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authorConnor McLaughlin <stenzek@gmail.com>2020-01-24 11:53:51 +1000
committerGitHub <noreply@github.com>2020-01-24 11:53:51 +1000
commit42c03c4dadd9e507a91b07bb01ff597bbd1df728 (patch)
treeb0f9bcdf862ff55197faf4c260283bb55c58a5a6 /Source
parenta0b7c1beae0cdb9ad082a45a502186eb8ade8b77 (diff)
parent687f1f0330a405e2b0557b24d183ac57d1fa6218 (diff)
Merge pull request #8576 from lioncash/texture-cvt-shader-fmt
VideoCommon/TextureConversionShader: Convert over to using ShaderCode
Diffstat (limited to 'Source')
-rw-r--r--Source/Core/VideoCommon/ShaderCache.cpp2
-rw-r--r--Source/Core/VideoCommon/TextureConversionShader.cpp962
-rw-r--r--Source/Core/VideoCommon/TextureConversionShader.h2
3 files changed, 483 insertions, 483 deletions
diff --git a/Source/Core/VideoCommon/ShaderCache.cpp b/Source/Core/VideoCommon/ShaderCache.cpp
index 8c184c7256..53866a3bfa 100644
--- a/Source/Core/VideoCommon/ShaderCache.cpp
+++ b/Source/Core/VideoCommon/ShaderCache.cpp
@@ -1178,7 +1178,7 @@ const AbstractPipeline* ShaderCache::GetEFBCopyToRAMPipeline(const EFBCopyParams
if (iter != m_efb_copy_to_ram_pipelines.end())
return iter->second.get();
- const char* const shader_code =
+ const std::string shader_code =
TextureConversionShaderTiled::GenerateEncodingShader(uid, m_api_type);
const auto shader = g_renderer->CreateShaderFromSource(ShaderStage::Pixel, shader_code);
if (!shader)
diff --git a/Source/Core/VideoCommon/TextureConversionShader.cpp b/Source/Core/VideoCommon/TextureConversionShader.cpp
index 5862d45ac7..fefcce0d1d 100644
--- a/Source/Core/VideoCommon/TextureConversionShader.cpp
+++ b/Source/Core/VideoCommon/TextureConversionShader.cpp
@@ -2,30 +2,25 @@
// Licensed under GPLv2+
// Refer to the license.txt file included.
-#include <array>
-#include <cmath>
-#include <cstdio>
+#include "VideoCommon/TextureConversionShader.h"
+
#include <map>
#include <sstream>
+#include <string_view>
-#include "Common/CommonFuncs.h"
#include "Common/CommonTypes.h"
#include "Common/MathUtil.h"
#include "Common/MsgHandler.h"
-#include "VideoCommon/RenderBase.h"
+#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/TextureCacheBase.h"
-#include "VideoCommon/TextureConversionShader.h"
#include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
-#define WRITE p += sprintf
-
-static char text[16384];
-static bool IntensityConstantAdded = false;
-
namespace TextureConversionShaderTiled
{
+static bool IntensityConstantAdded = false;
+
u16 GetEncodedSampleCount(EFBCopyFormat format)
{
switch (format)
@@ -59,89 +54,89 @@ u16 GetEncodedSampleCount(EFBCopyFormat format)
}
}
-static void WriteHeader(char*& p, APIType ApiType)
+static void WriteHeader(ShaderCode& code, APIType api_type)
{
- if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
+ 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)
- WRITE(p, "UBO_BINDING(std140, 1) uniform PSBlock {\n");
- WRITE(p, " int4 position;\n");
- WRITE(p, " float y_scale;\n");
- WRITE(p, " float gamma_rcp;\n");
- WRITE(p, " float2 clamp_tb;\n");
- WRITE(p, " float3 filter_coefficients;\n");
- WRITE(p, "};\n");
+ code.WriteFmt("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)
{
- WRITE(p, "VARYING_LOCATION(0) in VertexData {\n");
- WRITE(p, " float3 v_tex0;\n");
- WRITE(p, "};\n");
+ code.WriteFmt("VARYING_LOCATION(0) in VertexData {{\n"
+ " float3 v_tex0;\n"
+ "}};\n");
}
else
{
- WRITE(p, "VARYING_LOCATION(0) in float3 v_tex0;\n");
+ code.WriteFmt("VARYING_LOCATION(0) in float3 v_tex0;\n");
}
- WRITE(p, "SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n");
- WRITE(p, "FRAGMENT_OUTPUT_LOCATION(0) out float4 ocol0;\n");
+ code.WriteFmt("SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n"
+ "FRAGMENT_OUTPUT_LOCATION(0) out float4 ocol0;\n");
}
else // D3D
{
- WRITE(p, "cbuffer PSBlock : register(b0) {\n");
- WRITE(p, " int4 position;\n");
- WRITE(p, " float y_scale;\n");
- WRITE(p, " float gamma_rcp;\n");
- WRITE(p, " float2 clamp_tb;\n");
- WRITE(p, " float3 filter_coefficients;\n");
- WRITE(p, "};\n");
- WRITE(p, "sampler samp0 : register(s0);\n");
- WRITE(p, "Texture2DArray Tex0 : register(t0);\n");
+ code.WriteFmt("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");
}
// 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 (ApiType == APIType::D3D)
- WRITE(p, "#define roundEven(x) round(x)\n");
+ if (api_type == APIType::D3D)
+ code.WriteFmt("#define roundEven(x) round(x)\n");
// Alpha channel in the copy is set to 1 the EFB format does not have an alpha channel.
- WRITE(p, "float4 RGBA8ToRGB8(float4 src)\n");
- WRITE(p, "{\n");
- WRITE(p, " return float4(src.xyz, 1.0);\n");
- WRITE(p, "}\n");
-
- WRITE(p, "float4 RGBA8ToRGBA6(float4 src)\n");
- WRITE(p, "{\n");
- WRITE(p, " int4 val = int4(roundEven(src * 255.0)) >> 2;\n");
- WRITE(p, " return float4(val) / 63.0;\n");
- WRITE(p, "}\n");
-
- WRITE(p, "float4 RGBA8ToRGB565(float4 src)\n");
- WRITE(p, "{\n");
- WRITE(p, " int4 val = int4(roundEven(src * 255.0));\n");
- WRITE(p, " val = int4(val.r >> 3, val.g >> 2, val.b >> 3, 1);\n");
- WRITE(p, " return float4(val) / float4(31.0, 63.0, 31.0, 1.0);\n");
- WRITE(p, "}\n");
+ code.WriteFmt("float4 RGBA8ToRGB8(float4 src)\n"
+ "{{\n"
+ " return float4(src.xyz, 1.0);\n"
+ "}}\n"
+
+ "float4 RGBA8ToRGBA6(float4 src)\n"
+ "{{\n"
+ " int4 val = int4(roundEven(src * 255.0)) >> 2;\n"
+ " return float4(val) / 63.0;\n"
+ "}}\n"
+
+ "float4 RGBA8ToRGB565(float4 src)\n"
+ "{{\n"
+ " int4 val = int4(roundEven(src * 255.0));\n"
+ " val = int4(val.r >> 3, val.g >> 2, val.b >> 3, 1);\n"
+ " return float4(val) / float4(31.0, 63.0, 31.0, 1.0);\n"
+ "}}\n");
}
-static void WriteSampleFunction(char*& p, const EFBCopyParams& params, APIType ApiType)
+static void WriteSampleFunction(ShaderCode& code, const EFBCopyParams& params, APIType api_type)
{
- auto WriteSampleOp = [&](int yoffset) {
+ const auto WriteSampleOp = [api_type, &code, &params](int yoffset) {
if (!params.depth)
{
switch (params.efb_format)
{
case PEControl::RGB8_Z24:
- WRITE(p, "RGBA8ToRGB8(");
+ code.WriteFmt("RGBA8ToRGB8(");
break;
case PEControl::RGBA6_Z24:
- WRITE(p, "RGBA8ToRGBA6(");
+ code.WriteFmt("RGBA8ToRGBA6(");
break;
case PEControl::RGB565_Z16:
- WRITE(p, "RGBA8ToRGB565(");
+ code.WriteFmt("RGBA8ToRGB565(");
break;
default:
- WRITE(p, "(");
+ code.WriteFmt("(");
break;
}
}
@@ -149,691 +144,699 @@ static void WriteSampleFunction(char*& p, const EFBCopyParams& params, APIType A
{
// Handle D3D depth inversion.
