VideoBackends: Use VideoCommon shader generators for efb2tex copies.

This will generate one shader per copy format. For now, it is the same
shader with the colmat hard coded. So it should already improve the GPU
performance a bit, but a rewrite of the shader generator is suggested.

Half of the patch is done by linkmauve1:
VideoCommon: Reorganise the shader writes.
This commit is contained in:
Markus Wick 2017-08-04 17:56:24 +02:00 committed by degasus
parent 2b2941d0c9
commit 491c10ec96
15 changed files with 468 additions and 211 deletions

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@ -222,7 +222,8 @@ TextureCache::~TextureCache()
void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
const EFBRectangle& src_rect, bool scale_by_half,
unsigned int cbuf_id, const float* colmat)
unsigned int cbuf_id, const float* colmat,
EFBCopyFormat dst_format, bool is_intensity)
{
auto* destination_texture = static_cast<DXTexture*>(entry->texture.get());

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@ -34,7 +34,8 @@ private:
bool scale_by_half) override;
void CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy, const EFBRectangle& src_rect,
bool scale_by_half, unsigned int cbuf_id, const float* colmat) override;
bool scale_by_half, unsigned int cbuf_id, const float* colmat,
EFBCopyFormat dst_format, bool is_intensity) override;
bool CompileShaders() override { return true; }
void DeleteShaders() override {}

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@ -32,7 +32,8 @@ public:
}
void CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy, const EFBRectangle& src_rect,
bool scale_by_half, unsigned int cbuf_id, const float* colmat) override
bool scale_by_half, unsigned int cbuf_id, const float* colmat,
EFBCopyFormat dst_format, bool is_intensity) override
{
}
};

