VideoCommon/TextureConverterShaderGen: Convert over to fmt
Easily the most straightforward to convert over, given the lack of significant formatting arguments.
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@ -32,23 +32,23 @@ static void WriteHeader(APIType api_type, ShaderCode& out)
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{
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if (api_type == APIType::D3D)
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{
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out.Write("cbuffer PSBlock : register(b0) {\n"
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out.WriteFmt("cbuffer PSBlock : register(b0) {{\n"
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" float2 src_offset, src_size;\n"
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" float3 filter_coefficients;\n"
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" float gamma_rcp;\n"
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" float2 clamp_tb;\n"
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" float pixel_height;\n"
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"};\n\n");
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"}};\n\n");
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}
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else if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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{
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out.Write("UBO_BINDING(std140, 1) uniform PSBlock {\n"
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out.WriteFmt("UBO_BINDING(std140, 1) uniform PSBlock {{\n"
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" float2 src_offset, src_size;\n"
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" float3 filter_coefficients;\n"
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" float gamma_rcp;\n"
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" float2 clamp_tb;\n"
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" float pixel_height;\n"
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"};\n");
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"}};\n");
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}
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}
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@ -59,35 +59,35 @@ ShaderCode GenerateVertexShader(APIType api_type)
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if (api_type == APIType::D3D)
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{
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out.Write("void main(in uint id : SV_VertexID, out float3 v_tex0 : TEXCOORD0,\n"
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" out float4 opos : SV_Position) {\n");
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out.WriteFmt("void main(in uint id : SV_VertexID, out float3 v_tex0 : TEXCOORD0,\n"
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" out float4 opos : SV_Position) {{\n");
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}
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else if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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{
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
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{
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out.Write("VARYING_LOCATION(0) out VertexData {\n");
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out.Write(" float3 v_tex0;\n");
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out.Write("};\n");
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out.WriteFmt("VARYING_LOCATION(0) out VertexData {{\n"
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" float3 v_tex0;\n"
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"}};\n");
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}
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else
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{
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out.Write("VARYING_LOCATION(0) out float3 v_tex0;\n");
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out.WriteFmt("VARYING_LOCATION(0) out float3 v_tex0;\n");
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}
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out.Write("#define id gl_VertexID\n"
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out.WriteFmt("#define id gl_VertexID\n"
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"#define opos gl_Position\n"
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"void main() {\n");
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"void main() {{\n");
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}
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out.Write(" v_tex0 = float3(float((id << 1) & 2), float(id & 2), 0.0f);\n");
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out.Write(
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out.WriteFmt(" v_tex0 = float3(float((id << 1) & 2), float(id & 2), 0.0f);\n");
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out.WriteFmt(
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" opos = float4(v_tex0.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);\n");
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out.Write(" v_tex0 = float3(src_offset + (src_size * v_tex0.xy), 0.0f);\n");
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out.WriteFmt(" v_tex0 = float3(src_offset + (src_size * v_tex0.xy), 0.0f);\n");
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// NDC space is flipped in Vulkan
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if (api_type == APIType::Vulkan)
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out.Write(" opos.y = -opos.y;\n");
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out.WriteFmt(" opos.y = -opos.y;\n");
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out.Write("}\n");
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out.WriteFmt("}}\n");
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return out;
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}
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@ -101,42 +101,42 @@ ShaderCode GeneratePixelShader(APIType api_type, const UidData* uid_data)
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if (api_type == APIType::D3D)
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{
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out.Write("Texture2DArray tex0 : register(t0);\n"
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out.WriteFmt("Texture2DArray tex0 : register(t0);\n"