if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
- WRITE(p, "1.0 - (");
+ code.WriteFmt("1.0 - (");
else
- WRITE(p, "(");
+ code.WriteFmt("(");
}
- if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
- WRITE(p, "texture(samp0, float3(");
+ if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
+ code.WriteFmt("texture(samp0, float3(");
else
- WRITE(p, "Tex0.Sample(samp0, float3(");
+ code.WriteFmt("Tex0.Sample(samp0, float3(");
- WRITE(p, "uv.x + float(xoffset) * pixel_size.x, ");
+ code.WriteFmt("uv.x + float(xoffset) * pixel_size.x, ");
// Reverse the direction for OpenGL, since positive numbers are distance from the bottom row.
if (yoffset != 0)
{
- if (ApiType == APIType::OpenGL)
- WRITE(p, "clamp(uv.y - float(%d) * pixel_size.y, clamp_tb.x, clamp_tb.y)", yoffset);
+ if (api_type == APIType::OpenGL)
+ code.WriteFmt("clamp(uv.y - float({}) * pixel_size.y, clamp_tb.x, clamp_tb.y)", yoffset);
else
- WRITE(p, "clamp(uv.y + float(%d) * pixel_size.y, clamp_tb.x, clamp_tb.y)", yoffset);
+ code.WriteFmt("clamp(uv.y + float({}) * pixel_size.y, clamp_tb.x, clamp_tb.y)", yoffset);
}
else
{
- WRITE(p, "uv.y");
+ code.WriteFmt("uv.y");
}
- WRITE(p, ", 0.0)))");
+ code.WriteFmt(", 0.0)))");
};
// The copy filter applies to both color and depth copies. This has been verified on hardware.
// The filter is only applied to the RGB channels, the alpha channel is left intact.
- WRITE(p, "float4 SampleEFB(float2 uv, float2 pixel_size, int xoffset)\n");
- WRITE(p, "{\n");
+ code.WriteFmt("float4 SampleEFB(float2 uv, float2 pixel_size, int xoffset)\n"
+ "{{\n");
if (params.copy_filter)
{
- WRITE(p, " float4 prev_row = ");
+ code.WriteFmt(" float4 prev_row = ");
WriteSampleOp(-1);
- WRITE(p, ";\n");
- WRITE(p, " float4 current_row = ");
+ code.WriteFmt(";\n"
+ " float4 current_row = ");
WriteSampleOp(0);
- WRITE(p, ";\n");
- WRITE(p, " float4 next_row = ");
+ code.WriteFmt(";\n"
+ " float4 next_row = ");
WriteSampleOp(1);
- WRITE(p, ";\n");
- WRITE(p, " return float4(min(prev_row.rgb * filter_coefficients[0] +\n"
- " current_row.rgb * filter_coefficients[1] +\n"
- " next_row.rgb * filter_coefficients[2], \n"
- " float3(1, 1, 1)), current_row.a);\n");
+ code.WriteFmt(";\n"
+ " return float4(min(prev_row.rgb * filter_coefficients[0] +\n"
+ " current_row.rgb * filter_coefficients[1] +\n"
+ " next_row.rgb * filter_coefficients[2], \n"
+ " float3(1, 1, 1)), current_row.a);\n");
}
else
{
- WRITE(p, " float4 current_row = ");
+ code.WriteFmt(" float4 current_row = ");
WriteSampleOp(0);
- WRITE(p, ";\n");
- WRITE(p, "return float4(min(current_row.rgb * filter_coefficients[1], float3(1, 1, 1)),\n"
- " current_row.a);\n");
+ code.WriteFmt(";\n"
+ "return float4(min(current_row.rgb * filter_coefficients[1], float3(1, 1, 1)),\n"
+ " current_row.a);\n");
}
- WRITE(p, "}\n");
+ code.WriteFmt("}}\n");
}
-// block dimensions : widthStride, heightStride
-// texture dims : width, height, x offset, y offset
-static void WriteSwizzler(char*& p, const EFBCopyParams& params, EFBCopyFormat format,
- APIType ApiType)
+// Block dimensions : widthStride, heightStride
+// Texture dimensions : width, height, x offset, y offset
+static void WriteSwizzler(ShaderCode& code, const EFBCopyParams& params, EFBCopyFormat format,
+ APIType api_type)
{
- WriteHeader(p, ApiType);
- WriteSampleFunction(p, params, ApiType);
+ WriteHeader(code, api_type);
+ WriteSampleFunction(code, params, api_type);
- if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
+ if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
{
- WRITE(p, "void main()\n");
- WRITE(p, "{\n"
- " int2 sampleUv;\n"
- " int2 uv1 = int2(gl_FragCoord.xy);\n");
+ code.WriteFmt("void main()\n"
+ "{{\n"
+ " int2 sampleUv;\n"
+ " int2 uv1 = int2(gl_FragCoord.xy);\n");
}
else // D3D
{
- WRITE(p, "void main(\n");
- WRITE(p, " in float3 v_tex0 : TEXCOORD0,\n");
- WRITE(p, " in float4 rawpos : SV_Position,\n");
- WRITE(p, " out float4 ocol0 : SV_Target)\n");
- WRITE(p, "{\n"
- " int2 sampleUv;\n"
- " int2 uv1 = int2(rawpos.xy);\n");
+ code.WriteFmt("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");
}
- int blkW = TexDecoder_GetEFBCopyBlockWidthInTexels(format);
- int blkH = TexDecoder_GetEFBCopyBlockHeightInTexels(format);
+ const int blkW = TexDecoder_GetEFBCopyBlockWidthInTexels(format);
+ const int blkH = TexDecoder_GetEFBCopyBlockHeightInTexels(format);
int samples = GetEncodedSampleCount(format);
- WRITE(p, " int x_block_position = (uv1.x >> %d) << %d;\n", IntLog2(blkH * blkW / samples),
- IntLog2(blkW));
- WRITE(p, " int y_block_position = uv1.y << %d;\n", IntLog2(blkH));
+ code.WriteFmt(" int x_block_position = (uv1.x >> {}) << {};\n", IntLog2(blkH * blkW / samples),
+ IntLog2(blkW));
+ code.WriteFmt(" int y_block_position = uv1.y << {};\n", IntLog2(blkH));
if (samples == 1)
{
// With samples == 1, we write out pairs of blocks; one A8R8, one G8B8.
