mirror of
https://github.com/hrydgard/ppsspp.git
synced 2026-07-11 01:25:07 +02:00
DepalettizeCommon -> TextureShaderCommon. Simplifications.
This commit is contained in:
+2
-2
@@ -1536,8 +1536,8 @@ set(GPU_SOURCES
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${GPU_NEON}
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GPU/Common/Draw2D.cpp
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GPU/Common/Draw2D.h
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GPU/Common/DepalettizeCommon.cpp
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GPU/Common/DepalettizeCommon.h
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GPU/Common/TextureShaderCommon.cpp
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GPU/Common/TextureShaderCommon.h
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GPU/Common/DepalettizeShaderCommon.cpp
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GPU/Common/DepalettizeShaderCommon.h
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GPU/Common/FragmentShaderGenerator.cpp
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@@ -34,7 +34,7 @@ static const InputDef vsInputs[2] = {
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{ "vec2", "a_texcoord0", Draw::SEM_TEXCOORD0, },
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};
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// TODO: Deduplicate with DepalettizeCommon.cpp
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// TODO: Deduplicate with TextureShaderCommon.cpp
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static const SamplerDef samplers[2] = {
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{ "tex" },
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{ "pal" },
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@@ -309,7 +309,7 @@ void GenerateDepalFs(char *buffer, const DepalConfig &config, const ShaderLangua
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writer.EndFSMain("outColor", FSFLAG_NONE);
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}
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void GenerateDepalVs(char *buffer, const ShaderLanguageDesc &lang) {
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void GenerateVs(char *buffer, const ShaderLanguageDesc &lang) {
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ShaderWriter writer(buffer, lang, ShaderStage::Vertex, nullptr, 0);
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writer.BeginVSMain(vsInputs, Slice<UniformDef>::empty(), varyings);
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writer.C(" v_texcoord = a_texcoord0;\n");
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@@ -34,4 +34,4 @@ struct DepalConfig {
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};
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void GenerateDepalFs(char *buffer, const DepalConfig &config, const ShaderLanguageDesc &lang);
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void GenerateDepalVs(char *buffer, const ShaderLanguageDesc &lang);
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void GenerateVs(char *buffer, const ShaderLanguageDesc &lang);
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@@ -124,7 +124,7 @@ TextureCacheCommon::TextureCacheCommon(Draw::DrawContext *draw)
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replacer_.Init();
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depalShaderCache_ = new DepalShaderCache(draw);
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depalShaderCache_ = new TextureShaderCache(draw);
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}
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TextureCacheCommon::~TextureCacheCommon() {
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@@ -1860,7 +1860,7 @@ bool CanDepalettize(GETextureFormat texFormat, GEBufferFormat bufferFormat) {
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}
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void TextureCacheCommon::ApplyTextureFramebuffer(VirtualFramebuffer *framebuffer, GETextureFormat texFormat, RasterChannel channel) {
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DepalShader *depalShader = nullptr;
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TextureShader *depalShader = nullptr;
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uint32_t clutMode = gstate.clutformat & 0xFFFFFF;
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bool depth = channel == RASTER_DEPTH;
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@@ -29,7 +29,7 @@
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#include "GPU/Common/GPUDebugInterface.h"
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#include "GPU/Common/TextureDecoder.h"
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#include "GPU/Common/TextureScalerCommon.h"
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#include "GPU/Common/DepalettizeCommon.h"
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#include "GPU/Common/TextureShaderCommon.h"
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enum FramebufferNotification {
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NOTIFY_FB_CREATED,
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@@ -291,7 +291,7 @@ public:
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void InvalidateAll(GPUInvalidationType type);
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void ClearNextFrame();
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DepalShaderCache *GetDepalShaderCache() { return depalShaderCache_; }
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TextureShaderCache *GetDepalShaderCache() { return depalShaderCache_; }
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virtual void ForgetLastTexture() = 0;
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virtual void InvalidateLastTexture() = 0;
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@@ -403,7 +403,7 @@ protected:
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TextureReplacer replacer_;
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TextureScalerCommon scaler_;
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FramebufferManagerCommon *framebufferManager_;
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DepalShaderCache *depalShaderCache_;
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TextureShaderCache *depalShaderCache_;
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ShaderManagerCommon *shaderManager_;
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bool clearCacheNextFrame_ = false;
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@@ -25,8 +25,8 @@
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#include "Core/Reporting.h"
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#include "GPU/Common/DrawEngineCommon.h"
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#include "GPU/Common/TextureCacheCommon.h"
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#include "GPU/Common/TextureShaderCommon.h"
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#include "GPU/Common/DepalettizeShaderCommon.h"
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#include "GPU/Common/DepalettizeCommon.h"
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static const VaryingDef varyings[1] = {
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{ "vec2", "v_texcoord", Draw::SEM_TEXCOORD0, 0, "highp" },
