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D3D: Define decimals in floating point numbers
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@ -183,7 +183,7 @@ static const char EFB_ENCODE_PS[] =
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"float4 Fetch_0(float2 coord)\n"
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"float4 Fetch_0(float2 coord)\n"
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"{\n"
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"{\n"
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"float2 texCoord = CalcTexCoord(coord);\n"
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"float2 texCoord = CalcTexCoord(coord);\n"
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"float4 result = EFBTexture.Sample(EFBSampler, float3(texCoord.xy, 0));\n"
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"float4 result = EFBTexture.Sample(EFBSampler, float3(texCoord.xy, 0.0));\n"
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"result.a = 1.0;\n"
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"result.a = 1.0;\n"
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"return result;\n"
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"return result;\n"
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"}\n"
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"}\n"
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@ -191,13 +191,13 @@ static const char EFB_ENCODE_PS[] =
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"float4 Fetch_1(float2 coord)\n"
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"float4 Fetch_1(float2 coord)\n"
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"{\n"
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"{\n"
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"float2 texCoord = CalcTexCoord(coord);\n"
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"float2 texCoord = CalcTexCoord(coord);\n"
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"return EFBTexture.Sample(EFBSampler, float3(texCoord.xy, 0));\n"
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"return EFBTexture.Sample(EFBSampler, float3(texCoord.xy, 0.0));\n"
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"}\n"
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"}\n"
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"float4 Fetch_2(float2 coord)\n"
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"float4 Fetch_2(float2 coord)\n"
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"{\n"
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"{\n"
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"float2 texCoord = CalcTexCoord(coord);\n"
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"float2 texCoord = CalcTexCoord(coord);\n"
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"float4 result = EFBTexture.Sample(EFBSampler, float3(texCoord.xy, 0));\n"
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"float4 result = EFBTexture.Sample(EFBSampler, float3(texCoord.xy, 0.0));\n"
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"result.a = 1.0;\n"
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"result.a = 1.0;\n"
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"return result;\n"
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"return result;\n"
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"}\n"
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"}\n"
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@ -206,7 +206,7 @@ static const char EFB_ENCODE_PS[] =
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"{\n"
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"{\n"
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"float2 texCoord = CalcTexCoord(coord);\n"
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"float2 texCoord = CalcTexCoord(coord);\n"
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"uint depth24 = 0xFFFFFF * EFBTexture.Sample(EFBSampler, float3(texCoord.xy, 0)).r;\n"
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"uint depth24 = 0xFFFFFF * EFBTexture.Sample(EFBSampler, float3(texCoord.xy, 0.0)).r;\n"
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"uint4 bytes = uint4(\n"
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"uint4 bytes = uint4(\n"
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"(depth24 >> 16) & 0xFF,\n" // r
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"(depth24 >> 16) & 0xFF,\n" // r
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"(depth24 >> 8) & 0xFF,\n" // g
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"(depth24 >> 8) & 0xFF,\n" // g
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@ -68,7 +68,7 @@ const char anaglyph_program_code[] = {
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"out float4 ocol0 : SV_Target,\n"
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"out float4 ocol0 : SV_Target,\n"
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"in float4 pos : SV_Position,\n"
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"in float4 pos : SV_Position,\n"
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"in float3 uv0 : TEXCOORD0){\n"
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"in float3 uv0 : TEXCOORD0){\n"
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"float4 c0 = Tex0.Sample(samp0, float3(uv0.xy, 0));\n"
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"float4 c0 = Tex0.Sample(samp0, float3(uv0.xy, 0.0));\n"
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"float4 c1 = Tex0.Sample(samp0, float3(uv0.xy, 1));\n"
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"float4 c1 = Tex0.Sample(samp0, float3(uv0.xy, 1));\n"
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"ocol0 = float4(pow(0.7 * c0.g + 0.3 * c0.b, 1.5), c1.gba);"
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"ocol0 = float4(pow(0.7 * c0.g + 0.3 * c0.b, 1.5), c1.gba);"
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"}\n"
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"}\n"
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@ -941,7 +941,7 @@ static inline void SampleTexture(T& out, const char *texcoords, const char *texs
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out.SetConstantsUsed(C_TEXDIMS+texmap,C_TEXDIMS+texmap);
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out.SetConstantsUsed(C_TEXDIMS+texmap,C_TEXDIMS+texmap);
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if (ApiType == API_D3D)
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if (ApiType == API_D3D)
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out.Write("iround(255.0 * Tex%d.Sample(samp%d, float3(%s.xy * " I_TEXDIMS"[%d].xy, %s))).%s;\n", texmap, texmap, texcoords, texmap, g_ActiveConfig.iStereoMode > 0 ? "layer" : "0", texswap);
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out.Write("iround(255.0 * Tex%d.Sample(samp%d, float3(%s.xy * " I_TEXDIMS"[%d].xy, %s))).%s;\n", texmap, texmap, texcoords, texmap, g_ActiveConfig.iStereoMode > 0 ? "layer" : "0.0", texswap);
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else
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else
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out.Write("iround(255.0 * texture(samp%d, float3(%s.xy * " I_TEXDIMS"[%d].xy, %s))).%s;\n", texmap, texcoords, texmap, g_ActiveConfig.iStereoMode > 0 ? "gs.layer" : "0.0", texswap);
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out.Write("iround(255.0 * texture(samp%d, float3(%s.xy * " I_TEXDIMS"[%d].xy, %s))).%s;\n", texmap, texcoords, texmap, g_ActiveConfig.iStereoMode > 0 ? "gs.layer" : "0.0", texswap);
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}
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}
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