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"SamplerState samp0 : register(s0);\n"
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"float4 SampleEFB(float3 uv, float y_offset) {\n"
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"float4 SampleEFB(float3 uv, float y_offset) {{\n"
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" return tex0.Sample(samp0, float3(uv.x, clamp(uv.y + (y_offset * pixel_height), "
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"clamp_tb.x, clamp_tb.y), %s));\n"
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"}\n\n",
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"clamp_tb.x, clamp_tb.y), {}));\n"
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"}}\n\n",
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mono_depth ? "0.0" : "uv.z");
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out.Write("void main(in float3 v_tex0 : TEXCOORD0, out float4 ocol0 : SV_Target)\n{\n");
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out.WriteFmt("void main(in float3 v_tex0 : TEXCOORD0, out float4 ocol0 : SV_Target)\n{{\n");
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}
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else if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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{
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out.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n");
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out.Write("float4 SampleEFB(float3 uv, float y_offset) {\n"
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out.WriteFmt("SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n");
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out.WriteFmt("float4 SampleEFB(float3 uv, float y_offset) {{\n"
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" return texture(samp0, float3(uv.x, clamp(uv.y + (y_offset * pixel_height), "
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"clamp_tb.x, clamp_tb.y), %s));\n"
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"}\n",
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"clamp_tb.x, clamp_tb.y), {}));\n"
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"}}\n",
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mono_depth ? "0.0" : "uv.z");
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
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{
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out.Write("VARYING_LOCATION(0) in VertexData {\n");
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out.Write(" float3 v_tex0;\n");
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out.Write("};\n");
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out.WriteFmt("VARYING_LOCATION(0) in VertexData {{\n"
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" float3 v_tex0;\n"
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"}};\n");
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}
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else
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{
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out.Write("VARYING_LOCATION(0) in vec3 v_tex0;\n");
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out.WriteFmt("VARYING_LOCATION(0) in vec3 v_tex0;\n");
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}
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out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;"
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"void main()\n{\n");
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out.WriteFmt("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;"
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"void main()\n{{\n");
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}
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// The copy filter applies to both color and depth copies. This has been verified on hardware.
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// The filter is only applied to the RGB channels, the alpha channel is left intact.
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if (uid_data->copy_filter)
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{
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out.Write(" float4 prev_row = SampleEFB(v_tex0, -1.0f);\n"
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out.WriteFmt(" float4 prev_row = SampleEFB(v_tex0, -1.0f);\n"
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" float4 current_row = SampleEFB(v_tex0, 0.0f);\n"
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" float4 next_row = SampleEFB(v_tex0, 1.0f);\n"
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" float4 texcol = float4(min(prev_row.rgb * filter_coefficients[0] +\n"
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@ -146,7 +146,7 @@ ShaderCode GeneratePixelShader(APIType api_type, const UidData* uid_data)
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}
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else
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{
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out.Write(
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out.WriteFmt(
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" float4 current_row = SampleEFB(v_tex0, 0.0f);\n"
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" float4 texcol = float4(min(current_row.rgb * filter_coefficients[1], float3(1, 1, 1)),\n"
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" current_row.a);\n");
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@ -155,9 +155,9 @@ ShaderCode GeneratePixelShader(APIType api_type, const UidData* uid_data)
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if (uid_data->is_depth_copy)
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{
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if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
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out.Write("texcol.x = 1.0 - texcol.x;\n");
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out.WriteFmt("texcol.x = 1.0 - texcol.x;\n");
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out.Write(" int depth = int(texcol.x * 16777216.0);\n"
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out.WriteFmt(" int depth = int(texcol.x * 16777216.0);\n"
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// Convert to Z24 format
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" int4 workspace;\n"
