dolphin/Source/Core/VideoCommon/Src/TextureConversionShader.cpp

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// Copyright (C) 2003-2000 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <stdio.h>
#include <math.h>
#include <locale.h>
#include "TextureConversionShader.h"
#include "TextureDecoder.h"
#include "PixelShaderManager.h"
#include "PixelShaderGen.h"
#include "BPMemory.h"
#include "RenderBase.h"
#include "VideoConfig.h"
#define WRITE p+=sprintf
static char text[16384];
static bool IntensityConstantAdded = false;
static int s_incrementSampleXCount = 0;
namespace TextureConversionShader
{
u16 GetEncodedSampleCount(u32 format)
{
switch (format) {
case GX_TF_I4: return 8;
case GX_TF_I8: return 4;
case GX_TF_IA4: return 4;
case GX_TF_IA8: return 2;
case GX_TF_RGB565: return 2;
case GX_TF_RGB5A3: return 2;
case GX_TF_RGBA8: return 1;
case GX_CTF_R4: return 8;
case GX_CTF_RA4: return 4;
case GX_CTF_RA8: return 2;
case GX_CTF_A8: return 4;
case GX_CTF_R8: return 4;
case GX_CTF_G8: return 4;
case GX_CTF_B8: return 4;
case GX_CTF_RG8: return 2;
case GX_CTF_GB8: return 2;
case GX_TF_Z8: return 4;
case GX_TF_Z16: return 2;
case GX_TF_Z24X8: return 1;
case GX_CTF_Z4: return 8;
case GX_CTF_Z8M: return 4;
case GX_CTF_Z8L: return 4;
case GX_CTF_Z16L: return 2;
default: return 1;
}
}
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const char* WriteRegister(API_TYPE ApiType, const char *prefix, const u32 num)
{
if(ApiType == API_GLSL)
return ""; // Once we switch to GLSL 1.3 we can do something here
static char result[64];
sprintf(result, " : register(%s%d)", prefix, num);
return result;
}
// block dimensions : widthStride, heightStride
// texture dims : width, height, x offset, y offset
void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
{
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// [0] left, top, right, bottom of source rectangle within source texture
// [1] width and height of destination texture in pixels
// Two were merged for GLSL
WRITE(p, "uniform float4 "I_COLORS"[2] %s;\n", WriteRegister(ApiType, "c", C_COLORS));
float blkW = (float)TexDecoder_GetBlockWidthInTexels(format);
float blkH = (float)TexDecoder_GetBlockHeightInTexels(format);
float samples = (float)GetEncodedSampleCount(format);
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if (ApiType == API_OPENGL)
{
WRITE(p,"uniform samplerRECT samp0 : register(s0);\n");
}
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else if (ApiType == API_GLSL)
{
if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
WRITE(p, "layout(binding = 0) ");
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WRITE(p, "uniform sampler2DRect samp0;\n");
}
else if (ApiType & API_D3D9)
{
WRITE(p,"uniform sampler samp0 : register(s0);\n");
}
else
{
WRITE(p,"sampler samp0 : register(s0);\n");
WRITE(p, "Texture2D Tex0 : register(t0);\n");
}
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if(ApiType == API_GLSL)
{
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WRITE(p, " float4 ocol0;\n");
WRITE(p, " float2 uv0 = gl_TexCoord[0].xy;\n");
WRITE(p, "void main()\n");
}
else
{
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WRITE(p,"void main(\n");
if(ApiType != API_D3D11)
{
WRITE(p," out float4 ocol0 : COLOR0,\n");
}
else
{
WRITE(p," out float4 ocol0 : SV_Target,\n");
}
WRITE(p," in float2 uv0 : TEXCOORD0)\n");
}
WRITE(p, "{\n"
" float2 sampleUv;\n"
" float2 uv1 = floor(uv0);\n");
WRITE(p, " uv1.x = uv1.x * %f;\n", samples);
WRITE(p, " float xl = floor(uv1.x / %f);\n", blkW);
WRITE(p, " float xib = uv1.x - (xl * %f);\n", blkW);
WRITE(p, " float yl = floor(uv1.y / %f);\n", blkH);
WRITE(p, " float yb = yl * %f;\n", blkH);
WRITE(p, " float yoff = uv1.y - yb;\n");
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WRITE(p, " float xp = uv1.x + (yoff * "I_COLORS"[1].x);\n");
WRITE(p, " float xel = floor(xp / %f);\n", blkW);
WRITE(p, " float xb = floor(xel / %f);\n", blkH);
WRITE(p, " float xoff = xel - (xb * %f);\n", blkH);
WRITE(p, " sampleUv.x = xib + (xb * %f);\n", blkW);
WRITE(p, " sampleUv.y = yb + xoff;\n");
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WRITE(p, " sampleUv = sampleUv * "I_COLORS"[0].xy;\n");
