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authorMarkus Wick <degasus@users.noreply.github.com>2017-12-06 09:28:52 +0100
committerGitHub <noreply@github.com>2017-12-06 09:28:52 +0100
commitcde02b5b5f5d300d9a5cb04233aee5e45b42bc93 (patch)
tree49a457a6d93769a0efe384bcd17befec29966376 /Source/Core/VideoCommon/TextureConverterShaderGen.cpp
parent08da19fc87fc69d241a2d61e437ec0704d6e8b87 (diff)
parentd0601c0a8372780ae3412d25bf81561d23e89ac1 (diff)
Merge pull request #6239 from stenzek/d3d-videocommon-efbtotex
D3D: Use VideoCommon EFB-to-Texture Shaders
Diffstat (limited to 'Source/Core/VideoCommon/TextureConverterShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/TextureConverterShaderGen.cpp68
1 files changed, 41 insertions, 27 deletions
diff --git a/Source/Core/VideoCommon/TextureConverterShaderGen.cpp b/Source/Core/VideoCommon/TextureConverterShaderGen.cpp
index 6bf0eaef78..5133555980 100644
--- a/Source/Core/VideoCommon/TextureConverterShaderGen.cpp
+++ b/Source/Core/VideoCommon/TextureConverterShaderGen.cpp
@@ -32,35 +32,49 @@ TCShaderUid GetShaderUid(EFBCopyFormat dst_format, bool is_depth_copy, bool is_i
ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
{
- ShaderCode out;
+ const bool mono_depth = uid_data->is_depth_copy && g_ActiveConfig.bStereoEFBMonoDepth;
+ ShaderCode out;
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");
-
+ "out vec4 ocol0;\n"
+ "void main(){\n"
+ " vec4 texcol = texture(samp0, %s);\n",
+ mono_depth ? "vec3(uv0.xy, 0.0)" : "uv0");
+ }
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");
+ "layout(location = 0) out vec4 ocol0;"
+ "void main(){\n"
+ " vec4 texcol = texture(samp0, %s);\n",
+ mono_depth ? "vec3(uv0.xy, 0.0)" : "uv0");
+ }
+ else if (api_type == APIType::D3D)
+ {
+ out.Write("Texture2DArray tex0 : register(t0);\n"
+ "SamplerState samp0 : register(s0);\n"
+ "void main(out float4 ocol0 : SV_Target,\n"
+ " in float4 pos : SV_Position,\n"
+ " in float3 uv0 : TEXCOORD0) {\n"
+ " float4 texcol = tex0.Sample(samp0, uv0);\n");
+ }
if (uid_data->is_depth_copy)
{
- if (api_type == APIType::Vulkan)
+ if (api_type == APIType::D3D || 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"
+ " int4 workspace;\n"
" workspace.r = (depth >> 16) & 255;\n"
" workspace.g = (depth >> 8) & 255;\n"
" workspace.b = depth & 255;\n"
@@ -69,7 +83,7 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
" workspace.a = (depth >> 16) & 0xF0;\n"
// Normalize components to [0.0..1.0]
- " texcol = vec4(workspace) / 255.0;\n");
+ " texcol = float4(workspace) / 255.0;\n");
switch (uid_data->dst_format)
{
case EFBCopyFormat::R4: // Z4
@@ -90,7 +104,7 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
break;
case EFBCopyFormat::RGBA8: // Z24X8
- out.Write(" ocol0 = vec4(texcol.rgb, 0.0);\n");
+ out.Write(" ocol0 = float4(texcol.rgb, 0.0);\n");
break;
case EFBCopyFormat::G8: // Z8M
@@ -110,7 +124,7 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
default:
ERROR_LOG(VIDEO, "Unknown copy zbuf format: 0x%X", static_cast<int>(uid_data->dst_format));
- out.Write(" ocol0 = vec4(texcol.bgr, 0.0);\n");
+ out.Write(" ocol0 = float4(texcol.bgr, 0.0);\n");
break;
}
}
@@ -165,16 +179,16 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
color_mask[4] = color_mask[5] = color_mask[6] = color_mask[7] = 1.0f / 15.0f;
}
}
- out.Write(" const vec4 colmat[7] = {\n");
+ out.Write(" const float4 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],
+ out.Write(" float4(%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"
- " texcol = floor(texcol * colmat[5]) * colmat[6];\n"
- " ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n");
+ out.Write(" };\n"
+ " texcol = floor(texcol * colmat[5]) * colmat[6];\n"
+ " ocol0 = float4(dot(texcol, colmat[0]), dot(texcol, colmat[1]), dot(texcol, "
+ "colmat[2]), dot(texcol, colmat[3])) + colmat[4];\n");
break;
default:
@@ -193,7 +207,7 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
{
case EFBCopyFormat::R4: // R4
out.Write(" float red = float(int(texcol.r * 255.0) & 0xF0) * (1.0 / 240.0);\n"
- " ocol0 = vec4(red, red, red, red);\n");
+ " ocol0 = float4(red, red, red, red);\n");
break;
case EFBCopyFormat::R8_0x1: // R8
@@ -202,7 +216,7 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
break;
case EFBCopyFormat::RA4: // RA4
- out.Write(" vec2 red_alpha = vec2(ivec2(texcol.ra * 255.0) & 0xF0) * (1.0 / 240.0);\n"
+ out.Write(" float2 red_alpha = float2(int2(texcol.ra * 255.0) & 0xF0) * (1.0 / 240.0);\n"
" ocol0 = red_alpha.rrrg;\n");
break;
@@ -231,17 +245,17 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
break;
case EFBCopyFormat::RGB565: // RGB565
- out.Write(" vec2 red_blue = vec2(ivec2(texcol.rb * 255.0) & 0xF8) * (1.0 / 248.0);\n"
+ 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 = vec4(red_blue.r, green, red_blue.g, 1.0);\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(" vec3 color = vec3(ivec3(texcol.rgb * 255.0) & 0xF8) * (1.0 / 248.0);\n"
+ 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 = vec4(color, alpha);\n");
+ " ocol0 = float4(color, alpha);\n");
break;
case EFBCopyFormat::RGBA8: // RGBA8
@@ -249,7 +263,7 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
break;
case EFBCopyFormat::XFB: // XFB copy, we just pretend it's an RGBX copy
- out.Write(" ocol0 = vec4(texcol.rgb, 1.0);\n");
+ out.Write(" ocol0 = float4(texcol.rgb, 1.0);\n");
break;
default: