@@ -1,26 +1,35 @@
// Copyright 2019 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include " VideoCommon/FramebufferShaderGen.h"
#include < sstream>
#include < string_view>
#include " VideoCommon/FramebufferManager.h"
#include " VideoCommon/TextureDecoder.h"
#include " VideoCommon/VertexShaderGen.h"
namespace FramebufferShaderGen
{
static APIType GetAPIType ()
namespace
{
APIType GetAPIType ()
{
return g_ActiveConfig.backend_info .api_type ;
}
static void EmitUniformBufferDeclaration (std::stringstream & ss)
void EmitUniformBufferDeclaration (std::ostringstream & ss)
{
if (GetAPIType () == APIType::D3D)
ss << " cbuffer PSBlock : register(b0)\n " ;
else
ss << " UBO_BINDING(std140, 1) uniform PSBlock\n " ;
}
static void EmitSamplerDeclarations (std::stringstream & ss, u32 start = 0 , u32 end = 1 ,
bool multisampled = false )
void EmitSamplerDeclarations (std::ostringstream & ss, u32 start = 0 , u32 end = 1 ,
bool multisampled = false )
{
switch (GetAPIType ())
{
@@ -51,17 +60,17 @@ static void EmitSamplerDeclarations(std::stringstream& ss, u32 start = 0, u32 en
}
}
static void EmitSampleTexture (std::stringstream & ss, u32 n, const char * coords)
void EmitSampleTexture (std::ostringstream & ss, u32 n, std::string_view coords)
{
switch (GetAPIType ())
{
case APIType::D3D:
ss << " tex" << n << " .Sample(samp" << n << " , " << coords << " ) " ;
ss << " tex" << n << " .Sample(samp" << n << " , " << coords << ' ) ' ;
break ;
case APIType::OpenGL:
case APIType::Vulkan:
ss << " texture(samp" << n << " , " << coords << " ) " ;
ss << " texture(samp" << n << " , " << coords << ' ) ' ;
break ;
default :
@@ -71,12 +80,12 @@ static void EmitSampleTexture(std::stringstream& ss, u32 n, const char* coords)
// Emits a texel fetch/load instruction. Assumes that "coords" is a 4-element vector, with z
// containing the layer, and w containing the mipmap level.
static void EmitTextureLoad (std::stringstream & ss, u32 n, const char * coords)
void EmitTextureLoad (std::ostringstream & ss, u32 n, std::string_view coords)
{
switch (GetAPIType ())
{
case APIType::D3D:
ss << " tex" << n << " .Load(" << coords << " ) " ;
ss << " tex" << n << " .Load(" << coords << ' ) ' ;
break ;
case APIType::OpenGL:
@@ -89,10 +98,9 @@ static void EmitTextureLoad(std::stringstream& ss, u32 n, const char* coords)
}
}
static void EmitVertexMainDeclaration (std::stringstream& ss, u32 num_tex_inputs,
u32 num_color_inputs, bool position_input,
u32 num_tex_outputs, u32 num_color_outputs,
const char * extra_inputs = " " )
void EmitVertexMainDeclaration (std::ostringstream& ss, u32 num_tex_inputs, u32 num_color_inputs,
bool position_input, u32 num_tex_outputs, u32 num_color_outputs,
std::string_view extra_inputs = {})
{
switch (GetAPIType ())
{
@@ -118,11 +126,15 @@ static void EmitVertexMainDeclaration(std::stringstream& ss, u32 num_tex_inputs,
case APIType::Vulkan:
{
for (u32 i = 0 ; i < num_tex_inputs; i++)
{
ss << " ATTRIBUTE_LOCATION(" << (SHADER_TEXTURE0_ATTRIB + i) << " ) in float3 rawtex" << i
<< " ;\n " ;
}
for (u32 i = 0 ; i < num_color_inputs; i++)
{
ss << " ATTRIBUTE_LOCATION(" << (SHADER_COLOR0_ATTRIB + i) << " ) in float4 rawcolor" << i
<< " ;\n " ;
}
if (position_input)
ss << " ATTRIBUTE_LOCATION(" << SHADER_POSITION_ATTRIB << " ) in float4 rawpos;\n " ;