if(ApiType == API_OPENGL || ApiType == API_GLSL)
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WRITE(p," sampleUv.y = "I_COLORS"[1].y - sampleUv.y;\n");
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WRITE(p, " sampleUv = sampleUv + "I_COLORS"[1].zw;\n");
if(ApiType != API_OPENGL && ApiType != API_GLSL)
{
WRITE(p, " sampleUv = sampleUv + float2(0.0f,1.0f);\n");// still to determine the reason for this
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WRITE(p, " sampleUv = sampleUv / "I_COLORS"[0].zw;\n");
}
}
// block dimensions : widthStride, heightStride
// texture dims : width, height, x offset, y offset
void Write32BitSwizzler(char*& p, u32 format, API_TYPE ApiType)
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{
// [0] left, top, right, bottom of source rectangle within source texture
// [1] width and height of destination texture in pixels
// Two were merged for GLSL
WRITE(p, "uniform float4 "I_COLORS"[2] %s;\n", WriteRegister(ApiType, "c", C_COLORS));
float blkW = (float)TexDecoder_GetBlockWidthInTexels(format);
float blkH = (float)TexDecoder_GetBlockHeightInTexels(format);
// 32 bit textures (RGBA8 and Z24) are store in 2 cache line increments
if(ApiType == API_OPENGL)
{
WRITE(p,"uniform samplerRECT samp0 : register(s0);\n");
}
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else if (ApiType == API_GLSL)
{
if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
WRITE(p, "layout(binding = 0) ");
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WRITE(p, "uniform sampler2DRect samp0;\n");
}
else if (ApiType & API_D3D9)
{
WRITE(p,"uniform sampler samp0 : register(s0);\n");
}
else
{
WRITE(p,"sampler samp0 : register(s0);\n");
WRITE(p, "Texture2D Tex0 : register(t0);\n");
}
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if(ApiType == API_GLSL)
{
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WRITE(p, " float4 ocol0;\n");
WRITE(p, " float2 uv0 = gl_TexCoord[0].xy;\n");
WRITE(p, "void main()\n");
}
else
{
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WRITE(p,"void main(\n");
if(ApiType != API_D3D11)
{
WRITE(p," out float4 ocol0 : COLOR0,\n");
}
else
{
WRITE(p," out float4 ocol0 : SV_Target,\n");
}
WRITE(p," in float2 uv0 : TEXCOORD0)\n");
}
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WRITE(p, "{\n"
" float2 sampleUv;\n"
" float2 uv1 = floor(uv0);\n");
WRITE(p, " float yl = floor(uv1.y / %f);\n", blkH);
WRITE(p, " float yb = yl * %f;\n", blkH);
WRITE(p, " float yoff = uv1.y - yb;\n");
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WRITE(p, " float xp = uv1.x + (yoff * "I_COLORS"[1].x);\n");
WRITE(p, " float xel = floor(xp / 2);\n");
WRITE(p, " float xb = floor(xel / %f);\n", blkH);
WRITE(p, " float xoff = xel - (xb * %f);\n", blkH);
WRITE(p, " float x2 = uv1.x * 2;\n");
WRITE(p, " float xl = floor(x2 / %f);\n", blkW);
WRITE(p, " float xib = x2 - (xl * %f);\n", blkW);
WRITE(p, " float halfxb = floor(xb / 2);\n");
WRITE(p, " sampleUv.x = xib + (halfxb * %f);\n", blkW);
WRITE(p, " sampleUv.y = yb + xoff;\n");
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WRITE(p, " sampleUv = sampleUv * "I_COLORS"[0].xy;\n");
if(ApiType == API_OPENGL || ApiType == API_GLSL)
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WRITE(p," sampleUv.y = "I_COLORS"[1].y - sampleUv.y;\n");
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WRITE(p, " sampleUv = sampleUv + "I_COLORS"[1].zw;\n");
if(ApiType != API_OPENGL && ApiType != API_GLSL)
{
WRITE(p, " sampleUv = sampleUv + float2(0.0f,1.0f);\n");// still to determine the reason for this
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WRITE(p, " sampleUv = sampleUv / "I_COLORS"[0].zw;\n");
}
}
void WriteSampleColor(char*& p, const char* colorComp, const char* dest, API_TYPE ApiType)
{
const char* texSampleOpName;
if (ApiType & API_D3D9)
texSampleOpName = "tex2D";
else if (ApiType == API_D3D11)
texSampleOpName = "tex0.Sample";
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else if (ApiType == API_GLSL)
texSampleOpName = "texture2DRect";
else
texSampleOpName = "texRECT";
// the increment of sampleUv.x is delayed, so we perform it here. see WriteIncrementSampleX.
