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authorMarkus Wick <markus@selfnet.de>2017-08-04 17:56:24 +0200
committerdegasus <wickmarkus@web.de>2017-12-02 15:17:39 +0100
commit491c10ec96e4cb58724f0768a76e0cece63f2b07 (patch)
tree2bfcf3ff639a9f33fe3f22aa40aa4d443623f65a /Source/Core/VideoCommon/TextureConverterShaderGen.cpp
parent2b2941d0c9274ea04a2f6c5f816f2bf804d25407 (diff)
VideoBackends: Use VideoCommon shader generators for efb2tex copies.
This will generate one shader per copy format. For now, it is the same shader with the colmat hard coded. So it should already improve the GPU performance a bit, but a rewrite of the shader generator is suggested. Half of the patch is done by linkmauve1: VideoCommon: Reorganise the shader writes.
Diffstat (limited to 'Source/Core/VideoCommon/TextureConverterShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/TextureConverterShaderGen.cpp301
1 files changed, 301 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/TextureConverterShaderGen.cpp b/Source/Core/VideoCommon/TextureConverterShaderGen.cpp
new file mode 100644
index 0000000000..fc9b971f8b
--- /dev/null
+++ b/Source/Core/VideoCommon/TextureConverterShaderGen.cpp
@@ -0,0 +1,301 @@
+// Copyright 2017 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#include <array>
+#include <cstring>
+
+#include "Common/Assert.h"
+#include "Common/CommonTypes.h"
+#include "VideoCommon/BPMemory.h"
+#include "VideoCommon/TextureConverterShaderGen.h"
+#include "VideoCommon/VideoCommon.h"
+#include "VideoCommon/VideoConfig.h"
+
+TextureConverterShaderUid GetTextureConverterShaderUid(EFBCopyFormat dst_format, bool is_depth_copy,
+ bool is_intensity, bool scale_by_half)
+{
+ TextureConverterShaderUid out;
+ convertion_shader_uid_data* uid_data = out.GetUidData<convertion_shader_uid_data>();
+ memset(uid_data, 0, sizeof(*uid_data));
+
+ uid_data->dst_format = dst_format;
+ uid_data->efb_has_alpha = bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24;
+ uid_data->is_depth_copy = is_depth_copy;
+ uid_data->is_intensity = is_intensity;
+ uid_data->scale_by_half = scale_by_half;
+
+ return out;
+}
+
+ShaderCode GenerateTextureConverterShaderCode(APIType api_type,
+ const convertion_shader_uid_data* uid_data)
+{
+ ShaderCode out;
+
+ std::array<float, 28> colmat = {};
+ float* const const_add = &colmat[16];
+ float* const color_mask = &colmat[20];
+ color_mask[0] = color_mask[1] = color_mask[2] = color_mask[3] = 255.0f;
+ color_mask[4] = color_mask[5] = color_mask[6] = color_mask[7] = 1.0f / 255.0f;
+
+ if (api_type == APIType::OpenGL)
+ out.Write("SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
+ "#define samp0 samp9\n"
+ "#define uv0 f_uv0\n"
+ "in vec3 uv0;\n"
+ "out vec4 ocol0;\n");
+
+ else if (api_type == APIType::Vulkan)
+ out.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n"
+ "layout(location = 0) in vec3 uv0;\n"
+ "layout(location = 1) in vec4 col0;\n"
+ "layout(location = 0) out vec4 ocol0;");
+
+ bool mono_depth = uid_data->is_depth_copy && g_ActiveConfig.bStereoEFBMonoDepth;
+ out.Write("void main(){\n"
+ " vec4 texcol = texture(samp0, %s);\n",
+ mono_depth ? "vec3(uv0.xy, 0.0)" : "uv0");
+
+ if (uid_data->is_depth_copy)
+ {
+ switch (uid_data->dst_format)
+ {
+ case EFBCopyFormat::R4: // Z4
+ colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1.0f;
+ break;
+ case EFBCopyFormat::R8_0x1: // Z8
+ case EFBCopyFormat::R8: // Z8H
+ colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1.0f;
+ break;
+
+ case EFBCopyFormat::RA8: // Z16
+ colmat[1] = colmat[5] = colmat[9] = colmat[12] = 1.0f;
+ break;
+
+ case EFBCopyFormat::RG8: // Z16 (reverse order)
+ colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f;
+ break;
+
+ case EFBCopyFormat::RGBA8: // Z24X8
+ colmat[0] = colmat[5] = colmat[10] = 1.0f;
+ break;
+
+ case EFBCopyFormat::G8: // Z8M
+ colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f;
+ break;
+
+ case EFBCopyFormat::B8: // Z8L
+ colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f;
+ 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
+ colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1.0f;
+ break;
+
+ default:
+ ERROR_LOG(VIDEO, "Unknown copy zbuf format: 0x%X", static_cast<int>(uid_data->dst_format));
+ colmat[2] = colmat[5] = colmat[8] = 1.0f;
+ break;
+ }
+ }
+ else if (uid_data->is_intensity)
+ {
+ const_add[0] = const_add[1] = const_add[2] = 16.0f / 255.0f;
+ 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
+ // TODO - verify these coefficients
+ colmat[0] = 0.257f;
+ colmat[1] = 0.504f;
+ colmat[2] = 0.098f;
+ colmat[4] = 0.257f;
