@@ -6,13 +6,15 @@
#include " Common/Assert.h"
#include " Common/CommonTypes.h"
#include " VideoCommon/BPMemory.h"
#include " VideoCommon/TextureCacheBase.h"
#include " VideoCommon/VideoCommon.h"
#include " VideoCommon/VideoConfig.h"
namespace TextureConversionShaderGen
{
TCShaderUid GetShaderUid (EFBCopyFormat dst_format, bool is_depth_copy, bool is_intensity,
bool scale_by_half, bool copy_filter)
bool scale_by_half, float gamma_rcp,
const std::array<u32, 3 >& filter_coefficients)
{
TCShaderUid out;
@@ -22,7 +24,11 @@ TCShaderUid GetShaderUid(EFBCopyFormat dst_format, bool is_depth_copy, bool is_i
uid_data->is_depth_copy = is_depth_copy;
uid_data->is_intensity = is_intensity;
uid_data->scale_by_half = scale_by_half;
uid_data->copy_filter = copy_filter;
uid_data->all_copy_filter_coefs_needed =
TextureCacheBase::AllCopyFilterCoefsNeeded (filter_coefficients);
uid_data->copy_filter_can_overflow = TextureCacheBase::CopyFilterCanOverflow (filter_coefficients);
// If the gamma is needed, then include that too.
uid_data->apply_gamma = gamma_rcp != 1 .0f ;
return out;
}
@@ -31,7 +37,7 @@ static void WriteHeader(APIType api_type, ShaderCode& out)
{
out.Write (" UBO_BINDING(std140, 1) uniform PSBlock {{\n "
" float2 src_offset, src_size;\n "
" float3 filter_coefficients;\n "
" uint3 filter_coefficients;\n "
" float gamma_rcp;\n "
" float2 clamp_tb;\n "
" float pixel_height;\n "
@@ -78,11 +84,25 @@ ShaderCode GeneratePixelShader(APIType api_type, const UidData* uid_data)
WriteHeader (api_type, out);
out.Write (" SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n " );
out.Write (" float4 SampleEFB(float3 uv, float y_offset) {{\n "
" return texture(samp0, float3(uv.x, clamp(uv.y + (y_offset * pixel_height), "
" clamp_tb.x, clamp_tb.y), {}));\n "
" }}\n " ,
out.Write (" uint4 SampleEFB(float3 uv, float y_offset) {{\n "
" float4 tex_sample = texture(samp0, float3(uv.x, clamp(uv.y + (y_offset * "
" pixel_height), clamp_tb.x, clamp_tb.y), {}));\n " ,
mono_depth ? " 0.0" : " uv.z" );
if (uid_data->is_depth_copy )
{
if (!g_ActiveConfig.backend_info .bSupportsReversedDepthRange )
out.Write (" tex_sample.x = 1.0 - tex_sample.x;\n " );
out.Write (" uint depth = uint(tex_sample.x * 16777216.0);\n "
" return uint4((depth >> 16) & 255u, (depth >> 8) & 255u, depth & 255u, 255u);\n "
" }}\n " );
}
else
{
out.Write (" return uint4(tex_sample * 255.0);\n "
" }}\n " );
}
if (g_ActiveConfig.backend_info .bSupportsGeometryShaders )
{
out.Write (" VARYING_LOCATION(0) in VertexData {{\n "
@@ -93,201 +113,125 @@ ShaderCode GeneratePixelShader(APIType api_type, const UidData* uid_data)
{
out.Write (" VARYING_LOCATION(0) in vec3 v_tex0;\n " );
}
out.Write (" FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n "
" void main()\n {{\n " );
// The copy filter applies to both color and depth copies. This has been verified on hardware.