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@ -173,44 +173,44 @@ ShaderCode GeneratePixelShader(APIType api_type, const UidData* uid_data)
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switch (uid_data->dst_format)
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{
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case EFBCopyFormat::R4: // Z4
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out.Write(" ocol0 = texcol.aaaa;\n");
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out.WriteFmt(" ocol0 = texcol.aaaa;\n");
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break;
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case EFBCopyFormat::R8_0x1: // Z8
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case EFBCopyFormat::R8: // Z8H
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out.Write(" ocol0 = texcol.rrrr;\n");
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out.WriteFmt(" ocol0 = texcol.rrrr;\n");
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break;
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case EFBCopyFormat::RA8: // Z16
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out.Write(" ocol0 = texcol.gggr;\n");
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out.WriteFmt(" ocol0 = texcol.gggr;\n");
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break;
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case EFBCopyFormat::RG8: // Z16 (reverse order)
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out.Write(" ocol0 = texcol.rrrg;\n");
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out.WriteFmt(" ocol0 = texcol.rrrg;\n");
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break;
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case EFBCopyFormat::RGBA8: // Z24X8
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out.Write(" ocol0 = float4(texcol.rgb, 1.0);\n");
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out.WriteFmt(" ocol0 = float4(texcol.rgb, 1.0);\n");
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break;
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case EFBCopyFormat::G8: // Z8M
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out.Write(" ocol0 = texcol.gggg;\n");
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out.WriteFmt(" ocol0 = texcol.gggg;\n");
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break;
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case EFBCopyFormat::B8: // Z8L
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out.Write(" ocol0 = texcol.bbbb;\n");
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out.WriteFmt(" ocol0 = texcol.bbbb;\n");
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break;
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case EFBCopyFormat::GB8: // Z16L - copy lower 16 depth bits
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// expected to be used as an IA8 texture (upper 8 bits stored as intensity, lower 8 bits
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// stored as alpha)
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// Used e.g. in Zelda: Skyward Sword
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out.Write(" ocol0 = texcol.gggb;\n");
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out.WriteFmt(" ocol0 = texcol.gggb;\n");
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break;
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default:
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ERROR_LOG(VIDEO, "Unknown copy zbuf format: 0x%X", static_cast<int>(uid_data->dst_format));
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out.Write(" ocol0 = float4(texcol.bgr, 0.0);\n");
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out.WriteFmt(" ocol0 = float4(texcol.bgr, 0.0);\n");
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break;
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}
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}
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@ -229,70 +229,70 @@ ShaderCode GeneratePixelShader(APIType api_type, const UidData* uid_data)
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case EFBCopyFormat::RA4: // IA4
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case EFBCopyFormat::RA8: // IA8
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if (has_four_bits)
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out.Write(" texcol = float4(int4(texcol * 255.0) & 0xF0) * (1.0 / 240.0);\n");
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out.WriteFmt(" texcol = float4(int4(texcol * 255.0) & 0xF0) * (1.0 / 240.0);\n");
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// TODO - verify these coefficients
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out.Write(" const float3 coefficients = float3(0.257, 0.504, 0.098);\n"
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out.WriteFmt(" const float3 coefficients = float3(0.257, 0.504, 0.098);\n"
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" float intensity = dot(texcol.rgb, coefficients) + 16.0 / 255.0;\n"
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" ocol0 = float4(intensity, intensity, intensity, %s);\n",
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" ocol0 = float4(intensity, intensity, intensity, {});\n",
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has_alpha ? "texcol.a" : "intensity");
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break;
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default:
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ERROR_LOG(VIDEO, "Unknown copy intensity format: 0x%X",
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static_cast<int>(uid_data->dst_format));
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out.Write(" ocol0 = texcol;\n");
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out.WriteFmt(" ocol0 = texcol;\n");
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break;
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}
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}
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else
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{
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if (!uid_data->efb_has_alpha)
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out.Write(" texcol.a = 1.0;\n");
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out.WriteFmt(" texcol.a = 1.0;\n");
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switch (uid_data->dst_format)
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{
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case EFBCopyFormat::R4: // R4
