GL/TextureCache: Clean up inline shader code
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@ -33,36 +33,130 @@
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namespace OGL
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{
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constexpr const char* vertex_program =
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"out vec3 %c_uv0;\n"
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"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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"uniform vec4 copy_position;\n" // left, top, right, bottom
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"void main()\n"
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"{\n"
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" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
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" %c_uv0 = vec3(mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, "
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"0).xy), 0.0);\n"
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" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
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"}\n";
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constexpr const char GLSL_PROGRAM_VS[] = R"GLSL(
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out vec3 %c_uv0;
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SAMPLER_BINDING(9) uniform sampler2DArray samp9;
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uniform vec4 copy_position; // left, top, right, bottom
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constexpr const char* geometry_program = "layout(triangles) in;\n"
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"layout(triangle_strip, max_vertices = 6) out;\n"
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"in vec3 v_uv0[3];\n"
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"out vec3 f_uv0;\n"
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"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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"void main()\n"
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"{\n"
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" int layers = textureSize(samp9, 0).z;\n"
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" for (int layer = 0; layer < layers; ++layer) {\n"
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" for (int i = 0; i < 3; ++i) {\n"
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" f_uv0 = vec3(v_uv0[i].xy, layer);\n"
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" gl_Position = gl_in[i].gl_Position;\n"
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" gl_Layer = layer;\n"
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" EmitVertex();\n"
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" }\n"
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" EndPrimitive();\n"
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" }\n"
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"}\n";
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void main()
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{
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vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);
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%c_uv0 = vec3(mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, 0).xy), 0.0);
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gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);
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}
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)GLSL";
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constexpr const char GLSL_PROGRAM_GS[] = R"GLSL(
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 6) out;
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in vec3 v_uv0[3];
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out vec3 f_uv0;
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SAMPLER_BINDING(9) uniform sampler2DArray samp9;
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void main()
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{
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int layers = textureSize(samp9, 0).z;
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for (int layer = 0; layer < layers; ++layer) {
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for (int i = 0; i < 3; ++i) {
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f_uv0 = vec3(v_uv0[i].xy, layer);
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gl_Position = gl_in[i].gl_Position;
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gl_Layer = layer;
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EmitVertex();
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}
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EndPrimitive();
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}
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)GLSL";
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constexpr const char GLSL_COLOR_COPY_FS[] = R"GLSL(
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SAMPLER_BINDING(9) uniform sampler2DArray samp9;
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in vec3 f_uv0;
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out vec4 ocol0;
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void main()
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{
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vec4 texcol = texture(samp9, f_uv0);
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ocol0 = texcol;
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}
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)GLSL";
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constexpr const char GLSL_PALETTE_FS[] = R"GLSL(
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uniform int texture_buffer_offset;
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uniform float multiplier;
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SAMPLER_BINDING(9) uniform sampler2DArray samp9;
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SAMPLER_BINDING(10) uniform usamplerBuffer samp10;
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in vec3 f_uv0;
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out vec4 ocol0;
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int Convert3To8(int v)
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{
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// Swizzle bits: 00000123 -> 12312312
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return (v << 5) | (v << 2) | (v >> 1);
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}
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int Convert4To8(int v)
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{
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// Swizzle bits: 00001234 -> 12341234
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return (v << 4) | v;
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}
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int Convert5To8(int v)
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{
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// Swizzle bits: 00012345 -> 12345123
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return (v << 3) | (v >> 2);
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}
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int Convert6To8(int v)
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{
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// Swizzle bits: 00123456 -> 12345612
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return (v << 2) | (v >> 4);
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}
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float4 DecodePixel_RGB5A3(int val)
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{
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int r,g,b,a;
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if ((val&0x8000) > 0)
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{
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r=Convert5To8((val>>10) & 0x1f);
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g=Convert5To8((val>>5 ) & 0x1f);
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b=Convert5To8((val ) & 0x1f);
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a=0xFF;
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}
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else
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{
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a=Convert3To8((val>>12) & 0x7);
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r=Convert4To8((val>>8 ) & 0xf);
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g=Convert4To8((val>>4 ) & 0xf);
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b=Convert4To8((val ) & 0xf);
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}
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return float4(r, g, b, a) / 255.0;
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}
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float4 DecodePixel_RGB565(int val)
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{
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int r, g, b, a;
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r = Convert5To8((val >> 11) & 0x1f);
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g = Convert6To8((val >> 5) & 0x3f);
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b = Convert5To8((val) & 0x1f);
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a = 0xFF;
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return float4(r, g, b, a) / 255.0;
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}
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float4 DecodePixel_IA8(int val)
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{
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int i = val & 0xFF;
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int a = val >> 8;
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return float4(i, i, i, a) / 255.0;
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}
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void main()
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{
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int src = int(round(texture(samp9, f_uv0).r * multiplier));
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src = int(texelFetch(samp10, src + texture_buffer_offset).r);
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src = ((src << 8) & 0xFF00) | (src >> 8);
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ocol0 = DecodePixel_%s(src);
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}
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)GLSL";