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@@ -37,22 +37,23 @@ static const SamplerDef samplers[2] = {
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{ "pal" },
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};
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DepalShaderCache::DepalShaderCache(Draw::DrawContext *draw) : draw_(draw) { }
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TextureShaderCache::TextureShaderCache(Draw::DrawContext *draw) : draw_(draw) { }
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DepalShaderCache::~DepalShaderCache() {
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TextureShaderCache::~TextureShaderCache() {
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DeviceLost();
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}
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void DepalShaderCache::DeviceRestore(Draw::DrawContext *draw) {
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void TextureShaderCache::DeviceRestore(Draw::DrawContext *draw) {
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draw_ = draw;
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}
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void DepalShaderCache::DeviceLost() {
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void TextureShaderCache::DeviceLost() {
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Clear();
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}
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Draw::Texture *DepalShaderCache::GetClutTexture(GEPaletteFormat clutFormat, const u32 clutHash, u32 *rawClut) {
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u32 clutId = GetClutID(clutFormat, clutHash);
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Draw::Texture *TextureShaderCache::GetClutTexture(GEPaletteFormat clutFormat, const u32 clutHash, u32 *rawClut) {
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// Simplistic, but works well enough.
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u32 clutId = clutHash ^ (uint32_t)clutFormat;
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auto oldtex = texCache_.find(clutId);
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if (oldtex != texCache_.end()) {
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@@ -100,15 +101,14 @@ Draw::Texture *DepalShaderCache::GetClutTexture(GEPaletteFormat clutFormat, cons
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return tex->texture;
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}
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void DepalShaderCache::Clear() {
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for (auto shader = cache_.begin(); shader != cache_.end(); ++shader) {
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shader->second->fragShader->Release();
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void TextureShaderCache::Clear() {
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for (auto shader = depalCache_.begin(); shader != depalCache_.end(); ++shader) {
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if (shader->second->pipeline) {
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shader->second->pipeline->Release();
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}
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delete shader->second;
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}
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cache_.clear();
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depalCache_.clear();
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for (auto tex = texCache_.begin(); tex != texCache_.end(); ++tex) {
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tex->second->texture->Release();
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delete tex->second;
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@@ -124,7 +124,7 @@ void DepalShaderCache::Clear() {
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}
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}
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void DepalShaderCache::Decimate() {
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void TextureShaderCache::Decimate() {
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for (auto tex = texCache_.begin(); tex != texCache_.end(); ) {
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if (tex->second->lastFrame + DEPAL_TEXTURE_OLD_AGE < gpuStats.numFlips) {
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tex->second->texture->Release();
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@@ -136,7 +136,7 @@ void DepalShaderCache::Decimate() {
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}
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}
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Draw::SamplerState *DepalShaderCache::GetSampler() {
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Draw::SamplerState *TextureShaderCache::GetSampler() {
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if (!nearestSampler_) {
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Draw::SamplerStateDesc desc{};
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desc.wrapU = Draw::TextureAddressMode::CLAMP_TO_EDGE;
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@@ -147,39 +147,16 @@ Draw::SamplerState *DepalShaderCache::GetSampler() {
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return nearestSampler_;
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}
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DepalShader *DepalShaderCache::GetDepalettizeShader(uint32_t clutMode, GETextureFormat textureFormat, GEBufferFormat bufferFormat) {
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TextureShader *TextureShaderCache::CreateShader(const char *fs) {
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using namespace Draw;
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u32 id = GenerateShaderID(clutMode, textureFormat, bufferFormat);
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auto shader = cache_.find(id);
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if (shader != cache_.end()) {
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DepalShader *depal = shader->second;
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return shader->second;
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}
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char *buffer = new char[4096];
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if (!vertexShader_) {
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GenerateDepalVs(buffer, draw_->GetShaderLanguageDesc());
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char *buffer = new char[4096];
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GenerateVs(buffer, draw_->GetShaderLanguageDesc());
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vertexShader_ = draw_->CreateShaderModule(ShaderStage::Vertex, draw_->GetShaderLanguageDesc().shaderLanguage, (const uint8_t *)buffer, strlen(buffer), "depal_vs");
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delete[] buffer;
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}
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// TODO: Parse these out of clutMode some nice way, to become a bit more stateless.
