mirror of
https://github.com/cemu-project/Cemu.git
synced 2024-11-29 04:24:17 +01:00
fix: output shader issues
This commit is contained in:
parent
cabf56851e
commit
fda2f40640
@ -1,5 +1,6 @@
|
||||
#include "Cafe/HW/Latte/Renderer/RendererOuputShader.h"
|
||||
#include "Cafe/HW/Latte/Renderer/OpenGL/OpenGLRenderer.h"
|
||||
#include "HW/Latte/Renderer/Renderer.h"
|
||||
|
||||
const std::string RendererOutputShader::s_copy_shader_source =
|
||||
R"(
|
||||
@ -141,7 +142,7 @@ vec3 BicubicHermiteTexture(vec2 uv, vec4 texelSize)
|
||||
vec2 pixel = uv*texelSize.zw + 0.5;
|
||||
vec2 frac = fract(pixel);
|
||||
pixel = floor(pixel) / texelSize.zw - vec2(texelSize.xy/2.0);
|
||||
|
||||
|
||||
vec4 doubleSize = texelSize*2.0;
|
||||
|
||||
vec3 C00 = texture(textureSrc, pixel + vec2(-texelSize.x ,-texelSize.y)).rgb;
|
||||
@ -244,7 +245,11 @@ fragment float4 main0(VertexOut in [[stage_in]], texture2d<float> textureSrc [[t
|
||||
|
||||
RendererOutputShader::RendererOutputShader(const std::string& vertex_source, const std::string& fragment_source)
|
||||
{
|
||||
auto finalFragmentSrc = PrependFragmentPreamble(fragment_source);
|
||||
std::string finalFragmentSrc;
|
||||
if (g_renderer->GetType() == RendererAPI::Metal)
|
||||
finalFragmentSrc = fragment_source;
|
||||
else
|
||||
finalFragmentSrc = PrependFragmentPreamble(fragment_source);
|
||||
|
||||
m_vertex_shader = g_renderer->shader_create(RendererShader::ShaderType::kVertex, 0, 0, vertex_source, false, false);
|
||||
m_fragment_shader = g_renderer->shader_create(RendererShader::ShaderType::kFragment, 0, 0, finalFragmentSrc, false, false);
|
||||
@ -470,24 +475,41 @@ layout(location = 0) out vec4 colorOut0;
|
||||
}
|
||||
void RendererOutputShader::InitializeStatic()
|
||||
{
|
||||
std::string vertex_source, vertex_source_ud;
|
||||
// vertex shader
|
||||
if (g_renderer->GetType() == RendererAPI::OpenGL)
|
||||
{
|
||||
vertex_source = GetOpenGlVertexSource(false);
|
||||
vertex_source_ud = GetOpenGlVertexSource(true);
|
||||
}
|
||||
else if (g_renderer->GetType() == RendererAPI::Vulkan)
|
||||
{
|
||||
vertex_source = GetVulkanVertexSource(false);
|
||||
vertex_source_ud = GetVulkanVertexSource(true);
|
||||
}
|
||||
s_copy_shader = new RendererOutputShader(vertex_source, s_copy_shader_source);
|
||||
s_copy_shader_ud = new RendererOutputShader(vertex_source_ud, s_copy_shader_source);
|
||||
if (g_renderer->GetType() == RendererAPI::Metal)
|
||||
{
|
||||
std::string vertex_source = GetMetalVertexSource(false);
|
||||
std::string vertex_source_ud = GetMetalVertexSource(true);
|
||||
|
||||
s_bicubic_shader = new RendererOutputShader(vertex_source, s_bicubic_shader_source);
|
||||
s_bicubic_shader_ud = new RendererOutputShader(vertex_source_ud, s_bicubic_shader_source);
|
||||
s_copy_shader = new RendererOutputShader(vertex_source, s_copy_shader_source_mtl);
|
||||
s_copy_shader_ud = new RendererOutputShader(vertex_source_ud, s_copy_shader_source_mtl);
|
||||
|
||||
s_hermit_shader = new RendererOutputShader(vertex_source, s_hermite_shader_source);
|
||||
s_hermit_shader_ud = new RendererOutputShader(vertex_source_ud, s_hermite_shader_source);
|
||||
s_bicubic_shader = new RendererOutputShader(vertex_source, s_bicubic_shader_source_mtl);
|
||||
s_bicubic_shader_ud = new RendererOutputShader(vertex_source_ud, s_bicubic_shader_source_mtl);
|
||||
|
||||
s_hermit_shader = new RendererOutputShader(vertex_source, s_hermite_shader_source_mtl);
|
||||
s_hermit_shader_ud = new RendererOutputShader(vertex_source_ud, s_hermite_shader_source_mtl);
|
||||
}
|
||||
else
|
||||
{
|
||||
std::string vertex_source, vertex_source_ud;
|
||||
// vertex shader
|
||||
if (g_renderer->GetType() == RendererAPI::OpenGL)
|
||||
{
|
||||
vertex_source = GetOpenGlVertexSource(false);
|
||||
vertex_source_ud = GetOpenGlVertexSource(true);
|
||||
}
|
||||
else if (g_renderer->GetType() == RendererAPI::Vulkan)
|
||||
{
|
||||
vertex_source = GetVulkanVertexSource(false);
|
||||
vertex_source_ud = GetVulkanVertexSource(true);
|
||||
}
|
||||
s_copy_shader = new RendererOutputShader(vertex_source, s_copy_shader_source);
|
||||
s_copy_shader_ud = new RendererOutputShader(vertex_source_ud, s_copy_shader_source);
|
||||
|
||||
s_bicubic_shader = new RendererOutputShader(vertex_source, s_bicubic_shader_source);
|
||||
s_bicubic_shader_ud = new RendererOutputShader(vertex_source_ud, s_bicubic_shader_source);
|
||||
|
||||
s_hermit_shader = new RendererOutputShader(vertex_source, s_hermite_shader_source);
|
||||
s_hermit_shader_ud = new RendererOutputShader(vertex_source_ud, s_hermite_shader_source);
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user