Lines Matching refs:WRITE

31 #define WRITE p+=sprintf  macro
39 WRITE(p, "SamplerState texSamp : register(s0);\n"); in GenerateDepalShader300()
40 WRITE(p, "Texture2D<float4> tex : register(t0);\n"); in GenerateDepalShader300()
41 WRITE(p, "Texture2D<float4> pal : register(t3);\n"); in GenerateDepalShader300()
44 WRITE(p, "cbuffer params : register(b0) {\n"); in GenerateDepalShader300()
45 WRITE(p, " float z_scale; float z_offset;\n"); in GenerateDepalShader300()
46 WRITE(p, "};\n"); in GenerateDepalShader300()
49 WRITE(p, "#version 450\n"); in GenerateDepalShader300()
50 WRITE(p, "#extension GL_ARB_separate_shader_objects : enable\n"); in GenerateDepalShader300()
51 WRITE(p, "#extension GL_ARB_shading_language_420pack : enable\n"); in GenerateDepalShader300()
52 WRITE(p, "layout(set = 0, binding = 0) uniform sampler2D tex;\n"); in GenerateDepalShader300()
53 WRITE(p, "layout(set = 0, binding = 1) uniform sampler2D pal;\n"); in GenerateDepalShader300()
54 WRITE(p, "layout(location = 0) in vec2 v_texcoord0;\n"); in GenerateDepalShader300()
55 WRITE(p, "layout(location = 0) out vec4 fragColor0;\n"); in GenerateDepalShader300()
59 WRITE(p, "layout (push_constant) uniform params {\n"); in GenerateDepalShader300()
60 WRITE(p, " float z_scale; float z_offset;\n"); in GenerateDepalShader300()
61 WRITE(p, "};\n"); in GenerateDepalShader300()
65 WRITE(p, "#version 300 es\n"); in GenerateDepalShader300()
66 WRITE(p, "precision mediump float;\n"); in GenerateDepalShader300()
67 WRITE(p, "precision highp int;\n"); in GenerateDepalShader300()
69 WRITE(p, "#version %d\n", gl_extensions.GLSLVersion()); in GenerateDepalShader300()
71 WRITE(p, "in vec2 v_texcoord0;\n"); in GenerateDepalShader300()
72 WRITE(p, "out vec4 fragColor0;\n"); in GenerateDepalShader300()
73 WRITE(p, "uniform sampler2D tex;\n"); in GenerateDepalShader300()
74 WRITE(p, "uniform sampler2D pal;\n"); in GenerateDepalShader300()
78 WRITE(p, "const float z_scale = %f;\n", factors.scale); in GenerateDepalShader300()
79 WRITE(p, "const float z_offset = %f;\n", factors.offset); in GenerateDepalShader300()
84 WRITE(p, "float4 main(in float2 v_texcoord0 : TEXCOORD0) : SV_Target {\n"); in GenerateDepalShader300()
85 WRITE(p, " float4 color = tex.Sample(texSamp, v_texcoord0);\n"); in GenerateDepalShader300()
87 WRITE(p, "void main() {\n"); in GenerateDepalShader300()
88 WRITE(p, " vec4 color = texture(tex, v_texcoord0);\n"); in GenerateDepalShader300()
112 …if (shiftedMask & 0xFF) WRITE(p, " int r = int(color.r * 255.99);\n"); else WRITE(p, " int r = 0… in GenerateDepalShader300()
113 …if (shiftedMask & 0xFF00) WRITE(p, " int g = int(color.g * 255.99);\n"); else WRITE(p, " int g =… in GenerateDepalShader300()
114 …if (shiftedMask & 0xFF0000) WRITE(p, " int b = int(color.b * 255.99);\n"); else WRITE(p, " int b… in GenerateDepalShader300()
115 …if (shiftedMask & 0xFF000000) WRITE(p, " int a = int(color.a * 255.99);\n"); else WRITE(p, " int… in GenerateDepalShader300()
116 WRITE(p, " int index = (a << 24) | (b << 16) | (g << 8) | (r);\n"); in GenerateDepalShader300()
119 …if (shiftedMask & 0xF) WRITE(p, " int r = int(color.r * 15.99);\n"); else WRITE(p, " int r = 0;\… in GenerateDepalShader300()
120 …if (shiftedMask & 0xF0) WRITE(p, " int g = int(color.g * 15.99);\n"); else WRITE(p, " int g = 0;… in GenerateDepalShader300()
121 …if (shiftedMask & 0xF00) WRITE(p, " int b = int(color.b * 15.99);\n"); else WRITE(p, " int b = 0… in GenerateDepalShader300()
122 …if (shiftedMask & 0xF000) WRITE(p, " int a = int(color.a * 15.99);\n"); else WRITE(p, " int a = … in GenerateDepalShader300()
