some little optimizations and some cleaning.

now lighting should be fully functional again in SM 2.0 cards

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6794 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Rodolfo Osvaldo Bogado
2011-01-09 14:13:24 +00:00
parent b7767b63a3
commit d47d2a05d2
13 changed files with 58 additions and 42 deletions

View File

@ -94,9 +94,9 @@ LPDIRECT3DPIXELSHADER9 PixelShaderCache::ReinterpRGBA6ToRGB8()
" out float4 ocol0 : COLOR0,\n"
" in float2 uv0 : TEXCOORD0){\n"
" ocol0 = tex2D(samp0,uv0);\n"
" float4 src6 = trunc(ocol0 * 63.f);\n"
" ocol0.r = src6.r*4.f + trunc(src6.g/16.f);\n" // dst8r = (src6r<<2)|(src6g>>4);
" ocol0.g = frac(src6.g/16.f)*16.f*16.f+trunc(src6.b/4.f);\n" // dst8g = ((src6g&0xF)<<4)|(src6b>>2);
" float4 src6 = floor(ocol0 * 63.f);\n"
" ocol0.r = src6.r*4.f + floor(src6.g/16.f);\n" // dst8r = (src6r<<2)|(src6g>>4);
" ocol0.g = frac(src6.g/16.f)*16.f*16.f+floor(src6.b/4.f);\n" // dst8g = ((src6g&0xF)<<4)|(src6b>>2);
" ocol0.b = frac(src6.b/4.f)*4.f*64.f+src6.a;\n" // dst8b = ((src6b&0x3)<<6)|src6a;
" ocol0.a = 255.f;\n"
" ocol0 /= 255.f;\n"
@ -108,6 +108,7 @@ LPDIRECT3DPIXELSHADER9 PixelShaderCache::ReinterpRGBA6ToRGB8()
LPDIRECT3DPIXELSHADER9 PixelShaderCache::ReinterpRGB8ToRGBA6()
{
/* old code here for reference
const char code[] =
{
"uniform sampler samp0 : register(s0);\n"
@ -123,6 +124,19 @@ LPDIRECT3DPIXELSHADER9 PixelShaderCache::ReinterpRGB8ToRGBA6()
" ocol0 /= 63.f;\n"
"}\n"
};
*/
const char code[] =
{
"uniform sampler samp0 : register(s0);\n"
"void main(\n"
"out float4 ocol0 : COLOR0,\n"
"in float2 uv0 : TEXCOORD0){\n"
"float4 temp1 = float4(1.0f/4.0f,1.0f/16.0f,1.0f/64.0f,0.0f);\n"
"float4 temp2 = float4(1.0f,64.0f,255.0f,1.0f/63.0f);\n"
"float4 src8 = floor(tex2D(samp0,uv0)*temp2.z) * temp1;\n"
"ocol0 = (frac(src8.wxyz) * temp2.xyyy + src8) * temp2.w;\n"
"}\n"
};
if (!s_rgb8_to_rgba6) s_rgb8_to_rgba6 = D3D::CompileAndCreatePixelShader(code, (int)strlen(code));
return s_rgb8_to_rgba6;
}
@ -345,11 +359,10 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
return (entry.shader != NULL);
}
int shaderModel = ((D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF);
int maxConstants = (shaderModel < 3) ? 32 : ((shaderModel < 4) ? 224 : 65536);
// Need to compile a new shader
const char *code = GeneratePixelShaderCode(dstAlphaMode, API_D3D9, maxConstants, components);
const char *code = GeneratePixelShaderCode(dstAlphaMode, API_D3D9, components);
u32 code_hash = HashAdler32((const u8 *)code, strlen(code));
unique_shaders.insert(code_hash);