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// Copyright 2017 Dolphin Emulator Project |
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// Licensed under GPLv2+ |
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// Refer to the license.txt file included. |
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#include <array> |
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#include <cstring> |
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#include "Common/Assert.h" |
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#include "Common/CommonTypes.h" |
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#include "VideoCommon/BPMemory.h" |
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#include "VideoCommon/TextureConverterShaderGen.h" |
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#include "VideoCommon/VideoCommon.h" |
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#include "VideoCommon/VideoConfig.h" |
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namespace TextureConversionShaderGen |
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{ |
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TCShaderUid GetShaderUid(EFBCopyFormat dst_format, bool is_depth_copy, bool is_intensity, |
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bool scale_by_half) |
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{ |
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TCShaderUid out; |
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UidData* uid_data = out.GetUidData<UidData>(); |
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memset(uid_data, 0, sizeof(*uid_data)); |
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uid_data->dst_format = dst_format; |
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uid_data->efb_has_alpha = bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24; |
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uid_data->is_depth_copy = is_depth_copy; |
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uid_data->is_intensity = is_intensity; |
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uid_data->scale_by_half = scale_by_half; |
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return out; |
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} |
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ShaderCode GenerateShader(APIType api_type, const UidData* uid_data) |
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{ |
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ShaderCode out; |
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std::array<float, 28> colmat = {}; |
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float* const const_add = &colmat[16]; |
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float* const color_mask = &colmat[20]; |
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color_mask[0] = color_mask[1] = color_mask[2] = color_mask[3] = 255.0f; |
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color_mask[4] = color_mask[5] = color_mask[6] = color_mask[7] = 1.0f / 255.0f; |
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if (api_type == APIType::OpenGL) |
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out.Write("SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n" |
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"#define samp0 samp9\n" |
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"#define uv0 f_uv0\n" |
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"in vec3 uv0;\n" |
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"out vec4 ocol0;\n"); |
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else if (api_type == APIType::Vulkan) |
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out.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n" |
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"layout(location = 0) in vec3 uv0;\n" |
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"layout(location = 1) in vec4 col0;\n" |
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"layout(location = 0) out vec4 ocol0;"); |
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bool mono_depth = uid_data->is_depth_copy && g_ActiveConfig.bStereoEFBMonoDepth; |
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out.Write("void main(){\n" |
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" vec4 texcol = texture(samp0, %s);\n", |
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mono_depth ? "vec3(uv0.xy, 0.0)" : "uv0"); |
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if (uid_data->is_depth_copy) |
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{ |
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switch (uid_data->dst_format) |
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{ |
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case EFBCopyFormat::R4: // Z4 |
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colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1.0f; |
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break; |
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case EFBCopyFormat::R8_0x1: // Z8 |
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case EFBCopyFormat::R8: // Z8H |
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colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1.0f; |
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break; |
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case EFBCopyFormat::RA8: // Z16 |
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colmat[1] = colmat[5] = colmat[9] = colmat[12] = 1.0f; |
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break; |
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case EFBCopyFormat::RG8: // Z16 (reverse order) |
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colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f; |
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break; |
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case EFBCopyFormat::RGBA8: // Z24X8 |
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colmat[0] = colmat[5] = colmat[10] = 1.0f; |
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break; |
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case EFBCopyFormat::G8: // Z8M |
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colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f; |
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break; |
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case EFBCopyFormat::B8: // Z8L |
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colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f; |
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break; |
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case EFBCopyFormat::GB8: // Z16L - copy lower 16 depth bits |
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// expected to be used as an IA8 texture (upper 8 bits stored as intensity, lower 8 bits |
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// stored as alpha) |
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// Used e.g. in Zelda: Skyward Sword |
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colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1.0f; |
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break; |
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default: |
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ERROR_LOG(VIDEO, "Unknown copy zbuf format: 0x%X", static_cast<int>(uid_data->dst_format)); |
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colmat[2] = colmat[5] = colmat[8] = 1.0f; |
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break; |
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} |
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} |
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else if (uid_data->is_intensity) |
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{ |
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const_add[0] = const_add[1] = const_add[2] = 16.0f / 255.0f; |
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switch (uid_data->dst_format) |
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{ |
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case EFBCopyFormat::R4: // I4 |
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case EFBCopyFormat::R8_0x1: // I8 |
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case EFBCopyFormat::R8: // I8 |
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case EFBCopyFormat::RA4: // IA4 |
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case EFBCopyFormat::RA8: // IA8 |
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// TODO - verify these coefficients |
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colmat[0] = 0.257f; |
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colmat[1] = 0.504f; |
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colmat[2] = 0.098f; |
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colmat[4] = 0.257f; |
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colmat[5] = 0.504f; |
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colmat[6] = 0.098f; |
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colmat[8] = 0.257f; |
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colmat[9] = 0.504f; |
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colmat[10] = 0.098f; |
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if (uid_data->dst_format == EFBCopyFormat::R4 || |
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uid_data->dst_format == EFBCopyFormat::R8_0x1 || |
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uid_data->dst_format == EFBCopyFormat::R8) |
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{ |
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colmat[12] = 0.257f; |
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colmat[13] = 0.504f; |
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colmat[14] = 0.098f; |
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const_add[3] = 16.0f / 255.0f; |
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if (uid_data->dst_format == EFBCopyFormat::R4) |
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{ |
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color_mask[0] = color_mask[1] = color_mask[2] = 255.0f / 16.0f; |
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color_mask[4] = color_mask[5] = color_mask[6] = 1.0f / 15.0f; |
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} |
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} |
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else // alpha |
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{ |
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colmat[15] = 1; |
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if (uid_data->dst_format == EFBCopyFormat::RA4) |
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{ |
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color_mask[0] = color_mask[1] = color_mask[2] = color_mask[3] = 255.0f / 16.0f; |
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color_mask[4] = color_mask[5] = color_mask[6] = color_mask[7] = 1.0f / 15.0f; |
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} |
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} |
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break; |
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default: |
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ERROR_LOG(VIDEO, "Unknown copy intensity format: 0x%X", |
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static_cast<int>(uid_data->dst_format)); |
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colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f; |
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break; |
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} |
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} |
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else |
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{ |
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switch (uid_data->dst_format) |
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{ |
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case EFBCopyFormat::R4: // R4 |
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colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1; |
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color_mask[0] = 255.0f / 16.0f; |
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color_mask[4] = 1.0f / 15.0f; |
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break; |
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case EFBCopyFormat::R8_0x1: // R8 |
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case EFBCopyFormat::R8: // R8 |
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colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1; |
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break; |
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case EFBCopyFormat::RA4: // RA4 |
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colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1.0f; |
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color_mask[0] = color_mask[3] = 255.0f / 16.0f; |
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color_mask[4] = color_mask[7] = 1.0f / 15.0f; |
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if (!uid_data->efb_has_alpha) |
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{ |
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color_mask[3] = 0.0f; |
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const_add[3] = 1.0f; |
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} |
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break; |
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case EFBCopyFormat::RA8: // RA8 |
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colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1.0f; |
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if (!uid_data->efb_has_alpha) |
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{ |
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color_mask[3] = 0.0f; |
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const_add[3] = 1.0f; |
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} |
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break; |
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case EFBCopyFormat::A8: // A8 |
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colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1.0f; |
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if (!uid_data->efb_has_alpha) |
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{ |
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color_mask[3] = 0.0f; |
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const_add[0] = 1.0f; |
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const_add[1] = 1.0f; |
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const_add[2] = 1.0f; |
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const_add[3] = 1.0f; |
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} |
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break; |
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case EFBCopyFormat::G8: // G8 |
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colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f; |
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break; |
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case EFBCopyFormat::B8: // B8 |
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colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f; |
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break; |
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case EFBCopyFormat::RG8: // RG8 |
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colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f; |
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break; |
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case EFBCopyFormat::GB8: // GB8 |
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colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1.0f; |
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break; |
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case EFBCopyFormat::RGB565: // RGB565 |
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colmat[0] = colmat[5] = colmat[10] = 1.0f; |
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color_mask[0] = color_mask[2] = 255.0f / 8.0f; |
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color_mask[4] = color_mask[6] = 1.0f / 31.0f; |
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color_mask[1] = 255.0f / 4.0f; |
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color_mask[5] = 1.0f / 63.0f; |
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const_add[3] = 1.0f; // set alpha to 1 |
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break; |
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case EFBCopyFormat::RGB5A3: // RGB5A3 |
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colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f; |
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color_mask[0] = color_mask[1] = color_mask[2] = 255.0f / 8.0f; |
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color_mask[4] = color_mask[5] = color_mask[6] = 1.0f / 31.0f; |
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color_mask[3] = 255.0f / 32.0f; |
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color_mask[7] = 1.0f / 7.0f; |
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if (!uid_data->efb_has_alpha) |
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{ |
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color_mask[3] = 0.0f; |
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const_add[3] = 1.0f; |
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} |
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break; |
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case EFBCopyFormat::RGBA8: // RGBA8 |
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colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f; |
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if (!uid_data->efb_has_alpha) |
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{ |
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color_mask[3] = 0.0f; |
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const_add[3] = 1.0f; |
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} |
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break; |
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case EFBCopyFormat::XFB: // XFB copy, we just pretend it's an RGBX copy |
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colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f; |
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color_mask[3] = 0.0f; |
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const_add[3] = 1.0f; |
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break; |
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default: |
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ERROR_LOG(VIDEO, "Unknown copy color format: 0x%X", static_cast<int>(uid_data->dst_format)); |
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colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f; |
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break; |
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} |
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} |
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out.Write(" const vec4 colmat[7] = {\n"); |
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for (size_t i = 0; i < colmat.size() / 4; i++) |
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{ |
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out.Write(" vec4(%f, %f, %f, %f)%s\n", colmat[i * 4 + 0], colmat[i * 4 + 1], |
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colmat[i * 4 + 2], colmat[i * 4 + 3], i < 7 ? "," : ""); |
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} |
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out.Write(" };\n"); |
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if (uid_data->is_depth_copy) |
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{ |
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if (api_type == APIType::Vulkan) |
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out.Write("texcol.x = 1.0 - texcol.x;\n"); |
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out.Write(" int depth = int(texcol.x * 16777216.0);\n" |
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// Convert to Z24 format |
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" ivec4 workspace;\n" |
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" workspace.r = (depth >> 16) & 255;\n" |
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" workspace.g = (depth >> 8) & 255;\n" |
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" workspace.b = depth & 255;\n" |
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// Convert to Z4 format |
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" workspace.a = (depth >> 16) & 0xF0;\n" |
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// Normalize components to [0.0..1.0] |
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" texcol = vec4(workspace) / 255.0;\n"); |
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} |
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else |
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{ |
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out.Write(" texcol = floor(texcol * colmat[5]) * colmat[6];\n"); |
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} |
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out.Write(" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n" |
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"}\n"); |
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return out; |
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} |
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} // namespace TextureConversionShaderGen |