const char* texSampleIncrementUnit;
if(ApiType != API_OPENGL || ApiType != API_GLSL)
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texSampleIncrementUnit = I_COLORS"[0].x / "I_COLORS"[0].z";
else
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texSampleIncrementUnit = I_COLORS"[0].x";
WRITE(p, " %s = %s(samp0, sampleUv + float2(%d * (%s), 0)).%s;\n",
dest, texSampleOpName, s_incrementSampleXCount, texSampleIncrementUnit, colorComp);
}
void WriteColorToIntensity(char*& p, const char* src, const char* dest)
{
if(!IntensityConstantAdded)
{
WRITE(p, " 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);
// don't add IntensityConst.a yet, because doing it later is faster and uses less instructions, due to vectorization
}
void WriteIncrementSampleX(char*& p,API_TYPE ApiType)
{
// the shader compiler apparently isn't smart or aggressive enough to recognize that:
// foo1 = lookup(x)
// x = x + increment;
// foo2 = lookup(x)
// x = x + increment;
// foo3 = lookup(x)
// can be replaced with this:
// foo1 = lookup(x + 0.0 * increment)
// foo2 = lookup(x + 1.0 * increment)
// foo3 = lookup(x + 2.0 * increment)
// which looks like the same operations but uses considerably fewer ALU instruction slots.
// thus, instead of using the former method, we only increment a counter internally here,
// and we wait until WriteSampleColor to write out the constant multiplier
// to achieve the increment as in the latter case.
s_incrementSampleXCount++;
}
void WriteToBitDepth(char*& p, u8 depth, const char* src, const char* dest)
{
float result = 255 / pow(2.0f, (8 - depth));
WRITE(p, " %s = floor(%s * %ff);\n", dest, src, result);
}
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void WriteEncoderEnd(char* p, API_TYPE ApiType)
{
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if(ApiType == API_GLSL)
WRITE(p, "gl_FragData[0] = ocol0;\n");
WRITE(p, "}\n");
IntensityConstantAdded = false;
s_incrementSampleXCount = 0;
}
void WriteI8Encoder(char* p, API_TYPE ApiType)
{
WriteSwizzler(p, GX_TF_I8,ApiType);
WRITE(p, " float3 texSample;\n");
WriteSampleColor(p, "rgb", "texSample",ApiType);
WriteColorToIntensity(p, "texSample", "ocol0.b");
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, "rgb", "texSample",ApiType);
WriteColorToIntensity(p, "texSample", "ocol0.g");
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, "rgb", "texSample",ApiType);
WriteColorToIntensity(p, "texSample", "ocol0.r");
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, "rgb", "texSample",ApiType);
WriteColorToIntensity(p, "texSample", "ocol0.a");
WRITE(p, " ocol0.rgba += IntensityConst.aaaa;\n"); // see WriteColorToIntensity
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WriteEncoderEnd(p, ApiType);
}
void WriteI4Encoder(char* p, API_TYPE ApiType)
{
WriteSwizzler(p, GX_TF_I4,ApiType);
WRITE(p, " float3 texSample;\n");
WRITE(p, " float4 color0;\n");
WRITE(p, " float4 color1;\n");
WriteSampleColor(p, "rgb", "texSample",ApiType);
WriteColorToIntensity(p, "texSample", "color0.b");
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, "rgb", "texSample",ApiType);
WriteColorToIntensity(p, "texSample", "color1.b");
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, "rgb", "texSample",ApiType);
WriteColorToIntensity(p, "texSample", "color0.g");
