From 59b6c5ef5cb6bbd80dcafae2d4b95a2efff32de9 Mon Sep 17 00:00:00 2001 From: Randy Heit Date: Sun, 15 May 2011 22:30:20 +0000 Subject: [PATCH] - Removed a couple warnings about implicit vector truncation reported by fxc. (Apparently, it also decided to compile some other shaders slightly differently, too.) - Fixed: The InGameColormap had been designed without taking alpha into consideration. As the least likely parameter to be used, desaturation has been moved into a constant register to make room for the alpha parameter to live in the vertex's color value. SVN r3208 (trunk) --- src/win32/fb_d3d9.cpp | 16 +++++++++++++--- src/win32/win32iface.h | 2 ++ wadsrc/static/shaders/d3d/shaders.ps | 17 +++++++++-------- .../static/shaders/d3d/sm14/InGameColormap.pso | Bin 208 -> 196 bytes .../shaders/d3d/sm14/InGameColormapDesat.pso | Bin 320 -> 328 bytes .../shaders/d3d/sm14/InGameColormapInv.pso | Bin 268 -> 256 bytes .../d3d/sm14/InGameColormapInvDesat.pso | Bin 336 -> 344 bytes .../shaders/d3d/sm14/InGameColormapPal.pso | Bin 336 -> 324 bytes .../d3d/sm14/InGameColormapPalDesat.pso | Bin 432 -> 436 bytes .../shaders/d3d/sm14/InGameColormapPalInv.pso | Bin 380 -> 368 bytes .../d3d/sm14/InGameColormapPalInvDesat.pso | Bin 448 -> 452 bytes wadsrc/static/shaders/d3d/sm20/BurnWipe.pso | Bin 300 -> 300 bytes .../shaders/d3d/sm20/GammaCorrection.pso | Bin 328 -> 328 bytes .../static/shaders/d3d/sm20/InGameColormap.pso | Bin 256 -> 256 bytes .../shaders/d3d/sm20/InGameColormapDesat.pso | Bin 368 -> 388 bytes .../shaders/d3d/sm20/InGameColormapInv.pso | Bin 316 -> 316 bytes .../d3d/sm20/InGameColormapInvDesat.pso | Bin 384 -> 404 bytes .../shaders/d3d/sm20/InGameColormapPal.pso | Bin 396 -> 396 bytes .../d3d/sm20/InGameColormapPalDesat.pso | Bin 492 -> 512 bytes .../shaders/d3d/sm20/InGameColormapPalInv.pso | Bin 440 -> 440 bytes .../d3d/sm20/InGameColormapPalInvDesat.pso | Bin 508 -> 528 bytes wadsrc/static/shaders/d3d/sm20/NormalColor.pso | Bin 252 -> 252 bytes .../static/shaders/d3d/sm20/NormalColorInv.pso | Bin 312 -> 312 bytes .../static/shaders/d3d/sm20/NormalColorPal.pso | Bin 392 -> 392 bytes .../shaders/d3d/sm20/NormalColorPalInv.pso | Bin 436 -> 436 bytes wadsrc/static/shaders/d3d/sm20/RedToAlpha.pso | Bin 272 -> 272 bytes .../static/shaders/d3d/sm20/RedToAlphaInv.pso | Bin 328 -> 328 bytes .../shaders/d3d/sm20/SpecialColormap.pso | Bin 364 -> 364 bytes .../shaders/d3d/sm20/SpecialColormapPal.pso | Bin 488 -> 488 bytes wadsrc/static/shaders/d3d/sm20/VertexColor.pso | Bin 124 -> 124 bytes wadsrc/static/shaders/d3d/sm30/BurnWipe.pso | Bin 300 -> 300 bytes .../shaders/d3d/sm30/GammaCorrection.pso | Bin 328 -> 328 bytes .../static/shaders/d3d/sm30/InGameColormap.pso | Bin 256 -> 244 bytes .../shaders/d3d/sm30/InGameColormapDesat.pso | Bin 368 -> 376 bytes .../shaders/d3d/sm30/InGameColormapInv.pso | Bin 316 -> 304 bytes .../d3d/sm30/InGameColormapInvDesat.pso | Bin 384 -> 392 bytes .../shaders/d3d/sm30/InGameColormapPal.pso | Bin 396 -> 384 bytes .../d3d/sm30/InGameColormapPalDesat.pso | Bin 492 -> 500 bytes .../shaders/d3d/sm30/InGameColormapPalInv.pso | Bin 440 -> 428 bytes .../d3d/sm30/InGameColormapPalInvDesat.pso | Bin 508 -> 516 bytes wadsrc/static/shaders/d3d/sm30/NormalColor.pso | Bin 240 -> 240 bytes .../static/shaders/d3d/sm30/NormalColorInv.pso | Bin 300 -> 300 bytes .../static/shaders/d3d/sm30/NormalColorPal.pso | Bin 380 -> 380 bytes .../shaders/d3d/sm30/NormalColorPalInv.pso | Bin 424 -> 424 bytes wadsrc/static/shaders/d3d/sm30/RedToAlpha.pso | Bin 240 -> 240 bytes .../static/shaders/d3d/sm30/RedToAlphaInv.pso | Bin 300 -> 300 bytes .../shaders/d3d/sm30/SpecialColormap.pso | Bin 352 -> 352 bytes .../shaders/d3d/sm30/SpecialColormapPal.pso | Bin 476 -> 476 bytes wadsrc/static/shaders/d3d/sm30/VertexColor.pso | Bin 124 -> 124 bytes 49 files changed, 24 insertions(+), 11 deletions(-) diff --git a/src/win32/fb_d3d9.cpp b/src/win32/fb_d3d9.cpp index 08f2e2ed4..ff1c0d9c6 100644 --- a/src/win32/fb_d3d9.cpp +++ b/src/win32/fb_d3d9.cpp @@ -3293,8 +3293,8 @@ void D3DFB::FillSimplePoly(FTexture *texture, FVector2 *points, int npoints, quad->Flags |= BQF_Desaturated; } quad->ShaderNum = BQS_InGameColormap; - color0 = D3DCOLOR_ARGB(colormap->Desaturate, - colormap->Color.r, colormap->Color.g, colormap->Color.b); + quad->Desat = colormap->Desaturate; + color0 = D3DCOLOR_ARGB(255, colormap->Color.r, colormap->Color.g, colormap->Color.b); double fadelevel = clamp(shade / (NUMCOLORMAPS * 65536.0), 0.0, 1.0); color1 = D3DCOLOR_ARGB(DWORD((1 - fadelevel) * 255), DWORD(colormap->Fade.r * fadelevel), @@ -3532,6 +3532,10 @@ void D3DFB::EndQuadBatch() { break; } + if (quad->ShaderNum == BQS_InGameColormap && (quad->Flags & BQF_Desaturated) && quad->Desat != q2->Desat) + { + break; + } indexpos += q2->NumTris * 3; vertpos += q2->NumVerts; } @@ -3593,6 +3597,10 @@ void D3DFB::EndQuadBatch() select = !!(quad->Flags & BQF_Desaturated); select |= !!(quad->Flags & BQF_InvertSource) << 1; select |= !!(quad->Flags & BQF_Paletted) << 2; + if (quad->Flags & BQF_Desaturated) + { + SetConstant(PSCONST_Desaturation, quad->Desat / 255.f, (255 - quad->Desat) / 255.f, 0, 0); + } SetPixelShader(Shaders[SHADER_InGameColormap + select]); } @@ -3704,6 +3712,7 @@ bool D3DFB::SetStyle(D3DTex *tex, DrawParms &parms, D3DCOLOR &color0, D3DCOLOR & stencilling = false; quad.Palette = NULL; quad.Flags = 0; + quad.Desat = 0; switch (style.BlendOp) { @@ -3812,7 +3821,8 @@ bool D3DFB::SetStyle(D3DTex *tex, DrawParms &parms, D3DCOLOR &color0, D3DCOLOR & quad.Flags |= BQF_Desaturated; } quad.ShaderNum = BQS_InGameColormap; - color0 = D3DCOLOR_ARGB(parms.colormapstyle->Desaturate, + quad.Desat = parms.colormapstyle->Desaturate; + color0 = D3DCOLOR_ARGB(color1 >> 