Convert depal shaders to use the ShaderWriter. Add tests for depal shaders.
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12 changed files with 234 additions and 205 deletions
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@ -10,6 +10,10 @@ static const VaryingDef varyings[1] = {
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{ "vec2", "v_texcoord", Draw::SEM_TEXCOORD0, 0, "highp" },
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};
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static const SamplerDef samplers[1] = {
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{ "tex" }
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};
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// TODO: We could possibly have an option to preserve any extra color precision? But gonna start without it.
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// Requires full size integer math. It would be possible to make a floating point-only version with lots of
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// modulo and stuff, might do it one day.
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@ -22,12 +26,11 @@ bool GenerateReinterpretFragmentShader(char *buffer, GEBufferFormat from, GEBuff
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writer.HighPrecisionFloat();
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writer.DeclareSampler2D("samp", 0);
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writer.DeclareTexture2D("tex", 0);
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writer.DeclareSamplers(samplers);
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writer.BeginFSMain(Slice<UniformDef>::empty(), varyings);
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writer.C(" vec4 val = ").SampleTexture2D("tex", "samp", "v_texcoord.xy").C(";\n");
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writer.C(" vec4 val = ").SampleTexture2D("tex", "v_texcoord.xy").C(";\n");
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switch (from) {
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case GE_FORMAT_4444:
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