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, "rgb", "texSample",ApiType);
WriteColorToIntensity(p, "texSample", "color1.g");
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, "rgb", "texSample",ApiType);
WriteColorToIntensity(p, "texSample", "color0.r");
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, "rgb", "texSample",ApiType);
WriteColorToIntensity(p, "texSample", "color1.r");
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, "rgb", "texSample",ApiType);
WriteColorToIntensity(p, "texSample", "color0.a");
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, "rgb", "texSample",ApiType);
WriteColorToIntensity(p, "texSample", "color1.a");
WRITE(p, " color0.rgba += IntensityConst.aaaa;\n");
WRITE(p, " color1.rgba += IntensityConst.aaaa;\n");
WriteToBitDepth(p, 4, "color0", "color0");
WriteToBitDepth(p, 4, "color1", "color1");
WRITE(p, " ocol0 = (color0 * 16.0f + color1) / 255.0f;\n");
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WriteEncoderEnd(p, ApiType);
}
void WriteIA8Encoder(char* p,API_TYPE ApiType)
{
WriteSwizzler(p, GX_TF_IA8,ApiType);
WRITE(p, " float4 texSample;\n");
WriteSampleColor(p, "rgba", "texSample",ApiType);
WRITE(p, " ocol0.b = texSample.a;\n");
WriteColorToIntensity(p, "texSample", "ocol0.g");
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, "rgba", "texSample",ApiType);
WRITE(p, " ocol0.r = texSample.a;\n");
WriteColorToIntensity(p, "texSample", "ocol0.a");
WRITE(p, " ocol0.ga += IntensityConst.aa;\n");
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WriteEncoderEnd(p, ApiType);
}
void WriteIA4Encoder(char* p,API_TYPE ApiType)
{
WriteSwizzler(p, GX_TF_IA4,ApiType);
WRITE(p, " float4 texSample;\n");
WRITE(p, " float4 color0;\n");
WRITE(p, " float4 color1;\n");
WriteSampleColor(p, "rgba", "texSample",ApiType);
WRITE(p, " color0.b = texSample.a;\n");
WriteColorToIntensity(p, "texSample", "color1.b");
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, "rgba", "texSample",ApiType);
WRITE(p, " color0.g = texSample.a;\n");
WriteColorToIntensity(p, "texSample", "color1.g");
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, "rgba", "texSample",ApiType);
WRITE(p, " color0.r = texSample.a;\n");
WriteColorToIntensity(p, "texSample", "color1.r");
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, "rgba", "texSample",ApiType);
WRITE(p, " color0.a = texSample.a;\n");
WriteColorToIntensity(p, "texSample", "color1.a");
WRITE(p, " color1.rgba += IntensityConst.aaaa;\n");
WriteToBitDepth(p, 4, "color0", "color0");
WriteToBitDepth(p, 4, "color1", "color1");
WRITE(p, " ocol0 = (color0 * 16.0f + color1) / 255.0f;\n");
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WriteEncoderEnd(p, ApiType);
}
void WriteRGB565Encoder(char* p,API_TYPE ApiType)
{
WriteSwizzler(p, GX_TF_RGB565,ApiType);
WriteSampleColor(p, "rgb", "float3 texSample0",ApiType);
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, "rgb", "float3 texSample1",ApiType);
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 / 8.0f);\n");
WRITE(p, " float2 gLower = gInt - gUpper * 8.0f;\n");
WriteToBitDepth(p, 5, "texRs", "ocol0.br");
WRITE(p, " ocol0.br = ocol0.br * 8.0f + gUpper;\n");
WriteToBitDepth(p, 5, "texBs", "ocol0.ga");
WRITE(p, " ocol0.ga = ocol0.ga + gLower * 32.0f;\n");
WRITE(p, " ocol0 = ocol0 / 255.0f;\n");
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WriteEncoderEnd(p, ApiType);
