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authorspycrab <spycrab@users.noreply.github.com>2018-08-20 01:39:10 +0200
committerspycrab <spycrab@users.noreply.github.com>2018-08-30 16:05:39 +0200
commit392df8a11d59e7f2bee04a2b4ceb0366f421c37f (patch)
tree9e4a9d33bbc941b4e975c65909dba20474303216 /Source/Core
parentd44087128edff4aac935c9be8fc6753435db922a (diff)
GL/TextureCache: Clean up inline shader code
Diffstat (limited to 'Source/Core')
-rw-r--r--Source/Core/VideoBackends/OGL/TextureCache.cpp265
1 files changed, 135 insertions, 130 deletions
diff --git a/Source/Core/VideoBackends/OGL/TextureCache.cpp b/Source/Core/VideoBackends/OGL/TextureCache.cpp
index 7ca73c6d6b..95a3d30e1a 100644
--- a/Source/Core/VideoBackends/OGL/TextureCache.cpp
+++ b/Source/Core/VideoBackends/OGL/TextureCache.cpp
@@ -33,36 +33,130 @@
namespace OGL
{
-constexpr const char* vertex_program =
- "out vec3 %c_uv0;\n"
- "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
- "uniform vec4 copy_position;\n" // left, top, right, bottom
- "void main()\n"
- "{\n"
- " vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
- " %c_uv0 = vec3(mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, "
- "0).xy), 0.0);\n"
- " gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
- "}\n";
-
-constexpr const char* geometry_program = "layout(triangles) in;\n"
- "layout(triangle_strip, max_vertices = 6) out;\n"
- "in vec3 v_uv0[3];\n"
- "out vec3 f_uv0;\n"
- "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
- "void main()\n"
- "{\n"
- " int layers = textureSize(samp9, 0).z;\n"
- " for (int layer = 0; layer < layers; ++layer) {\n"
- " for (int i = 0; i < 3; ++i) {\n"
- " f_uv0 = vec3(v_uv0[i].xy, layer);\n"
- " gl_Position = gl_in[i].gl_Position;\n"
- " gl_Layer = layer;\n"
- " EmitVertex();\n"
- " }\n"
- " EndPrimitive();\n"
- " }\n"
- "}\n";
+constexpr const char GLSL_PROGRAM_VS[] = R"GLSL(
+out vec3 %c_uv0;
+SAMPLER_BINDING(9) uniform sampler2DArray samp9;
+uniform vec4 copy_position; // left, top, right, bottom
+
+void main()
+{
+ vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);
+ %c_uv0 = vec3(mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, 0).xy), 0.0);
+ gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);
+}
+)GLSL";
+
+constexpr const char GLSL_PROGRAM_GS[] = R"GLSL(
+layout(triangles) in;
+layout(triangle_strip, max_vertices = 6) out;
+in vec3 v_uv0[3];
+out vec3 f_uv0;
+SAMPLER_BINDING(9) uniform sampler2DArray samp9;
+
+void main()
+{
+ int layers = textureSize(samp9, 0).z;
+ for (int layer = 0; layer < layers; ++layer) {
+ for (int i = 0; i < 3; ++i) {
+ f_uv0 = vec3(v_uv0[i].xy, layer);
+ gl_Position = gl_in[i].gl_Position;
+ gl_Layer = layer;
+ EmitVertex();
+ }
+ EndPrimitive();
+}
+)GLSL";
+
+constexpr const char GLSL_COLOR_COPY_FS[] = R"GLSL(
+SAMPLER_BINDING(9) uniform sampler2DArray samp9;
+in vec3 f_uv0;
+out vec4 ocol0;
+
+void main()
+{
+ vec4 texcol = texture(samp9, f_uv0);
