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WIP.
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@ -24,9 +24,7 @@ namespace DX11
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class PSTextureEncoder : public TextureEncoder
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{
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public:
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PSTextureEncoder();
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void Init();
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@ -36,25 +34,14 @@ public:
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bool isIntensity, bool scaleByHalf);
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private:
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bool m_ready;
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ID3D11Texture2D* m_out;
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ID3D11RenderTargetView* m_outRTV;
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ID3D11Texture2D* m_outStage;
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ID3D11Buffer* m_encodeParams;
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ID3D11Buffer* m_quad;
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ID3D11VertexShader* m_vShader;
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ID3D11InputLayout* m_quadLayout;
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ID3D11BlendState* m_efbEncodeBlendState;
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ID3D11DepthStencilState* m_efbEncodeDepthState;
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ID3D11RasterizerState* m_efbEncodeRastState;
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ID3D11SamplerState* m_efbSampler;
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// Stuff only used in static-linking mode (SM4.0-compatible)
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bool InitStaticMode();
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bool SetStaticShader(unsigned int dstFormat,
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ID3D11PixelShader* SetStaticShader(unsigned int dstFormat,
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PEControl::PixelFormat srcFormat, bool isIntensity, bool scaleByHalf);
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typedef unsigned int ComboKey; // Key for a shader combination
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@ -69,35 +56,6 @@ private:
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typedef std::map<ComboKey, ID3D11PixelShader*> ComboMap;
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ComboMap m_staticShaders;
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// Stuff only used for dynamic-linking mode (SM5.0+, available as soon as
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// Microsoft fixes their bloody HLSL compiler)
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bool InitDynamicMode();
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bool SetDynamicShader(unsigned int dstFormat,
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PEControl::PixelFormat srcFormat, bool isIntensity, bool scaleByHalf);
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ID3D11PixelShader* m_dynamicShader;
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ID3D11ClassLinkage* m_classLinkage;
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// Interface slots
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UINT m_fetchSlot;
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UINT m_scaledFetchSlot;
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UINT m_intensitySlot;
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UINT m_generatorSlot;
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// Class instances
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// Fetch: 0 is RGB, 1 is RGBA, 2 is RGB565, 3 is Z
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ID3D11ClassInstance* m_fetchClass[4];
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// ScaledFetch: 0 is off, 1 is on
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ID3D11ClassInstance* m_scaledFetchClass[2];
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// Intensity: 0 is off, 1 is on
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ID3D11ClassInstance* m_intensityClass[2];
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// Generator: one for each dst format, 16 total
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ID3D11ClassInstance* m_generatorClass[16];
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std::vector<ID3D11ClassInstance*> m_linkageArray;
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};
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}
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@ -70,21 +70,24 @@ static void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
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WRITE(p, " out vec4 ocol0;\n");
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WRITE(p, "void main()\n");
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WRITE(p, "{\n"
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" int2 sampleUv;\n"
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" int2 uv1 = int2(gl_FragCoord.xy);\n"
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);
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}
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else // D3D
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{
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WRITE(p,"sampler samp0 : register(s0);\n");
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WRITE(p, "sampler samp0 : register(s0);\n");
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WRITE(p, "Texture2D Tex0 : register(t0);\n");
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WRITE(p,"void main(\n");
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WRITE(p," out float4 ocol0 : SV_Target)\n");
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WRITE(p, "void main(\n");
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WRITE(p, " out float4 ocol0 : SV_Target, in float4 rawpos : SV_Position)\n");
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WRITE(p, "{\n"
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" int2 sampleUv;\n"
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" int2 uv1 = int2((rawpos + 1) / 2 * float2(640, 528));\n"
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);
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}
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WRITE(p, "{\n"
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" int2 sampleUv;\n"
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" int2 uv1 = int2(gl_FragCoord.xy);\n"
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);
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WRITE(p, " int y_block_position = uv1.y & %d;\n", ~(blkH - 1));
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WRITE(p, " int y_offset_in_block = uv1.y & %d;\n", blkH - 1);
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WRITE(p, " int x_virtual_position = (uv1.x << %d) + y_offset_in_block * position.z;\n", IntLog2(samples));
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@ -116,9 +119,18 @@ static void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
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static void WriteSampleColor(char*& p, const char* colorComp, const char* dest, int xoffset, API_TYPE ApiType)
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{
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WRITE(p, " %s = texture(samp0, float3(uv0 + float2(%d, 0) * sample_offset, 0.0)).%s;\n",
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dest, xoffset, colorComp
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);
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if (ApiType == API_OPENGL)
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{
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WRITE(p, " %s = texture(samp0, float3(uv0 + float2(%d, 0) * sample_offset, 0.0)).%s;\n",
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dest, xoffset, colorComp
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);
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}
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else
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{
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WRITE(p, " %s = Tex0.Sample(samp0, float3(uv0 + float2(%d, 0) * sample_offset, 0.0)).%s;\n",
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dest, xoffset, colorComp
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);
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}
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}
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static void WriteColorToIntensity(char*& p, const char* src, const char* dest)
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@ -134,6 +146,7 @@ static void WriteColorToIntensity(char*& p, const char* src, const char* dest)
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static void WriteToBitDepth(char*& p, u8 depth, const char* src, const char* dest)
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{
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//WRITE(p, " ocol0 = float4(1,1,1,1;\n");
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WRITE(p, " %s = floor(%s * 255.0 / exp2(8.0 - %d.0));\n", dest, src, depth);
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}
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