GPU: 24-bit display depth support
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@ -378,6 +378,68 @@ void main()
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return ss.str();
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}
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std::string GPU_HW::GenerateRGB24DecodeFragmentShader()
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{
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std::stringstream ss;
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GenerateShaderHeader(ss);
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ss << R"(
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in vec2 v_tex0;
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out vec4 o_col0;
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uniform sampler2D samp0;
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uniform ivec2 u_base_coords;
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void main()
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{
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// compute offset in dwords from the start of the 24-bit values
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ivec2 base = ivec2(u_base_coords.x, u_base_coords.y + int(gl_FragCoord.y));
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int xoff = int(gl_FragCoord.x);
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int dword_index = (xoff / 2) + (xoff / 4);
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// sample two adjacent dwords, or four 16-bit values as the 24-bit value will lie somewhere between these
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uint s0 = RGBA8ToRGBA5551(texelFetch(samp0, ivec2(base.x + dword_index * 2 + 0, base.y), 0));
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uint s1 = RGBA8ToRGBA5551(texelFetch(samp0, ivec2(base.x + dword_index * 2 + 1, base.y), 0));
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uint s2 = RGBA8ToRGBA5551(texelFetch(samp0, ivec2(base.x + (dword_index + 1) * 2 + 0, base.y), 0));
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uint s3 = RGBA8ToRGBA5551(texelFetch(samp0, ivec2(base.x + (dword_index + 1) * 2 + 1, base.y), 0));
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// select the bit for this pixel depending on its offset in the 4-pixel block
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uint r, g, b;
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switch (xoff & 3)
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{
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case 0:
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r = s0 & 0xFFu;
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g = s0 >> 8;
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b = s1 & 0xFFu;
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break;
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case 1:
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r = s1 >> 8;
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g = s2 & 0xFFu;
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b = s2 >> 8;
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break;
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case 2:
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r = s1 & 0xFFu;
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g = s1 >> 8;
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b = s2 & 0xFFu;
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break;
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case 3:
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r = s2 >> 8;
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g = s3 & 0xFFu;
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b = s3 >> 8;
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break;
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}
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// and normalize
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o_col0 = vec4(float(r) / 255.0, float(g) / 255.0, float(b) / 255, 1.0);
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}
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)";
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return ss.str();
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}
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GPU_HW::HWRenderBatch::Primitive GPU_HW::GetPrimitiveForCommand(RenderCommand rc)
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{
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if (rc.primitive == Primitive::Line)
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