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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -06:00
WIP.
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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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