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DepalConfig config;
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config.clutFormat = gstate.getClutPaletteFormat();
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config.startPos = gstate.getClutIndexStartPos();
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config.shift = gstate.getClutIndexShift();
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config.mask = gstate.getClutIndexMask();
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config.bufferFormat = bufferFormat;
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config.textureFormat = textureFormat;
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GenerateDepalFs(buffer, config, draw_->GetShaderLanguageDesc());
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std::string src(buffer);
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ShaderModule *fragShader = draw_->CreateShaderModule(ShaderStage::Fragment, draw_->GetShaderLanguageDesc().shaderLanguage, (const uint8_t *)buffer, strlen(buffer), "depal_fs");
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DepalShader *depal = new DepalShader();
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ShaderModule *fragShader = draw_->CreateShaderModule(ShaderStage::Fragment, draw_->GetShaderLanguageDesc().shaderLanguage, (const uint8_t *)fs, strlen(fs), "depal_fs");
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static const InputLayoutDesc desc = {
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{
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@@ -201,38 +178,67 @@ DepalShader *DepalShaderCache::GetDepalettizeShader(uint32_t clutMode, GETexture
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{ vertexShader_, fragShader },
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inputLayout, noDepthStencil, blendOff, rasterNoCull, nullptr, samplers
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};
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Pipeline *pipeline = draw_->CreateGraphicsPipeline(depalPipelineDesc);
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inputLayout->Release();
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blendOff->Release();
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noDepthStencil->Release();
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rasterNoCull->Release();
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fragShader->Release();
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_assert_(pipeline);
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TextureShader *depal = new TextureShader();
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depal->pipeline = pipeline;
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depal->fragShader = fragShader;
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depal->code = buffer;
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cache_[id] = depal;
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delete[] buffer;
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return depal->pipeline ? depal : nullptr;
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depal->code = fs; // to std::string
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return depal;
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}
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std::vector<std::string> DepalShaderCache::DebugGetShaderIDs(DebugShaderType type) {
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TextureShader *TextureShaderCache::GetDepalettizeShader(uint32_t clutMode, GETextureFormat textureFormat, GEBufferFormat bufferFormat) {
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using namespace Draw;
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// Generate an ID for depal shaders.
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u32 id = (clutMode & 0xFFFFFF) | (textureFormat << 24) | (bufferFormat << 28);
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auto shader = depalCache_.find(id);
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if (shader != depalCache_.end()) {
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TextureShader *depal = shader->second;
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return shader->second;
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}
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// TODO: Parse these out of clutMode some nice way, to become a bit more stateless.
