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authorMarkus Wick <degasus@users.noreply.github.com>2017-12-02 16:28:12 +0100
committerGitHub <noreply@github.com>2017-12-02 16:28:12 +0100
commit7498d80a6fe8aced9449e537c3a63203247aba09 (patch)
tree90d36b105f8595b3e846acb5e702adb618556c16 /Source/Core/VideoCommon/TextureConverterShaderGen.cpp
parent2b2941d0c9274ea04a2f6c5f816f2bf804d25407 (diff)
parente2a9ee384f737b78f55a1bdd56e928bd33d802ba (diff)
Merge pull request #5882 from degasus/efb2tex_copies
Use VideoCommon shader generators for efb2tex copies.
Diffstat (limited to 'Source/Core/VideoCommon/TextureConverterShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/TextureConverterShaderGen.cpp304
1 files changed, 304 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/TextureConverterShaderGen.cpp b/Source/Core/VideoCommon/TextureConverterShaderGen.cpp
new file mode 100644
index 0000000000..f5d75d18f6
--- /dev/null
+++ b/Source/Core/VideoCommon/TextureConverterShaderGen.cpp
@@ -0,0 +1,304 @@
+// 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"
+
+namespace TextureConversionShaderGen
+{
+TCShaderUid GetShaderUid(EFBCopyFormat dst_format, bool is_depth_copy, bool is_intensity,
+ bool scale_by_half)
+{
+ TCShaderUid out;
+ UidData* uid_data = out.GetUidData<UidData>();
+ 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 GenerateShader(APIType api_type, const UidData* 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;
+}
+
+} // namespace TextureConversionShaderGen