// The filter is only applied to the RGB channels, the alpha channel is left intact.
if (uid_data->copy_filter )
if (uid_data->all_copy_filter_coefs_needed )
{
out.Write (" float4 prev_row = SampleEFB(v_tex0, -1.0f);\n "
" float4 current_row = SampleEFB(v_tex0, 0.0f);\n "
" float4 next_row = SampleEFB(v_tex0, 1.0f);\n "
" float4 texcol = float4(min(prev_row.rgb * filter_coefficients[0] +\n "
" current_row.rgb * filter_coefficients[1] +\n "
" next_row.rgb * filter_coefficients[2], \n "
" float3(1, 1, 1)), current_row.a);\n " );
out.Write (" uint4 prev_row = SampleEFB(v_tex0, -1.0f);\n "
" uint4 current_row = SampleEFB(v_tex0, 0.0f);\n "
" uint4 next_row = SampleEFB(v_tex0, 1.0f);\n "
" uint3 combined_rows = prev_row.rgb * filter_coefficients[0] +\n "
" current_row.rgb * filter_coefficients[1] +\n "
" next_row.rgb * filter_coefficients[2];\n " );
}
else
{
out.Write (
" float4 current_row = SampleEFB(v_tex0, 0.0f);\n "
" float4 texcol = float4(min(current_row.rgb * filter_coefficients[1], float3(1, 1, 1)),\n "
" current_row.a);\n " );
out.Write (" uint4 current_row = SampleEFB(v_tex0, 0.0f);\n "
" uint3 combined_rows = current_row.rgb * filter_coefficients[1];\n " );
}
if (uid_data->is_depth_copy )
out.Write (" // Shift right by 6 to divide by 64, as filter coefficients\n "
" // that sum to 64 result in no change in brightness\n "
" uint4 texcol_raw = uint4(combined_rows.rgb >> 6, {});\n " ,
uid_data->efb_has_alpha ? " current_row.a" : " 255" );
if (uid_data->copy_filter_can_overflow )
out.Write (" texcol_raw &= 0x1ffu;\n " );
// Note that overflow occurs when the sum of values is >= 128, but this max situation can be hit
// on >= 64, so we always include it.
out.Write (" texcol_raw = min(texcol_raw, uint4(255, 255, 255, 255));\n " );
if (uid_data->apply_gamma )
{
if (!g_ActiveConfig.backend_info .bSupportsReversedDepthRange )
out.Write (" texcol.x = 1.0 - texcol.x;\n " );
out.Write (" int depth = int(texcol.x * 16777216.0);\n "
// Convert to Z24 format
" int4 workspace;\n "
" workspace.r = (depth >> 16) & 255;\n "
" workspace.g = (depth >> 8) & 255;\n "
" workspace.b = depth & 255;\n "
// Convert to Z4 format
" workspace.a = (depth >> 16) & 0xF0;\n "
// Normalize components to [0.0..1.0]
" texcol = float4(workspace) / 255.0;\n " );
switch (uid_data->dst_format )
{
case EFBCopyFormat::R4: // Z4
out.Write (" ocol0 = texcol.aaaa;\n " );
break ;
case EFBCopyFormat::R8_0x1: // Z8
case EFBCopyFormat::R8: // Z8H
out.Write (" ocol0 = texcol.rrrr;\n " );
break ;
case EFBCopyFormat::RA8: // Z16
out.Write (" ocol0 = texcol.gggr;\n " );
break ;
case EFBCopyFormat::RG8: // Z16 (reverse order)
out.Write (" ocol0 = texcol.rrrg;\n " );
break ;
case EFBCopyFormat::RGBA8: // Z24X8
out.Write (" ocol0 = float4(texcol.rgb, 1.0);\n " );
break ;
case EFBCopyFormat::G8: // Z8M
out.Write (" ocol0 = texcol.gggg;\n " );
break ;
case EFBCopyFormat::B8: // Z8L
out.Write (" ocol0 = texcol.bbbb;\n " );
break ;
case EFBCopyFormat::GB8: // Z16L - copy lower 16 depth bits
// expected to be used as an IA8 texture (upper 8 bits stored as intensity, lower 8 bits
// stored as alpha)
// Used e.g. in Zelda: Skyward Sword
out.Write (" ocol0 = texcol.gggb;\n " );
break ;
default :
ERROR_LOG_FMT (VIDEO, " Unknown copy zbuf format: {:#X}" ,
static_cast <int >(uid_data->dst_format ));
out.Write (" ocol0 = float4(texcol.bgr, 0.0);\n " );
break ;