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@ -26,11 +26,44 @@
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/TextureConversionShader.h"
#include "VideoCommon/TextureConverterShaderGen.h"
#include "VideoCommon/TextureDecoder.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
namespace OGL
{
constexpr const char* vertex_program =
"out vec3 %c_uv0;\n"
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
"uniform vec4 copy_position;\n" // left, top, right, bottom
"void main()\n"
"{\n"
" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
" %c_uv0 = vec3(mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, "
"0).xy), 0.0);\n"
" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
"}\n";
constexpr const char* geometry_program = "layout(triangles) in;\n"
"layout(triangle_strip, max_vertices = 6) out;\n"
"in vec3 v_uv0[3];\n"
"out vec3 f_uv0;\n"
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
"void main()\n"
"{\n"
" int layers = textureSize(samp9, 0).z;\n"
" for (int layer = 0; layer < layers; ++layer) {\n"
" for (int i = 0; i < 3; ++i) {\n"
" f_uv0 = vec3(v_uv0[i].xy, layer);\n"
" gl_Position = gl_in[i].gl_Position;\n"
" gl_Layer = layer;\n"
" EmitVertex();\n"
" }\n"
" EndPrimitive();\n"
" }\n"
"}\n";
//#define TIME_TEXTURE_DECODING 1
void TextureCache::CopyEFB(u8* dst, const EFBCopyParams& params, u32 native_width,
@ -124,101 +157,22 @@ bool TextureCache::CompileShaders()
" ocol0 = texcol;\n"
"}\n";
constexpr const char* color_matrix_program =
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
"uniform vec4 colmat[7];\n"
"in vec3 f_uv0;\n"
"out vec4 ocol0;\n"
"\n"
"void main(){\n"
" vec4 texcol = texture(samp9, f_uv0);\n"
" texcol = floor(texcol * colmat[5]) * colmat[6];\n"
" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"
"}\n";
constexpr const char* depth_matrix_program =
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
"uniform vec4 colmat[5];\n"
"in vec3 f_uv0;\n"
"out vec4 ocol0;\n"
"\n"
"void main(){\n"
" vec4 texcol = texture(samp9, vec3(f_uv0.xy, %s));\n"
" int depth = int(texcol.x * 16777216.0);\n"
// Convert to Z24 format
" ivec4 workspace;\n"
" workspace.r = (depth >> 16) & 255;\n"
" workspace.g = (depth >> 8) & 255;\n"
" workspace.b = depth & 255;\n"
// Convert to Z4 format
" workspace.a = (depth >> 16) & 0xF0;\n"
// Normalize components to [0.0..1.0]
" texcol = vec4(workspace) / 255.0;\n"
" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"
"}\n";
constexpr const char* vertex_program =
"out vec3 %s_uv0;\n"
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
"uniform vec4 copy_position;\n" // left, top, right, bottom
"void main()\n"
"{\n"
" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
" %s_uv0 = vec3(mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, "
"0).xy), 0.0);\n"
" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
"}\n";
const std::string geo_program = g_ActiveConfig.stereo_mode != StereoMode::Off ?
"layout(triangles) in;\n"
"layout(triangle_strip, max_vertices = 6) out;\n"
"in vec3 v_uv0[3];\n"
"out vec3 f_uv0;\n"
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
"void main()\n"
"{\n"
" int layers = textureSize(samp9, 0).z;\n"
" for (int layer = 0; layer < layers; ++layer) {\n"
" for (int i = 0; i < 3; ++i) {\n"
" f_uv0 = vec3(v_uv0[i].xy, layer);\n"
" gl_Position = gl_in[i].gl_Position;\n"
" gl_Layer = layer;\n"
" EmitVertex();\n"
" }\n"
" EndPrimitive();\n"
" }\n"
"}\n" :
"";
const char* prefix = geo_program.empty() ? "f" : "v";
const char* depth_layer = g_ActiveConfig.bStereoEFBMonoDepth ? "0.0" : "f_uv0.z";
std::string geo_program = "";
char prefix = 'f';
if (g_ActiveConfig.stereo_mode != StereoMode::Off)
{
geo_program = geometry_program;
prefix = 'v';
}
if (!ProgramShaderCache::CompileShader(m_colorCopyProgram,
StringFromFormat(vertex_program, prefix, prefix),
color_copy_program, geo_program) ||
!ProgramShaderCache::CompileShader(m_colorMatrixProgram,
StringFromFormat(vertex_program, prefix, prefix),
color_matrix_program, geo_program) ||
!ProgramShaderCache::CompileShader(
m_depthMatrixProgram, StringFromFormat(vertex_program, prefix, prefix),
StringFromFormat(depth_matrix_program, depth_layer), geo_program))
color_copy_program, geo_program))
{
return false;
}
m_colorMatrixUniform = glGetUniformLocation(m_colorMatrixProgram.glprogid, "colmat");
m_depthMatrixUniform = glGetUniformLocation(m_depthMatrixProgram.glprogid, "colmat");
m_color_cbuf_id = UINT_MAX;
m_depth_cbuf_id = UINT_MAX;
m_colorCopyPositionUniform = glGetUniformLocation(m_colorCopyProgram.glprogid, "copy_position");
m_colorMatrixPositionUniform =
glGetUniformLocation(m_colorMatrixProgram.glprogid, "copy_position");
m_depthCopyPositionUniform = glGetUniformLocation(m_depthMatrixProgram.glprogid, "copy_position");
std::string palette_shader =
R"GLSL(
@ -320,8 +274,9 @@ bool TextureCache::CompileShaders()
void TextureCache::DeleteShaders()
{
m_colorMatrixProgram.Destroy();
m_depthMatrixProgram.Destroy();
for (auto& it : m_efb_copy_programs)
it.second.shader.Destroy();
m_efb_copy_programs.clear();
if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
for (auto& shader : m_palette_shaders)
@ -531,7 +486,8 @@ void TextureCache::DecodeTextureOnGPU(TCacheEntry* entry, u32 dst_level, const u
void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
const EFBRectangle& src_rect, bool scale_by_half,
unsigned int cbuf_id, const float* colmat)
unsigned int cbuf_id, const float* colmat,
EFBCopyFormat dst_format, bool is_intensity)
{
auto* destination_texture = static_cast<OGLTexture*>(entry->texture.get());
g_renderer->ResetAPIState(); // reset any game specific settings
@ -554,26 +510,35 @@ void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
glViewport(0, 0, destination_texture->GetConfig().width, destination_texture->GetConfig().height);
GLuint uniform_location;
if (is_depth_copy)
auto uid = GetTextureConverterShaderUid(dst_format, is_depth_copy, is_intensity, scale_by_half);
auto it = m_efb_copy_programs.emplace(uid, EFBCopyShader());
EFBCopyShader& shader = it.first->second;
bool created = it.second;
if (created)
{
m_depthMatrixProgram.Bind();
if (m_depth_cbuf_id != cbuf_id)
glUniform4fv(m_depthMatrixUniform, 5, colmat);
m_depth_cbuf_id = cbuf_id;
uniform_location = m_depthCopyPositionUniform;
}
else
{
m_colorMatrixProgram.Bind();
if (m_color_cbuf_id != cbuf_id)
glUniform4fv(m_colorMatrixUniform, 7, colmat);
m_color_cbuf_id = cbuf_id;
uniform_location = m_colorMatrixPositionUniform;
ShaderCode code = GenerateTextureConverterShaderCode(APIType::OpenGL, uid.GetUidData());
std::string geo_program = "";
char prefix = 'f';
if (g_ActiveConfig.stereo_mode != StereoMode::Off)
{
geo_program = geometry_program;
prefix = 'v';
}
ProgramShaderCache::CompileShader(shader.shader,
StringFromFormat(vertex_program, prefix, prefix),
code.GetBuffer(), geo_program);
shader.position_uniform = glGetUniformLocation(shader.shader.glprogid, "copy_position");
}
shader.shader.Bind();
TargetRectangle R = g_renderer->ConvertEFBRectangle(src_rect);
glUniform4f(uniform_location, static_cast<float>(R.left), static_cast<float>(R.top),
glUniform4f(shader.position_uniform, static_cast<float>(R.left), static_cast<float>(R.top),
static_cast<float>(R.right), static_cast<float>(R.bottom));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

