132,18 +132,7 @@ void PixelShaderCache::Init()
"in float2 uv0 : TEXCOORD0){\n"
"ocol0 = tex2D(samp0,uv0);\n"
"}\n");
s_ColorCopyProgram[0] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
//2 samples
sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
"void main(\n"
"out float4 ocol0 : COLOR0,\n"
"in float4 uv0 : TEXCOORD0,\n"
"in float4 uv1 : TEXCOORD1,\n"
"in float4 uv2 : TEXCOORD2){\n"
"ocol0 = (tex2D(samp0,uv1.xy) + tex2D(samp0,uv2.xy))*0.5f;\n"
"}\n");
s_ColorCopyProgram[1] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
s_ColorCopyProgram[0] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
//4 Samples
sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
@ -156,7 +145,7 @@ void PixelShaderCache::Init()
"in float4 uv4 : TEXCOORD4){\n"
"ocol0 = (tex2D(samp0,uv1.xy) + tex2D(samp0,uv2.xy) + tex2D(samp0,uv3.xy) + tex2D(samp0,uv4.xy))*0.25f;\n"
"}\n");
s_ColorCopyProgram[2] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
s_ColorCopyProgram[1] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
//9 Samples
sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
@ -169,7 +158,7 @@ void PixelShaderCache::Init()
"in float4 uv4 : TEXCOORD4){\n"
"ocol0 = (tex2D(samp0,uv1.xy) + tex2D(samp0,uv1.wz) + tex2D(samp0,uv2.xy) + tex2D(samp0,uv2.wz) + tex2D(samp0,uv3.xy) + tex2D(samp0,uv3.wz) + tex2D(samp0,uv4.xy) + tex2D(samp0,uv4.wz) + tex2D(samp0,uv0.xy))/9.0f;\n"
"}\n");
s_ColorCopyProgram[3] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
s_ColorCopyProgram[2] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
//Color conversion Programs
//1 sample
@ -181,24 +170,8 @@ void PixelShaderCache::Init()
"float4 texcol = tex2D(samp0,uv0);\n"
"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
"}\n",C_COLORMATRIX);
s_ColorMatrixProgram[0] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
s_ColorMatrixProgram[0] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
//2 samples
sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
"uniform float4 cColMatrix[5] : register(c%d);\n"
"void main(\n"
"out float4 ocol0 : COLOR0,\n"
"in float4 uv0 : TEXCOORD0,\n"
"in float4 uv1 : TEXCOORD1,\n"
"in float4 uv2 : TEXCOORD2,\n"
"in float4 uv3 : TEXCOORD3,\n"
"in float4 uv4 : TEXCOORD4,\n"
"in float4 uv5 : TEXCOORD5){\n"
"float4 texcol = (tex2D(samp0,float2(clamp(uv1.x,uv5.x,uv5.z),clamp(uv1.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv2.x,uv5.x,uv5.z),clamp(uv2.y,uv5.y,uv5.w)))) * 0.5f;\n"
"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
"}\n",C_COLORMATRIX);
s_ColorMatrixProgram[1] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
//4 samples
sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
"uniform float4 cColMatrix[5] : register(c%d);\n"
@ -213,7 +186,7 @@ void PixelShaderCache::Init()
"float4 texcol = (tex2D(samp0,float2(clamp(uv1.x,uv5.x,uv5.z),clamp(uv1.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv2.x,uv5.x,uv5.z),clamp(uv2.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv3.x,uv5.x,uv5.z),clamp(uv3.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv4.x,uv5.x,uv5.z),clamp(uv4.y,uv5.y,uv5.w))))*0.25f;\n"
"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
"}\n",C_COLORMATRIX);
s_ColorMatrixProgram[2] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
s_ColorMatrixProgram[1] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
//9 samples
sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
@ -229,7 +202,7 @@ void PixelShaderCache::Init()
"float4 texcol = (tex2D(samp0,float2(clamp(uv1.x,uv5.x,uv5.z),clamp(uv1.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv1.w,uv5.x,uv5.z),clamp(uv1.z,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv2.x,uv5.x,uv5.z),clamp(uv2.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv2.w,uv5.x,uv5.z),clamp(uv2.z,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv3.x,uv5.x,uv5.z),clamp(uv3.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv3.w,uv5.x,uv5.z),clamp(uv3.z,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv4.x,uv5.x,uv5.z),clamp(uv4.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv4.w,uv5.x,uv5.z),clamp(uv4.z,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv0.x,uv5.x,uv5.z),clamp(uv0.y,uv5.y,uv5.w))))/9;\n"
"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
"}\n",C_COLORMATRIX);
s_ColorMatrixProgram[3] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
s_ColorMatrixProgram[2] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
//Depth copy programs
//1 sample
@ -243,26 +216,8 @@ void PixelShaderCache::Init()
"texcol = float4((EncodedDepth.rgb * (16777216.0f/16777215.0f)),1.0f);\n"
"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
"}\n",C_COLORMATRIX);
s_DepthMatrixProgram[0] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
s_DepthMatrixProgram[0] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
//2 sample
sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
"uniform float4 cColMatrix[5] : register(c%d);\n"
"void main(\n"
"out float4 ocol0 : COLOR0,\n"
"in float4 uv0 : TEXCOORD0,\n"
"in float4 uv1 : TEXCOORD1,\n"
"in float4 uv2 : TEXCOORD2,\n"
"in float4 uv3 : TEXCOORD3,\n"
"in float4 uv4 : TEXCOORD4,\n"
"in float4 uv5 : TEXCOORD5){\n"
"float4 texcol = (tex2D(samp0,float2(clamp(uv1.x,uv5.x,uv5.z),clamp(uv1.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv2.x,uv5.x,uv5.z),clamp(uv2.y,uv5.y,uv5.w)))) * 0.5f;\n"
"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"
"texcol = float4((EncodedDepth.rgb * (16777216.0f/16777215.0f)),1.0f);\n"
"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
"}\n",C_COLORMATRIX);
s_DepthMatrixProgram[1] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
//4 sample
sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
"uniform float4 cColMatrix[5] : register(c%d);\n"
@ -279,7 +234,7 @@ void PixelShaderCache::Init()
"texcol = float4((EncodedDepth.rgb * (16777216.0f/16777215.0f)),1.0f);\n"
"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
"}\n",C_COLORMATRIX);
s_DepthMatrixProgram[2] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
s_DepthMatrixProgram[1] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
//9 sample
sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
@ -297,7 +252,7 @@ void PixelShaderCache::Init()
"texcol = float4((EncodedDepth.rgb * (16777216.0f/16777215.0f)),1.0f);\n"
"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
"}\n",C_COLORMATRIX);
s_DepthMatrixProgram[3] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
s_DepthMatrixProgram[2] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
Clear();
@ -325,7 +280,7 @@ void PixelShaderCache::Clear()
void PixelShaderCache::Shutdown()
{
for(int i = 0;i<4;i++)
for(int i = 0;i<3;i++)
{
if (s_ColorMatrixProgram[i]) s_ColorMatrixProgram[i]->Release();
s_ColorMatrixProgram[i] = NULL;