123 WRITE(p, " int index = (a << 12) | (b << 8) | (g << 4) | (r);\n"); in GenerateDepalShader300()
126 …if (shiftedMask & 0x1F) WRITE(p, " int r = int(color.r * 31.99);\n"); else WRITE(p, " int r = 0;… in GenerateDepalShader300()
127 …if (shiftedMask & 0x7E0) WRITE(p, " int g = int(color.g * 63.99);\n"); else WRITE(p, " int g = 0… in GenerateDepalShader300()
128 …if (shiftedMask & 0xF800) WRITE(p, " int b = int(color.b * 31.99);\n"); else WRITE(p, " int b = … in GenerateDepalShader300()
129 WRITE(p, " int index = (b << 11) | (g << 5) | (r);\n"); in GenerateDepalShader300()
132 …if (shiftedMask & 0x1F) WRITE(p, " int r = int(color.r * 31.99);\n"); else WRITE(p, " int r = 0;… in GenerateDepalShader300()
133 …if (shiftedMask & 0x3E0) WRITE(p, " int g = int(color.g * 31.99);\n"); else WRITE(p, " int g = 0… in GenerateDepalShader300()
134 …if (shiftedMask & 0x7C00) WRITE(p, " int b = int(color.b * 31.99);\n"); else WRITE(p, " int b = … in GenerateDepalShader300()
135 if (shiftedMask & 0x8000) WRITE(p, " int a = int(color.a);\n"); else WRITE(p, " int a = 0;\n"); in GenerateDepalShader300()
136 WRITE(p, " int index = (a << 15) | (b << 10) | (g << 5) | (r);\n"); in GenerateDepalShader300()
140 WRITE(p, " float depth = (color.x - z_offset) * z_scale;\n"); in GenerateDepalShader300()
141 WRITE(p, " int index = int(clamp(depth, 0.0, 65535.0));\n"); in GenerateDepalShader300()
152 WRITE(p, " index = (int(uint(index) >> uint(%i)) & 0x%02x)", shift, mask); in GenerateDepalShader300()
154 WRITE(p, " index = (index & 0x%02x)", mask); in GenerateDepalShader300()
157 WRITE(p, " | %i;\n", offset); // '|' matches what we have in gstate.h in GenerateDepalShader300()
159 WRITE(p, ";\n"); in GenerateDepalShader300()
163 WRITE(p, " return pal.Load(int3(index, 0, 0)).bgra;\n"); in GenerateDepalShader300()
165WRITE(p, " fragColor0 = texture(pal, vec2((float(index) + 0.5) * (1.0 / %f), 0.0));\n", texturePi… in GenerateDepalShader300()
167 WRITE(p, "}\n"); in GenerateDepalShader300()
298 WRITE(p, "#version 100\n"); in GenerateDepalShaderFloat()
299 WRITE(p, "precision mediump float;\n"); in GenerateDepalShaderFloat()
301 WRITE(p, "#version %d\n", gl_extensions.GLSLVersion()); in GenerateDepalShaderFloat()
303 WRITE(p, "#define gl_FragColor fragColor0\n"); in GenerateDepalShaderFloat()
304 WRITE(p, "out vec4 fragColor0;\n"); in GenerateDepalShaderFloat()
307 WRITE(p, "varying vec2 v_texcoord0;\n"); in GenerateDepalShaderFloat()
308 WRITE(p, "uniform sampler2D tex;\n"); in GenerateDepalShaderFloat()
309 WRITE(p, "uniform sampler2D pal;\n"); in GenerateDepalShaderFloat()
310 WRITE(p, "void main() {\n"); in GenerateDepalShaderFloat()
311 WRITE(p, " vec4 index = texture2D(tex, v_texcoord0);\n"); in GenerateDepalShaderFloat()
312 WRITE(p, " float coord = (%s * %f)%s;\n", lookupMethod, index_multiplier, offset); in GenerateDepalShaderFloat()
313 WRITE(p, " gl_FragColor = texture2D(pal, vec2(coord, 0.0));\n"); in GenerateDepalShaderFloat()
314 WRITE(p, "}\n"); in GenerateDepalShaderFloat()
316 WRITE(p, "sampler tex: register(s0);\n"); in GenerateDepalShaderFloat()
317 WRITE(p, "sampler pal: register(s1);\n"); in GenerateDepalShaderFloat()
318 WRITE(p, "float4 main(float2 v_texcoord0 : TEXCOORD0) : COLOR0 {\n"); in GenerateDepalShaderFloat()
319 WRITE(p, " float4 index = tex2D(tex, v_texcoord0);\n"); in GenerateDepalShaderFloat()
320 WRITE(p, " float coord = (%s * %f)%s;\n", lookupMethod, index_multiplier, offset); in GenerateDepalShaderFloat()
321 WRITE(p, " return tex2D(pal, float2(coord, 0.0)).bgra;\n"); in GenerateDepalShaderFloat()
322 WRITE(p, "}\n"); in GenerateDepalShaderFloat()
353 #undef WRITE