- WRITE(p, " bool first = (uv1.x & %d) == 0;\n", blkH * blkW / 2);
+ code.WriteFmt(" bool first = (uv1.x & {}) == 0;\n", blkH * blkW / 2);
samples = 2;
}
- WRITE(p, " int offset_in_block = uv1.x & %d;\n", (blkH * blkW / samples) - 1);
- WRITE(p, " int y_offset_in_block = offset_in_block >> %d;\n", IntLog2(blkW / samples));
- WRITE(p, " int x_offset_in_block = (offset_in_block & %d) << %d;\n", (blkW / samples) - 1,
- IntLog2(samples));
-
- WRITE(p, " sampleUv.x = x_block_position + x_offset_in_block;\n");
- WRITE(p, " sampleUv.y = y_block_position + y_offset_in_block;\n");
-
- WRITE(p,
- " float2 uv0 = float2(sampleUv);\n"); // sampleUv is the sample position in (int)gx_coords
- WRITE(p, " uv0 += float2(0.5, 0.5);\n"); // move to center of pixel
- WRITE(p, " uv0 *= float(position.w);\n"); // scale by two if needed (also move to pixel borders
- // so that linear filtering will average adjacent
- // pixel)
- WRITE(p, " uv0 += float2(position.xy);\n"); // move to copied rect
- WRITE(p, " uv0 /= float2(%d, %d);\n", EFB_WIDTH, EFB_HEIGHT); // normalize to [0:1]
- WRITE(p, " uv0 /= float2(1, y_scale);\n"); // apply the y scaling
- if (ApiType == APIType::OpenGL) // ogl has to flip up and down
+ code.WriteFmt(" int offset_in_block = uv1.x & {};\n", (blkH * blkW / samples) - 1);
+ code.WriteFmt(" int y_offset_in_block = offset_in_block >> {};\n", IntLog2(blkW / samples));
+ code.WriteFmt(" int x_offset_in_block = (offset_in_block & {}) << {};\n", (blkW / samples) - 1,
+ IntLog2(samples));
+
+ code.WriteFmt(" sampleUv.x = x_block_position + x_offset_in_block;\n"
+ " sampleUv.y = y_block_position + y_offset_in_block;\n");
+
+ // sampleUv is the sample position in (int)gx_coords
+ code.WriteFmt(" float2 uv0 = float2(sampleUv);\n");
+ // Move to center of pixel
+ code.WriteFmt(" uv0 += float2(0.5, 0.5);\n");
+ // Scale by two if needed (also move to pixel borders
+ // so that linear filtering will average adjacent
+ // pixel)
+ code.WriteFmt(" uv0 *= float(position.w);\n");
+
+ // Move to copied rect
+ code.WriteFmt(" uv0 += float2(position.xy);\n");
+ // Normalize to [0:1]
+ code.WriteFmt(" uv0 /= float2({}, {});\n", EFB_WIDTH, EFB_HEIGHT);
+ // Apply the y scaling
+ code.WriteFmt(" uv0 /= float2(1, y_scale);\n");
+ // OGL has to flip up and down
+ if (api_type == APIType::OpenGL)
{
- WRITE(p, " uv0.y = 1.0-uv0.y;\n");
+ code.WriteFmt(" uv0.y = 1.0-uv0.y;\n");
}
- WRITE(p, " float2 pixel_size = float2(position.w, position.w) / float2(%d, %d);\n", EFB_WIDTH,
- EFB_HEIGHT);
+ code.WriteFmt(" float2 pixel_size = float2(position.w, position.w) / float2({}, {});\n",
+ EFB_WIDTH, EFB_HEIGHT);
}
-static void WriteSampleColor(char*& p, const char* colorComp, const char* dest, int xoffset,
- APIType ApiType, const EFBCopyParams& params)
+static void WriteSampleColor(ShaderCode& code, std::string_view color_comp, std::string_view dest,
+ int x_offset, APIType api_type, const EFBCopyParams& params)
{
- WRITE(p, " %s = SampleEFB(uv0, pixel_size, %d).%s;\n", dest, xoffset, colorComp);
+ code.WriteFmt(" {} = SampleEFB(uv0, pixel_size, {}).{};\n", dest, x_offset, color_comp);
}
-static void WriteColorToIntensity(char*& p, const char* src, const char* dest)
+static void WriteColorToIntensity(ShaderCode& code, std::string_view src, std::string_view dest)
{
if (!IntensityConstantAdded)
{
- WRITE(p, " float4 IntensityConst = float4(0.257f,0.504f,0.098f,0.0625f);\n");
+ code.WriteFmt(" float4 IntensityConst = float4(0.257f,0.504f,0.098f,0.0625f);\n");
IntensityConstantAdded = true;
}
- WRITE(p, " %s = dot(IntensityConst.rgb, %s.rgb);\n", dest, src);
+ code.WriteFmt(" {} = dot(IntensityConst.rgb, {}.rgb);\n", dest, src);
// don't add IntensityConst.a yet, because doing it later is faster and uses less instructions,
// due to vectorization
}
-static void WriteToBitDepth(char*& p, u8 depth, const char* src, const char* dest)
+static void WriteToBitDepth(ShaderCode& code, u8 depth, std::string_view src, std::string_view dest)
{
- WRITE(p, " %s = floor(%s * 255.0 / exp2(8.0 - %d.0));\n", dest, src, depth);
+ code.WriteFmt(" {} = floor({} * 255.0 / exp2(8.0 - {}.0));\n", dest, src, depth);
}
-static void WriteEncoderEnd(char*& p)
+static void WriteEncoderEnd(ShaderCode& code)
{
- WRITE(p, "}\n");
+ code.WriteFmt("}}\n");
IntensityConstantAdded = false;
}
-static void WriteI8Encoder(char*& p, APIType ApiType, const EFBCopyParams& params)
+static void WriteI8Encoder(ShaderCode& code, APIType api_type, const EFBCopyParams& params)
{
- WriteSwizzler(p, params, EFBCopyFormat::R8, ApiType);
- WRITE(p, " float3 texSample;\n");
+ WriteSwizzler(code, params, EFBCopyFormat::R8, api_type);
+ code.WriteFmt(" float3 texSample;\n");
- WriteSampleColor(p, "rgb", "texSample", 0, ApiType, params);
- WriteColorToIntensity(p, "texSample", "ocol0.b");
+ WriteSampleColor(code, "rgb", "texSample", 0, api_type, params);
+ WriteColorToIntensity(code, "texSample", "ocol0.b");
- WriteSampleColor(p, "rgb", "texSample", 1, ApiType, params);
- WriteColorToIntensity(p, "texSample", "ocol0.g");
+ WriteSampleColor(code, "rgb", "texSample", 1, api_type, params);
+ WriteColorToIntensity(code, "texSample", "ocol0.g");
- WriteSampleColor(p, "rgb", "texSample", 2, ApiType, params);
- WriteColorToIntensity(p, "texSample", "ocol0.r");
+ WriteSampleColor(code, "rgb", "texSample", 2, api_type, params);
+ WriteColorToIntensity(code, "texSample", "ocol0.r");
- WriteSampleColor(p, "rgb", "texSample", 3, ApiType, params);
- WriteColorToIntensity(p, "texSample", "ocol0.a");
+ WriteSampleColor(code, "rgb", "texSample", 3, api_type, params);
+ WriteColorToIntensity(code, "texSample", "ocol0.a");
- WRITE(p, " ocol0.rgba += IntensityConst.aaaa;\n"); // see WriteColorToIntensity
+ // See WriteColorToIntensity
+ code.WriteFmt(" ocol0.rgba += IntensityConst.aaaa;\n");
- WriteEncoderEnd(p);
+ WriteEncoderEnd(code);
}
-static void WriteI4Encoder(char*& p, APIType ApiType, const EFBCopyParams& params)
+static void WriteI4Encoder(ShaderCode& code, APIType api_type, const EFBCopyParams& params)
{
- WriteSwizzler(p, params, EFBCopyFormat::R4, ApiType);
- WRITE(p, " float3 texSample;\n");
- WRITE(p, " float4 color0;\n");
- WRITE(p, " float4 color1;\n");
+ WriteSwizzler(code, params, EFBCopyFormat::R4, api_type);
+ code.WriteFmt(" float3 texSample;\n"
+ " float4 color0;\n"
+ " float4 color1;\n");
- WriteSampleColor(p, "rgb", "texSample", 0, ApiType, params);
- WriteColorToIntensity(p, "texSample", "color0.b");
+ WriteSampleColor(code, "rgb", "texSample", 0, api_type, params);
+ WriteColorToIntensity(code, "texSample", "color0.b");
- WriteSampleColor(p, "rgb", "texSample", 1, ApiType, params);
- WriteColorToIntensity(p, "texSample", "color1.b");
+ WriteSampleColor(code, "rgb", "texSample", 1, api_type, params);
+ WriteColorToIntensity(code, "texSample", "color1.b");