+ colmat[5] = 0.504f;
+ colmat[6] = 0.098f;
+ colmat[8] = 0.257f;
+ colmat[9] = 0.504f;
+ colmat[10] = 0.098f;
+
+ if (uid_data->dst_format == EFBCopyFormat::R4 ||
+ uid_data->dst_format == EFBCopyFormat::R8_0x1 ||
+ uid_data->dst_format == EFBCopyFormat::R8)
+ {
+ colmat[12] = 0.257f;
+ colmat[13] = 0.504f;
+ colmat[14] = 0.098f;
+ const_add[3] = 16.0f / 255.0f;
+ if (uid_data->dst_format == EFBCopyFormat::R4)
+ {
+ color_mask[0] = color_mask[1] = color_mask[2] = 255.0f / 16.0f;
+ color_mask[4] = color_mask[5] = color_mask[6] = 1.0f / 15.0f;
+ }
+ }
+ else // alpha
+ {
+ colmat[15] = 1;
+ if (uid_data->dst_format == EFBCopyFormat::RA4)
+ {
+ color_mask[0] = color_mask[1] = color_mask[2] = color_mask[3] = 255.0f / 16.0f;
+ color_mask[4] = color_mask[5] = color_mask[6] = color_mask[7] = 1.0f / 15.0f;
+ }
+ }
+ break;
+
+ default:
+ ERROR_LOG(VIDEO, "Unknown copy intensity format: 0x%X",
+ static_cast<int>(uid_data->dst_format));
+ colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f;
+ break;
+ }
+ }
+ else
+ {
+ switch (uid_data->dst_format)
+ {
+ case EFBCopyFormat::R4: // R4
+ colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1;
+ color_mask[0] = 255.0f / 16.0f;
+ color_mask[4] = 1.0f / 15.0f;
+ break;
+ case EFBCopyFormat::R8_0x1: // R8
+ case EFBCopyFormat::R8: // R8
+ colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1;
+ break;
+
+ case EFBCopyFormat::RA4: // RA4
+ colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1.0f;
+ color_mask[0] = color_mask[3] = 255.0f / 16.0f;
+ color_mask[4] = color_mask[7] = 1.0f / 15.0f;
+
+ if (!uid_data->efb_has_alpha)
+ {
+ color_mask[3] = 0.0f;
+ const_add[3] = 1.0f;
+ }
+ break;
+ case EFBCopyFormat::RA8: // RA8
+ colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1.0f;
+
+ if (!uid_data->efb_has_alpha)
+ {
+ color_mask[3] = 0.0f;
+ const_add[3] = 1.0f;
+ }
+ break;
+
+ case EFBCopyFormat::A8: // A8
+ colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1.0f;
+
+ if (!uid_data->efb_has_alpha)
+ {
+ color_mask[3] = 0.0f;
+ const_add[0] = 1.0f;
+ const_add[1] = 1.0f;
+ const_add[2] = 1.0f;
+ const_add[3] = 1.0f;
+ }
+ break;
+
+ case EFBCopyFormat::G8: // G8
+ colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f;
+ break;
+ case EFBCopyFormat::B8: // B8
+ colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f;
+ break;
+
+ case EFBCopyFormat::RG8: // RG8
+ colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f;
+ break;
+
+ case EFBCopyFormat::GB8: // GB8
+ colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1.0f;
+ break;
+
+ case EFBCopyFormat::RGB565: // RGB565
+ colmat[0] = colmat[5] = colmat[10] = 1.0f;
+ color_mask[0] = color_mask[2] = 255.0f / 8.0f;
+ color_mask[4] = color_mask[6] = 1.0f / 31.0f;
+ color_mask[1] = 255.0f / 4.0f;
+ color_mask[5] = 1.0f / 63.0f;
+ const_add[3] = 1.0f; // set alpha to 1
+ break;
+
+ case EFBCopyFormat::RGB5A3: // RGB5A3
+ colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f;
+ color_mask[0] = color_mask[1] = color_mask[2] = 255.0f / 8.0f;
+ color_mask[4] = color_mask[5] = color_mask[6] = 1.0f / 31.0f;
+ color_mask[3] = 255.0f / 32.0f;
+ color_mask[7] = 1.0f / 7.0f;
+
+ if (!uid_data->efb_has_alpha)
+ {
+ color_mask[3] = 0.0f;
+ const_add[3] = 1.0f;
+ }
+ break;
+ case EFBCopyFormat::RGBA8: // RGBA8
+ colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f;
+
+ if (!uid_data->efb_has_alpha)
+ {
+ color_mask[3] = 0.0f;
+ const_add[3] = 1.0f;
+ }
+ break;
+
+ case EFBCopyFormat::XFB: // XFB copy, we just pretend it's an RGBX copy
+ colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f;
+ color_mask[3] = 0.0f;
+ const_add[3] = 1.0f;
+ break;
+
+ default:
+ ERROR_LOG(VIDEO, "Unknown copy color format: 0x%X", static_cast<int>(uid_data->dst_format));
+ colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f;
+ break;
+ }
+ }
+
+ out.Write(" const vec4 colmat[7] = {\n");
+ for (size_t i = 0; i < colmat.size() / 4; i++)
+ {
+ out.Write(" vec4(%f, %f, %f, %f)%s\n", colmat[i * 4 + 0], colmat[i * 4 + 1],
+ colmat[i * 4 + 2], colmat[i * 4 + 3], i < 7 ? "," : "");
+ }
+ out.Write(" };\n");
+
+ if (uid_data->is_depth_copy)
+ {
+ if (api_type == APIType::Vulkan)
+ out.Write("texcol.x = 1.0 - texcol.x;\n");
+
+ out.Write(" int depth = int(texcol.x * 16777216.0);\n"
+
+ // Convert to Z24 format
+ " ivec4 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 = vec4(workspace) / 255.0;\n");
+ }
+ else
+ {
+ out.Write(" texcol = floor(texcol * colmat[5]) * colmat[6];\n");
+ }
+ out.Write(" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"
+ "}\n");
+
+ return out;
+}