@@ -143,7 +155,7 @@ static void EmitVertexMainDeclaration(std::stringstream& ss, u32 num_tex_inputs,
ss << " VARYING_LOCATION(" << (num_tex_inputs + i) << " ) out float4 v_col" << i << " ;\n " ;
}
ss << " #define opos gl_Position\n " ;
ss << extra_inputs << " \n " ;
ss << extra_inputs << ' \n ' ;
ss << " void main()\n " ;
}
break ;
@@ -152,9 +164,9 @@ static void EmitVertexMainDeclaration(std::stringstream& ss, u32 num_tex_inputs,
}
}
static void EmitPixelMainDeclaration (std::stringstream & ss, u32 num_tex_inputs,
u32 num_color_inputs, const char * output_type = " float4" ,
const char * extra_vars = " " , bool emit_frag_coord = false )
void EmitPixelMainDeclaration (std::ostringstream & ss, u32 num_tex_inputs, u32 num_color_inputs ,
std::string_view output_type = " float4" ,
std::string_view extra_vars = {} , bool emit_frag_coord = false )
{
switch (GetAPIType ())
{
@@ -203,16 +215,17 @@ static void EmitPixelMainDeclaration(std::stringstream& ss, u32 num_tex_inputs,
break ;
}
}
} // Anonymous namespace
std::string GenerateScreenQuadVertexShader ()
{
std::stringstream ss;
std::ostringstream ss;
EmitVertexMainDeclaration (ss, 0 , 0 , false , 1 , 0 ,
GetAPIType () == APIType::D3D ? " in uint id : SV_VertexID, " :
" #define id gl_VertexID\n " );
ss << " {\n " ;
ss << " v_tex0 = float3(float((id << 1) & 2), float(id & 2), 0.0f);\n " ;
ss << " opos = float4(v_tex0.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);\n " ;
ss << " {\n "
" v_tex0 = float3(float((id << 1) & 2), float(id & 2), 0.0f);\n "
" opos = float4(v_tex0.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);\n " ;
// NDC space is flipped in Vulkan. We also flip in GL so that (0,0) is in the lower-left.
if (GetAPIType () == APIType::Vulkan || GetAPIType () == APIType::OpenGL)
@@ -225,50 +238,52 @@ std::string GenerateScreenQuadVertexShader()
std::string GeneratePassthroughGeometryShader (u32 num_tex, u32 num_colors)
{
std::stringstream ss;
std::ostringstream ss;
if (GetAPIType () == APIType::D3D)
{
ss << " struct VS_OUTPUT\n " ;
ss << " {\n " ;
ss << " struct VS_OUTPUT\n "
" {\n " ;
for (u32 i = 0 ; i < num_tex; i++)
ss << " float3 tex" << i << " : TEXCOORD" << i << " ;\n " ;
for (u32 i = 0 ; i < num_colors; i++)
ss << " float4 color" << i << " : COLOR" << i << " ;\n " ;
ss << " float4 position : SV_Position;\n " ;
ss << " };\n " ;
ss << " struct GS_OUTPUT\n " ;
ss << " {" ;
ss << " float4 position : SV_Position;\n "
" };\n " ;
ss << " struct GS_OUTPUT\n "
" {" ;
for (u32 i = 0 ; i < num_tex; i++)
ss << " float3 tex" << i << " : TEXCOORD" << i << " ;\n " ;
for (u32 i = 0 ; i < num_colors; i++)
ss << " float4 color" << i << " : COLOR" << i << " ;\n " ;
ss << " float4 position : SV_Position;\n " ;
ss << " uint slice : SV_RenderTargetArrayIndex;\n " ;
ss << " };\n\n " ;
ss << " [maxvertexcount(6)]\n " ;
ss << " void main(triangle VS_OUTPUT vso[3], inout TriangleStream<GS_OUTPUT> output)\n " ;
ss << " {\n " ;
ss << " for (uint slice = 0; slice < 2u; slice++)\n " ;
ss << " {\n " ;
ss << " for (int i = 0; i < 3; i++)\n " ;
ss << " {\n " ;
ss << " GS_OUTPUT gso;\n " ;
ss << " gso.position = vso[i].position;\n " ;
ss << " float4 position : SV_Position;\n "
" uint slice : SV_RenderTargetArrayIndex;\n "
" };\n\n " ;
