diff options
Diffstat (limited to 'Source/Core/VideoBackends/D3D12/StaticShaderCache.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D12/StaticShaderCache.cpp | 116 |
1 files changed, 115 insertions, 1 deletions
diff --git a/Source/Core/VideoBackends/D3D12/StaticShaderCache.cpp b/Source/Core/VideoBackends/D3D12/StaticShaderCache.cpp index e2bd65aac9..38de296e87 100644 --- a/Source/Core/VideoBackends/D3D12/StaticShaderCache.cpp +++ b/Source/Core/VideoBackends/D3D12/StaticShaderCache.cpp @@ -18,6 +18,8 @@ static ID3DBlob* s_depth_matrix_program_blob[2] = {}; static ID3DBlob* s_depth_resolve_to_color_program_blob = {}; static ID3DBlob* s_clear_program_blob = {}; static ID3DBlob* s_anaglyph_program_blob = {}; +static ID3DBlob* s_xfb_encode_shader_blob = {}; +static ID3DBlob* s_xfb_decode_shader_blob = {}; static ID3DBlob* s_rgba6_to_rgb8_program_blob[2] = {}; static ID3DBlob* s_rgb8_to_rgba6_program_blob[2] = {}; @@ -411,6 +413,93 @@ static constexpr const char s_copy_geometry_shader_hlsl[] = { "}\n" }; +static const char s_xfb_encode_shader_hlsl[] = R"( + +Texture2DArray tex0 : register(t0); +SamplerState samp0 : register(s0); + +cbuffer EncodeParams : register(b0) +{ + float4 srcRect; + float2 texelSize; +} + +// GameCube/Wii uses the BT.601 standard algorithm for converting to YCbCr; see +// <http://www.equasys.de/colorconversion.html#YCbCr-RGBColorFormatConversion> +static const float3x4 RGB_TO_YCBCR = float3x4( + 0.257, 0.504, 0.098, 16.0/255.0, + -0.148, -0.291, 0.439, 128.0/255.0, + 0.439, -0.368, -0.071, 128.0/255.0 +); + +void main( + out float4 ocol0 : SV_Target, + in float4 pos : SV_Position, + in float3 uv0 : TEXCOORD0, + in float gamma : TEXCOORD1) +{ + // Load three input pixels, emulate clamp sampler by clamping to the source rectangle. + // Subtract 0.5 from the x coordinate because we're doubling the width, and want the pixel center shifted back to 0.5. + // The native resolution is used as a reference here so bilinear filtering works as expected. + float2 baseCoords = lerp(srcRect.xy, srcRect.zw, float2(uv0.x - 0.5 * texelSize.x, uv0.y)); + float3 sampleL = tex0.Sample(samp0, float3(max(srcRect.xy, baseCoords - float2(texelSize.x, 0)), 0)).rgb; + float3 sampleM = tex0.Sample(samp0, float3(baseCoords, 0)).rgb; + float3 sampleR = tex0.Sample(samp0, float3(min(srcRect.zw, baseCoords + float2(texelSize.x, 0)), 0)).rgb; + + // Gamma correction (gamma is already rcp(gamma)) + // abs() here because the HLSL compiler throws a warning otherwise. + sampleL = pow(abs(sampleL), gamma); + sampleM = pow(abs(sampleM), gamma); + sampleR = pow(abs(sampleR), gamma); + + // RGB -> YUV + float3 yuvL = mul(RGB_TO_YCBCR, float4(sampleL,1)); + float3 yuvM = mul(RGB_TO_YCBCR, float4(sampleM,1)); + float3 yuvR = mul(RGB_TO_YCBCR, float4(sampleR,1)); + + // The Y components correspond to two EFB pixels, while the U and V are + // made from a blend of three EFB pixels. + float y0 = yuvM.r; + float y1 = yuvR.r; + float u0 = 0.25*yuvL.g + 0.5*yuvM.g + 0.25*yuvR.g; + float v0 = 0.25*yuvL.b + 0.5*yuvM.b + 0.25*yuvR.b; + ocol0 = float4(y0, u0, y1, v0); +} + +)"; + +static const char s_xfb_decode_shader_hlsl[] = R"( + +Texture2DArray tex0 : register(t0); + +static const float3x3 YCBCR_TO_RGB = float3x3( + 1.164, 0.000, 1.596, + 1.164, -0.392, -0.813, + 1.164, 2.017, 0.000 +); + +void main( + out float4 ocol0 : SV_Target, + in float4 pos : SV_Position, + in float3 uv0 : TEXCOORD0) +{ + // Divide coordinates by 2 due to half-width YUYV texure. + int2 ipos = int2(pos.xy); + int2 texpos = int2(ipos.x >> 1, ipos.y); + float4 yuyv = tex0.Load(int4(texpos, 0, 0)); + + // Select U for even pixels, V for odd pixels. + float y = lerp(yuyv.r, yuyv.b, float(ipos.x & 1)); + + // Recover RGB components + float3 yuv_601_sub = float3(y, yuyv.ga) - float3(16.0/255.0, 128.0/255.0, 128.0/255.0); + float3 rgb_601 = mul(YCBCR_TO_RGB, yuv_601_sub); + + ocol0 = float4(rgb_601, 1); +} + +)"; + D3D12_SHADER_BYTECODE StaticShaderCache::GetReinterpRGBA6ToRGB8PixelShader(bool multisampled) { D3D12_SHADER_BYTECODE bytecode = {}; @@ -625,6 +714,28 @@ D3D12_SHADER_BYTECODE StaticShaderCache::GetCopyGeometryShader() return bytecode; } +D3D12_SHADER_BYTECODE StaticShaderCache::GetXFBEncodePixelShader() +{ + D3D12_SHADER_BYTECODE bytecode = + { + s_xfb_encode_shader_blob->GetBufferPointer(), + s_xfb_encode_shader_blob->GetBufferSize() + }; + + return bytecode; +} + +D3D12_SHADER_BYTECODE StaticShaderCache::GetXFBDecodePixelShader() +{ + D3D12_SHADER_BYTECODE bytecode = + { + s_xfb_decode_shader_blob->GetBufferPointer(), + s_xfb_decode_shader_blob->GetBufferSize() + }; + + return bytecode; +} + void StaticShaderCache::Init() { // Compile static pixel shaders @@ -633,6 +744,8 @@ void StaticShaderCache::Init() D3D::CompilePixelShader(s_color_copy_program_hlsl, &s_color_copy_program_blob[0]); D3D::CompilePixelShader(s_color_matrix_program_hlsl, &s_color_matrix_program_blob[0]); D3D::CompilePixelShader(s_depth_matrix_program_hlsl, &s_depth_matrix_program_blob[0]); + D3D::CompilePixelShader(s_xfb_encode_shader_hlsl, &s_xfb_encode_shader_blob); + D3D::CompilePixelShader(s_xfb_decode_shader_hlsl, &s_xfb_decode_shader_blob); // Compile static vertex shaders D3D::CompileVertexShader(s_simple_vertex_shader_hlsl, &s_simple_vertex_shader_blob); @@ -657,7 +770,8 @@ void StaticShaderCache::InvalidateMSAAShaders() void StaticShaderCache::Shutdown() { // Free pixel shader blobs - + SAFE_RELEASE(s_xfb_decode_shader_blob); + SAFE_RELEASE(s_xfb_encode_shader_blob); SAFE_RELEASE(s_clear_program_blob); SAFE_RELEASE(s_anaglyph_program_blob); SAFE_RELEASE(s_depth_resolve_to_color_program_blob); |
