diff options
| author | iwubcode <iwubcode@users.noreply.github.com> | 2022-05-04 00:41:34 -0500 |
|---|---|---|
| committer | iwubcode <iwubcode@users.noreply.github.com> | 2022-06-24 18:09:53 -0500 |
| commit | 5dd2704416385946fbdd80b38c01b0f9d7735648 (patch) | |
| tree | c6fa0e6d5552282939412f29c7f6b9fc7f6f4337 /Source/Core/VideoCommon/TextureConversionShader.cpp | |
| parent | 3790c99a7d1f6377166049c61bbe03f93e2c3a60 (diff) | |
D3D / VideoCommon: generate HLSL from SPIRV
Diffstat (limited to 'Source/Core/VideoCommon/TextureConversionShader.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/TextureConversionShader.cpp | 161 |
1 files changed, 34 insertions, 127 deletions
diff --git a/Source/Core/VideoCommon/TextureConversionShader.cpp b/Source/Core/VideoCommon/TextureConversionShader.cpp index 19f2a384f0..dd87dfe0af 100644 --- a/Source/Core/VideoCommon/TextureConversionShader.cpp +++ b/Source/Core/VideoCommon/TextureConversionShader.cpp @@ -56,48 +56,27 @@ u16 GetEncodedSampleCount(EFBCopyFormat format) static void WriteHeader(ShaderCode& code, APIType api_type) { - if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) + // left, top, of source rectangle within source texture + // width of the destination rectangle, scale_factor (1 or 2) + code.Write("UBO_BINDING(std140, 1) uniform PSBlock {{\n" + " int4 position;\n" + " float y_scale;\n" + " float gamma_rcp;\n" + " float2 clamp_tb;\n" + " float3 filter_coefficients;\n" + "}};\n"); + if (g_ActiveConfig.backend_info.bSupportsGeometryShaders) { - // left, top, of source rectangle within source texture - // width of the destination rectangle, scale_factor (1 or 2) - code.Write("UBO_BINDING(std140, 1) uniform PSBlock {{\n" - " int4 position;\n" - " float y_scale;\n" - " float gamma_rcp;\n" - " float2 clamp_tb;\n" - " float3 filter_coefficients;\n" + code.Write("VARYING_LOCATION(0) in VertexData {{\n" + " float3 v_tex0;\n" "}};\n"); - if (g_ActiveConfig.backend_info.bSupportsGeometryShaders) - { - code.Write("VARYING_LOCATION(0) in VertexData {{\n" - " float3 v_tex0;\n" - "}};\n"); - } - else - { - code.Write("VARYING_LOCATION(0) in float3 v_tex0;\n"); - } - code.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n" - "FRAGMENT_OUTPUT_LOCATION(0) out float4 ocol0;\n"); } - else // D3D + else { - code.Write("cbuffer PSBlock : register(b0) {{\n" - " int4 position;\n" - " float y_scale;\n" - " float gamma_rcp;\n" - " float2 clamp_tb;\n" - " float3 filter_coefficients;\n" - "}};\n" - "sampler samp0 : register(s0);\n" - "Texture2DArray Tex0 : register(t0);\n"); + code.Write("VARYING_LOCATION(0) in float3 v_tex0;\n"); } - - // D3D does not have roundEven(), only round(), which is specified "to the nearest integer". - // This differs from the roundEven() behavior, but to get consistency across drivers in OpenGL - // we need to use roundEven(). - if (api_type == APIType::D3D) - code.Write("#define roundEven(x) round(x)\n"); + code.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n" + "FRAGMENT_OUTPUT_LOCATION(0) out float4 ocol0;\n"); // Alpha channel in the copy is set to 1 the EFB format does not have an alpha channel. code.Write("float4 RGBA8ToRGB8(float4 src)\n" @@ -149,10 +128,7 @@ static void WriteSampleFunction(ShaderCode& code, const EFBCopyParams& params, A code.Write("("); } - if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) - code.Write("texture(samp0, float3("); - else - code.Write("Tex0.Sample(samp0, float3("); + code.Write("texture(samp0, float3("); code.Write("uv.x + float(xoffset) * pixel_size.x, "); @@ -211,23 +187,10 @@ static void WriteSwizzler(ShaderCode& code, const EFBCopyParams& params, EFBCopy WriteHeader(code, api_type); WriteSampleFunction(code, params, api_type); - if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) - { - code.Write("void main()\n" - "{{\n" - " int2 sampleUv;\n" - " int2 uv1 = int2(gl_FragCoord.xy);\n"); - } - else // D3D - { - code.Write("void main(\n" - " in float3 v_tex0 : TEXCOORD0,\n" - " in float4 rawpos : SV_Position,\n" - " out float4 ocol0 : SV_Target)\n" - "{{\n" - " int2 