ss << " [maxvertexcount(6)]\n "
" void main(triangle VS_OUTPUT vso[3], inout TriangleStream<GS_OUTPUT> output)\n "
" {\n "
" for (uint slice = 0; slice < 2u; slice++)\n "
" {\n "
" for (int i = 0; i < 3; i++)\n "
" {\n "
" GS_OUTPUT gso;\n "
" gso.position = vso[i].position;\n " ;
for (u32 i = 0 ; i < num_tex; i++)
ss << " gso.tex" << i << " = float3(vso[i].tex" << i << " .xy, float(slice));\n " ;
for (u32 i = 0 ; i < num_colors; i++)
ss << " gso.color" << i << " = vso[i].color" << i << " ;\n " ;
ss << " gso.slice = slice;\n " ;
ss << " output.Append(gso);\n " ;
ss << " }\n " ;
ss << " output.RestartStrip();\n " ;
ss << " }\n " ;
ss << " }\n " ;
ss << " gso.slice = slice;\n "
" output.Append(gso);\n "
" }\n "
" output.RestartStrip();\n "
" }\n "
" }\n " ;
}
else if (GetAPIType () == APIType::OpenGL || GetAPIType () == APIType::Vulkan)
{
ss << " layout(triangles) in;\n " ;
ss << " layout(triangle_strip, max_vertices = 6) out;\n " ;
ss << " layout(triangles) in;\n "
" layout(triangle_strip, max_vertices = 6) out;\n " ;
if (num_tex > 0 || num_colors > 0 )
{
ss << " VARYING_LOCATION(0) in VertexData {\n " ;
@@ -277,19 +292,20 @@ std::string GeneratePassthroughGeometryShader(u32 num_tex, u32 num_colors)
for (u32 i = 0 ; i < num_colors; i++)
ss << " float4 v_col" << i << " ;\n " ;
ss << " } v_in[];\n " ;
ss << " VARYING_LOCATION(0) out VertexData {\n " ;
for (u32 i = 0 ; i < num_tex; i++)
ss << " float3 v_tex" << i << " ;\n " ;
for (u32 i = 0 ; i < num_colors; i++)
ss << " float4 v_col" << i << " ;\n " ;
ss << " } v_out;\n " ;
}
ss << " \n " ;
ss << " void main()\n " ;
ss << " {\n " ;
ss << " for (int j = 0; j < 2; j++)\n " ;
ss << " {\n " ;
ss << " gl_Layer = j;\n " ;
ss << " \n "
" void main()\n "
" {\n "
" for (int j = 0; j < 2; j++)\n "
" {\n "
" gl_Layer = j;\n " ;
// We have to explicitly unroll this loop otherwise the GL compiler gets cranky.
for (u32 v = 0 ; v < 3 ; v++)
@@ -302,30 +318,30 @@ std::string GeneratePassthroughGeometryShader(u32 num_tex, u32 num_colors)
ss << " v_out.v_col" << i << " = v_in[" << v << " ].v_col" << i << " ;\n " ;
ss << " EmitVertex();\n\n " ;
}
ss << " EndPrimitive();\n " ;
ss << " }\n " ;
ss << " }\n " ;
ss << " EndPrimitive();\n "
" }\n "
" }\n " ;
}
return ss.str ();
}
std::string GenerateTextureCopyVertexShader ()
{
std::stringstream ss;
std::ostringstream ss;
EmitUniformBufferDeclaration (ss);
ss << " {" ;
ss << " float2 src_offset;\n " ;
ss << " float2 src_size;\n " ;
ss << " };\n\n " ;
ss << " {"
" float2 src_offset;\n "
" float2 src_size;\n "
" };\n\n " ;
EmitVertexMainDeclaration (ss, 0 , 0 , false , 1 , 0 ,
GetAPIType () == APIType::D3D ? " in uint id : SV_VertexID, " :
" #define id gl_VertexID" );
ss << " {\n " ;
ss << " v_tex0 = float3(float((id << 1) & 2), float(id & 2), 0.0f);\n " ;
ss << " opos = float4(v_tex0.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);\n " ;
ss << " v_tex0 = float3(src_offset + (src_size * v_tex0.xy), 0.0f);\n " ;
ss << " {\n "
" v_tex0 = float3(float((id << 1) & 2), float(id & 2), 0.0f);\n "
" opos = float4(v_tex0.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);\n "
" v_tex0 = float3(src_offset + (src_size * v_tex0.xy), 0.0f);\n " ;
// NDC space is flipped in Vulkan. We also flip in GL so that (0,0) is in the lower-left.