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@ -13,6 +13,7 @@
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/TextureConversionShader.h"
#include "VideoCommon/TextureConverterShaderGen.h"
#include "VideoCommon/VideoCommon.h"
class AbstractTexture;
@ -67,7 +68,8 @@ private:
bool scale_by_half) override;
void CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy, const EFBRectangle& src_rect,
bool scale_by_half, unsigned int cbuf_id, const float* colmat) override;
bool scale_by_half, unsigned int cbuf_id, const float* colmat,
EFBCopyFormat dst_format, bool is_intensity) override;
bool CompileShaders() override;
void DeleteShaders() override;
@ -78,17 +80,16 @@ private:
void CreateTextureDecodingResources();
void DestroyTextureDecodingResources();
SHADER m_colorCopyProgram;
SHADER m_colorMatrixProgram;
SHADER m_depthMatrixProgram;
GLuint m_colorMatrixUniform;
GLuint m_depthMatrixUniform;
GLuint m_colorCopyPositionUniform;
GLuint m_colorMatrixPositionUniform;
GLuint m_depthCopyPositionUniform;
struct EFBCopyShader
{
SHADER shader;
GLuint position_uniform;
};
u32 m_color_cbuf_id;
u32 m_depth_cbuf_id;
std::map<TextureConverterShaderUid, EFBCopyShader> m_efb_copy_programs;
SHADER m_colorCopyProgram;
GLuint m_colorCopyPositionUniform;
std::array<PaletteShader, 3> m_palette_shaders;
std::unique_ptr<StreamBuffer> m_palette_stream_buffer;

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@ -26,7 +26,8 @@ public:
private:
void CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy, const EFBRectangle& src_rect,
bool scale_by_half, unsigned int cbuf_id, const float* colmat) override
bool scale_by_half, unsigned int cbuf_id, const float* colmat,
EFBCopyFormat dst_format, bool is_intensity) override
{
// TODO: If we ever want to "fake" vram textures, we would need to implement this
}