- WriteSampleColor(p, "rgb", "texSample", 2, ApiType, params);
- WriteColorToIntensity(p, "texSample", "color0.g");
+ WriteSampleColor(code, "rgb", "texSample", 2, api_type, params);
+ WriteColorToIntensity(code, "texSample", "color0.g");
- WriteSampleColor(p, "rgb", "texSample", 3, ApiType, params);
- WriteColorToIntensity(p, "texSample", "color1.g");
+ WriteSampleColor(code, "rgb", "texSample", 3, api_type, params);
+ WriteColorToIntensity(code, "texSample", "color1.g");
- WriteSampleColor(p, "rgb", "texSample", 4, ApiType, params);
- WriteColorToIntensity(p, "texSample", "color0.r");
+ WriteSampleColor(code, "rgb", "texSample", 4, api_type, params);
+ WriteColorToIntensity(code, "texSample", "color0.r");
- WriteSampleColor(p, "rgb", "texSample", 5, ApiType, params);
- WriteColorToIntensity(p, "texSample", "color1.r");
+ WriteSampleColor(code, "rgb", "texSample", 5, api_type, params);
+ WriteColorToIntensity(code, "texSample", "color1.r");
- WriteSampleColor(p, "rgb", "texSample", 6, ApiType, params);
- WriteColorToIntensity(p, "texSample", "color0.a");
+ WriteSampleColor(code, "rgb", "texSample", 6, api_type, params);
+ WriteColorToIntensity(code, "texSample", "color0.a");
- WriteSampleColor(p, "rgb", "texSample", 7, ApiType, params);
- WriteColorToIntensity(p, "texSample", "color1.a");
+ WriteSampleColor(code, "rgb", "texSample", 7, api_type, params);
+ WriteColorToIntensity(code, "texSample", "color1.a");
- WRITE(p, " color0.rgba += IntensityConst.aaaa;\n");
- WRITE(p, " color1.rgba += IntensityConst.aaaa;\n");
+ code.WriteFmt(" color0.rgba += IntensityConst.aaaa;\n"
+ " color1.rgba += IntensityConst.aaaa;\n");
- WriteToBitDepth(p, 4, "color0", "color0");
- WriteToBitDepth(p, 4, "color1", "color1");
+ WriteToBitDepth(code, 4, "color0", "color0");
+ WriteToBitDepth(code, 4, "color1", "color1");
- WRITE(p, " ocol0 = (color0 * 16.0 + color1) / 255.0;\n");
- WriteEncoderEnd(p);
+ code.WriteFmt(" ocol0 = (color0 * 16.0 + color1) / 255.0;\n");
+ WriteEncoderEnd(code);
}
-static void WriteIA8Encoder(char*& p, APIType ApiType, const EFBCopyParams& params)
+static void WriteIA8Encoder(ShaderCode& code, APIType api_type, const EFBCopyParams& params)
{
- WriteSwizzler(p, params, EFBCopyFormat::RA8, ApiType);
- WRITE(p, " float4 texSample;\n");
+ WriteSwizzler(code, params, EFBCopyFormat::RA8, api_type);
+ code.WriteFmt(" float4 texSample;\n");
- WriteSampleColor(p, "rgba", "texSample", 0, ApiType, params);
- WRITE(p, " ocol0.b = texSample.a;\n");
- WriteColorToIntensity(p, "texSample", "ocol0.g");
+ WriteSampleColor(code, "rgba", "texSample", 0, api_type, params);
+ code.WriteFmt(" ocol0.b = texSample.a;\n");
+ WriteColorToIntensity(code, "texSample", "ocol0.g");
- WriteSampleColor(p, "rgba", "texSample", 1, ApiType, params);
- WRITE(p, " ocol0.r = texSample.a;\n");
- WriteColorToIntensity(p, "texSample", "ocol0.a");
+ WriteSampleColor(code, "rgba", "texSample", 1, api_type, params);
+ code.WriteFmt(" ocol0.r = texSample.a;\n");
+ WriteColorToIntensity(code, "texSample", "ocol0.a");
- WRITE(p, " ocol0.ga += IntensityConst.aa;\n");
+ code.WriteFmt(" ocol0.ga += IntensityConst.aa;\n");
- WriteEncoderEnd(p);
+ WriteEncoderEnd(code);
}
-static void WriteIA4Encoder(char*& p, APIType ApiType, const EFBCopyParams& params)
+static void WriteIA4Encoder(ShaderCode& code, APIType api_type, const EFBCopyParams& params)
{
- WriteSwizzler(p, params, EFBCopyFormat::RA4, ApiType);
- WRITE(p, " float4 texSample;\n");
- WRITE(p, " float4 color0;\n");
- WRITE(p, " float4 color1;\n");
+ WriteSwizzler(code, params, EFBCopyFormat::RA4, api_type);
+ code.WriteFmt(" float4 texSample;\n"
+ " float4 color0;\n"
+ " float4 color1;\n");
- WriteSampleColor(p, "rgba", "texSample", 0, ApiType, params);
- WRITE(p, " color0.b = texSample.a;\n");
- WriteColorToIntensity(p, "texSample", "color1.b");
+ WriteSampleColor(code, "rgba", "texSample", 0, api_type, params);
+ code.WriteFmt(" color0.b = texSample.a;\n");
+ WriteColorToIntensity(code, "texSample", "color1.b");
- WriteSampleColor(p, "rgba", "texSample", 1, ApiType, params);
- WRITE(p, " color0.g = texSample.a;\n");
- WriteColorToIntensity(p, "texSample", "color1.g");
+ WriteSampleColor(code, "rgba", "texSample", 1, api_type, params);
+ code.WriteFmt(" color0.g = texSample.a;\n");
+ WriteColorToIntensity(code, "texSample", "color1.g");
- WriteSampleColor(p, "rgba", "texSample", 2, ApiType, params);
- WRITE(p, " color0.r = texSample.a;\n");
- WriteColorToIntensity(p, "texSample", "color1.r");
+ WriteSampleColor(code, "rgba", "texSample", 2, api_type, params);
+ code.WriteFmt(" color0.r = texSample.a;\n");
+ WriteColorToIntensity(code, "texSample", "color1.r");
- WriteSampleColor(p, "rgba", "texSample", 3, ApiType, params);
- WRITE(p, " color0.a = texSample.a;\n");
- WriteColorToIntensity(p, "texSample", "color1.a");
+ WriteSampleColor(code, "rgba", "texSample", 3, api_type, params);
+ code.WriteFmt(" color0.a = texSample.a;\n");
+ WriteColorToIntensity(code, "texSample", "color1.a");
- WRITE(p, " color1.rgba += IntensityConst.aaaa;\n");
+ code.WriteFmt(" color1.rgba += IntensityConst.aaaa;\n");
- WriteToBitDepth(p, 4, "color0", "color0");
- WriteToBitDepth(p, 4, "color1", "color1");
+ WriteToBitDepth(code, 4, "color0", "color0");
+ WriteToBitDepth(code, 4, "color1", "color1");
- WRITE(p, " ocol0 = (color0 * 16.0 + color1) / 255.0;\n");
- WriteEncoderEnd(p);
+ code.WriteFmt(" ocol0 = (color0 * 16.0 + color1) / 255.0;\n");
+ WriteEncoderEnd(code);
}
-static void WriteRGB565Encoder(char*& p, APIType ApiType, const EFBCopyParams& params)
+static void WriteRGB565Encoder(ShaderCode& code, APIType api_type, const EFBCopyParams& params)
{
- WriteSwizzler(p, params, EFBCopyFormat::RGB565, ApiType);
- WRITE(p, " float3 texSample0;\n");
- WRITE(p, " float3 texSample1;\n");
-
- WriteSampleColor(p, "rgb", "texSample0", 0, ApiType, params);
- WriteSampleColor(p, "rgb", "texSample1", 1, ApiType, params);
- WRITE(p, " float2 texRs = float2(texSample0.r, texSample1.r);\n");
- WRITE(p, " float2 texGs = float2(texSample0.g, texSample1.g);\n");
- WRITE(p, " float2 texBs = float2(texSample0.b, texSample1.b);\n");
-
- WriteToBitDepth(p, 6, "texGs", "float2 gInt");
- WRITE(p, " float2 gUpper = floor(gInt / 8.0);\n");
- WRITE(p, " float2 gLower = gInt - gUpper * 8.0;\n");
-
- WriteToBitDepth(p, 5, "texRs", "ocol0.br");
- WRITE(p, " ocol0.br = ocol0.br * 8.0 + gUpper;\n");
- WriteToBitDepth(p, 5, "texBs", "ocol0.ga");
- WRITE(p, " ocol0.ga = ocol0.ga + gLower * 32.0;\n");
-
- WRITE(p, " ocol0 = ocol0 / 255.0;\n");
- WriteEncoderEnd(p);
+ WriteSwizzler(code, params, EFBCopyFormat::RGB565, api_type);
+ code.WriteFmt(" float3 texSample0;\n"
+ " float3 texSample1;\n");
+
+ WriteSampleColor(code, "rgb", "texSample0", 0, api_type, params);
+ WriteSampleColor(code, "rgb", "texSample1", 1, api_type, params);