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DepalConfig config;
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config.clutFormat = gstate.getClutPaletteFormat();
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config.startPos = gstate.getClutIndexStartPos();
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config.shift = gstate.getClutIndexShift();
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config.mask = gstate.getClutIndexMask();
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config.bufferFormat = bufferFormat;
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config.textureFormat = textureFormat;
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char *buffer = new char[4096];
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GenerateDepalFs(buffer, config, draw_->GetShaderLanguageDesc());
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TextureShader *ts = CreateShader(buffer);
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delete[] buffer;
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depalCache_[id] = ts;
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return ts->pipeline ? ts : nullptr;
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}
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std::vector<std::string> TextureShaderCache::DebugGetShaderIDs(DebugShaderType type) {
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std::vector<std::string> ids;
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for (auto &iter : cache_) {
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for (auto &iter : depalCache_) {
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ids.push_back(StringFromFormat("%08x", iter.first));
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}
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return ids;
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}
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std::string DepalShaderCache::DebugGetShaderString(std::string idstr, DebugShaderType type, DebugShaderStringType stringType) {
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std::string TextureShaderCache::DebugGetShaderString(std::string idstr, DebugShaderType type, DebugShaderStringType stringType) {
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uint32_t id;
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sscanf(idstr.c_str(), "%08x", &id);
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auto iter = cache_.find(id);
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if (iter == cache_.end())
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auto iter = depalCache_.find(id);
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if (iter == depalCache_.end())
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return "";
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switch (stringType) {
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case SHADER_STRING_SHORT_DESC:
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@@ -245,7 +251,7 @@ std::string DepalShaderCache::DebugGetShaderString(std::string idstr, DebugShade
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}
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// TODO: Merge with DepalShaderCache?
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void DepalShaderCache::ApplyShader(DepalShader *shader, float bufferW, float bufferH, int renderW, int renderH, const KnownVertexBounds &bounds, u32 uoff, u32 voff) {
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void TextureShaderCache::ApplyShader(TextureShader *shader, float bufferW, float bufferH, int renderW, int renderH, const KnownVertexBounds &bounds, u32 uoff, u32 voff) {
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Draw2DVertex verts[4] = {
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{-1, -1, 0, 0 },
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{ 1, -1, 1, 0 },
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@@ -29,9 +29,8 @@
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#include "GPU/Common/ShaderCommon.h"
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#include "GPU/Common/DepalettizeShaderCommon.h"
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class DepalShader {
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class TextureShader {
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public:
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Draw::ShaderModule *fragShader;
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Draw::Pipeline *pipeline;
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std::string code;
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};
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@@ -42,19 +41,19 @@ public:
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int lastFrame;
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};
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// For CLUT depal shaders, and other pre-bind texture shaders.
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// Caches both shaders and palette textures.
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class DepalShaderCache {
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class TextureShaderCache {
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public:
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DepalShaderCache(Draw::DrawContext *draw);
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~DepalShaderCache();
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TextureShaderCache(Draw::DrawContext *draw);
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~TextureShaderCache();
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// This also uploads the palette and binds the correct texture.
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DepalShader *GetDepalettizeShader(uint32_t clutMode, GETextureFormat texFormat, GEBufferFormat pixelFormat);
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TextureShader *GetDepalettizeShader(uint32_t clutMode, GETextureFormat texFormat, GEBufferFormat pixelFormat);
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Draw::Texture *GetClutTexture(GEPaletteFormat clutFormat, const u32 clutHash, u32 *rawClut);
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Draw::SamplerState *GetSampler();
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void ApplyShader(DepalShader *shader, float bufferW, float bufferH, int renderW, int renderH, const KnownVertexBounds &bounds, u32 uoff, u32 voff);
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void ApplyShader(TextureShader *shader, float bufferW, float bufferH, int renderW, int renderH, const KnownVertexBounds &bounds, u32 uoff, u32 voff);
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void Clear();
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void Decimate();
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@@ -65,19 +64,12 @@ public:
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void DeviceRestore(Draw::DrawContext *draw);
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private:
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static uint32_t GenerateShaderID(uint32_t clutMode, GETextureFormat texFormat, GEBufferFormat pixelFormat) {
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return (clutMode & 0xFFFFFF) | (pixelFormat << 24) | (texFormat << 28);
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}
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static uint32_t GetClutID(GEPaletteFormat clutFormat, uint32_t clutHash) {
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// Simplistic.