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@ -237,80 +237,12 @@ bool TextureCache::CompileShaders()
}
)";
static const char EFB_COLOR_TO_TEX_SOURCE[] = R"(
SAMPLER_BINDING(0) uniform sampler2DArray samp0;
layout(std140, push_constant) uniform PSBlock
{
vec4 colmat[7];
} C;
layout(location = 0) in vec3 uv0;
layout(location = 1) in vec4 col0;
layout(location = 0) out vec4 ocol0;
void main()
{
float4 texcol = texture(samp0, uv0);
texcol = floor(texcol * C.colmat[5]) * C.colmat[6];
ocol0 = texcol * mat4(C.colmat[0], C.colmat[1], C.colmat[2], C.colmat[3]) + C.colmat[4];
}
)";
static const char EFB_DEPTH_TO_TEX_SOURCE[] = R"(
SAMPLER_BINDING(0) uniform sampler2DArray samp0;
layout(std140, push_constant) uniform PSBlock
{
vec4 colmat[5];
} C;
layout(location = 0) in vec3 uv0;
layout(location = 1) in vec4 col0;
layout(location = 0) out vec4 ocol0;
void main()
{
#if MONO_DEPTH
vec4 texcol = texture(samp0, vec3(uv0.xy, 0.0f));
#else
vec4 texcol = texture(samp0, uv0);
#endif
int depth = int((1.0 - texcol.x) * 16777216.0);
// Convert to Z24 format
ivec4 workspace;
workspace.r = (depth >> 16) & 255;
workspace.g = (depth >> 8) & 255;
workspace.b = depth & 255;
// Convert to Z4 format
workspace.a = (depth >> 16) & 0xF0;
// Normalize components to [0.0..1.0]
texcol = vec4(workspace) / 255.0;
ocol0 = texcol * mat4(C.colmat[0], C.colmat[1], C.colmat[2], C.colmat[3]) + C.colmat[4];
}
)";
std::string header = g_shader_cache->GetUtilityShaderHeader();
std::string source;
std::string source = header + COPY_SHADER_SOURCE;
source = header + COPY_SHADER_SOURCE;
m_copy_shader = Util::CompileAndCreateFragmentShader(source);
source = header + EFB_COLOR_TO_TEX_SOURCE;
m_efb_color_to_tex_shader = Util::CompileAndCreateFragmentShader(source);
if (g_ActiveConfig.bStereoEFBMonoDepth)
source = header + "#define MONO_DEPTH 1\n" + EFB_DEPTH_TO_TEX_SOURCE;
else
source = header + EFB_DEPTH_TO_TEX_SOURCE;
m_efb_depth_to_tex_shader = Util::CompileAndCreateFragmentShader(source);
return m_copy_shader != VK_NULL_HANDLE && m_efb_color_to_tex_shader != VK_NULL_HANDLE &&
m_efb_depth_to_tex_shader != VK_NULL_HANDLE;
return m_copy_shader != VK_NULL_HANDLE;
}
void TextureCache::DeleteShaders()
@ -324,21 +256,18 @@ void TextureCache::DeleteShaders()
vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_copy_shader, nullptr);
m_copy_shader = VK_NULL_HANDLE;
}
if (m_efb_color_to_tex_shader != VK_NULL_HANDLE)
for (auto& shader : m_efb_copy_to_tex_shaders)
{
vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_efb_color_to_tex_shader, nullptr);
m_efb_color_to_tex_shader = VK_NULL_HANDLE;
}
if (m_efb_depth_to_tex_shader != VK_NULL_HANDLE)
{
vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_efb_depth_to_tex_shader, nullptr);
m_efb_depth_to_tex_shader = VK_NULL_HANDLE;
vkDestroyShaderModule(g_vulkan_context->GetDevice(), shader.second, nullptr);
}
m_efb_copy_to_tex_shaders.clear();
}
void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
const EFBRectangle& src_rect, bool scale_by_half,
unsigned int cbuf_id, const float* colmat)
unsigned int cbuf_id, const float* colmat,
EFBCopyFormat dst_format, bool is_intensity)
{
VKTexture* texture = static_cast<VKTexture*>(entry->texture.get());
@ -378,13 +307,25 @@ void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
texture->GetRawTexIdentifier()->TransitionToLayout(command_buffer,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
UtilityShaderDraw draw(command_buffer,
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_PUSH_CONSTANT),
m_render_pass, g_shader_cache->GetPassthroughVertexShader(),
g_shader_cache->GetPassthroughGeometryShader(),
is_depth_copy ? m_efb_depth_to_tex_shader : m_efb_color_to_tex_shader);
auto uid = GetTextureConverterShaderUid(dst_format, is_depth_copy, is_intensity, scale_by_half);
auto it = m_efb_copy_to_tex_shaders.emplace(uid, VkShaderModule(VK_NULL_HANDLE));
VkShaderModule& shader = it.first->second;
bool created = it.second;
if (created)
{
std::string source = g_shader_cache->GetUtilityShaderHeader();
source += GenerateTextureConverterShaderCode(APIType::Vulkan, uid.GetUidData()).GetBuffer();
shader = Util::CompileAndCreateFragmentShader(source);
}
UtilityShaderDraw draw(command_buffer,
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD), m_render_pass,
g_shader_cache->GetPassthroughVertexShader(),
g_shader_cache->GetPassthroughGeometryShader(), shader);
draw.SetPushConstants(colmat, (is_depth_copy ? sizeof(float) * 20 : sizeof(float) * 28));
draw.SetPSSampler(0, src_texture->GetView(), src_sampler);
VkRect2D dest_region = {{0, 0}, {texture->GetConfig().width, texture->GetConfig().height}};