+ code.WriteFmt(" float2 texRs = float2(texSample0.r, texSample1.r);\n"
+ " float2 texGs = float2(texSample0.g, texSample1.g);\n"
+ " float2 texBs = float2(texSample0.b, texSample1.b);\n");
+
+ WriteToBitDepth(code, 6, "texGs", "float2 gInt");
+ code.WriteFmt(" float2 gUpper = floor(gInt / 8.0);\n"
+ " float2 gLower = gInt - gUpper * 8.0;\n");
+
+ WriteToBitDepth(code, 5, "texRs", "ocol0.br");
+ code.WriteFmt(" ocol0.br = ocol0.br * 8.0 + gUpper;\n");
+ WriteToBitDepth(code, 5, "texBs", "ocol0.ga");
+ code.WriteFmt(" ocol0.ga = ocol0.ga + gLower * 32.0;\n");
+
+ code.WriteFmt(" ocol0 = ocol0 / 255.0;\n");
+ WriteEncoderEnd(code);
}
-static void WriteRGB5A3Encoder(char*& p, APIType ApiType, const EFBCopyParams& params)
+static void WriteRGB5A3Encoder(ShaderCode& code, APIType api_type, const EFBCopyParams& params)
{
- WriteSwizzler(p, params, EFBCopyFormat::RGB5A3, ApiType);
+ WriteSwizzler(code, params, EFBCopyFormat::RGB5A3, api_type);
- WRITE(p, " float4 texSample;\n");
- WRITE(p, " float color0;\n");
- WRITE(p, " float gUpper;\n");
- WRITE(p, " float gLower;\n");
+ code.WriteFmt(" float4 texSample;\n"
+ " float color0;\n"
+ " float gUpper;\n"
+ " float gLower;\n");
- WriteSampleColor(p, "rgba", "texSample", 0, ApiType, params);
+ WriteSampleColor(code, "rgba", "texSample", 0, api_type, params);
// 0.8784 = 224 / 255 which is the maximum alpha value that can be represented in 3 bits
- WRITE(p, "if(texSample.a > 0.878f) {\n");
+ code.WriteFmt("if(texSample.a > 0.878f) {{\n");
- WriteToBitDepth(p, 5, "texSample.g", "color0");
- WRITE(p, " gUpper = floor(color0 / 8.0);\n");
- WRITE(p, " gLower = color0 - gUpper * 8.0;\n");
+ WriteToBitDepth(code, 5, "texSample.g", "color0");
+ code.WriteFmt(" gUpper = floor(color0 / 8.0);\n"
+ " gLower = color0 - gUpper * 8.0;\n");
- WriteToBitDepth(p, 5, "texSample.r", "ocol0.b");
- WRITE(p, " ocol0.b = ocol0.b * 4.0 + gUpper + 128.0;\n");
- WriteToBitDepth(p, 5, "texSample.b", "ocol0.g");
- WRITE(p, " ocol0.g = ocol0.g + gLower * 32.0;\n");
+ WriteToBitDepth(code, 5, "texSample.r", "ocol0.b");
+ code.WriteFmt(" ocol0.b = ocol0.b * 4.0 + gUpper + 128.0;\n");
+ WriteToBitDepth(code, 5, "texSample.b", "ocol0.g");
+ code.WriteFmt(" ocol0.g = ocol0.g + gLower * 32.0;\n");
- WRITE(p, "} else {\n");
+ code.WriteFmt("}} else {{\n");
- WriteToBitDepth(p, 4, "texSample.r", "ocol0.b");
- WriteToBitDepth(p, 4, "texSample.b", "ocol0.g");
+ WriteToBitDepth(code, 4, "texSample.r", "ocol0.b");
+ WriteToBitDepth(code, 4, "texSample.b", "ocol0.g");
- WriteToBitDepth(p, 3, "texSample.a", "color0");
- WRITE(p, "ocol0.b = ocol0.b + color0 * 16.0;\n");
- WriteToBitDepth(p, 4, "texSample.g", "color0");
- WRITE(p, "ocol0.g = ocol0.g + color0 * 16.0;\n");
+ WriteToBitDepth(code, 3, "texSample.a", "color0");
+ code.WriteFmt("ocol0.b = ocol0.b + color0 * 16.0;\n");
+ WriteToBitDepth(code, 4, "texSample.g", "color0");
+ code.WriteFmt("ocol0.g = ocol0.g + color0 * 16.0;\n");
- WRITE(p, "}\n");
+ code.WriteFmt("}}\n");
- WriteSampleColor(p, "rgba", "texSample", 1, ApiType, params);
+ WriteSampleColor(code, "rgba", "texSample", 1, api_type, params);
- WRITE(p, "if(texSample.a > 0.878f) {\n");
+ code.WriteFmt("if(texSample.a > 0.878f) {{\n");
- WriteToBitDepth(p, 5, "texSample.g", "color0");
- WRITE(p, " gUpper = floor(color0 / 8.0);\n");
- WRITE(p, " gLower = color0 - gUpper * 8.0;\n");
+ WriteToBitDepth(code, 5, "texSample.g", "color0");
+ code.WriteFmt(" gUpper = floor(color0 / 8.0);\n"
+ " gLower = color0 - gUpper * 8.0;\n");
- WriteToBitDepth(p, 5, "texSample.r", "ocol0.r");
- WRITE(p, " ocol0.r = ocol0.r * 4.0 + gUpper + 128.0;\n");
- WriteToBitDepth(p, 5, "texSample.b", "ocol0.a");
- WRITE(p, " ocol0.a = ocol0.a + gLower * 32.0;\n");
+ WriteToBitDepth(code, 5, "texSample.r", "ocol0.r");
+ code.WriteFmt(" ocol0.r = ocol0.r * 4.0 + gUpper + 128.0;\n");
+ WriteToBitDepth(code, 5, "texSample.b", "ocol0.a");
+ code.WriteFmt(" ocol0.a = ocol0.a + gLower * 32.0;\n");
- WRITE(p, "} else {\n");
+ code.WriteFmt("}} else {{\n");
- WriteToBitDepth(p, 4, "texSample.r", "ocol0.r");
- WriteToBitDepth(p, 4, "texSample.b", "ocol0.a");
+ WriteToBitDepth(code, 4, "texSample.r", "ocol0.r");
+ WriteToBitDepth(code, 4, "texSample.b", "ocol0.a");
- WriteToBitDepth(p, 3, "texSample.a", "color0");
- WRITE(p, "ocol0.r = ocol0.r + color0 * 16.0;\n");
- WriteToBitDepth(p, 4, "texSample.g", "color0");
- WRITE(p, "ocol0.a = ocol0.a + color0 * 16.0;\n");
+ WriteToBitDepth(code, 3, "texSample.a", "color0");
+ code.WriteFmt("ocol0.r = ocol0.r + color0 * 16.0;\n");
+ WriteToBitDepth(code, 4, "texSample.g", "color0");
+ code.WriteFmt("ocol0.a = ocol0.a + color0 * 16.0;\n");
- WRITE(p, "}\n");
+ code.WriteFmt("}}\n");
- WRITE(p, " ocol0 = ocol0 / 255.0;\n");
- WriteEncoderEnd(p);
+ code.WriteFmt(" ocol0 = ocol0 / 255.0;\n");
+ WriteEncoderEnd(code);
}
-static void WriteRGBA8Encoder(char*& p, APIType ApiType, const EFBCopyParams& params)
+static void WriteRGBA8Encoder(ShaderCode& code, APIType api_type, const EFBCopyParams& params)
{
- WriteSwizzler(p, params, EFBCopyFormat::RGBA8, ApiType);
+ WriteSwizzler(code, params, EFBCopyFormat::RGBA8, api_type);
- WRITE(p, " float4 texSample;\n");
- WRITE(p, " float4 color0;\n");
- WRITE(p, " float4 color1;\n");
+ code.WriteFmt(" float4 texSample;\n"
+ " float4 color0;\n"
+ " float4 color1;\n");
- WriteSampleColor(p, "rgba", "texSample", 0, ApiType, params);
- WRITE(p, " color0.b = texSample.a;\n");
- WRITE(p, " color0.g = texSample.r;\n");
- WRITE(p, " color1.b = texSample.g;\n");
- WRITE(p, " color1.g = texSample.b;\n");
+ WriteSampleColor(code, "rgba", "texSample", 0, api_type, params);
+ code.WriteFmt(" color0.b = texSample.a;\n"
+ " color0.g = texSample.r;\n"
+ " color1.b = texSample.g;\n"
+ " color1.g = texSample.b;\n");
- WriteSampleColor(p, "rgba", "texSample", 1, ApiType, params);
- WRITE(p, " color0.r = texSample.a;\n");
- WRITE(p, " color0.a = texSample.r;\n");
- WRITE(p, " color1.r = texSample.g;\n");
- WRITE(p, " color1.a = texSample.b;\n");
+ WriteSampleColor(code, "rgba", "texSample", 1, api_type, params);
+ code.WriteFmt(" color0.r = texSample.a;\n"
+ " color0.a = texSample.r;\n"
+ " color1.r = texSample.g;\n"
+ " color1.a = texSample.b;\n");
- WRITE(p, " ocol0 = first ? color0 : color1;\n");
+ code.WriteFmt(" ocol0 = first ? color0 : color1;\n");
- WriteEncoderEnd(p);
+ WriteEncoderEnd(code);
}
-static void WriteC4Encoder(char*& p, const char* comp, APIType ApiType, const EFBCopyParams& params)
+static void WriteC4Encoder(ShaderCode& code, std::string_view comp, APIType api_type,
+ const EFBCopyParams& params)
{
- WriteSwizzler(p, params, EFBCopyFormat::R4, ApiType);
- WRITE(p, " float4 color0;\n");
- WRITE(p, " float4 color1;\n");
-
- WriteSampleColor(p, comp, "color0.b", 0, ApiType, params);