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return clutHash ^ (uint32_t)clutFormat;
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}
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TextureShader *CreateShader(const char *fs);
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Draw::DrawContext *draw_;
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Draw::ShaderModule *vertexShader_ = nullptr;
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Draw::SamplerState *nearestSampler_ = nullptr;
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std::map<u32, DepalShader *> cache_;
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std::map<u32, TextureShader *> depalCache_;
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std::map<u32, DepalTexture *> texCache_;
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};
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@@ -23,7 +23,7 @@
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#include "GPU/GPUCommon.h"
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#include "GPU/D3D11/DrawEngineD3D11.h"
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#include "GPU/Common/DepalettizeCommon.h"
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#include "GPU/Common/TextureShaderCommon.h"
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#include "GPU/Common/VertexDecoderCommon.h"
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class FramebufferManagerD3D11;
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@@ -31,7 +31,7 @@
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#include "GPU/D3D11/TextureCacheD3D11.h"
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#include "GPU/D3D11/FramebufferManagerD3D11.h"
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#include "GPU/D3D11/ShaderManagerD3D11.h"
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#include "GPU/Common/DepalettizeCommon.h"
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#include "GPU/Common/TextureShaderCommon.h"
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#include "GPU/D3D11/D3D11Util.h"
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#include "GPU/Common/FramebufferManagerCommon.h"
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#include "GPU/Common/TextureDecoder.h"
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@@ -28,7 +28,7 @@
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struct VirtualFramebuffer;
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class FramebufferManagerD3D11;
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class DepalShaderCache;
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class TextureShaderCache;
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class ShaderManagerD3D11;
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class SamplerCacheD3D11 {
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@@ -23,7 +23,7 @@
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#include "GPU/GPUCommon.h"
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#include "GPU/Directx9/FramebufferManagerDX9.h"
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#include "GPU/Directx9/DrawEngineDX9.h"
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#include "GPU/Common/DepalettizeCommon.h"
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#include "GPU/Common/TextureShaderCommon.h"
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#include "GPU/Common/VertexDecoderCommon.h"
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class ShaderManagerDX9;
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@@ -28,7 +28,7 @@
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#include "GPU/Directx9/FramebufferManagerDX9.h"
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#include "GPU/Directx9/ShaderManagerDX9.h"
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#include "Common/GPU/D3D9/D3D9StateCache.h"
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#include "GPU/Common/DepalettizeCommon.h"
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#include "GPU/Common/TextureShaderCommon.h"
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#include "GPU/Common/FramebufferManagerCommon.h"