if (GetAPIType () == APIType::Vulkan || GetAPIType () == APIType::OpenGL)
@@ -338,35 +354,35 @@ std::string GenerateTextureCopyVertexShader()
std::string GenerateTextureCopyPixelShader ()
{
std::stringstream ss;
std::ostringstream ss;
EmitSamplerDeclarations (ss, 0 , 1 , false );
EmitPixelMainDeclaration (ss, 1 , 0 );
ss << " {\n " ;
ss << " ocol0 = " ;
ss << " {\n "
" ocol0 = " ;
EmitSampleTexture (ss, 0 , " v_tex0" );
ss << " ;\n " ;
ss << " }\n " ;
ss << " ;\n "
" }\n " ;
return ss.str ();
}
std::string GenerateColorPixelShader ()
{
std::stringstream ss;
std::ostringstream ss;
EmitPixelMainDeclaration (ss, 0 , 1 );
ss << " {\n " ;
ss << " ocol0 = v_col0;\n " ;
ss << " }\n " ;
ss << " {\n "
" ocol0 = v_col0;\n "
" }\n " ;
return ss.str ();
}
std::string GenerateResolveDepthPixelShader (u32 samples)
{
std::stringstream ss;
std::ostringstream ss;
EmitSamplerDeclarations (ss, 0 , 1 , true );
EmitPixelMainDeclaration (ss, 1 , 0 , " float" ,
GetAPIType () == APIType::D3D ? " in float4 ipos : SV_Position, " : " " );
ss << " {\n " ;
ss << " int layer = int(v_tex0.z);\n " ;
ss << " {\n "
" int layer = int(v_tex0.z);\n " ;
if (GetAPIType () == APIType::D3D)
ss << " int3 coords = int3(int2(ipos.xy), layer);\n " ;
else
@@ -389,20 +405,20 @@ std::string GenerateResolveDepthPixelShader(u32 samples)
std::string GenerateClearVertexShader ()
{
std::stringstream ss;
std::ostringstream ss;
EmitUniformBufferDeclaration (ss);
ss << " {\n " ;
ss << " float4 clear_color;\n " ;
ss << " float clear_depth;\n " ;
ss << " };\n " ;
ss << " {\n "
" float4 clear_color;\n "
" float clear_depth;\n "
" };\n " ;
EmitVertexMainDeclaration (ss, 0 , 0 , false , 0 , 1 ,
GetAPIType () == APIType::D3D ? " in uint id : SV_VertexID, " :
" #define id gl_VertexID\n " );
ss << " {\n " ;
ss << " float2 coord = float2(float((id << 1) & 2), float(id & 2));\n " ;
ss << " opos = float4(coord * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), clear_depth, 1.0f);\n " ;
ss << " v_col0 = clear_color;\n " ;
ss << " {\n "
" float2 coord = float2(float((id << 1) & 2), float(id & 2));\n "
" opos = float4(coord * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), clear_depth, 1.0f);\n "
" v_col0 = clear_color;\n " ;
// NDC space is flipped in Vulkan
if (GetAPIType () == APIType::Vulkan)
@@ -415,11 +431,11 @@ std::string GenerateClearVertexShader()
std::string GenerateEFBPokeVertexShader ()
{
std::stringstream ss;
std::ostringstream ss;
EmitVertexMainDeclaration (ss, 0 , 1 , true , 0 , 1 );
ss << " {\n " ;
ss << " v_col0 = rawcolor0;\n " ;
ss << " opos = float4(rawpos.xyz, 1.0f);\n " ;
ss << " {\n "
" v_col0 = rawcolor0;\n "
" opos = float4(rawpos.xyz, 1.0f);\n " ;
if (g_ActiveConfig.backend_info .bSupportsLargePoints )
ss << " gl_PointSize = rawpos.w;\n " ;
@@ -433,7 +449,7 @@ std::string GenerateEFBPokeVertexShader()
std::string GenerateFormatConversionShader (EFBReinterpretType convtype, u32 samples)
{
std::stringstream ss;
std::ostringstream ss;
EmitSamplerDeclarations (ss, 0 , 1 , samples > 1 );
EmitPixelMainDeclaration (
ss, 1 , 0 , " float4" ,
@@ -442,8 +458,8 @@ std::string GenerateFormatConversionShader(EFBReinterpretType convtype, u32 samp