- WriteSampleColor(p, comp, "color1.b", 1, ApiType, params);
- WriteSampleColor(p, comp, "color0.g", 2, ApiType, params);
- WriteSampleColor(p, comp, "color1.g", 3, ApiType, params);
- WriteSampleColor(p, comp, "color0.r", 4, ApiType, params);
- WriteSampleColor(p, comp, "color1.r", 5, ApiType, params);
- WriteSampleColor(p, comp, "color0.a", 6, ApiType, params);
- WriteSampleColor(p, comp, "color1.a", 7, ApiType, params);
-
- WriteToBitDepth(p, 4, "color0", "color0");
- WriteToBitDepth(p, 4, "color1", "color1");
-
- WRITE(p, " ocol0 = (color0 * 16.0 + color1) / 255.0;\n");
- WriteEncoderEnd(p);
+ WriteSwizzler(code, params, EFBCopyFormat::R4, api_type);
+ code.WriteFmt(" float4 color0;\n"
+ " float4 color1;\n");
+
+ WriteSampleColor(code, comp, "color0.b", 0, api_type, params);
+ WriteSampleColor(code, comp, "color1.b", 1, api_type, params);
+ WriteSampleColor(code, comp, "color0.g", 2, api_type, params);
+ WriteSampleColor(code, comp, "color1.g", 3, api_type, params);
+ WriteSampleColor(code, comp, "color0.r", 4, api_type, params);
+ WriteSampleColor(code, comp, "color1.r", 5, api_type, params);
+ WriteSampleColor(code, comp, "color0.a", 6, api_type, params);
+ WriteSampleColor(code, comp, "color1.a", 7, api_type, params);
+
+ WriteToBitDepth(code, 4, "color0", "color0");
+ WriteToBitDepth(code, 4, "color1", "color1");
+
+ code.WriteFmt(" ocol0 = (color0 * 16.0 + color1) / 255.0;\n");
+ WriteEncoderEnd(code);
}
-static void WriteC8Encoder(char*& p, const char* comp, APIType ApiType, const EFBCopyParams& params)
+static void WriteC8Encoder(ShaderCode& code, std::string_view comp, APIType api_type,
+ const EFBCopyParams& params)
{
- WriteSwizzler(p, params, EFBCopyFormat::R8, ApiType);
+ WriteSwizzler(code, params, EFBCopyFormat::R8, api_type);
- WriteSampleColor(p, comp, "ocol0.b", 0, ApiType, params);
- WriteSampleColor(p, comp, "ocol0.g", 1, ApiType, params);
- WriteSampleColor(p, comp, "ocol0.r", 2, ApiType, params);
- WriteSampleColor(p, comp, "ocol0.a", 3, ApiType, params);
+ WriteSampleColor(code, comp, "ocol0.b", 0, api_type, params);
+ WriteSampleColor(code, comp, "ocol0.g", 1, api_type, params);
+ WriteSampleColor(code, comp, "ocol0.r", 2, api_type, params);
+ WriteSampleColor(code, comp, "ocol0.a", 3, api_type, params);
- WriteEncoderEnd(p);
+ WriteEncoderEnd(code);
}
-static void WriteCC4Encoder(char*& p, const char* comp, APIType ApiType,
+static void WriteCC4Encoder(ShaderCode& code, std::string_view comp, APIType api_type,
const EFBCopyParams& params)
{
- WriteSwizzler(p, params, EFBCopyFormat::RA4, ApiType);
- WRITE(p, " float2 texSample;\n");
- WRITE(p, " float4 color0;\n");
- WRITE(p, " float4 color1;\n");
+ WriteSwizzler(code, params, EFBCopyFormat::RA4, api_type);
+ code.WriteFmt(" float2 texSample;\n"
+ " float4 color0;\n"
+ " float4 color1;\n");
- WriteSampleColor(p, comp, "texSample", 0, ApiType, params);
- WRITE(p, " color0.b = texSample.x;\n");
- WRITE(p, " color1.b = texSample.y;\n");
+ WriteSampleColor(code, comp, "texSample", 0, api_type, params);
+ code.WriteFmt(" color0.b = texSample.x;\n"
+ " color1.b = texSample.y;\n");
- WriteSampleColor(p, comp, "texSample", 1, ApiType, params);
- WRITE(p, " color0.g = texSample.x;\n");
- WRITE(p, " color1.g = texSample.y;\n");
+ WriteSampleColor(code, comp, "texSample", 1, api_type, params);
+ code.WriteFmt(" color0.g = texSample.x;\n"
+ " color1.g = texSample.y;\n");
- WriteSampleColor(p, comp, "texSample", 2, ApiType, params);
- WRITE(p, " color0.r = texSample.x;\n");
- WRITE(p, " color1.r = texSample.y;\n");
+ WriteSampleColor(code, comp, "texSample", 2, api_type, params);
+ code.WriteFmt(" color0.r = texSample.x;\n"
+ " color1.r = texSample.y;\n");
- WriteSampleColor(p, comp, "texSample", 3, ApiType, params);
- WRITE(p, " color0.a = texSample.x;\n");
- WRITE(p, " color1.a = texSample.y;\n");
+ WriteSampleColor(code, comp, "texSample", 3, api_type, params);
+ code.WriteFmt(" color0.a = texSample.x;\n"
+ " color1.a = texSample.y;\n");
- WriteToBitDepth(p, 4, "color0", "color0");
- WriteToBitDepth(p, 4, "color1", "color1");
+ WriteToBitDepth(code, 4, "color0", "color0");
+ WriteToBitDepth(code, 4, "color1", "color1");
- WRITE(p, " ocol0 = (color0 * 16.0 + color1) / 255.0;\n");
- WriteEncoderEnd(p);
+ code.WriteFmt(" ocol0 = (color0 * 16.0 + color1) / 255.0;\n");
+ WriteEncoderEnd(code);
}
-static void WriteCC8Encoder(char*& p, const char* comp, APIType ApiType,
+static void WriteCC8Encoder(ShaderCode& code, std::string_view comp, APIType api_type,
const EFBCopyParams& params)
{
- WriteSwizzler(p, params, EFBCopyFormat::RA8, ApiType);
+ WriteSwizzler(code, params, EFBCopyFormat::RA8, api_type);
- WriteSampleColor(p, comp, "ocol0.bg", 0, ApiType, params);
- WriteSampleColor(p, comp, "ocol0.ra", 1, ApiType, params);
+ WriteSampleColor(code, comp, "ocol0.bg", 0, api_type, params);
+ WriteSampleColor(code, comp, "ocol0.ra", 1, api_type, params);
- WriteEncoderEnd(p);
+ WriteEncoderEnd(code);
}
-static void WriteZ8Encoder(char*& p, const char* multiplier, APIType ApiType,
+static void WriteZ8Encoder(ShaderCode& code, std::string_view multiplier, APIType api_type,
const EFBCopyParams& params)
{
- WriteSwizzler(p, params, EFBCopyFormat::G8, ApiType);
+ WriteSwizzler(code, params, EFBCopyFormat::G8, api_type);
- WRITE(p, " float depth;\n");
+ code.WriteFmt(" float depth;\n");
- WriteSampleColor(p, "r", "depth", 0, ApiType, params);
- WRITE(p, "ocol0.b = frac(depth * %s);\n", multiplier);
+ WriteSampleColor(code, "r", "depth", 0, api_type, params);
+ code.WriteFmt("ocol0.b = frac(depth * {});\n", multiplier);
- WriteSampleColor(p, "r", "depth", 1, ApiType, params);
- WRITE(p, "ocol0.g = frac(depth * %s);\n", multiplier);
+ WriteSampleColor(code, "r", "depth", 1, api_type, params);
+ code.WriteFmt("ocol0.g = frac(depth * {});\n", multiplier);
- WriteSampleColor(p, "r", "depth", 2, ApiType, params);
- WRITE(p, "ocol0.r = frac(depth * %s);\n", multiplier);
+ WriteSampleColor(code, "r", "depth", 2, api_type, params);
+ code.WriteFmt("ocol0.r = frac(depth * {});\n", multiplier);
- WriteSampleColor(p, "r", "depth", 3, ApiType, params);
- WRITE(p, "ocol0.a = frac(depth * %s);\n", multiplier);
+ WriteSampleColor(code, "r", "depth", 3, api_type, params);
+ code.WriteFmt("ocol0.a = frac(depth * {});\n", multiplier);
- WriteEncoderEnd(p);
+ WriteEncoderEnd(code);
}
-static void WriteZ16Encoder(char*& p, APIType ApiType, const EFBCopyParams& params)
+static void WriteZ16Encoder(ShaderCode& code, APIType api_type, const EFBCopyParams& params)
{
- WriteSwizzler(p, params, EFBCopyFormat::RA8, ApiType);
+ WriteSwizzler(code, params, EFBCopyFormat::RA8, api_type);
- WRITE(p, " float depth;\n");
- WRITE(p, " float3 expanded;\n");
+ code.WriteFmt(" float depth;\n"
+ " float3 expanded;\n");
- // byte order is reversed
+ // Byte order is reversed