}
out.Write (" texcol_raw = uint4(round(pow(abs(float4(texcol_raw) / 255.0),\n "
" float4(gamma_rcp, gamma_rcp, gamma_rcp, 1.0)) * 255.0));\n " );
}
else if (uid_data->is_intensity )
if (uid_data->is_intensity )
{
if (!uid_data->efb_has_alpha )
out.Write (" texcol.a = 1.0;\n " );
bool has_four_bits =
(uid_data->dst_format == EFBCopyFormat::R4 || uid_data->dst_format == EFBCopyFormat::RA4);
bool has_alpha =
(uid_data->dst_format == EFBCopyFormat::RA4 || uid_data->dst_format == EFBCopyFormat::RA8);
switch (uid_data->dst_format )
{
case EFBCopyFormat::R4: // I4
case EFBCopyFormat::R8_0x1: // I8
case EFBCopyFormat::R8: // I8
case EFBCopyFormat::RA4: // IA4
case EFBCopyFormat::RA8: // IA8
if (has_four_bits)
out.Write (" texcol = float4(int4(texcol * 255.0) & 0xF0) * (1.0 / 240.0);\n " );
// TODO - verify these coefficients
out.Write (" const float3 coefficients = float3(0.257, 0.504, 0.098);\n "
" float intensity = dot(texcol.rgb, coefficients) + 16.0 / 255.0;\n "
" ocol0 = float4(intensity, intensity, intensity, {});\n " ,
has_alpha ? " texcol.a" : " intensity" );
break ;
default :
ERROR_LOG_FMT (VIDEO, " Unknown copy intensity format: {:#X}" ,
static_cast <int >(uid_data->dst_format ));
out.Write (" ocol0 = texcol;\n " );
break ;
}
out.Write (" // Intensity/YUV format conversion constants determined by hardware testing\n "
" const float4 y_const = float4( 66, 129, 25, 16);\n "
" const float4 u_const = float4(-38, -74, 112, 128);\n "
" const float4 v_const = float4(112, -94, -18, 128);\n "
" // Intensity/YUV format conversion\n "
" texcol_raw.rgb = uint3(dot(y_const, float4(texcol_raw.rgb, 256)),\n "
" dot(u_const, float4(texcol_raw.rgb, 256)),\n "
" dot(v_const, float4(texcol_raw.rgb, 256)));\n "
" // Divide by 256 and round .5 and higher up\n "
" texcol_raw.rgb = (texcol_raw.rgb >> 8) + ((texcol_raw.rgb >> 7) & 1);\n " );
}
else
switch (uid_data->dst_format )
{
if (!uid_data->efb_has_alpha )
out.Write (" texcol.a = 1.0;\n " );
switch (uid_data->dst_format )
{
case EFBCopyFormat::R4: // R4
out.Write (" float red = float(int(texcol.r * 255.0) & 0xF0) * (1.0 / 240.0);\n "
" ocol0 = float4(red, red, red, red);\n " );
break ;
case EFBCopyFormat::R8_0x1: // R8
case EFBCopyFormat::R8: // R8
out.Write (" ocol0 = texcol.rrrr;\n " );
break ;
case EFBCopyFormat::RA4: // RA4
out.Write (" float2 red_alpha = float2(int2(texcol.ra * 255.0) & 0xF0) * (1.0 / 240.0);\n "
" ocol0 = red_alpha.rrrg;\n " );
break ;
case EFBCopyFormat::RA8: // RA8
out.Write (" ocol0 = texcol.rrra;\n " );
break ;
case EFBCopyFormat::A8: // A8
out.Write (" ocol0 = texcol.aaaa;\n " );
break ;
case EFBCopyFormat::G8: // G8
out.Write (" ocol0 = texcol.gggg;\n " );
break ;
case EFBCopyFormat::B8: // B8
out.Write (" ocol0 = texcol.bbbb;\n " );
break ;
case EFBCopyFormat::RG8: // RG8
out.Write (" ocol0 = texcol.rrrg;\n " );
break ;
case EFBCopyFormat::GB8: // GB8
out.Write (" ocol0 = texcol.gggb;\n " );
break ;
case EFBCopyFormat::RGB565: // RGB565
out.Write (" float2 red_blue = float2(int2(texcol.rb * 255.0) & 0xF8) * (1.0 / 248.0);\n "
" float green = float(int(texcol.g * 255.0) & 0xFC) * (1.0 / 252.0);\n "
" ocol0 = float4(red_blue.r, green, red_blue.g, 1.0);\n " );
break ;
case EFBCopyFormat::RGB5A3: // RGB5A3
// TODO: The MSB controls whether we have RGB5 or RGB4A3, this selection
// will need to be implemented once we move away from floats.
out.Write (" float3 color = float3(int3(texcol.rgb * 255.0) & 0xF8) * (1.0 / 248.0);\n "
" float alpha = float(int(texcol.a * 255.0) & 0xE0) * (1.0 / 224.0);\n "
" ocol0 = float4(color, alpha);\n " );
break ;
case EFBCopyFormat::RGBA8: // RGBA8
out.Write (" ocol0 = texcol;\n " );
break ;
case EFBCopyFormat::XFB:
out.Write (" ocol0 = float4(pow(abs(texcol.rgb), float3(gamma_rcp, gamma_rcp, gamma_rcp)), "
" 1.0f);\n " );
break ;
default :
ERROR_LOG_FMT (VIDEO, " Unknown copy color format: {:#X}" ,
static_cast <int >(uid_data->dst_format ));
out.Write (" ocol0 = texcol;\n " );
break ;
}
case EFBCopyFormat::R4: // R4
out.Write (" float red = float(texcol_raw.r & 0xF0u) / 240.0;\n "
" ocol0 = float4(red, red, red, red);\n " );
break ;
case EFBCopyFormat::R8_0x1: // R8
case EFBCopyFormat::R8: // R8
out.Write (" ocol0 = float4(texcol_raw).rrrr / 255.0;\n " );
break ;
case EFBCopyFormat::RA4: // RA4
out.Write (" float2 red_alpha = float2(texcol_raw.ra & 0xF0u) / 240.0;\n "
" ocol0 = red_alpha.rrrg;\n " );
break ;
case EFBCopyFormat::RA8: // RA8
out.Write (" ocol0 = float4(texcol_raw).rrra / 255.0;\n " );
break ;
case EFBCopyFormat::A8: // A8
out.Write (" ocol0 = float4(texcol_raw).aaaa / 255.0;\n " );
break ;
case EFBCopyFormat::G8: // G8
out.Write (" ocol0 = float4(texcol_raw).gggg / 255.0;\n " );
break ;
case EFBCopyFormat::B8: // B8
out.Write (" ocol0 = float4(texcol_raw).bbbb / 255.0;\n " );
break ;
case EFBCopyFormat::RG8: // RG8
out.Write (" ocol0 = float4(texcol_raw).rrrg / 255.0;\n " );
break ;
case EFBCopyFormat::GB8: // GB8
out.Write (" ocol0 = float4(texcol_raw).gggb / 255.0;\n " );
break ;
case EFBCopyFormat::RGB565: // RGB565
out.Write (" float2 red_blue = float2(texcol_raw.rb & 0xF8u) / 248.0;\n "
" float green = float(texcol_raw.g & 0xFCu) / 252.0;\n "
" ocol0 = float4(red_blue.r, green, red_blue.g, 1.0);\n " );
break ;
case EFBCopyFormat::RGB5A3: // RGB5A3
// TODO: The MSB controls whether we have RGB5 or RGB4A3, this selection
// will need to be implemented once we move away from floats.
out.Write (" float3 color = float3(texcol_raw.rgb & 0xF8u) / 248.0;\n "
" float alpha = float(texcol_raw.a & 0xE0u) / 224.0;\n "
" ocol0 = float4(color, alpha);\n " );
break ;
case EFBCopyFormat::RGBA8: // RGBA8
out.Write (" ocol0 = float4(texcol_raw.rgba) / 255.0;\n " );
break ;
case EFBCopyFormat::XFB:
out.Write (" ocol0 = float4(float3(texcol_raw.rgb) / 255.0, 1.0);\n " );
break ;
default :
ERROR_LOG_FMT (VIDEO, " Unknown copy/intensity color format: {} {}" , uid_data->dst_format ,
uid_data->is_intensity );
out.Write (" ocol0 = float4(texcol_raw.rgba) / 255.0;\n " );
break ;
}
out.Write (" }}\n " );