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out.Write(" float red = float(int(texcol.r * 255.0) & 0xF0) * (1.0 / 240.0);\n"
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out.WriteFmt(" float red = float(int(texcol.r * 255.0) & 0xF0) * (1.0 / 240.0);\n"
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" ocol0 = float4(red, red, red, red);\n");
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break;
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case EFBCopyFormat::R8_0x1: // R8
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case EFBCopyFormat::R8: // R8
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out.Write(" ocol0 = texcol.rrrr;\n");
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out.WriteFmt(" ocol0 = texcol.rrrr;\n");
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break;
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case EFBCopyFormat::RA4: // RA4
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out.Write(" float2 red_alpha = float2(int2(texcol.ra * 255.0) & 0xF0) * (1.0 / 240.0);\n"
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out.WriteFmt(" float2 red_alpha = float2(int2(texcol.ra * 255.0) & 0xF0) * (1.0 / 240.0);\n"
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" ocol0 = red_alpha.rrrg;\n");
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break;
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case EFBCopyFormat::RA8: // RA8
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out.Write(" ocol0 = texcol.rrra;\n");
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out.WriteFmt(" ocol0 = texcol.rrra;\n");
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break;
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case EFBCopyFormat::A8: // A8
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out.Write(" ocol0 = texcol.aaaa;\n");
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out.WriteFmt(" ocol0 = texcol.aaaa;\n");
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break;
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case EFBCopyFormat::G8: // G8
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out.Write(" ocol0 = texcol.gggg;\n");
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out.WriteFmt(" ocol0 = texcol.gggg;\n");
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break;
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case EFBCopyFormat::B8: // B8
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out.Write(" ocol0 = texcol.bbbb;\n");
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out.WriteFmt(" ocol0 = texcol.bbbb;\n");
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break;
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case EFBCopyFormat::RG8: // RG8
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out.Write(" ocol0 = texcol.rrrg;\n");
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out.WriteFmt(" ocol0 = texcol.rrrg;\n");
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break;
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case EFBCopyFormat::GB8: // GB8
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out.Write(" ocol0 = texcol.gggb;\n");
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out.WriteFmt(" ocol0 = texcol.gggb;\n");
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break;
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case EFBCopyFormat::RGB565: // RGB565
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out.Write(" float2 red_blue = float2(int2(texcol.rb * 255.0) & 0xF8) * (1.0 / 248.0);\n"
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out.WriteFmt(" float2 red_blue = float2(int2(texcol.rb * 255.0) & 0xF8) * (1.0 / 248.0);\n"
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" float green = float(int(texcol.g * 255.0) & 0xFC) * (1.0 / 252.0);\n"
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" ocol0 = float4(red_blue.r, green, red_blue.g, 1.0);\n");
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break;
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@ -300,28 +300,28 @@ ShaderCode GeneratePixelShader(APIType api_type, const UidData* uid_data)
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case EFBCopyFormat::RGB5A3: // RGB5A3
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// TODO: The MSB controls whether we have RGB5 or RGB4A3, this selection
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// will need to be implemented once we move away from floats.
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out.Write(" float3 color = float3(int3(texcol.rgb * 255.0) & 0xF8) * (1.0 / 248.0);\n"
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out.WriteFmt(" float3 color = float3(int3(texcol.rgb * 255.0) & 0xF8) * (1.0 / 248.0);\n"
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" float alpha = float(int(texcol.a * 255.0) & 0xE0) * (1.0 / 224.0);\n"
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" ocol0 = float4(color, alpha);\n");
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break;
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case EFBCopyFormat::RGBA8: // RGBA8
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out.Write(" ocol0 = texcol;\n");
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out.WriteFmt(" ocol0 = texcol;\n");
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break;
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case EFBCopyFormat::XFB:
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out.Write(
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out.WriteFmt(
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" ocol0 = float4(pow(texcol.rgb, float3(gamma_rcp, gamma_rcp, gamma_rcp)), 1.0f);\n");
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break;
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default:
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ERROR_LOG(VIDEO, "Unknown copy color format: 0x%X", static_cast<int>(uid_data->dst_format));
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out.Write(" ocol0 = texcol;\n");
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out.WriteFmt(" ocol0 = texcol;\n");
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break;
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}
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}
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out.Write("}\n");
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out.WriteFmt("}}\n");
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return out;
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}
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