- WriteSampleColor(p, "r", "depth", 0, ApiType, params);
+ WriteSampleColor(code, "r", "depth", 0, api_type, params);
- WRITE(p, " depth *= 16777216.0;\n");
- WRITE(p, " expanded.r = floor(depth / (256.0 * 256.0));\n");
- WRITE(p, " depth -= expanded.r * 256.0 * 256.0;\n");
- WRITE(p, " expanded.g = floor(depth / 256.0);\n");
+ code.WriteFmt(" depth *= 16777216.0;\n"
+ " expanded.r = floor(depth / (256.0 * 256.0));\n"
+ " depth -= expanded.r * 256.0 * 256.0;\n"
+ " expanded.g = floor(depth / 256.0);\n");
- WRITE(p, " ocol0.b = expanded.g / 255.0;\n");
- WRITE(p, " ocol0.g = expanded.r / 255.0;\n");
+ code.WriteFmt(" ocol0.b = expanded.g / 255.0;\n"
+ " ocol0.g = expanded.r / 255.0;\n");
- WriteSampleColor(p, "r", "depth", 1, ApiType, params);
+ WriteSampleColor(code, "r", "depth", 1, api_type, params);
- WRITE(p, " depth *= 16777216.0;\n");
- WRITE(p, " expanded.r = floor(depth / (256.0 * 256.0));\n");
- WRITE(p, " depth -= expanded.r * 256.0 * 256.0;\n");
- WRITE(p, " expanded.g = floor(depth / 256.0);\n");
+ code.WriteFmt(" depth *= 16777216.0;\n"
+ " expanded.r = floor(depth / (256.0 * 256.0));\n"
+ " depth -= expanded.r * 256.0 * 256.0;\n"
+ " expanded.g = floor(depth / 256.0);\n");
- WRITE(p, " ocol0.r = expanded.g / 255.0;\n");
- WRITE(p, " ocol0.a = expanded.r / 255.0;\n");
+ code.WriteFmt(" ocol0.r = expanded.g / 255.0;\n"
+ " ocol0.a = expanded.r / 255.0;\n");
- WriteEncoderEnd(p);
+ WriteEncoderEnd(code);
}
-static void WriteZ16LEncoder(char*& p, APIType ApiType, const EFBCopyParams& params)
+static void WriteZ16LEncoder(ShaderCode& code, APIType api_type, const EFBCopyParams& params)
{
- WriteSwizzler(p, params, EFBCopyFormat::GB8, ApiType);
+ WriteSwizzler(code, params, EFBCopyFormat::GB8, api_type);
- WRITE(p, " float depth;\n");
- WRITE(p, " float3 expanded;\n");
+ code.WriteFmt(" float depth;\n"
+ " float3 expanded;\n");
- // byte order is reversed
+ // Byte order is reversed
- WriteSampleColor(p, "r", "depth", 0, ApiType, params);
+ WriteSampleColor(code, "r", "depth", 0, api_type, params);
- WRITE(p, " depth *= 16777216.0;\n");
- WRITE(p, " expanded.r = floor(depth / (256.0 * 256.0));\n");
- WRITE(p, " depth -= expanded.r * 256.0 * 256.0;\n");
- WRITE(p, " expanded.g = floor(depth / 256.0);\n");
- WRITE(p, " depth -= expanded.g * 256.0;\n");
- WRITE(p, " expanded.b = depth;\n");
+ code.WriteFmt(" depth *= 16777216.0;\n"
+ " expanded.r = floor(depth / (256.0 * 256.0));\n"
+ " depth -= expanded.r * 256.0 * 256.0;\n"
+ " expanded.g = floor(depth / 256.0);\n"
+ " depth -= expanded.g * 256.0;\n"
+ " expanded.b = depth;\n");
- WRITE(p, " ocol0.b = expanded.b / 255.0;\n");
- WRITE(p, " ocol0.g = expanded.g / 255.0;\n");
+ code.WriteFmt(" ocol0.b = expanded.b / 255.0;\n"
+ " ocol0.g = expanded.g / 255.0;\n");
- WriteSampleColor(p, "r", "depth", 1, ApiType, params);
+ WriteSampleColor(code, "r", "depth", 1, api_type, params);
- WRITE(p, " depth *= 16777216.0;\n");
- WRITE(p, " expanded.r = floor(depth / (256.0 * 256.0));\n");
- WRITE(p, " depth -= expanded.r * 256.0 * 256.0;\n");
- WRITE(p, " expanded.g = floor(depth / 256.0);\n");
- WRITE(p, " depth -= expanded.g * 256.0;\n");
- WRITE(p, " expanded.b = depth;\n");
+ code.WriteFmt(" depth *= 16777216.0;\n"
+ " expanded.r = floor(depth / (256.0 * 256.0));\n"
+ " depth -= expanded.r * 256.0 * 256.0;\n"
+ " expanded.g = floor(depth / 256.0);\n"
+ " depth -= expanded.g * 256.0;\n"
+ " expanded.b = depth;\n");
- WRITE(p, " ocol0.r = expanded.b / 255.0;\n");
- WRITE(p, " ocol0.a = expanded.g / 255.0;\n");
+ code.WriteFmt(" ocol0.r = expanded.b / 255.0;\n"
+ " ocol0.a = expanded.g / 255.0;\n");
- WriteEncoderEnd(p);
+ WriteEncoderEnd(code);
}
-static void WriteZ24Encoder(char*& p, APIType ApiType, const EFBCopyParams& params)
+static void WriteZ24Encoder(ShaderCode& code, APIType api_type, const EFBCopyParams& params)
{
- WriteSwizzler(p, params, EFBCopyFormat::RGBA8, ApiType);
+ WriteSwizzler(code, params, EFBCopyFormat::RGBA8, api_type);
- WRITE(p, " float depth0;\n");
- WRITE(p, " float depth1;\n");
- WRITE(p, " float3 expanded0;\n");
- WRITE(p, " float3 expanded1;\n");
+ code.WriteFmt(" float depth0;\n"
+ " float depth1;\n"
+ " float3 expanded0;\n"
+ " float3 expanded1;\n");
- WriteSampleColor(p, "r", "depth0", 0, ApiType, params);
- WriteSampleColor(p, "r", "depth1", 1, ApiType, params);
+ WriteSampleColor(code, "r", "depth0", 0, api_type, params);
+ WriteSampleColor(code, "r", "depth1", 1, api_type, params);
for (int i = 0; i < 2; i++)
{
- WRITE(p, " depth%i *= 16777216.0;\n", i);
+ code.WriteFmt(" depth{} *= 16777216.0;\n", i);
- WRITE(p, " expanded%i.r = floor(depth%i / (256.0 * 256.0));\n", i, i);
- WRITE(p, " depth%i -= expanded%i.r * 256.0 * 256.0;\n", i, i);
- WRITE(p, " expanded%i.g = floor(depth%i / 256.0);\n", i, i);
- WRITE(p, " depth%i -= expanded%i.g * 256.0;\n", i, i);
- WRITE(p, " expanded%i.b = depth%i;\n", i, i);
+ code.WriteFmt(" expanded{}.r = floor(depth{} / (256.0 * 256.0));\n", i, i);
+ code.WriteFmt(" depth{} -= expanded{}.r * 256.0 * 256.0;\n", i, i);
+ code.WriteFmt(" expanded{}.g = floor(depth{} / 256.0);\n", i, i);
+ code.WriteFmt(" depth{} -= expanded{}.g * 256.0;\n", i, i);
+ code.WriteFmt(" expanded{}.b = depth{};\n", i, i);
}
- WRITE(p, " if (!first) {\n");
- // upper 16
- WRITE(p, " ocol0.b = expanded0.g / 255.0;\n");
- WRITE(p, " ocol0.g = expanded0.b / 255.0;\n");
- WRITE(p, " ocol0.r = expanded1.g / 255.0;\n");
- WRITE(p, " ocol0.a = expanded1.b / 255.0;\n");
- WRITE(p, " } else {\n");
- // lower 8
- WRITE(p, " ocol0.b = 1.0;\n");
- WRITE(p, " ocol0.g = expanded0.r / 255.0;\n");
- WRITE(p, " ocol0.r = 1.0;\n");
- WRITE(p, " ocol0.a = expanded1.r / 255.0;\n");
- WRITE(p, " }\n");
-
- WriteEncoderEnd(p);
+ code.WriteFmt(" if (!first) {{\n");
+ // Upper 16
+ code.WriteFmt(" ocol0.b = expanded0.g / 255.0;\n"
+ " ocol0.g = expanded0.b / 255.0;\n"
+ " ocol0.r = expanded1.g / 255.0;\n"
+ " ocol0.a = expanded1.b / 255.0;\n"
+ " }} else {{\n");
+ // Lower 8
+ code.WriteFmt(" ocol0.b = 1.0;\n"
+ " ocol0.g = expanded0.r / 255.0;\n"
+ " ocol0.r = 1.0;\n"
+ " ocol0.a = expanded1.r / 255.0;\n"
+ " }}\n");
+
+ WriteEncoderEnd(code);
}
-static void WriteXFBEncoder(char*& p, APIType ApiType, const EFBCopyParams& params)
+static void WriteXFBEncoder(ShaderCode& code, APIType api_type, const EFBCopyParams& params)
{
- WriteSwizzler(p, params, EFBCopyFormat::XFB, ApiType);
+ WriteSwizzler(code, params, EFBCopyFormat::XFB, api_type);
- WRITE(p, "float3 color0, color1;\n");
- WriteSampleColor(p, "rgb", "color0", 0, ApiType, params);
- WriteSampleColor(p, "rgb", "color1", 1, ApiType, params);
+ code.WriteFmt("float3 color0, color1;\n");
+ WriteSampleColor(code, "rgb", "color0", 0, api_type, params);
+ WriteSampleColor(code, "rgb", "color1", 1, api_type, params);
// Gamma is only applied to XFB copies.