}
void WriteRGB5A3Encoder(char* p,API_TYPE ApiType)
{
WriteSwizzler(p, GX_TF_RGB5A3,ApiType);
WRITE(p, " float4 texSample;\n");
WRITE(p, " float color0;\n");
WRITE(p, " float gUpper;\n");
WRITE(p, " float gLower;\n");
WriteSampleColor(p, "rgba", "texSample",ApiType);
// 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");
WriteToBitDepth(p, 5, "texSample.g", "color0");
WRITE(p, " gUpper = floor(color0 / 8.0f);\n");
WRITE(p, " gLower = color0 - gUpper * 8.0f;\n");
WriteToBitDepth(p, 5, "texSample.r", "ocol0.b");
WRITE(p, " ocol0.b = ocol0.b * 4.0f + gUpper + 128.0f;\n");
WriteToBitDepth(p, 5, "texSample.b", "ocol0.g");
WRITE(p, " ocol0.g = ocol0.g + gLower * 32.0f;\n");
WRITE(p, "} else {\n");
WriteToBitDepth(p, 4, "texSample.r", "ocol0.b");
WriteToBitDepth(p, 4, "texSample.b", "ocol0.g");
WriteToBitDepth(p, 3, "texSample.a", "color0");
WRITE(p, "ocol0.b = ocol0.b + color0 * 16.0f;\n");
WriteToBitDepth(p, 4, "texSample.g", "color0");
WRITE(p, "ocol0.g = ocol0.g + color0 * 16.0f;\n");
WRITE(p, "}\n");
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, "rgba", "texSample",ApiType);
WRITE(p, "if(texSample.a > 0.878f) {\n");
WriteToBitDepth(p, 5, "texSample.g", "color0");
WRITE(p, " gUpper = floor(color0 / 8.0f);\n");
WRITE(p, " gLower = color0 - gUpper * 8.0f;\n");
WriteToBitDepth(p, 5, "texSample.r", "ocol0.r");
WRITE(p, " ocol0.r = ocol0.r * 4.0f + gUpper + 128.0f;\n");
WriteToBitDepth(p, 5, "texSample.b", "ocol0.a");
WRITE(p, " ocol0.a = ocol0.a + gLower * 32.0f;\n");
WRITE(p, "} else {\n");
WriteToBitDepth(p, 4, "texSample.r", "ocol0.r");
WriteToBitDepth(p, 4, "texSample.b", "ocol0.a");
WriteToBitDepth(p, 3, "texSample.a", "color0");
WRITE(p, "ocol0.r = ocol0.r + color0 * 16.0f;\n");
WriteToBitDepth(p, 4, "texSample.g", "color0");
WRITE(p, "ocol0.a = ocol0.a + color0 * 16.0f;\n");
WRITE(p, "}\n");
WRITE(p, " ocol0 = ocol0 / 255.0f;\n");
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WriteEncoderEnd(p, ApiType);
}
void WriteRGBA4443Encoder(char* p,API_TYPE ApiType)
{
WriteSwizzler(p, GX_TF_RGB5A3,ApiType);
WRITE(p, " float4 texSample;\n");
WRITE(p, " float4 color0;\n");
WRITE(p, " float4 color1;\n");
WriteSampleColor(p, "rgba", "texSample",ApiType);
WriteToBitDepth(p, 3, "texSample.a", "color0.b");
WriteToBitDepth(p, 4, "texSample.r", "color1.b");
WriteToBitDepth(p, 4, "texSample.g", "color0.g");
WriteToBitDepth(p, 4, "texSample.b", "color1.g");
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, "rgba", "texSample",ApiType);
WriteToBitDepth(p, 3, "texSample.a", "color0.r");
WriteToBitDepth(p, 4, "texSample.r", "color1.r");
WriteToBitDepth(p, 4, "texSample.g", "color0.a");
WriteToBitDepth(p, 4, "texSample.b", "color1.a");
WRITE(p, " ocol0 = (color0 * 16.0f + color1) / 255.0f;\n");
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WriteEncoderEnd(p, ApiType);
}
void WriteRGBA8Encoder(char* p,API_TYPE ApiType)
{
Write32BitSwizzler(p, GX_TF_RGBA8,ApiType);
WRITE(p, " float cl1 = xb - (halfxb * 2);\n");
WRITE(p, " float cl0 = 1.0f - cl1;\n");
WRITE(p, " float4 texSample;\n");
WRITE(p, " float4 color0;\n");
WRITE(p, " float4 color1;\n");
WriteSampleColor(p, "rgba", "texSample",ApiType);
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");
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, "rgba", "texSample",ApiType);
