This commit is contained in:
magumagu 2015-01-25 15:49:35 -08:00
parent 4e9497cdb8
commit ef75f3005d
3 changed files with 74 additions and 1291 deletions

File diff suppressed because it is too large Load Diff

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@ -24,9 +24,7 @@ namespace DX11
class PSTextureEncoder : public TextureEncoder
{
public:
PSTextureEncoder();
void Init();
@ -36,25 +34,14 @@ public:
bool isIntensity, bool scaleByHalf);
private:
bool m_ready;
ID3D11Texture2D* m_out;
ID3D11RenderTargetView* m_outRTV;
ID3D11Texture2D* m_outStage;
ID3D11Buffer* m_encodeParams;
ID3D11Buffer* m_quad;
ID3D11VertexShader* m_vShader;
ID3D11InputLayout* m_quadLayout;
ID3D11BlendState* m_efbEncodeBlendState;
ID3D11DepthStencilState* m_efbEncodeDepthState;
ID3D11RasterizerState* m_efbEncodeRastState;
ID3D11SamplerState* m_efbSampler;
// Stuff only used in static-linking mode (SM4.0-compatible)
bool InitStaticMode();
bool SetStaticShader(unsigned int dstFormat,
ID3D11PixelShader* SetStaticShader(unsigned int dstFormat,
PEControl::PixelFormat srcFormat, bool isIntensity, bool scaleByHalf);
typedef unsigned int ComboKey; // Key for a shader combination
@ -69,35 +56,6 @@ private:
typedef std::map<ComboKey, ID3D11PixelShader*> ComboMap;
ComboMap m_staticShaders;
// Stuff only used for dynamic-linking mode (SM5.0+, available as soon as
// Microsoft fixes their bloody HLSL compiler)
bool InitDynamicMode();
bool SetDynamicShader(unsigned int dstFormat,
PEControl::PixelFormat srcFormat, bool isIntensity, bool scaleByHalf);
ID3D11PixelShader* m_dynamicShader;
ID3D11ClassLinkage* m_classLinkage;
// Interface slots
UINT m_fetchSlot;
UINT m_scaledFetchSlot;
UINT m_intensitySlot;
UINT m_generatorSlot;
// Class instances
// Fetch: 0 is RGB, 1 is RGBA, 2 is RGB565, 3 is Z
ID3D11ClassInstance* m_fetchClass[4];
// ScaledFetch: 0 is off, 1 is on
ID3D11ClassInstance* m_scaledFetchClass[2];
// Intensity: 0 is off, 1 is on
ID3D11ClassInstance* m_intensityClass[2];
// Generator: one for each dst format, 16 total
ID3D11ClassInstance* m_generatorClass[16];
std::vector<ID3D11ClassInstance*> m_linkageArray;
};
}

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@ -70,21 +70,24 @@ static void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
WRITE(p, " out vec4 ocol0;\n");
WRITE(p, "void main()\n");
WRITE(p, "{\n"
" int2 sampleUv;\n"
" int2 uv1 = int2(gl_FragCoord.xy);\n"
);
}
else // D3D
{
WRITE(p,"sampler samp0 : register(s0);\n");
WRITE(p, "sampler samp0 : register(s0);\n");
WRITE(p, "Texture2D Tex0 : register(t0);\n");
WRITE(p,"void main(\n");
WRITE(p," out float4 ocol0 : SV_Target)\n");
WRITE(p, "void main(\n");
WRITE(p, " out float4 ocol0 : SV_Target, in float4 rawpos : SV_Position)\n");
WRITE(p, "{\n"
" int2 sampleUv;\n"
" int2 uv1 = int2((rawpos + 1) / 2 * float2(640, 528));\n"
);
}
WRITE(p, "{\n"
" int2 sampleUv;\n"
" int2 uv1 = int2(gl_FragCoord.xy);\n"
);
WRITE(p, " int y_block_position = uv1.y & %d;\n", ~(blkH - 1));
WRITE(p, " int y_offset_in_block = uv1.y & %d;\n", blkH - 1);
WRITE(p, " int x_virtual_position = (uv1.x << %d) + y_offset_in_block * position.z;\n", IntLog2(samples));
@ -116,9 +119,18 @@ static void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
static void WriteSampleColor(char*& p, const char* colorComp, const char* dest, int xoffset, API_TYPE ApiType)
{
WRITE(p, " %s = texture(samp0, float3(uv0 + float2(%d, 0) * sample_offset, 0.0)).%s;\n",
dest, xoffset, colorComp
);
if (ApiType == API_OPENGL)
{
WRITE(p, " %s = texture(samp0, float3(uv0 + float2(%d, 0) * sample_offset, 0.0)).%s;\n",
dest, xoffset, colorComp
);
}
else
{
WRITE(p, " %s = Tex0.Sample(samp0, float3(uv0 + float2(%d, 0) * sample_offset, 0.0)).%s;\n",
dest, xoffset, colorComp
);
}
}
static void WriteColorToIntensity(char*& p, const char* src, const char* dest)
@ -134,6 +146,7 @@ static void WriteColorToIntensity(char*& p, const char* src, const char* dest)
static void WriteToBitDepth(char*& p, u8 depth, const char* src, const char* dest)
{
//WRITE(p, " ocol0 = float4(1,1,1,1;\n");
WRITE(p, " %s = floor(%s * 255.0 / exp2(8.0 - %d.0));\n", dest, src, depth);
}