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@ -4,11 +4,13 @@
#pragma once
#include <map>
#include <memory>
#include "Common/CommonTypes.h"
#include "VideoBackends/Vulkan/StreamBuffer.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/TextureConverterShaderGen.h"
namespace Vulkan
{
@ -53,7 +55,8 @@ private:
bool CreateRenderPasses();
void CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy, const EFBRectangle& src_rect,
bool scale_by_half, unsigned int cbuf_id, const float* colmat) override;
bool scale_by_half, unsigned int cbuf_id, const float* colmat,
EFBCopyFormat dst_format, bool is_intensity) override;
VkRenderPass m_render_pass = VK_NULL_HANDLE;
@ -62,8 +65,7 @@ private:
std::unique_ptr<TextureConverter> m_texture_converter;
VkShaderModule m_copy_shader = VK_NULL_HANDLE;
VkShaderModule m_efb_color_to_tex_shader = VK_NULL_HANDLE;
VkShaderModule m_efb_depth_to_tex_shader = VK_NULL_HANDLE;
std::map<TextureConverterShaderUid, VkShaderModule> m_efb_copy_to_tex_shaders;
};
} // namespace Vulkan

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@ -39,6 +39,7 @@ set(SRCS
TextureCacheBase.cpp
TextureConfig.cpp
TextureConversionShader.cpp
TextureConverterShaderGen.cpp
TextureDecoder_Common.cpp
VertexLoader.cpp
VertexLoaderBase.cpp

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@ -1997,7 +1997,8 @@ void TextureCacheBase::CopyRenderTargetToTexture(u32 dstAddr, EFBCopyFormat dstF
entry->may_have_overlapping_textures = false;
entry->is_custom_tex = false;
CopyEFBToCacheEntry(entry, is_depth_copy, srcRect, scaleByHalf, cbufid, colmat);
CopyEFBToCacheEntry(entry, is_depth_copy, srcRect, scaleByHalf, cbufid, colmat, dstFormat,
isIntensity);
u64 hash = entry->CalculateHash();
entry->SetHashes(hash, hash);

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@ -316,7 +316,8 @@ private:
virtual void CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
const EFBRectangle& src_rect, bool scale_by_half,
unsigned int cbuf_id, const float* colmat) = 0;
unsigned int cbuf_id, const float* colmat,
EFBCopyFormat dst_format, bool is_intensity) = 0;
// Removes and unlinks texture from texture cache and returns it to the pool
TexAddrCache::iterator InvalidateTexture(TexAddrCache::iterator t_iter);

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@ -0,0 +1,301 @@
// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <array>
#include <cstring>
#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/TextureConverterShaderGen.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
TextureConverterShaderUid GetTextureConverterShaderUid(EFBCopyFormat dst_format, bool is_depth_copy,
bool is_intensity, bool scale_by_half)
{
TextureConverterShaderUid out;
convertion_shader_uid_data* uid_data = out.GetUidData<convertion_shader_uid_data>();
memset(uid_data, 0, sizeof(*uid_data));
uid_data->dst_format = dst_format;
uid_data->efb_has_alpha = bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24;
uid_data->is_depth_copy = is_depth_copy;
uid_data->is_intensity = is_intensity;
uid_data->scale_by_half = scale_by_half;
return out;
}
ShaderCode GenerateTextureConverterShaderCode(APIType api_type,
const convertion_shader_uid_data* uid_data)
{
ShaderCode out;
std::array<float, 28> colmat = {};
float* const const_add = &colmat[16];
float* const color_mask = &colmat[20];
color_mask[0] = color_mask[1] = color_mask[2] = color_mask[3] = 255.0f;
color_mask[4] = color_mask[5] = color_mask[6] = color_mask[7] = 1.0f / 255.0f;
if (api_type == APIType::OpenGL)
out.Write("SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
"#define samp0 samp9\n"
"#define uv0 f_uv0\n"
"in vec3 uv0;\n"
"out vec4 ocol0;\n");
else if (api_type == APIType::Vulkan)
out.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n"
"layout(location = 0) in vec3 uv0;\n"
"layout(location = 1) in vec4 col0;\n"
"layout(location = 0) out vec4 ocol0;");
bool mono_depth = uid_data->is_depth_copy && g_ActiveConfig.bStereoEFBMonoDepth;
out.Write("void main(){\n"
" vec4 texcol = texture(samp0, %s);\n",
mono_depth ? "vec3(uv0.xy, 0.0)" : "uv0");
if (uid_data->is_depth_copy)
{
switch (uid_data->dst_format)
{
case EFBCopyFormat::R4: // Z4
colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1.0f;
break;
case EFBCopyFormat::R8_0x1: // Z8
case EFBCopyFormat::R8: // Z8H
colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1.0f;
break;
case EFBCopyFormat::RA8: // Z16
colmat[1] = colmat[5] = colmat[9] = colmat[12] = 1.0f;
break;
case EFBCopyFormat::RG8: // Z16 (reverse order)
colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f;
break;
case EFBCopyFormat::RGBA8: // Z24X8
colmat[0] = colmat[5] = colmat[10] = 1.0f;
break;
case EFBCopyFormat::G8: // Z8M
colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f;
break;
case EFBCopyFormat::B8: // Z8L
colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f;
break;
case EFBCopyFormat::GB8: // Z16L - copy lower 16 depth bits
// expected to be used as an IA8 texture (upper 8 bits stored as intensity, lower 8 bits
// stored as alpha)
// Used e.g. in Zelda: Skyward Sword
colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1.0f;
break;
default:
ERROR_LOG(VIDEO, "Unknown copy zbuf format: 0x%X", static_cast<int>(uid_data->dst_format));
colmat[2] = colmat[5] = colmat[8] = 1.0f;
break;
}
}
else if (uid_data->is_intensity)
{
const_add[0] = const_add[1] = const_add[2] = 16.0f / 255.0f;
switch (uid_data->dst_format)
{
case EFBCopyFormat::R4: // I4
case EFBCopyFormat::R8_0x1: // I8
case EFBCopyFormat::R8: // I8
case EFBCopyFormat::RA4: // IA4
case EFBCopyFormat::RA8: // IA8
// TODO - verify these coefficients
colmat[0] = 0.257f;
colmat[1] = 0.504f;
colmat[2] = 0.098f;
colmat[4] = 0.257f;
colmat[5] = 0.504f;
colmat[6] = 0.098f;
colmat[8] = 0.257f;
colmat[9] = 0.504f;
colmat[10] = 0.098f;
if (uid_data->dst_format == EFBCopyFormat::R4 ||
uid_data->dst_format == EFBCopyFormat::R8_0x1 ||
uid_data->dst_format == EFBCopyFormat::R8)
{
colmat[12] = 0.257f;
colmat[13] = 0.504f;
colmat[14] = 0.098f;
const_add[3] = 16.0f / 255.0f;
if (uid_data->dst_format == EFBCopyFormat::R4)
{
color_mask[0] = color_mask[1] = color_mask[2] = 255.0f / 16.0f;