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");
WRITE(p, " ocol0 = (cl0 * color0) + (cl1 * color1);\n");
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WriteEncoderEnd(p, ApiType);
}
void WriteC4Encoder(char* p, const char* comp,API_TYPE ApiType)
{
WriteSwizzler(p, GX_CTF_R4,ApiType);
WRITE(p, " float4 color0;\n");
WRITE(p, " float4 color1;\n");
WriteSampleColor(p, comp, "color0.b",ApiType);
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, comp, "color1.b",ApiType);
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, comp, "color0.g",ApiType);
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, comp, "color1.g",ApiType);
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, comp, "color0.r",ApiType);
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, comp, "color1.r",ApiType);
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, comp, "color0.a",ApiType);
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, comp, "color1.a",ApiType);
WriteToBitDepth(p, 4, "color0", "color0");
WriteToBitDepth(p, 4, "color1", "color1");
WRITE(p, " ocol0 = (color0 * 16.0f + color1) / 255.0f;\n");
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WriteEncoderEnd(p, ApiType);
}
void WriteC8Encoder(char* p, const char* comp,API_TYPE ApiType)
{
WriteSwizzler(p, GX_CTF_R8,ApiType);
WriteSampleColor(p, comp, "ocol0.b",ApiType);
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, comp, "ocol0.g",ApiType);
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, comp, "ocol0.r",ApiType);
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, comp, "ocol0.a",ApiType);
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WriteEncoderEnd(p, ApiType);
}
void WriteCC4Encoder(char* p, const char* comp,API_TYPE ApiType)
{
WriteSwizzler(p, GX_CTF_RA4,ApiType);
WRITE(p, " float2 texSample;\n");
WRITE(p, " float4 color0;\n");
WRITE(p, " float4 color1;\n");
WriteSampleColor(p, comp, "texSample",ApiType);
WRITE(p, " color0.b = texSample.x;\n");
WRITE(p, " color1.b = texSample.y;\n");
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, comp, "texSample",ApiType);
WRITE(p, " color0.g = texSample.x;\n");
WRITE(p, " color1.g = texSample.y;\n");
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, comp, "texSample",ApiType);
WRITE(p, " color0.r = texSample.x;\n");
WRITE(p, " color1.r = texSample.y;\n");
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, comp, "texSample",ApiType);
WRITE(p, " color0.a = texSample.x;\n");
WRITE(p, " color1.a = texSample.y;\n");
WriteToBitDepth(p, 4, "color0", "color0");
WriteToBitDepth(p, 4, "color1", "color1");
WRITE(p, " ocol0 = (color0 * 16.0f + color1) / 255.0f;\n");
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WriteEncoderEnd(p, ApiType);
}
void WriteCC8Encoder(char* p, const char* comp, API_TYPE ApiType)
{
WriteSwizzler(p, GX_CTF_RA8,ApiType);
WriteSampleColor(p, comp, "ocol0.bg",ApiType);
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, comp, "ocol0.ra",ApiType);
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WriteEncoderEnd(p, ApiType);
}
void WriteZ8Encoder(char* p, const char* multiplier,API_TYPE ApiType)
{
WriteSwizzler(p, GX_CTF_Z8M,ApiType);
WRITE(p, " float depth;\n");
WriteSampleColor(p, "b", "depth",ApiType);
WRITE(p, "ocol0.b = frac(depth * %s);\n", multiplier);