+ ocol0 = texcol;
+}
+)GLSL";
+
+constexpr const char GLSL_PALETTE_FS[] = R"GLSL(
+uniform int texture_buffer_offset;
+uniform float multiplier;
+SAMPLER_BINDING(9) uniform sampler2DArray samp9;
+SAMPLER_BINDING(10) uniform usamplerBuffer samp10;
+
+in vec3 f_uv0;
+out vec4 ocol0;
+
+int Convert3To8(int v)
+{
+ // Swizzle bits: 00000123 -> 12312312
+ return (v << 5) | (v << 2) | (v >> 1);
+}
+
+int Convert4To8(int v)
+{
+ // Swizzle bits: 00001234 -> 12341234
+ return (v << 4) | v;
+}
+
+int Convert5To8(int v)
+{
+ // Swizzle bits: 00012345 -> 12345123
+ return (v << 3) | (v >> 2);
+}
+
+int Convert6To8(int v)
+{
+ // Swizzle bits: 00123456 -> 12345612
+ return (v << 2) | (v >> 4);
+}
+
+float4 DecodePixel_RGB5A3(int val)
+{
+ int r,g,b,a;
+ if ((val&0x8000) > 0)
+ {
+ r=Convert5To8((val>>10) & 0x1f);
+ g=Convert5To8((val>>5 ) & 0x1f);
+ b=Convert5To8((val ) & 0x1f);
+ a=0xFF;
+ }
+ else
+ {
+ a=Convert3To8((val>>12) & 0x7);
+ r=Convert4To8((val>>8 ) & 0xf);
+ g=Convert4To8((val>>4 ) & 0xf);
+ b=Convert4To8((val ) & 0xf);
+ }
+ return float4(r, g, b, a) / 255.0;
+}
+
+float4 DecodePixel_RGB565(int val)
+{
+ int r, g, b, a;
+ r = Convert5To8((val >> 11) & 0x1f);
+ g = Convert6To8((val >> 5) & 0x3f);
+ b = Convert5To8((val) & 0x1f);
+ a = 0xFF;
+ return float4(r, g, b, a) / 255.0;
+}
+
+float4 DecodePixel_IA8(int val)
+{
+ int i = val & 0xFF;
+ int a = val >> 8;
+ return float4(i, i, i, a) / 255.0;
+}
+
+void main()
+{
+ int src = int(round(texture(samp9, f_uv0).r * multiplier));
+ src = int(texelFetch(samp10, src + texture_buffer_offset).r);
+ src = ((src << 8) & 0xFF00) | (src >> 8);
+ ocol0 = DecodePixel_%s(src);
+}
+)GLSL";
//#define TIME_TEXTURE_DECODING 1
@@ -156,124 +250,35 @@ bool TextureCache::CompilePaletteShader(TLUTFormat tlutfmt, const std::string& v
bool TextureCache::CompileShaders()
{
- constexpr const char* color_copy_program = "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
- "in vec3 f_uv0;\n"
- "out vec4 ocol0;\n"
- "\n"
- "void main(){\n"
- " vec4 texcol = texture(samp9, f_uv0);\n"
- " ocol0 = texcol;\n"
- "}\n";
-
std::string geo_program = "";
char prefix = 'f';
if (g_ActiveConfig.stereo_mode != StereoMode::Off)
{
- geo_program = geometry_program;
+ geo_program = GLSL_PROGRAM_GS;
prefix = 'v';
}
if (!ProgramShaderCache::CompileShader(m_colorCopyProgram,
- StringFromFormat(vertex_program, prefix, prefix),
- color_copy_program, geo_program))
+ StringFromFormat(GLSL_PROGRAM_VS, prefix, prefix),
+ GLSL_COLOR_COPY_FS, geo_program))
{
return false;
}
m_colorCopyPositionUniform = glGetUniformLocation(m_colorCopyProgram.glprogid, "copy_position");
- std::string palette_shader =
- R"GLSL(
- uniform int texture_buffer_offset;
- uniform float multiplier;
- SAMPLER_BINDING(9) uniform sampler2DArray samp9;
- SAMPLER_BINDING(10) uniform usamplerBuffer samp10;
-
- in vec3 f_uv0;
- out vec4 ocol0;
-
- int Convert3To8(int v)
- {