" in float4 ipos : SV_Position, in uint isample : SV_SampleIndex, " :
" in float4 ipos : SV_Position, " ) :
" " );
ss << " {\n " ;
ss << " int layer = int(v_tex0.z);\n " ;
ss << " {\n "
" int layer = int(v_tex0.z);\n " ;
if (GetAPIType () == APIType::D3D)
ss << " int3 coords = int3(int2(ipos.xy), layer);\n " ;
else
@@ -480,27 +496,27 @@ std::string GenerateFormatConversionShader(EFBReinterpretType convtype, u32 samp
switch (convtype)
{
case EFBReinterpretType::RGB8ToRGBA6:
ss << " int4 src8 = int4(round(val * 255.f));\n " ;
ss << " int4 dst6;\n " ;
ss << " dst6.r = src8.r >> 2;\n " ;
ss << " dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n " ;
ss << " dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n " ;
ss << " dst6.a = src8.b & 0x3F;\n " ;
ss << " ocol0 = float4(dst6) / 63.f;\n " ;
ss << " int4 src8 = int4(round(val * 255.f));\n "
" int4 dst6;\n "
" dst6.r = src8.r >> 2;\n "
" dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n "
" dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n "
" dst6.a = src8.b & 0x3F;\n "
" ocol0 = float4(dst6) / 63.f;\n " ;
break ;
case EFBReinterpretType::RGB8ToRGB565:
ss << " ocol0 = val;\n " ;
break ;
case EFBReinterpretType::RGBA6ToRGB8:
ss << " int4 src6 = int4(round(val * 63.f));\n " ;
ss << " int4 dst8;\n " ;
ss << " dst8.r = (src6.r << 2) | (src6.g >> 4);\n " ;
ss << " dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n " ;
ss << " dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n " ;
ss << " dst8.a = 255;\n " ;
ss << " ocol0 = float4(dst8) / 255.f;\n " ;
ss << " int4 src6 = int4(round(val * 63.f));\n "
" int4 dst8;\n "
" dst8.r = (src6.r << 2) | (src6.g >> 4);\n "
" dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n "
" dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n "
" dst8.a = 255;\n "
" ocol0 = float4(dst8) / 255.f;\n " ;
break ;
case EFBReinterpretType::RGBA6ToRGB565:
@@ -523,12 +539,12 @@ std::string GenerateFormatConversionShader(EFBReinterpretType convtype, u32 samp
std::string GenerateTextureReinterpretShader (TextureFormat from_format, TextureFormat to_format)
{
std::stringstream ss;
std::ostringstream ss;
EmitSamplerDeclarations (ss, 0 , 1 , false );
EmitPixelMainDeclaration (ss, 1 , 0 , " float4" , " " , true );
ss << " {\n " ;
ss << " int layer = int(v_tex0.z);\n " ;
ss << " int4 coords = int4(int2(frag_coord.xy), layer, 0);\n " ;
ss << " {\n "
" int layer = int(v_tex0.z);\n "
" int4 coords = int4(int2(frag_coord.xy), layer, 0);\n " ;
// Convert to a 32-bit value encompassing all channels, filling the most significant bits with
// zeroes.
@@ -540,36 +556,36 @@ std::string GenerateTextureReinterpretShader(TextureFormat from_format, TextureF
{
ss << " float4 temp_value = " ;
EmitTextureLoad (ss, 0 , " coords" );
ss << " ;\n " ;
ss << " raw_value = uint(temp_value.r * 255.0);\n " ;
ss << " ;\n "
" raw_value = uint(temp_value.r * 255.0);\n " ;
}
break ;
case TextureFormat::IA8:
{
ss << " float4 temp_value = " ;
EmitTextureLoad (ss, 0 , " coords" );
ss << " ;\n " ;
ss << " raw_value = uint(temp_value.r * 255.0) | (uint(temp_value.a * 255.0) << 8);\n " ;
ss << " ;\n "
" raw_value = uint(temp_value.r * 255.0) | (uint(temp_value.a * 255.0) << 8);\n " ;
}
break ;
case TextureFormat::IA4:
{
ss << " float4 temp_value = " ;
EmitTextureLoad (ss, 0 , " coords" );
ss << " ;\n " ;
ss << " raw_value = uint(temp_value.r * 15.0) | (uint(temp_value.a * 15.0) << 4);\n " ;
ss << " ;\n "
" raw_value = uint(temp_value.r * 15.0) | (uint(temp_value.a * 15.0) << 4);\n " ;
}
break ;
case TextureFormat::RGB565:
{
ss << " float4 temp_value = " ;
EmitTextureLoad (ss, 0 , " coords" );
ss << " ;\n " ;
ss << " raw_value = uint(temp_value.b * 31.0) | (uint(temp_value.g * 63.0) << 5) |\n " ;
ss << " (uint(temp_value.r * 31.0) << 11);\n " ;
ss << " ;\n "
" raw_value = uint(temp_value.b * 31.0) | (uint(temp_value.g * 63.0) << 5) |\n "
" (uint(temp_value.r * 31.0) << 11);\n " ;
}
break ;
@@ -580,13 +596,13 @@ std::string GenerateTextureReinterpretShader(TextureFormat from_format, TextureF
ss << " ;\n " ;
// 0.8784 = 224 / 255 which is the maximum alpha value that can be represented in 3 bits
ss << " if (temp_value.a > 0.878f) {\n " ;
ss << " raw_value = (uint(temp_value.b * 31.0)) | (uint(temp_value.g * 31.0) << 5) |\n " ;
ss << " (uint(temp_value.r * 31.0) << 10) | 0x8000u;\n " ;
ss << " } else {\n " ;
ss << " raw_value = (uint(temp_value.b * 15.0)) | (uint(temp_value.g * 15.0) << 4) |\n " ;
ss << " (uint(temp_value.r * 15.0) << 8) | (uint(temp_value.a * 7.0) << 12);\n " ;
ss << " }\n " ;
ss << " if (temp_value.a > 0.878f) {\n "
" raw_value = (uint(temp_value.b * 31.0)) | (uint(temp_value.g * 31.0) << 5) |\n "
" (uint(temp_value.r * 31.0) << 10) | 0x8000u;\n "
" } else {\n "
" raw_value = (uint(temp_value.b * 15.0)) | (uint(temp_value.g * 15.0) << 4) |\n "
" (uint(temp_value.r * 15.0) << 8) | (uint(temp_value.a * 7.0) << 12);\n "
" }\n " ;
}
break ;
}
@@ -597,45 +613,45 @@ std::string GenerateTextureReinterpretShader(TextureFormat from_format, TextureF
case TextureFormat::I8:
case TextureFormat::C8:
{
ss << " float orgba = float(raw_value & 0xFFu) / 255.0;\n " ;
ss << " ocol0 = float4(orgba, orgba, orgba, orgba);\n " ;
ss << " float orgba = float(raw_value & 0xFFu) / 255.0;\n "
" ocol0 = float4(orgba, orgba, orgba, orgba);\n " ;
}
break ;
case TextureFormat::IA8:
{
ss << " float orgb = float(raw_value & 0xFFu) / 255.0;\n " ;
ss << " ocol0 = float4(orgb, orgb, orgb, float((raw_value >> 8) & 0xFFu) / 255.0);\n " ;
ss << " float orgb = float(raw_value & 0xFFu) / 255.0;\n "
" ocol0 = float4(orgb, orgb, orgb, float((raw_value >> 8) & 0xFFu) / 255.0);\n " ;
}
break ;
case TextureFormat::IA4:
{
ss << " float orgb = float(raw_value & 0xFu) / 15.0;\n " ;
ss << " ocol0 = float4(orgb, orgb, orgb, float((raw_value >> 4) & 0xFu) / 15.0);\n " ;
ss << " float orgb = float(raw_value & 0xFu) / 15.0;\n "
" ocol0 = float4(orgb, orgb, orgb, float((raw_value >> 4) & 0xFu) / 15.0);\n " ;
}
break ;
case TextureFormat::RGB565:
{
ss << " ocol0 = float4(float((raw_value >> 10) & 0x1Fu) / 31.0,\n " ;
ss << " float((raw_value >> 5) & 0x1Fu) / 31.0,\n " ;
ss << " float(raw_value & 0x1Fu) / 31.0, 1.0);\n " ;
ss << " ocol0 = float4(float((raw_value >> 10) & 0x1Fu) / 31.0,\n "