color_mask[4] = color_mask[5] = color_mask[6] = 1.0f / 15.0f;
}
}
else // alpha
{
colmat[15] = 1;
if (uid_data->dst_format == EFBCopyFormat::RA4)
{
color_mask[0] = color_mask[1] = color_mask[2] = color_mask[3] = 255.0f / 16.0f;
color_mask[4] = color_mask[5] = color_mask[6] = color_mask[7] = 1.0f / 15.0f;
}
}
break;
default:
ERROR_LOG(VIDEO, "Unknown copy intensity format: 0x%X",
static_cast<int>(uid_data->dst_format));
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f;
break;
}
}
else
{
switch (uid_data->dst_format)
{
case EFBCopyFormat::R4: // R4
colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1;
color_mask[0] = 255.0f / 16.0f;
color_mask[4] = 1.0f / 15.0f;
break;
case EFBCopyFormat::R8_0x1: // R8
case EFBCopyFormat::R8: // R8
colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1;
break;
case EFBCopyFormat::RA4: // RA4
colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1.0f;
color_mask[0] = color_mask[3] = 255.0f / 16.0f;
color_mask[4] = color_mask[7] = 1.0f / 15.0f;
if (!uid_data->efb_has_alpha)
{
color_mask[3] = 0.0f;
const_add[3] = 1.0f;
}
break;
case EFBCopyFormat::RA8: // RA8
colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1.0f;
if (!uid_data->efb_has_alpha)
{
color_mask[3] = 0.0f;
const_add[3] = 1.0f;
}
break;
case EFBCopyFormat::A8: // A8
colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1.0f;
if (!uid_data->efb_has_alpha)
{
color_mask[3] = 0.0f;
const_add[0] = 1.0f;
const_add[1] = 1.0f;
const_add[2] = 1.0f;
const_add[3] = 1.0f;
}
break;
case EFBCopyFormat::G8: // G8
colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f;
break;
case EFBCopyFormat::B8: // B8
colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f;
break;
case EFBCopyFormat::RG8: // RG8
colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f;
break;
case EFBCopyFormat::GB8: // GB8
colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1.0f;
break;
case EFBCopyFormat::RGB565: // RGB565
colmat[0] = colmat[5] = colmat[10] = 1.0f;
color_mask[0] = color_mask[2] = 255.0f / 8.0f;
color_mask[4] = color_mask[6] = 1.0f / 31.0f;
color_mask[1] = 255.0f / 4.0f;
color_mask[5] = 1.0f / 63.0f;
const_add[3] = 1.0f; // set alpha to 1
break;
case EFBCopyFormat::RGB5A3: // RGB5A3
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f;
color_mask[0] = color_mask[1] = color_mask[2] = 255.0f / 8.0f;
color_mask[4] = color_mask[5] = color_mask[6] = 1.0f / 31.0f;
color_mask[3] = 255.0f / 32.0f;
color_mask[7] = 1.0f / 7.0f;
if (!uid_data->efb_has_alpha)
{
color_mask[3] = 0.0f;
const_add[3] = 1.0f;
}
break;
case EFBCopyFormat::RGBA8: // RGBA8
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f;
if (!uid_data->efb_has_alpha)
{
color_mask[3] = 0.0f;
const_add[3] = 1.0f;
}
break;
case EFBCopyFormat::XFB: // XFB copy, we just pretend it's an RGBX copy
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f;
color_mask[3] = 0.0f;
const_add[3] = 1.0f;
break;
default:
ERROR_LOG(VIDEO, "Unknown copy color format: 0x%X", static_cast<int>(uid_data->dst_format));
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f;
break;
}
}
out.Write(" const vec4 colmat[7] = {\n");
for (size_t i = 0; i < colmat.size() / 4; i++)
{
out.Write(" vec4(%f, %f, %f, %f)%s\n", colmat[i * 4 + 0], colmat[i * 4 + 1],
colmat[i * 4 + 2], colmat[i * 4 + 3], i < 7 ? "," : "");
}
out.Write(" };\n");
if (uid_data->is_depth_copy)
{
if (api_type == APIType::Vulkan)
out.Write("texcol.x = 1.0 - texcol.x;\n");
out.Write(" int depth = int(texcol.x * 16777216.0);\n"
// Convert to Z24 format
" ivec4 workspace;\n"
" workspace.r = (depth >> 16) & 255;\n"
" workspace.g = (depth >> 8) & 255;\n"
" workspace.b = depth & 255;\n"
// Convert to Z4 format
" workspace.a = (depth >> 16) & 0xF0;\n"
// Normalize components to [0.0..1.0]
" texcol = vec4(workspace) / 255.0;\n");
}
else
{
out.Write(" texcol = floor(texcol * colmat[5]) * colmat[6];\n");
}
out.Write(" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"
"}\n");
return out;
}