- WRITE(p, " color0 = pow(color0, float3(gamma_rcp, gamma_rcp, gamma_rcp));\n");
- WRITE(p, " color1 = pow(color1, float3(gamma_rcp, gamma_rcp, gamma_rcp));\n");
+ code.WriteFmt(" color0 = pow(color0, float3(gamma_rcp, gamma_rcp, gamma_rcp));\n"
+ " color1 = pow(color1, float3(gamma_rcp, gamma_rcp, gamma_rcp));\n");
// Convert to YUV.
- WRITE(p, " const float3 y_const = float3(0.257, 0.504, 0.098);\n");
- WRITE(p, " const float3 u_const = float3(-0.148, -0.291, 0.439);\n");
- WRITE(p, " const float3 v_const = float3(0.439, -0.368, -0.071);\n");
- WRITE(p, " float3 average = (color0 + color1) * 0.5;\n");
- WRITE(p, " ocol0.b = dot(color0, y_const) + 0.0625;\n");
- WRITE(p, " ocol0.g = dot(average, u_const) + 0.5;\n");
- WRITE(p, " ocol0.r = dot(color1, y_const) + 0.0625;\n");
- WRITE(p, " ocol0.a = dot(average, v_const) + 0.5;\n");
-
- WriteEncoderEnd(p);
+ code.WriteFmt(" const float3 y_const = float3(0.257, 0.504, 0.098);\n"
+ " const float3 u_const = float3(-0.148, -0.291, 0.439);\n"
+ " const float3 v_const = float3(0.439, -0.368, -0.071);\n"
+ " float3 average = (color0 + color1) * 0.5;\n"
+ " ocol0.b = dot(color0, y_const) + 0.0625;\n"
+ " ocol0.g = dot(average, u_const) + 0.5;\n"
+ " ocol0.r = dot(color1, y_const) + 0.0625;\n"
+ " ocol0.a = dot(average, v_const) + 0.5;\n");
+
+ WriteEncoderEnd(code);
}
-const char* GenerateEncodingShader(const EFBCopyParams& params, APIType api_type)
+std::string GenerateEncodingShader(const EFBCopyParams& params, APIType api_type)
{
- text[sizeof(text) - 1] = 0x7C; // canary
-
- char* p = text;
+ ShaderCode code;
switch (params.copy_format)
{
case EFBCopyFormat::R4:
if (params.yuv)
- WriteI4Encoder(p, api_type, params);
+ WriteI4Encoder(code, api_type, params);
else
- WriteC4Encoder(p, "r", api_type, params);
+ WriteC4Encoder(code, "r", api_type, params);
break;
case EFBCopyFormat::RA4:
if (params.yuv)
- WriteIA4Encoder(p, api_type, params);
+ WriteIA4Encoder(code, api_type, params);
else
- WriteCC4Encoder(p, "ar", api_type, params);
+ WriteCC4Encoder(code, "ar", api_type, params);
break;
case EFBCopyFormat::RA8:
if (params.yuv)
- WriteIA8Encoder(p, api_type, params);
+ WriteIA8Encoder(code, api_type, params);
else
- WriteCC8Encoder(p, "ar", api_type, params);
+ WriteCC8Encoder(code, "ar", api_type, params);
break;
case EFBCopyFormat::RGB565:
- WriteRGB565Encoder(p, api_type, params);
+ WriteRGB565Encoder(code, api_type, params);
break;
case EFBCopyFormat::RGB5A3:
- WriteRGB5A3Encoder(p, api_type, params);
+ WriteRGB5A3Encoder(code, api_type, params);
break;
case EFBCopyFormat::RGBA8:
if (params.depth)
- WriteZ24Encoder(p, api_type, params);
+ WriteZ24Encoder(code, api_type, params);
else
- WriteRGBA8Encoder(p, api_type, params);
+ WriteRGBA8Encoder(code, api_type, params);
break;
case EFBCopyFormat::A8:
- WriteC8Encoder(p, "a", api_type, params);
+ WriteC8Encoder(code, "a", api_type, params);
break;
case EFBCopyFormat::R8_0x1:
case EFBCopyFormat::R8:
if (params.yuv)
- WriteI8Encoder(p, api_type, params);
+ WriteI8Encoder(code, api_type, params);
else
- WriteC8Encoder(p, "r", api_type, params);
+ WriteC8Encoder(code, "r", api_type, params);
break;
case EFBCopyFormat::G8:
if (params.depth)
- WriteZ8Encoder(p, "256.0", api_type, params); // Z8M
+ WriteZ8Encoder(code, "256.0", api_type, params); // Z8M
else
- WriteC8Encoder(p, "g", api_type, params);
+ WriteC8Encoder(code, "g", api_type, params);
break;
case EFBCopyFormat::B8:
if (params.depth)
- WriteZ8Encoder(p, "65536.0", api_type, params); // Z8L
+ WriteZ8Encoder(code, "65536.0", api_type, params); // Z8L
else
- WriteC8Encoder(p, "b", api_type, params);
+ WriteC8Encoder(code, "b", api_type, params);
break;
case EFBCopyFormat::RG8:
if (params.depth)
- WriteZ16Encoder(p, api_type, params); // Z16H
+ WriteZ16Encoder(code, api_type, params); // Z16H
else
- WriteCC8Encoder(p, "gr", api_type, params);
+ WriteCC8Encoder(code, "gr", api_type, params);
break;
case EFBCopyFormat::GB8:
if (params.depth)
- WriteZ16LEncoder(p, api_type, params); // Z16L
+ WriteZ16LEncoder(code, api_type, params); // Z16L
else
- WriteCC8Encoder(p, "bg", api_type, params);
+ WriteCC8Encoder(code, "bg", api_type, params);
break;
case EFBCopyFormat::XFB:
- WriteXFBEncoder(p, api_type, params);
+ WriteXFBEncoder(code, api_type, params);
break;
default:
PanicAlert("Invalid EFB Copy Format (0x%X)! (GenerateEncodingShader)",
@@ -841,10 +844,7 @@ const char* GenerateEncodingShader(const EFBCopyParams& params, APIType api_type
break;
}
- if (text[sizeof(text) - 1] != 0x7C)
- PanicAlert("TextureConversionShader generator - buffer too small, canary has been eaten!");
-
- return text;
+ return code.GetBuffer();
}
// NOTE: In these uniforms, a row refers to a row of blocks, not texels.
diff --git a/Source/Core/VideoCommon/TextureConversionShader.h b/Source/Core/VideoCommon/TextureConversionShader.h
index f6c266bd63..e59d5d6201 100644
--- a/Source/Core/VideoCommon/TextureConversionShader.h
+++ b/Source/Core/VideoCommon/TextureConversionShader.h
@@ -20,7 +20,7 @@ namespace TextureConversionShaderTiled
{
u16 GetEncodedSampleCount(EFBCopyFormat format);
-const char* GenerateEncodingShader(const EFBCopyParams& params, APIType ApiType);
+std::string GenerateEncodingShader(const EFBCopyParams& params, APIType api_type);
// Information required to compile and dispatch a texture decoding shader.
struct DecodingShaderInfo