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// Copyright 2017 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/TextureConverterShaderGen.h"
#include "Common/CommonTypes.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/TextureCacheBase.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, float gamma_rcp,
const std::array<u32, 3>& filter_coefficients)
{
TCShaderUid out;
UidData* const uid_data = out.GetUidData();
if (g_ActiveConfig.bForceTrueColor)
{
// Increase the precision of EFB copies where it's likely to be safe.
switch (dst_format)
{
case EFBCopyFormat::RGB565:
// HACK: XFB is RGB8.
// Don't blindly do this in other places though,
// the enum value is used to identify XFB copies.
// The important thing here is that we need alpha = 1.
dst_format = EFBCopyFormat::XFB;
break;
case EFBCopyFormat::RGB5A3:
dst_format = EFBCopyFormat::RGBA8;
break;
default:
// Let's not touch the other formats for now, seems risky.
break;
}
}
uid_data->dst_format = dst_format;
uid_data->efb_has_alpha = bpmem.zcontrol.pixel_format == PixelFormat::RGBA6_Z24;
uid_data->is_depth_copy = is_depth_copy;
uid_data->is_intensity = is_intensity;
uid_data->scale_by_half = scale_by_half;
uid_data->all_copy_filter_coefs_needed =
TextureCacheBase::AllCopyFilterCoefsNeeded(filter_coefficients);
uid_data->copy_filter_can_overflow = TextureCacheBase::CopyFilterCanOverflow(filter_coefficients);
// If the gamma is needed, then include that too.
uid_data->apply_gamma = gamma_rcp != 1.0f;
return out;
}
static void WriteHeader(APIType api_type, ShaderCode& out)
{
out.Write("UBO_BINDING(std140, 1) uniform PSBlock {{\n"
" float2 src_offset, src_size;\n"
" uint3 filter_coefficients;\n"
" float gamma_rcp;\n"
" float2 clamp_tb;\n"
" float pixel_height;\n"
"}};\n");
}
ShaderCode GenerateVertexShader(APIType api_type)
{
ShaderCode out;
WriteHeader(api_type, out);
if (g_backend_info.bSupportsGeometryShaders)
{
out.Write("VARYING_LOCATION(0) out VertexData {{\n"
" float3 v_tex0;\n"
"}};\n");
}
else
{
out.Write("VARYING_LOCATION(0) out float3 v_tex0;\n");
}
out.Write("#define id gl_VertexID\n"
"#define opos gl_Position\n"
"void main() {{\n");
out.Write(" v_tex0 = float3(float((id << 1) & 2), float(id & 2), 0.0f);\n");
out.Write(
" opos = float4(v_tex0.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);\n");
out.Write(" v_tex0 = float3(src_offset + (src_size * v_tex0.xy), 0.0f);\n");
// NDC space is flipped in Vulkan
if (api_type == APIType::Vulkan)
out.Write(" opos.y = -opos.y;\n");
out.Write("}}\n");
return out;
}
ShaderCode GeneratePixelShader(APIType api_type, const UidData* uid_data)
{
const bool mono_depth = uid_data->is_depth_copy && g_ActiveConfig.bStereoEFBMonoDepth;
ShaderCode out;
WriteHeader(api_type, out);
out.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n");
out.Write("uint4 SampleEFB(float3 uv, float y_offset) {{\n"
" float4 tex_sample = texture(samp0, float3(uv.x, clamp(uv.y + (y_offset * "
"pixel_height), clamp_tb.x, clamp_tb.y), {}));\n",
mono_depth ? "0.0" : "uv.z");
if (uid_data->is_depth_copy)
{
if (!g_backend_info.bSupportsReversedDepthRange)
out.Write(" tex_sample.x = 1.0 - tex_sample.x;\n");
out.Write(" uint depth = uint(tex_sample.x * 16777216.0);\n"
" return uint4((depth >> 16) & 255u, (depth >> 8) & 255u, depth & 255u, 255u);\n"
"}}\n");
}
else
{
out.Write(" return uint4(tex_sample * 255.0);\n"
"}}\n");
}
if (g_backend_info.bSupportsGeometryShaders)
{
out.Write("VARYING_LOCATION(0) in VertexData {{\n"
" float3 v_tex0;\n"
"}};\n");
}
else
{
out.Write("VARYING_LOCATION(0) in vec3 v_tex0;\n");
}
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n"
"void main()\n{{\n");
// 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.