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#include "GPU/Common/TextureDecoder.h"
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#include "Core/Config.h"
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@@ -24,7 +24,7 @@
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#include "GPU/Common/TextureCacheCommon.h"
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struct VirtualFramebuffer;
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class DepalShaderCache;
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class TextureShaderCache;
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class FramebufferManagerDX9;
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class ShaderManagerDX9;
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+1
-1
@@ -23,7 +23,7 @@
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#include "Common/File/Path.h"
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#include "GPU/GPUCommon.h"
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#include "GPU/Common/DepalettizeCommon.h"
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#include "GPU/Common/TextureShaderCommon.h"
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#include "GPU/GLES/FramebufferManagerGLES.h"
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#include "GPU/GLES/DrawEngineGLES.h"
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#include "GPU/GLES/FragmentTestCacheGLES.h"
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@@ -36,7 +36,7 @@
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#include "GPU/GLES/TextureCacheGLES.h"
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#include "GPU/GLES/FramebufferManagerGLES.h"
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#include "GPU/Common/FragmentShaderGenerator.h"
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#include "GPU/Common/DepalettizeCommon.h"
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#include "GPU/Common/TextureShaderCommon.h"
|
||||
#include "GPU/GLES/ShaderManagerGLES.h"
|
||||
#include "GPU/GLES/DrawEngineGLES.h"
|
||||
#include "GPU/Common/TextureDecoder.h"
|
||||
|
||||
@@ -27,7 +27,7 @@
|
||||
|
||||
struct VirtualFramebuffer;
|
||||
class FramebufferManagerGLES;
|
||||
class DepalShaderCache;
|
||||
class TextureShaderCache;
|
||||
class ShaderManagerGLES;
|
||||
class DrawEngineGLES;
|
||||
class GLRTexture;
|
||||
@@ -41,7 +41,7 @@ public:
|
||||
void StartFrame() override;
|
||||
|
||||
void SetFramebufferManager(FramebufferManagerGLES *fbManager);
|
||||
void SetDepalShaderCache(DepalShaderCache *dpCache) {
|
||||
void SetDepalShaderCache(TextureShaderCache *dpCache) {
|
||||
depalShaderCache_ = dpCache;
|
||||
}
|
||||
void SetDrawEngine(DrawEngineGLES *td) {
|
||||
|
||||
+2
-2
@@ -338,7 +338,7 @@
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\ext\xbrz\xbrz.h" />
|
||||
<ClInclude Include="Common\DepalettizeCommon.h" />
|
||||
<ClInclude Include="Common\TextureShaderCommon.h" />
|
||||
<ClInclude Include="Common\Draw2D.h" />
|
||||
<ClInclude Include="Common\ReinterpretFramebuffer.h" />
|
||||
<ClInclude Include="Common\DepalettizeShaderCommon.h" />
|
||||
@@ -452,7 +452,7 @@
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\ext\xbrz\xbrz.cpp" />
|
||||
<ClCompile Include="Common\DepalettizeCommon.cpp" />
|
||||
<ClCompile Include="Common\TextureShaderCommon.cpp" />
|
||||
<ClCompile Include="Common\Draw2D.cpp" />
|
||||
<ClCompile Include="Common\ReinterpretFramebuffer.cpp" />
|
||||
<ClCompile Include="Common\DepalettizeShaderCommon.cpp" />
|
||||
|
||||
@@ -255,7 +255,7 @@
|
||||
<ClInclude Include="Common\Draw2D.h">
|
||||
<Filter>Common</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Common\DepalettizeCommon.h">
|
||||
<ClInclude Include="Common\TextureShaderCommon.h">
|
||||
<Filter>Common</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
@@ -503,7 +503,7 @@
|
||||
<ClCompile Include="Common\Draw2D.cpp">
|
||||
<Filter>Common</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Common\DepalettizeCommon.cpp">
|
||||
<ClCompile Include="Common\TextureShaderCommon.cpp">
|
||||
<Filter>Common</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