24, parms.colormapstyle->Color.r, parms.colormapstyle->Color.g, parms.colormapstyle->Color.b); diff --git a/src/win32/win32iface.h b/src/win32/win32iface.h index fc75af0a3..5314fc667 100644 --- a/src/win32/win32iface.h +++ b/src/win32/win32iface.h @@ -296,6 +296,7 @@ private: }; DWORD Group1; }; + BYTE Desat; D3DPal *Palette; IDirect3DTexture9 *Texture; WORD NumVerts; // Number of _unique_ vertices used by this set. @@ -304,6 +305,7 @@ private: enum { + PSCONST_Desaturation = 1, PSCONST_PaletteMod = 2, PSCONST_Weights = 6, PSCONST_Gamma = 7, diff --git a/wadsrc/static/shaders/d3d/shaders.ps b/wadsrc/static/shaders/d3d/shaders.ps index a650cd84a..827b52855 100644 --- a/wadsrc/static/shaders/d3d/shaders.ps +++ b/wadsrc/static/shaders/d3d/shaders.ps @@ -6,6 +6,7 @@ sampler1D Gamma2 : register(s3); sampler1D Gamma3 : register(s4); #endif +float4 Desaturation : register(c1); // { Desat, 1 - Desat } float4 PaletteMod : register(c2); float4 Weights : register(c6); // RGB->Gray weighting { 77/256.0, 143/256.0, 37/256.0, 1 } float4 Gamma : register(c7); @@ -70,15 +71,16 @@ float4 SpecialColormap(float2 tex_coord : TEXCOORD0, float4 start : COLOR0, floa float4 range = end - start; // We can't store values greater than 1.0 in a color register, so we multiply // the final result by 2 and expect the caller to divide the start and end by 2. - color.rgb = 2 * (start + Grayscale(color) * range); + color.rgb = 2 * (start + Grayscale(color) * range).rgb; // Duplicate alpha semantics of NormalColor. color.a = start.a + color.a * end.a; return color; } // In-game colormap effect: fade to a particular color and multiply by another, with -// optional desaturation of the original color. Desaturation is packed into color.a. +// optional desaturation of the original color. Desaturation is stored in c1. // Fade level is packed int fade.a. Fade.rgb has been premultiplied by alpha. +// Overall alpha is in color.a. float4 InGameColormap(float2 tex_coord : TEXCOORD0, float4 color : COLOR0, float4 fade : COLOR1) : COLOR { float4 rgb = SampleTexture(tex_coord); @@ -86,17 +88,16 @@ float4 InGameColormap(float2 tex_coord : TEXCOORD0, float4 color : COLOR0, float // Desaturate #if DESAT float3 intensity; - float invdesat; - intensity.rgb = Grayscale(rgb) * color.a; - invdesat = Weights.w - color.a; - rgb.rgb = intensity + rgb * invdesat; + intensity.rgb = Grayscale(rgb) * Desaturation.x; + rgb.rgb = intensity.rgb + rgb.rgb * Desaturation.y; #endif // Fade rgb.rgb = rgb.rgb * fade.aaa + fade.rgb; - // Shade - rgb.rgb = rgb.rgb * color.rgb; + // Shade and Alpha + rgb = rgb * color; + return rgb; } diff --git a/wadsrc/static/shaders/d3d/sm14/InGameColormap.pso b/wadsrc/static/shaders/d3d/sm14/InGameColormap.pso index e1a99904ba688c6dda494122b2431a1a99d20b9f..18a747196229fc5495350f3b2745dadb06afc043 100644 GIT binary patch delta 43 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