mirror of
https://github.com/RPCSX/rpcsx.git
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198 lines
6.6 KiB
C++
198 lines
6.6 KiB
C++
#ifdef _MSC_VER
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#include "stdafx.h"
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#include "stdafx_d3d12.h"
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#include "D3D12CommonDecompiler.h"
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std::string getFloatTypeNameImp(size_t elementCount)
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{
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switch (elementCount)
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{
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default:
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abort();
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case 1:
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return "float";
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case 2:
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return "float2";
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case 3:
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return "float3";
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case 4:
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return "float4";
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}
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}
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std::string getFunctionImp(FUNCTION f)
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{
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switch (f)
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{
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default:
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abort();
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case FUNCTION::FUNCTION_DP2:
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return "dot($0.xy, $1.xy).xxxx";
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case FUNCTION::FUNCTION_DP2A:
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return "(dot($0.xy, $1.xy) + $2.x).xxxx";
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case FUNCTION::FUNCTION_DP3:
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return "dot($0.xyz, $1.xyz).xxxx";
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case FUNCTION::FUNCTION_DP4:
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return "dot($0, $1).xxxx";
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case FUNCTION::FUNCTION_DPH:
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return "dot(float4($0.xyz, 1.0), $1).xxxx";
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case FUNCTION::FUNCTION_SFL:
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return "float4(0., 0., 0., 0.)";
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case FUNCTION::FUNCTION_STR:
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return "float4(1., 1., 1., 1.)";
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case FUNCTION::FUNCTION_FRACT:
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return "frac($0)";
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case FUNCTION::FUNCTION_REFL:
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return "($0 - 2.0 * (dot($0, $1)) * $1)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLE1D:
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return "$t.Sample($tsampler, $0.x)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLE1D_PROJ:
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return "$t.Sample($tsampler, ($0.x / $0.w))";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLE1D_LOD:
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return "$t.SampleLevel($tsampler, $0.x, $1)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLE1D_GRAD:
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return "$t.SampleGrad($tsampler, $0.x, $1, $2)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLE2D:
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return "$t.Sample($tsampler, $0.xy * $t_scale)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLE2D_PROJ:
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return "$t.Sample($tsampler, ($0.xy / $0.w) * $t_scale)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLE2D_LOD:
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return "$t.SampleLevel($tsampler, $0.xy * $t_scale, $1)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLE2D_GRAD:
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return "$t.SampleGrad($tsampler, $0.xy, $1, $2)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLECUBE:
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return "$t.Sample($tsampler, $0.xyz)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLECUBE_PROJ:
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return "$t.Sample($tsampler, ($0.xyz / $0.w))";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLECUBE_LOD:
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return "$t.SampleLevel($tsampler, $0.xyz, $1)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLECUBE_GRAD:
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return "$t.SampleGrad($tsampler, $0.xyz, $1, $2)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLE3D:
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return "$t.Sample($tsampler, $0.xyz)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLE3D_PROJ:
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return "$t.Sample($tsampler, ($0.xyz / $0.w))";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLE3D_LOD:
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return "$t.SampleLevel($tsampler, $0.xyz, $1)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLE3D_GRAD:
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return "$t.SampleGrad($tsampler, $0.xyz, $1, $2)";
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case FUNCTION::FUNCTION_DFDX:
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return "ddx($0)";
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case FUNCTION::FUNCTION_DFDY:
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return "ddy($0)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLE2D_DEPTH_RGBA:
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return "texture2DReconstruct($t.Sample($tsampler, $0.xy * $t_scale))";
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}
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}
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std::string compareFunctionImp(COMPARE f, const std::string &Op0, const std::string &Op1)
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{
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switch (f)
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{
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default:
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abort();
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case COMPARE::FUNCTION_SEQ:
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return "(" + Op0 + " == " + Op1 + ")";
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case COMPARE::FUNCTION_SGE:
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return "(" + Op0 + " >= " + Op1 + ")";
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case COMPARE::FUNCTION_SGT:
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return "(" + Op0 + " > " + Op1 + ")";
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case COMPARE::FUNCTION_SLE:
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return "(" + Op0 + " <= " + Op1 + ")";
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case COMPARE::FUNCTION_SLT:
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return "(" + Op0 + " < " + Op1 + ")";
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case COMPARE::FUNCTION_SNE:
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return "(" + Op0 + " != " + Op1 + ")";
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}
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}
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void insert_d3d12_legacy_function(std::ostream& OS)
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{
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OS << "float4 lit_legacy(float4 val)";
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OS << "{\n";
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OS << " float4 clamped_val = val;\n";
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OS << " clamped_val.x = max(val.x, 0);\n";
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OS << " clamped_val.y = max(val.y, 0);\n";
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OS << " float4 result;\n";
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OS << " result.x = 1.0;\n";
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OS << " result.w = 1.;\n";
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OS << " result.y = clamped_val.x;\n";
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OS << " result.z = clamped_val.x > 0.0 ? exp(clamped_val.w * log(max(clamped_val.y, 1.E-10))) : 0.0;\n";
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OS << " return result;\n";
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OS << "}\n\n";
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OS << "uint packSnorm2x16(float2 val)";
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OS << "{\n";
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OS << " uint high_bits = round(clamp(val.x, -1., 1.) * 32767.);\n";
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OS << " uint low_bits = round(clamp(val.y, -1., 1.) * 32767.);\n";
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OS << " return (high_bits << 16)|low_bits;\n";
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OS << "}\n\n";
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OS << "uint packSnorm4x8(float4 val)";
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OS << "{\n";
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OS << " uint high_bits_a = round(clamp(val.x, -1., 1.) * 127.);\n";
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OS << " uint high_bits_b = round(clamp(val.y, -1., 1.) * 127.);\n";
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OS << " uint low_bits_a = round(clamp(val.z, -1., 1.) * 127.);\n";
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OS << " uint low_bits_b = round(clamp(val.z, -1., 1.) * 127.);\n";
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OS << " return (high_bits_a << 24)|(high_bits_b << 16)|(low_bits_a << 8)|low_bits_b;\n";
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OS << "}\n\n";
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OS << "float2 unpackSnorm2x16(uint val)";
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OS << "{\n";
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OS << " float high = clamp((val >> 16) / 32767., -1., 1.);\n";
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OS << " float low = clamp((val & 0x0000FFFF) / 32767., -1., 1.);\n";
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OS << " return float2(high, low);\n";
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OS << "}\n\n";
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OS << "float4 unpackSnorm4x8(uint val)";
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OS << "{\n";
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OS << " float high_a = clamp((val >> 24) / 127., -1., 1.);\n";
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OS << " float high_b = clamp(((val >> 16) & 0xFF) / 127., -1., 1.);\n";
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OS << " float low_a = clamp(((val >> 8) & 0xFF) / 127., -1., 1.);\n";
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OS << " float low_b = clamp((val & 0xFF) / 127., -1., 1.);\n";
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OS << " return float4(high_a, high_b, low_a, low_b);\n";
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OS << "}\n\n";
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OS << "uint packUnorm4x8(float4 val)";
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OS << "{\n";
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OS << " uint high_bits_a = round(clamp(val.x, -1., 1.) * 255.);\n";
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OS << " uint high_bits_b = round(clamp(val.y, -1., 1.) * 255.);\n";
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OS << " uint low_bits_a = round(clamp(val.z, -1., 1.) * 255.);\n";
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OS << " uint low_bits_b = round(clamp(val.z, -1., 1.) * 255.);\n";
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OS << " return (high_bits_a << 24)|(high_bits_b << 16)|(low_bits_a << 8)|low_bits_b;\n";
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OS << "}\n\n";
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OS << "float4 unpackUnorm4x8(uint val)";
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OS << "{\n";
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OS << " float high_a = clamp((val >> 24) / 255., -1., 1.);\n";
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OS << " float high_b = clamp(((val >> 16) & 0xFF) / 255., -1., 1.);\n";
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OS << " float low_a = clamp(((val >> 8) & 0xFF) / 255., -1., 1.);\n";
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OS << " float low_b = clamp((val & 0xFF) / 255., -1., 1.);\n";
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OS << " return float4(high_a, high_b, low_a, low_b);\n";
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OS << "}\n\n";
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/**
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* There is no easy way to do this in a shader since we cant recast the f16 blocks to u16
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* Fake it and hope the program requests the corresponding f16 unpack
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**/
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OS << "uint packHalf2x16(float2 val)";
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OS << "{\n";
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OS << " return packSnorm2x16(val / 6.1E+5);\n";
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OS << "}\n\n";
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OS << "float2 unpackHalf2x16(uint val)";
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OS << "{\n";
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OS << " return unpackSnorm2x16(val) * 6.1E+5;\n";
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OS << "}\n\n";
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OS << "float4 texture2DReconstruct(float depth_value)\n";
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OS << "{\n";
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OS << " uint value = round(depth_value * 16777215);\n";
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OS << " uint b = (value & 0xff);\n";
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OS << " uint g = (value >> 8) & 0xff;\n";
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OS << " uint r = (value >> 16) & 0xff;\n";
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OS << " return float4(r/255., g/255., b/255., 1.);\n";
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OS << "}\n\n";
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}
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#endif
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