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, "b", "depth",ApiType);
WRITE(p, "ocol0.g = frac(depth * %s);\n", multiplier);
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, "b", "depth",ApiType);
WRITE(p, "ocol0.r = frac(depth * %s);\n", multiplier);
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, "b", "depth",ApiType);
WRITE(p, "ocol0.a = frac(depth * %s);\n", multiplier);
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WriteEncoderEnd(p, ApiType);
}
void WriteZ16Encoder(char* p,API_TYPE ApiType)
{
WriteSwizzler(p, GX_TF_Z16,ApiType);
WRITE(p, " float depth;\n");
WRITE(p, " float3 expanded;\n");
// byte order is reversed
WriteSampleColor(p, "b", "depth",ApiType);
WRITE(p, " depth *= 16777215.0f;\n");
WRITE(p, " expanded.r = floor(depth / (256 * 256));\n");
WRITE(p, " depth -= expanded.r * 256 * 256;\n");
WRITE(p, " expanded.g = floor(depth / 256);\n");
WRITE(p, " ocol0.b = expanded.g / 255;\n");
WRITE(p, " ocol0.g = expanded.r / 255;\n");
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, "b", "depth",ApiType);
WRITE(p, " depth *= 16777215.0f;\n");
WRITE(p, " expanded.r = floor(depth / (256 * 256));\n");
WRITE(p, " depth -= expanded.r * 256 * 256;\n");
WRITE(p, " expanded.g = floor(depth / 256);\n");
WRITE(p, " ocol0.r = expanded.g / 255;\n");
WRITE(p, " ocol0.a = expanded.r / 255;\n");
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WriteEncoderEnd(p, ApiType);
}
void WriteZ16LEncoder(char* p,API_TYPE ApiType)
{
WriteSwizzler(p, GX_CTF_Z16L,ApiType);
WRITE(p, " float depth;\n");
WRITE(p, " float3 expanded;\n");
// byte order is reversed
WriteSampleColor(p, "b", "depth",ApiType);
WRITE(p, " depth *= 16777215.0f;\n");
WRITE(p, " expanded.r = floor(depth / (256 * 256));\n");
WRITE(p, " depth -= expanded.r * 256 * 256;\n");
WRITE(p, " expanded.g = floor(depth / 256);\n");
WRITE(p, " depth -= expanded.g * 256;\n");
WRITE(p, " expanded.b = depth;\n");
WRITE(p, " ocol0.b = expanded.b / 255;\n");
WRITE(p, " ocol0.g = expanded.g / 255;\n");
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, "b", "depth",ApiType);
WRITE(p, " depth *= 16777215.0f;\n");
WRITE(p, " expanded.r = floor(depth / (256 * 256));\n");
WRITE(p, " depth -= expanded.r * 256 * 256;\n");
WRITE(p, " expanded.g = floor(depth / 256);\n");
WRITE(p, " depth -= expanded.g * 256;\n");
WRITE(p, " expanded.b = depth;\n");
WRITE(p, " ocol0.r = expanded.b;\n");
WRITE(p, " ocol0.a = expanded.g;\n");
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WriteEncoderEnd(p, ApiType);
}
void WriteZ24Encoder(char* p, API_TYPE ApiType)
{
Write32BitSwizzler(p, GX_TF_Z24X8,ApiType);
WRITE(p, " float cl = xb - (halfxb * 2);\n");
WRITE(p, " float depth0;\n");
WRITE(p, " float depth1;\n");
WRITE(p, " float3 expanded0;\n");
WRITE(p, " float3 expanded1;\n");
WriteSampleColor(p, "b", "depth0",ApiType);
WriteIncrementSampleX(p,ApiType);
WriteSampleColor(p, "b", "depth1",ApiType);
for (int i = 0; i < 2; i++)
{
WRITE(p, " depth%i *= 16777215.0f;\n", i);
WRITE(p, " expanded%i.r = floor(depth%i / (256 * 256));\n", i, i);
WRITE(p, " depth%i -= expanded%i.r * 256 * 256;\n", i, i);
WRITE(p, " expanded%i.g = floor(depth%i / 256);\n", i, i);
WRITE(p, " depth%i -= expanded%i.g * 256;\n", i, i);
WRITE(p, " expanded%i.b = depth%i;\n", i, i);
}
WRITE(p, " if(cl > 0.5f) {\n");
// upper 16
WRITE(p, " ocol0.b = expanded0.g / 255;\n");