View File

@ -0,0 +1,32 @@
// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include "Common/CommonTypes.h"
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/TextureDecoder.h"
enum class APIType;
#pragma pack(1)
struct convertion_shader_uid_data
{
u32 NumValues() const { return sizeof(convertion_shader_uid_data); }
EFBCopyFormat dst_format;
u32 efb_has_alpha : 1;
u32 is_depth_copy : 1;
u32 is_intensity : 1;
u32 scale_by_half : 1;
};
#pragma pack()
using TextureConverterShaderUid = ShaderUid<convertion_shader_uid_data>;
ShaderCode GenerateTextureConverterShaderCode(APIType api_type,
const convertion_shader_uid_data* uid_data);
TextureConverterShaderUid GetTextureConverterShaderUid(EFBCopyFormat dst_format, bool is_depth_copy,
bool is_intensity, bool scale_by_half);

View File

@ -76,6 +76,7 @@
<ClCompile Include="TextureCacheBase.cpp" />
<ClCompile Include="TextureConfig.cpp" />
<ClCompile Include="TextureConversionShader.cpp" />
<ClCompile Include="TextureConverterShaderGen.cpp" />
<ClCompile Include="UberShaderVertex.cpp" />
<ClCompile Include="VertexLoader.cpp" />
<ClCompile Include="VertexLoaderBase.cpp" />
@ -139,6 +140,7 @@
<ClInclude Include="TextureCacheBase.h" />
<ClInclude Include="TextureConfig.h" />
<ClInclude Include="TextureConversionShader.h" />
<ClInclude Include="TextureConverterShaderGen.h" />
<ClInclude Include="TextureDecoder.h" />
<ClInclude Include="UberShaderVertex.h" />
<ClInclude Include="VertexLoader.h" />

View File

@ -83,6 +83,9 @@
<ClCompile Include="TextureConversionShader.cpp">
<Filter>Shader Generators</Filter>
</ClCompile>
<ClCompile Include="TextureConverterShaderGen.cpp">
<Filter>Shader Generators</Filter>
</ClCompile>
<ClCompile Include="VertexShaderGen.cpp">
<Filter>Shader Generators</Filter>
</ClCompile>
@ -263,6 +266,9 @@
<ClInclude Include="TextureConversionShader.h">
<Filter>Shader Generators</Filter>
</ClInclude>
<ClInclude Include="TextureConvertionShaderGen.h">
<Filter>Shader Generators</Filter>
</ClInclude>
<ClInclude Include="VertexShaderGen.h">
<Filter>Shader Generators</Filter>
</ClInclude>