some fixes to my last commit and ....

modify shader generator to produce native sm 4.0 code.
eliminate compatibility mode in dx11 so now all shader must work much better.
please test.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5691 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Rodolfo Osvaldo Bogado
2010-06-14 14:36:01 +00:00
parent ff50fd188f
commit fc12291806
9 changed files with 149 additions and 58 deletions

View File

@ -385,10 +385,18 @@ const char *GeneratePixelShaderCode(u32 texture_mask, bool dstAlphaEnable, API_
// Declare samplers
if (texture_mask)
{
if (ApiType != API_OPENGL)
if (ApiType == API_D3D11)
{
WRITE(p, "sampler ");
}
else if (ApiType == API_D3D9)
{
WRITE(p, "uniform sampler ");
}
else
{
WRITE(p, "uniform samplerRECT ");
}
bool bfirst = true;
for (int i = 0; i < 8; ++i)
{
@ -398,19 +406,57 @@ const char *GeneratePixelShaderCode(u32 texture_mask, bool dstAlphaEnable, API_
bfirst = false;
}
}
WRITE(p, ";\n");
WRITE(p, ";\n");
if(ApiType == API_D3D11)
{
bfirst = true;
WRITE(p, "Texture2D ");
for (int i = 0; i < 8; ++i)
{
if (texture_mask & (1<<i))
{
WRITE(p, "%s Tex%d : register(t%d)", bfirst?"":",", i, i);
bfirst = false;
}
}
WRITE(p, ";\n");
}
}
if (texture_mask != 0xff) {
WRITE(p, "uniform sampler2D ");
bool bfirst = true;
for (int i = 0; i < 8; ++i) {
if (texture_mask != 0xff)
{
if(ApiType != API_D3D11)
{
WRITE(p, "uniform sampler2D ");
}
else
{
WRITE(p, "sampler ");
}
bool bfirst = true;
for (int i = 0; i < 8; ++i)
{
if (!(texture_mask & (1<<i))) {
WRITE(p, "%s samp%d : register(s%d)", bfirst?"":",",i, i);
bfirst = false;
}
}
WRITE(p, ";\n");
if(ApiType == API_D3D11)
{
WRITE(p, "Texture2D ");
bfirst = true;
for (int i = 0; i < 8; ++i)
{
if (!(texture_mask & (1<<i)))
{
WRITE(p, "%s Tex%d : register(t%d)", bfirst?"":",", i, i);
bfirst = false;
}
}
WRITE(p, ";\n");
}
}
WRITE(p, "\n");
@ -425,9 +471,20 @@ const char *GeneratePixelShaderCode(u32 texture_mask, bool dstAlphaEnable, API_
WRITE(p, "uniform float4 "I_FOG"[2] : register(c%d);\n", C_FOG);
WRITE(p, "void main(\n");
WRITE(p, " out float4 ocol0 : COLOR0,\n");
WRITE(p, " out float depth : DEPTH,\n");
WRITE(p, " in float4 rawpos : POSITION,\n");
if(ApiType != API_D3D11)
WRITE(p, " out float4 ocol0 : COLOR0,\n");
else
WRITE(p, " out float4 ocol0 : SV_Target,\n");
if(ApiType != API_D3D11)
WRITE(p, " out float depth : DEPTH,\n");
else
WRITE(p, " out float depth : SV_Depth,\n");
if(ApiType != API_D3D11)
WRITE(p, " in float4 rawpos : POSITION,\n");
else
WRITE(p, " in float4 rawpos : SV_Position,\n");
WRITE(p, " in float4 colors_0 : COLOR0,\n");
WRITE(p, " in float4 colors_1 : COLOR1\n");
@ -449,7 +506,7 @@ const char *GeneratePixelShaderCode(u32 texture_mask, bool dstAlphaEnable, API_
char* pmainstart = p;
WRITE(p, " float4 c0="I_COLORS"[1],c1="I_COLORS"[2],c2="I_COLORS"[3],prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,rastemp,konsttemp=float4(0.0f,0.0f,0.0f,0.0f);\n"
WRITE(p, " float4 c0="I_COLORS"[1],c1="I_COLORS"[2],c2="I_COLORS"[3],prev=float4(0.0f,0.0f,0.0f,0.0f),textemp=float4(0.0f,0.0f,0.0f,0.0f),rastemp=float4(0.0f,0.0f,0.0f,0.0f),konsttemp=float4(0.0f,0.0f,0.0f,0.0f);\n"
" float3 comp16 = float3(1.0f,255.0f,0.0f), comp24 = float3(1.0f,255.0f,255.0f*255.0f);\n"
" float4 alphabump=0;\n"
" float3 tevcoord;\n"
@ -874,21 +931,27 @@ void SampleTexture(char *&p, const char *destination, const char *texcoords, con
else {
WRITE(p, "tempcoord.y = %s.y;\n", texcoords);
}
if (ApiType != API_OPENGL)
if (ApiType == API_D3D11)
WRITE(p, "%s= Tex%d.Sample(samp%d,tempcoord.xy).%s;\n", destination, texmap,texmap, texswap);
else if (ApiType == API_D3D9)
WRITE(p, "%s=tex2D(samp%d,tempcoord.xy).%s;\n", destination, texmap, texswap);
else
WRITE(p, "%s=texRECT(samp%d,tempcoord.xy).%s;\n", destination, texmap, texswap);
}
else {
if (ApiType != API_OPENGL)
if (ApiType == API_D3D11)
WRITE(p, "%s=Tex%d.Sample(samp%d,%s.xy).%s;\n", destination,texmap,texmap, texcoords, texswap);
else if (ApiType == API_D3D9)
WRITE(p, "%s=tex2D(samp%d,%s.xy).%s;\n", destination, texmap, texcoords, texswap);
else
WRITE(p, "%s=texRECT(samp%d,%s.xy).%s;\n", destination, texmap, texcoords, texswap);
}
}
else {
WRITE(p, "%s=tex2D(samp%d,%s.xy * "I_TEXDIMS"[%d].xy).%s;\n", destination, texmap, texcoords, texmap, texswap);
if (ApiType == API_D3D11)
WRITE(p, "%s=Tex%d.Sample(samp%d,%s.xy * "I_TEXDIMS"[%d].xy).%s;\n", destination, texmap,texmap, texcoords, texmap, texswap);
else
WRITE(p, "%s=tex2D(samp%d,%s.xy * "I_TEXDIMS"[%d].xy).%s;\n", destination, texmap, texcoords, texmap, texswap);
}
}