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//#define TIME_TEXTURE_DECODING 1
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@ -156,124 +250,35 @@ bool TextureCache::CompilePaletteShader(TLUTFormat tlutfmt, const std::string& v
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bool TextureCache::CompileShaders()
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{
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constexpr const char* color_copy_program = "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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"in vec3 f_uv0;\n"
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"out vec4 ocol0;\n"
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"\n"
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"void main(){\n"
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" vec4 texcol = texture(samp9, f_uv0);\n"
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" ocol0 = texcol;\n"
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"}\n";
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std::string geo_program = "";
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char prefix = 'f';
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if (g_ActiveConfig.stereo_mode != StereoMode::Off)
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{
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geo_program = geometry_program;
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geo_program = GLSL_PROGRAM_GS;
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prefix = 'v';
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}
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if (!ProgramShaderCache::CompileShader(m_colorCopyProgram,
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StringFromFormat(vertex_program, prefix, prefix),
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color_copy_program, geo_program))
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StringFromFormat(GLSL_PROGRAM_VS, prefix, prefix),
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GLSL_COLOR_COPY_FS, geo_program))
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{
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return false;
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}
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m_colorCopyPositionUniform = glGetUniformLocation(m_colorCopyProgram.glprogid, "copy_position");
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std::string palette_shader =
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R"GLSL(
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uniform int texture_buffer_offset;
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uniform float multiplier;
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SAMPLER_BINDING(9) uniform sampler2DArray samp9;
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SAMPLER_BINDING(10) uniform usamplerBuffer samp10;
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in vec3 f_uv0;
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out vec4 ocol0;
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int Convert3To8(int v)
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{
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// Swizzle bits: 00000123 -> 12312312
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return (v << 5) | (v << 2) | (v >> 1);
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}
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int Convert4To8(int v)
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{
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// Swizzle bits: 00001234 -> 12341234
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return (v << 4) | v;
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}
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int Convert5To8(int v)
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{
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// Swizzle bits: 00012345 -> 12345123
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return (v << 3) | (v >> 2);
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}
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int Convert6To8(int v)
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{
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// Swizzle bits: 00123456 -> 12345612
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return (v << 2) | (v >> 4);
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}
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float4 DecodePixel_RGB5A3(int val)
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{
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int r,g,b,a;
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if ((val&0x8000) > 0)
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{
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r=Convert5To8((val>>10) & 0x1f);
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g=Convert5To8((val>>5 ) & 0x1f);
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b=Convert5To8((val ) & 0x1f);
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a=0xFF;
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}
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else
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{
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a=Convert3To8((val>>12) & 0x7);
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r=Convert4To8((val>>8 ) & 0xf);
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g=Convert4To8((val>>4 ) & 0xf);
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b=Convert4To8((val ) & 0xf);
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}
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return float4(r, g, b, a) / 255.0;
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}
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float4 DecodePixel_RGB565(int val)
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{
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int r, g, b, a;
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r = Convert5To8((val >> 11) & 0x1f);
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g = Convert6To8((val >> 5) & 0x3f);
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b = Convert5To8((val) & 0x1f);
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a = 0xFF;
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return float4(r, g, b, a) / 255.0;
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}
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float4 DecodePixel_IA8(int val)
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{
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int i = val & 0xFF;
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int a = val >> 8;
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return float4(i, i, i, a) / 255.0;
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}
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void main()
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{
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int src = int(round(texture(samp9, f_uv0).r * multiplier));
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src = int(texelFetch(samp10, src + texture_buffer_offset).r);
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src = ((src << 8) & 0xFF00) | (src >> 8);
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ocol0 = DECODE(src);
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}
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)GLSL";
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if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
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{
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if (!CompilePaletteShader(TLUTFormat::IA8, StringFromFormat(vertex_program, prefix, prefix),
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"#define DECODE DecodePixel_IA8" + palette_shader, geo_program))
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if (!CompilePaletteShader(TLUTFormat::IA8, StringFromFormat(GLSL_PROGRAM_VS, prefix, prefix),
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StringFromFormat(GLSL_PALETTE_FS, "IA8"), geo_program))
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return false;
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if (!CompilePaletteShader(TLUTFormat::RGB565, StringFromFormat(vertex_program, prefix, prefix),
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"#define DECODE DecodePixel_RGB565" + palette_shader, geo_program))
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if (!CompilePaletteShader(TLUTFormat::RGB565, StringFromFormat(GLSL_PROGRAM_VS, prefix, prefix),
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StringFromFormat(GLSL_PALETTE_FS, "RGB565"), geo_program))
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return false;
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if (!CompilePaletteShader(TLUTFormat::RGB5A3, StringFromFormat(vertex_program, prefix, prefix),
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"#define DECODE DecodePixel_RGB5A3" + palette_shader, geo_program))
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if (!CompilePaletteShader(TLUTFormat::RGB5A3, StringFromFormat(GLSL_PROGRAM_VS, prefix, prefix),
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StringFromFormat(GLSL_PALETTE_FS, "RGB5A3"), geo_program))
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return false;
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}
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@ -530,12 +535,12 @@ void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
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char prefix = 'f';
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if (g_ActiveConfig.stereo_mode != StereoMode::Off)
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{
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geo_program = geometry_program;
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geo_program = GLSL_PROGRAM_GS;
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prefix = 'v';
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}
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ProgramShaderCache::CompileShader(shader.shader,
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StringFromFormat(vertex_program, prefix, prefix),
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StringFromFormat(GLSL_PROGRAM_VS, prefix, prefix),
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code.GetBuffer(), geo_program);
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shader.position_uniform = glGetUniformLocation(shader.shader.glprogid, "copy_position");
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