if (uid_data->all_copy_filter_coefs_needed)
{
out.Write(" uint4 prev_row = SampleEFB(v_tex0, -1.0f);\n"
" uint4 current_row = SampleEFB(v_tex0, 0.0f);\n"
" uint4 next_row = SampleEFB(v_tex0, 1.0f);\n"
" uint3 combined_rows = prev_row.rgb * filter_coefficients[0] +\n"
" current_row.rgb * filter_coefficients[1] +\n"
" next_row.rgb * filter_coefficients[2];\n");
}
else
{
out.Write(" uint4 current_row = SampleEFB(v_tex0, 0.0f);\n"
" uint3 combined_rows = current_row.rgb * filter_coefficients[1];\n");
}
out.Write(" // Shift right by 6 to divide by 64, as filter coefficients\n"
" // that sum to 64 result in no change in brightness\n"
" uint4 texcol_raw = uint4(combined_rows.rgb >> 6, {});\n",
uid_data->efb_has_alpha ? "current_row.a" : "255");
if (uid_data->copy_filter_can_overflow)
out.Write(" texcol_raw &= 0x1ffu;\n");
// Note that overflow occurs when the sum of values is >= 128, but this max situation can be hit
// on >= 64, so we always include it.
out.Write(" texcol_raw = min(texcol_raw, uint4(255, 255, 255, 255));\n");
if (uid_data->apply_gamma)
{
out.Write(" texcol_raw = uint4(round(pow(abs(float4(texcol_raw) / 255.0),\n"
" float4(gamma_rcp, gamma_rcp, gamma_rcp, 1.0)) * 255.0));\n");
}
if (uid_data->is_intensity)
{
out.Write(" // Intensity/YUV format conversion constants determined by hardware testing\n"
" const float4 y_const = float4( 66, 129, 25, 16);\n"
" const float4 u_const = float4(-38, -74, 112, 128);\n"
" const float4 v_const = float4(112, -94, -18, 128);\n"
" // Intensity/YUV format conversion\n"
" texcol_raw.rgb = uint3(dot(y_const, float4(texcol_raw.rgb, 256)),\n"
" dot(u_const, float4(texcol_raw.rgb, 256)),\n"
" dot(v_const, float4(texcol_raw.rgb, 256)));\n"
" // Divide by 256 and round .5 and higher up\n"
" texcol_raw.rgb = (texcol_raw.rgb >> 8) + ((texcol_raw.rgb >> 7) & 1u);\n");
}
switch (uid_data->dst_format)
{
case EFBCopyFormat::R4: // R4
out.Write(" float red = float(texcol_raw.r & 0xF0u) / 240.0;\n"
" ocol0 = float4(red, red, red, red);\n");
break;
case EFBCopyFormat::R8_0x1: // R8
case EFBCopyFormat::R8: // R8
out.Write(" ocol0 = float4(texcol_raw).rrrr / 255.0;\n");
break;
case EFBCopyFormat::RA4: // RA4
out.Write(" float2 red_alpha = float2(texcol_raw.ra & 0xF0u) / 240.0;\n"
" ocol0 = red_alpha.rrrg;\n");
break;
case EFBCopyFormat::RA8: // RA8
out.Write(" ocol0 = float4(texcol_raw).rrra / 255.0;\n");
break;
case EFBCopyFormat::A8: // A8
out.Write(" ocol0 = float4(texcol_raw).aaaa / 255.0;\n");
break;
case EFBCopyFormat::G8: // G8
out.Write(" ocol0 = float4(texcol_raw).gggg / 255.0;\n");
break;
case EFBCopyFormat::B8: // B8
out.Write(" ocol0 = float4(texcol_raw).bbbb / 255.0;\n");
break;
case EFBCopyFormat::RG8: // RG8
out.Write(" ocol0 = float4(texcol_raw).rrrg / 255.0;\n");
break;
case EFBCopyFormat::GB8: // GB8
out.Write(" ocol0 = float4(texcol_raw).gggb / 255.0;\n");
break;
case EFBCopyFormat::RGB565: // RGB565
out.Write(" float2 red_blue = float2(texcol_raw.rb & 0xF8u) / 248.0;\n"
" float green = float(texcol_raw.g & 0xFCu) / 252.0;\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(" float3 color = float3(texcol_raw.rgb & 0xF8u) / 248.0;\n"
" float alpha = float(texcol_raw.a & 0xE0u) / 224.0;\n"
" ocol0 = float4(color, alpha);\n");
break;
case EFBCopyFormat::RGBA8: // RGBA8
out.Write(" ocol0 = float4(texcol_raw.rgba) / 255.0;\n");
break;
case EFBCopyFormat::XFB:
out.Write(" ocol0 = float4(float3(texcol_raw.rgb) / 255.0, 1.0);\n");
break;
default:
ERROR_LOG_FMT(VIDEO, "Unknown copy/intensity color format: {} {}", uid_data->dst_format,
uid_data->is_intensity);
out.Write(" ocol0 = float4(texcol_raw.rgba) / 255.0;\n");
break;
}
out.Write("}}\n");
return out;
}
} // namespace TextureConversionShaderGen
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