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corrected depth copy shader in dx9/dx11 to improve accuracy when doing efb to texture for depth formats
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6751 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -193,14 +193,10 @@ static LPDIRECT3DPIXELSHADER9 CreateCopyShader(int copyMatrixType, int depthConv
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{
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case PixelShaderCache::DEPTH_CONVERSION_TYPE_NONE:
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break;
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case PixelShaderCache::DEPTH_CONVERSION_TYPE_16BIT:
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// this is probably wrong. but it works better than the 24-bit conversion we used to generate in this case.
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WRITE(p, "float4 EncodedDepth = frac((texcol.r * (65535.0f/65536.0f)) * float4(1.0f,255.0f,255.0f*255.0f,255.0f*255.0f*255.0f));\n"
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"texcol = float4((EncodedDepth.rgb * (65536.0f/65535.0f)),1.0f);\n");
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break;
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case PixelShaderCache::DEPTH_CONVERSION_TYPE_16BIT:
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case PixelShaderCache::DEPTH_CONVERSION_TYPE_24BIT:
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WRITE(p, "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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WRITE(p, "float4 EncodedDepth = frac((texcol.r * (16777215.0f/16777216.0f)) * float4(1.0f,256.0f,256.0f*256.0f,256.0f*256.0f*16.0f));\n"
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"texcol = round(EncodedDepth * (16777216.0f/16777215.0f) * 255.0f) / 255.0f;\n");
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break;
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}
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//Apply Gamma Correction
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