- // Swizzle bits: 00000123 -> 12312312
- return (v << 5) | (v << 2) | (v >> 1);
- }
-
- int Convert4To8(int v)
- {
- // Swizzle bits: 00001234 -> 12341234
- return (v << 4) | v;
- }
-
- int Convert5To8(int v)
- {
- // Swizzle bits: 00012345 -> 12345123
- return (v << 3) | (v >> 2);
- }
-
- int Convert6To8(int v)
- {
- // Swizzle bits: 00123456 -> 12345612
- return (v << 2) | (v >> 4);
- }
-
- float4 DecodePixel_RGB5A3(int val)
- {
- int r,g,b,a;
- if ((val&0x8000) > 0)
- {
- r=Convert5To8((val>>10) & 0x1f);
- g=Convert5To8((val>>5 ) & 0x1f);
- b=Convert5To8((val ) & 0x1f);
- a=0xFF;
- }
- else
- {
- a=Convert3To8((val>>12) & 0x7);
- r=Convert4To8((val>>8 ) & 0xf);
- g=Convert4To8((val>>4 ) & 0xf);
- b=Convert4To8((val ) & 0xf);
- }
- return float4(r, g, b, a) / 255.0;
- }
-
- float4 DecodePixel_RGB565(int val)
- {
- int r, g, b, a;
- r = Convert5To8((val >> 11) & 0x1f);
- g = Convert6To8((val >> 5) & 0x3f);
- b = Convert5To8((val) & 0x1f);
- a = 0xFF;
- return float4(r, g, b, a) / 255.0;
- }
-
- float4 DecodePixel_IA8(int val)
- {
- int i = val & 0xFF;
- int a = val >> 8;
- return float4(i, i, i, a) / 255.0;
- }
-
- void main()
- {
- int src = int(round(texture(samp9, f_uv0).r * multiplier));
- src = int(texelFetch(samp10, src + texture_buffer_offset).r);
- src = ((src << 8) & 0xFF00) | (src >> 8);
- ocol0 = DECODE(src);
- }
- )GLSL";
-
if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
{
- if (!CompilePaletteShader(TLUTFormat::IA8, StringFromFormat(vertex_program, prefix, prefix),
- "#define DECODE DecodePixel_IA8" + palette_shader, geo_program))
+ if (!CompilePaletteShader(TLUTFormat::IA8, StringFromFormat(GLSL_PROGRAM_VS, prefix, prefix),
+ StringFromFormat(GLSL_PALETTE_FS, "IA8"), geo_program))
return false;
- if (!CompilePaletteShader(TLUTFormat::RGB565, StringFromFormat(vertex_program, prefix, prefix),
- "#define DECODE DecodePixel_RGB565" + palette_shader, geo_program))
+ if (!CompilePaletteShader(TLUTFormat::RGB565, StringFromFormat(GLSL_PROGRAM_VS, prefix, prefix),
+ StringFromFormat(GLSL_PALETTE_FS, "RGB565"), geo_program))
return false;
- if (!CompilePaletteShader(TLUTFormat::RGB5A3, StringFromFormat(vertex_program, prefix, prefix),
- "#define DECODE DecodePixel_RGB5A3" + palette_shader, geo_program))
+ if (!CompilePaletteShader(TLUTFormat::RGB5A3, StringFromFormat(GLSL_PROGRAM_VS, prefix, prefix),
+ StringFromFormat(GLSL_PALETTE_FS, "RGB5A3"), geo_program))
return false;
}
@@ -530,12 +535,12 @@ void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
char prefix = 'f';
if (g_ActiveConfig.stereo_mode != StereoMode::Off)
{
- geo_program = geometry_program;
+ geo_program = GLSL_PROGRAM_GS;
prefix = 'v';
}
ProgramShaderCache::CompileShader(shader.shader,
- StringFromFormat(vertex_program, prefix, prefix),
+ StringFromFormat(GLSL_PROGRAM_VS, prefix, prefix),
code.GetBuffer(), geo_program);
shader.position_uniform = glGetUniformLocation(shader.shader.glprogid, "copy_position");