sampleUv;\n" - " int2 uv1 = int2(rawpos.xy);\n"); - } + code.Write("void main()\n" + "{{\n" + " int2 sampleUv;\n" + " int2 uv1 = int2(gl_FragCoord.xy);\n"); const int blkW = TexDecoder_GetEFBCopyBlockWidthInTexels(format); const int blkH = TexDecoder_GetEFBCopyBlockHeightInTexels(format); @@ -853,11 +816,7 @@ static const char decoding_shader_header[] = R"( #define HAS_PALETTE 1 #endif -#ifdef API_D3D -cbuffer UBO : register(b0) { -#else UBO_BINDING(std140, 1) uniform UBO { -#endif uint2 u_dst_size; uint2 u_src_size; uint u_src_offset; @@ -865,37 +824,6 @@ UBO_BINDING(std140, 1) uniform UBO { uint u_palette_offset; }; -#ifdef API_D3D - -Buffer<uint4> s_input_buffer : register(t0); -#ifdef HAS_PALETTE -Buffer<uint4> s_palette_buffer : register(t1); -#endif - -RWTexture2DArray<unorm float4> output_image : register(u0); - -// Helpers for reading/writing. -#define texelFetch(buffer, pos) buffer.Load(pos) -#define imageStore(image, coords, value) image[coords] = value -#define GROUP_MEMORY_BARRIER_WITH_SYNC GroupMemoryBarrierWithGroupSync(); -#define GROUP_SHARED groupshared - -#define DEFINE_MAIN(lx, ly) \ - [numthreads(lx, ly, 1)] \ - void main(uint3 gl_WorkGroupID : SV_GroupId, \ - uint3 gl_LocalInvocationID : SV_GroupThreadID, \ - uint3 gl_GlobalInvocationID : SV_DispatchThreadID) - -uint bitfieldExtract(uint val, int off, int size) -{ - // This built-in function is only support in OpenGL 4.0+ and ES 3.1+\n" - // Microsoft's HLSL compiler automatically optimises this to a bitfield extract instruction. - uint mask = uint((1 << size) - 1); - return uint(val >> off) & mask; -} - -#else - TEXEL_BUFFER_BINDING(0) uniform usamplerBuffer s_input_buffer; #ifdef HAS_PALETTE TEXEL_BUFFER_BINDING(1) uniform usamplerBuffer s_palette_buffer; @@ -909,8 +837,6 @@ IMAGE_BINDING(rgba8, 0) uniform writeonly image2DArray output_image; layout(local_size_x = lx, local_size_y = ly) in; \ void main() -#endif - uint Swap16(uint v) { // Convert BE to LE. @@ -1498,48 +1424,29 @@ float4 DecodePixel(int val) ss << "\n"; - if (api_type == APIType::D3D) - { - ss << "Buffer<uint> tex0 : register(t0);\n"; - ss << "Texture2DArray tex1 : register(t1);\n"; - ss << "SamplerState samp1 : register(s1);\n"; - ss << "cbuffer PSBlock : register(b0) {\n"; - } - else - { - ss << "TEXEL_BUFFER_BINDING(0) uniform usamplerBuffer samp0;\n"; - ss << "SAMPLER_BINDING(1) uniform sampler2DArray samp1;\n"; - ss << "UBO_BINDING(std140, 1) uniform PSBlock {\n"; - } + ss << "TEXEL_BUFFER_BINDING(0) uniform usamplerBuffer samp0;\n"; + ss << "SAMPLER_BINDING(1) uniform sampler2DArray samp1;\n"; + ss << "UBO_BINDING(std140, 1) uniform PSBlock {\n"; ss << " float multiplier;\n"; ss << " int texel_buffer_offset;\n"; ss << "};\n"; - if (api_type == APIType::D3D) + if (g_ActiveConfig.backend_info.bSupportsGeometryShaders) { - ss << "void main(in float3 v_tex0 : TEXCOORD0, out float4 ocol0 : SV_Target) {\n"; - ss << " int src = int(round(tex1.Sample(samp1, v_tex0).r * multiplier));\n"; - ss << " src = int(tex0.Load(src + texel_buffer_offset).r);\n"; + ss << "VARYING_LOCATION(0) in VertexData {\n"; + ss << " float3 v_tex0;\n"; + ss << "};\n"; } else { - if (g_ActiveConfig.backend_info.bSupportsGeometryShaders) - { - ss << "VARYING_LOCATION(0) in VertexData {\n"; - ss << " float3 v_tex0;\n"; - ss << "};\n"; - } - else - { - ss << "VARYING_LOCATION(0) in float3 v_tex0;\n"; - } - ss << "FRAGMENT_OUTPUT_LOCATION(0) out float4 ocol0;\n"; - ss << "void main() {\n"; - ss << " float3 coords = v_tex0;\n"; - ss << " int src = int(round(texture(samp1, coords).r * multiplier));\n"; - ss << " src = int(texelFetch(samp0, src + texel_buffer_offset).r);\n"; + ss << "VARYING_LOCATION(0) in float3 v_tex0;\n"; } + ss << "FRAGMENT_OUTPUT_LOCATION(0) out float4 ocol0;\n"; + ss << "void main() {\n"; + ss << " float3 coords = v_tex0;\n"; + ss << " int src = int(round(texture(samp1, coords).r * multiplier));\n"; + ss << " src = int(texelFetch(samp0, src + texel_buffer_offset).r);\n"; ss << " src = ((src << 8) & 0xFF00) | (src >> 8);\n"; ss << " ocol0 = DecodePixel(src);\n"; |
