[host] DXGI: stop packing data across rows

This is a precursor to allowing damage-aware RGB24 copies.
This commit is contained in:
Tudor Brindus 2023-11-05 20:59:52 -05:00 committed by Geoffrey McRae
parent d44fc36fc4
commit 3106d0e3e2

View File

@ -81,16 +81,12 @@ static bool rgb24_configure(void * opaque,
this.width = *cols;
this.height = *rows;
char sOutputWidth[6], sOutputHeight[6], sInputWidth[6], sInputHeight[6];
snprintf(sInputWidth , sizeof(sInputWidth) , "%d", *width );
snprintf(sInputHeight , sizeof(sInputHeight) , "%d", *height );
char sOutputWidth[6], sOutputHeight[6];
snprintf(sOutputWidth , sizeof(sOutputWidth) , "%d", this.width );
snprintf(sOutputHeight, sizeof(sOutputHeight), "%d", this.height);
const D3D_SHADER_MACRO defines[] =
{
{"INPUT_WIDTH" , sInputWidth },
{"INPUT_HEIGHT" , sInputHeight },
{"OUTPUT_WIDTH" , sOutputWidth },
{"OUTPUT_HEIGHT", sOutputHeight},
{NULL, NULL}
@ -103,26 +99,26 @@ static bool rgb24_configure(void * opaque,
" float4 position : SV_POSITION,\n"
" float2 texCoord : TEXCOORD0) : SV_TARGET\n"
"{\n"
" uint outputIdx = uint(texCoord.y * OUTPUT_HEIGHT) * OUTPUT_WIDTH +\n"
" uint(texCoord.x * OUTPUT_WIDTH);\n"
" uint inputAndOutputY = uint(texCoord.y * OUTPUT_HEIGHT);\n"
" uint outputX = uint(texCoord.x * OUTPUT_WIDTH);\n"
"\n"
" uint fst = (outputIdx * 4) / 3;\n"
" uint fstInputX = (outputX * 4) / 3;\n"
" float4 color0 = gInputTexture.Load(\n"
" uint3(fst % INPUT_WIDTH, fst / INPUT_WIDTH, 0));\n"
" uint3(fstInputX, inputAndOutputY, 0));\n"
"\n"
" uint snd = fst + 1;\n"
" uint sndInputX = fstInputX + 1;\n"
" float4 color3 = gInputTexture.Load(\n"
" uint3(snd % INPUT_WIDTH, snd / INPUT_WIDTH, 0));\n"
" uint3(sndInputX, inputAndOutputY, 0));\n"
"\n"
" uint outputIdxMod3 = outputIdx % 3;\n"
" uint outputXMod3 = outputX % 3;\n"
"\n"
" float4 color1 = outputIdxMod3 <= 1 ? color0 : color3;\n"
" float4 color2 = outputIdxMod3 == 0 ? color0 : color3;\n"
" float4 color1 = outputXMod3 <= 1 ? color0 : color3;\n"
" float4 color2 = outputXMod3 == 0 ? color0 : color3;\n"
"\n"
" float b = color0.bgr[outputIdxMod3];\n"
" float g = color1.grb[outputIdxMod3];\n"
" float r = color2.rbg[outputIdxMod3];\n"
" float a = color3.bgr[outputIdxMod3];\n"
" float b = color0.bgr[outputXMod3];\n"
" float g = color1.grb[outputXMod3];\n"
" float r = color2.rbg[outputXMod3];\n"
" float a = color3.bgr[outputXMod3];\n"
" return float4(r, g, b, a);\n"
"}\n";