WRITE(p, " ocol0.g = expanded0.b / 255;\n");
WRITE(p, " ocol0.r = expanded1.g / 255;\n");
WRITE(p, " ocol0.a = expanded1.b / 255;\n");
WRITE(p, " } else {\n");
// lower 8
WRITE(p, " ocol0.b = 1.0f;\n");
WRITE(p, " ocol0.g = expanded0.r / 255;\n");
WRITE(p, " ocol0.r = 1.0f;\n");
WRITE(p, " ocol0.a = expanded1.r / 255;\n");
WRITE(p, " }\n");
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WriteEncoderEnd(p, ApiType);
}
const char *GenerateEncodingShader(u32 format,API_TYPE ApiType)
{
setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
text[sizeof(text) - 1] = 0x7C; // canary
char *p = text;
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if(ApiType == API_GLSL)
{
// A few required defines and ones that will make our lives a lot easier
if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
{
WRITE(p, "#version 330 compatibility\n");
WRITE(p, "#extension GL_ARB_shading_language_420pack : enable\n");
}
else
WRITE(p, "#version 120\n");
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// Silly differences
WRITE(p, "#define float2 vec2\n");
WRITE(p, "#define float3 vec3\n");
WRITE(p, "#define float4 vec4\n");
// cg to glsl function translation
WRITE(p, "#define frac(x) fract(x)\n");
WRITE(p, "#define saturate(x) clamp(x, 0.0f, 1.0f)\n");
WRITE(p, "#define lerp(x, y, z) mix(x, y, z)\n");
// We require this here
WRITE(p, "#ifdef GL_ARB_texture_rectangle\n #extension GL_ARB_texture_rectangle : require\n#endif\n");
}
switch(format)
{
case GX_TF_I4:
WriteI4Encoder(p,ApiType);
break;
case GX_TF_I8:
WriteI8Encoder(p,ApiType);
break;
case GX_TF_IA4:
WriteIA4Encoder(p,ApiType);
break;
case GX_TF_IA8:
WriteIA8Encoder(p,ApiType);
break;
case GX_TF_RGB565:
WriteRGB565Encoder(p,ApiType);
break;
case GX_TF_RGB5A3:
WriteRGB5A3Encoder(p,ApiType);
break;
case GX_TF_RGBA8:
WriteRGBA8Encoder(p,ApiType);
break;
case GX_CTF_R4:
WriteC4Encoder(p, "r",ApiType);
break;
case GX_CTF_RA4:
WriteCC4Encoder(p, "ar",ApiType);
break;
case GX_CTF_RA8:
WriteCC8Encoder(p, "ar",ApiType);
break;
case GX_CTF_A8:
WriteC8Encoder(p, "a",ApiType);
break;
case GX_CTF_R8:
WriteC8Encoder(p, "r",ApiType);
break;
case GX_CTF_G8:
WriteC8Encoder(p, "g",ApiType);
break;
case GX_CTF_B8:
WriteC8Encoder(p, "b",ApiType);
break;
case GX_CTF_RG8:
WriteCC8Encoder(p, "rg",ApiType);
break;
case GX_CTF_GB8:
WriteCC8Encoder(p, "gb",ApiType);
break;
case GX_TF_Z8:
WriteC8Encoder(p, "b",ApiType);
break;
case GX_TF_Z16:
WriteZ16Encoder(p,ApiType);
break;
case GX_TF_Z24X8:
WriteZ24Encoder(p,ApiType);
break;
case GX_CTF_Z4:
WriteC4Encoder(p, "b",ApiType);
break;
case GX_CTF_Z8M:
WriteZ8Encoder(p, "256.0f",ApiType);
break;
case GX_CTF_Z8L:
WriteZ8Encoder(p, "65536.0f" ,ApiType);
break;
case GX_CTF_Z16L:
WriteZ16LEncoder(p,ApiType);
break;
default:
PanicAlert("Unknown texture copy format: 0x%x\n", format);
break;
}
if (text[sizeof(text) - 1] != 0x7C)
PanicAlert("TextureConversionShader generator - buffer too small, canary has been eaten!");
setlocale(LC_NUMERIC, ""); // restore locale
return text;
}
void SetShaderParameters(float width, float height, float offsetX, float offsetY, float widthStride, float heightStride,float buffW,float buffH)
{
g_renderer->SetPSConstant4f(C_COLORMATRIX, widthStride, heightStride, buffW, buffH);
g_renderer->SetPSConstant4f(C_COLORMATRIX + 1, width, (height - 1), offsetX, offsetY);
}
} // namespace