" float((raw_value >> 5) & 0x1Fu) / 31.0,\n "
" float(raw_value & 0x1Fu) / 31.0, 1.0);\n " ;
}
break ;
case TextureFormat::RGB5A3:
{
ss << " if ((raw_value & 0x8000u) != 0u) {\n " ;
ss << " ocol0 = float4(float((raw_value >> 10) & 0x1Fu) / 31.0,\n " ;
ss << " float((raw_value >> 5) & 0x1Fu) / 31.0,\n " ;
ss << " float(raw_value & 0x1Fu) / 31.0, 1.0);\n " ;
ss << " } else {\n " ;
ss << " ocol0 = float4(float((raw_value >> 8) & 0x0Fu) / 15.0,\n " ;
ss << " float((raw_value >> 4) & 0x0Fu) / 15.0,\n " ;
ss << " float(raw_value & 0x0Fu) / 15.0,\n " ;
ss << " float((raw_value >> 12) & 0x07u) / 7.0);\n " ;
ss << " }\n " ;
ss << " if ((raw_value & 0x8000u) != 0u) {\n "
" ocol0 = float4(float((raw_value >> 10) & 0x1Fu) / 31.0,\n "
" float((raw_value >> 5) & 0x1Fu) / 31.0,\n "
" float(raw_value & 0x1Fu) / 31.0, 1.0);\n "
" } else {\n "
" ocol0 = float4(float((raw_value >> 8) & 0x0Fu) / 15.0,\n "
" float((raw_value >> 4) & 0x0Fu) / 15.0,\n "
" float(raw_value & 0x0Fu) / 15.0,\n "
" float((raw_value >> 12) & 0x07u) / 7.0);\n "
" }\n " ;
}
break ;
}
@@ -646,37 +662,37 @@ std::string GenerateTextureReinterpretShader(TextureFormat from_format, TextureF
std::string GenerateEFBRestorePixelShader ()
{
std::stringstream ss;
std::ostringstream ss;
EmitSamplerDeclarations (ss, 0 , 2 , false );
EmitPixelMainDeclaration (ss, 1 , 0 , " float4" ,
GetAPIType () == APIType::D3D ? " out float depth : SV_Depth, " : " " );
ss << " {\n " ;
ss << " ocol0 = " ;
ss << " {\n "
" ocol0 = " ;
EmitSampleTexture (ss, 0 , " v_tex0" );
ss << " ;\n " ;
ss << " " << (GetAPIType () == APIType::D3D ? " depth" : " gl_FragDepth" ) << " = " ;
EmitSampleTexture (ss, 1 , " v_tex0" );
ss << " .r;\n " ;
ss << " }\n " ;
ss << " .r;\n "
" }\n " ;
return ss.str ();
}
std::string GenerateImGuiVertexShader ()
{
std::stringstream ss;
std::ostringstream ss;
// Uniform buffer contains the viewport size, and we transform in the vertex shader.
EmitUniformBufferDeclaration (ss);
ss << " {\n " ;
ss << " float2 u_rcp_viewport_size_mul2;\n " ;
ss << " };\n\n " ;
ss << " {\n "
" float2 u_rcp_viewport_size_mul2;\n "
" };\n\n " ;
EmitVertexMainDeclaration (ss, 1 , 1 , true , 1 , 1 );
ss << " {\n "
<< " v_tex0 = float3(rawtex0.xy, 0.0);\n "
<< " v_col0 = rawcolor0;\n "
<< " opos = float4(rawpos.x * u_rcp_viewport_size_mul2.x - 1.0,"
<< " 1.0 - rawpos.y * u_rcp_viewport_size_mul2.y, 0.0, 1.0);\n " ;
" v_tex0 = float3(rawtex0.xy, 0.0);\n "
" v_col0 = rawcolor0;\n "
" opos = float4(rawpos.x * u_rcp_viewport_size_mul2.x - 1.0,"
" 1.0 - rawpos.y * u_rcp_viewport_size_mul2.y, 0.0, 1.0);\n " ;
// NDC space is flipped in Vulkan.
if (GetAPIType () == APIType::Vulkan)
@@ -688,14 +704,14 @@ std::string GenerateImGuiVertexShader()
std::string GenerateImGuiPixelShader ()
{
std::stringstream ss;
std::ostringstream ss;
EmitSamplerDeclarations (ss, 0 , 1 , false );
EmitPixelMainDeclaration (ss, 1 , 1 );
ss << " {\n " ;
ss << " ocol0 = " ;
ss << " {\n "
" ocol0 = " ;
EmitSampleTexture (ss, 0 , " float3(v_tex0.xy, 0.0)" );
ss << " * v_col0;\n " ;
ss << " }\n " ;
ss << " * v_col0;\n "
" }\n " ;
return ss.str ();
}