|
||||
@@ -25,7 +25,7 @@
|
||||
#include "GPU/GPUCommon.h"
|
||||
#include "GPU/Vulkan/DrawEngineVulkan.h"
|
||||
#include "GPU/Vulkan/PipelineManagerVulkan.h"
|
||||
#include "GPU/Common/DepalettizeCommon.h"
|
||||
#include "GPU/Common/TextureShaderCommon.h"
|
||||
|
||||
class FramebufferManagerVulkan;
|
||||
class ShaderManagerVulkan;
|
||||
|
||||
@@ -41,7 +41,7 @@
|
||||
|
||||
#include "GPU/ge_constants.h"
|
||||
#include "GPU/GPUState.h"
|
||||
#include "GPU/Common/DepalettizeCommon.h"
|
||||
#include "GPU/Common/TextureShaderCommon.h"
|
||||
#include "GPU/Common/PostShader.h"
|
||||
#include "GPU/Common/TextureCacheCommon.h"
|
||||
#include "GPU/Common/TextureDecoder.h"
|
||||
|
||||
@@ -22,7 +22,7 @@
|
||||
#include "GPU/GPUState.h"
|
||||
#include "Common/GPU/Vulkan/VulkanContext.h"
|
||||
#include "GPU/Common/TextureCacheCommon.h"
|
||||
#include "GPU/Common/DepalettizeCommon.h"
|
||||
#include "GPU/Common/TextureShaderCommon.h"
|
||||
#include "GPU/Vulkan/VulkanUtil.h"
|
||||
|
||||
struct VirtualFramebuffer;
|
||||
|
||||
@@ -379,7 +379,7 @@
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\GPU\Common\DepalettizeCommon.h" />
|
||||
<ClInclude Include="..\..\GPU\Common\TextureShaderCommon.h" />
|
||||
<ClInclude Include="..\..\GPU\Common\DepalettizeShaderCommon.h" />
|
||||
<ClInclude Include="..\..\GPU\Common\Draw2D.h" />
|
||||
<ClInclude Include="..\..\GPU\Common\DrawEngineCommon.h" />
|
||||
@@ -439,7 +439,7 @@
|
||||
<ClInclude Include="targetver.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\GPU\Common\DepalettizeCommon.cpp" />
|
||||
<ClCompile Include="..\..\GPU\Common\TextureShaderCommon.cpp" />
|
||||
<ClCompile Include="..\..\GPU\Common\DepalettizeShaderCommon.cpp" />
|
||||
<ClCompile Include="..\..\GPU\Common\Draw2D.cpp" />
|
||||
<ClCompile Include="..\..\GPU\Common\DrawEngineCommon.cpp" />
|
||||
@@ -527,4 +527,4 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
</Project>
|
||||
|
||||
@@ -57,7 +57,7 @@
|
||||
<ClCompile Include="..\..\GPU\Common\VertexShaderGenerator.cpp" />
|
||||
<ClCompile Include="..\..\GPU\Common\ReinterpretFramebuffer.cpp" />
|
||||
<ClCompile Include="..\..\GPU\Common\Draw2D.cpp" />
|
||||
<ClCompile Include="..\..\GPU\Common\DepalettizeCommon.cpp" />
|
||||
<ClCompile Include="..\..\GPU\Common\TextureShaderCommon.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\GPU\Common\DepalettizeShaderCommon.h" />
|
||||
@@ -117,6 +117,6 @@
|
||||
<ClInclude Include="..\..\GPU\Common\VertexShaderGenerator.h" />
|
||||
<ClInclude Include="..\..\GPU\Common\ReinterpretFramebuffer.h" />
|
||||
<ClInclude Include="..\..\GPU\Common\Draw2D.h" />
|
||||
<ClInclude Include="..\..\GPU\Common\DepalettizeCommon.h" />
|
||||
<ClInclude Include="..\..\GPU\Common\TextureShaderCommon.h" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
</Project>
|
||||
|
||||
@@ -319,7 +319,7 @@ EXEC_AND_LIB_FILES := \
|
||||
$(SRC)/GPU/GeConstants.cpp \
|
||||
$(SRC)/GPU/GeDisasm.cpp \
|
||||
$(SRC)/GPU/Common/Draw2D.cpp \
|
||||
$(SRC)/GPU/Common/DepalettizeCommon.cpp \
|
||||
$(SRC)/GPU/Common/TextureShaderCommon.cpp \
|
||||
$(SRC)/GPU/Common/DepalettizeShaderCommon.cpp \
|
||||
$(SRC)/GPU/Common/FragmentShaderGenerator.cpp \
|
||||
$(SRC)/GPU/Common/FramebufferManagerCommon.cpp \
|
||||
|
||||
@@ -327,7 +327,7 @@ SOURCES_CXX += \
|
||||
$(GPUCOMMONDIR)/ShaderCommon.cpp \
|
||||
$(GPUCOMMONDIR)/ShaderUniforms.cpp \
|
||||
$(GPUCOMMONDIR)/GPUDebugInterface.cpp \
|
||||
$(GPUCOMMONDIR)/DepalettizeCommon.cpp \
|
||||
$(GPUCOMMONDIR)/TextureShaderCommon.cpp \
|
||||
$(GPUCOMMONDIR)/DepalettizeShaderCommon.cpp \
|
||||
$(GPUCOMMONDIR)/TransformCommon.cpp \
|
||||
$(GPUCOMMONDIR)/IndexGenerator.cpp \
|
||||
|
||||
@@ -321,7 +321,7 @@ bool TestDepalShaders() {
|
||||
printf("===\n%s\n===\n", buffer);
|
||||
}
|
||||
|
||||
GenerateDepalVs(buffer, desc);
|
||||
GenerateVs(buffer, desc);
|
||||
if (!TestCompileShader(buffer, languages[k], ShaderStage::Vertex, &errorMessage)) {
|
||||
printf("Error compiling depal shader:\n\n%s\n\n%s\n", LineNumberString(buffer).c_str(), errorMessage.c_str());
|
||||
failed = true;
|
||||
|
||||
Reference in New Issue
Block a user