TextureConverter: Use integer math for swizzling

also move int(efb_coord) -> float(ogl_fb_coord) into WriteSampleColor
This commit is contained in:
degasus 2013-11-25 15:49:13 +01:00
parent bcb31b09d3
commit 6750a81972
3 changed files with 47 additions and 55 deletions

View File

@ -584,6 +584,9 @@ void ProgramShaderCache::CreateHeader ( void )
"#define float2 vec2\n"
"#define float3 vec3\n"
"#define float4 vec4\n"
"#define int2 ivec2\n"
"#define int3 ivec3\n"
"#define int4 ivec4\n"
// hlsl to glsl function translation
"#define frac fract\n"

View File

@ -291,17 +291,10 @@ int EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer,
s32 expandedWidth = (width + blkW) & (~blkW);
s32 expandedHeight = (height + blkH) & (~blkH);
float sampleStride = bScaleByHalf ? 2.f : 1.f;
float params[] = {
Renderer::EFBToScaledXf(sampleStride), Renderer::EFBToScaledYf(sampleStride),
0.0f, 0.0f,
(float)expandedWidth, (float)Renderer::EFBToScaledY(expandedHeight)-1,
(float)Renderer::EFBToScaledX(source.left), (float)Renderer::EFBToScaledY(EFB_HEIGHT - source.top - expandedHeight)
};
texconv_shader.Bind();
glUniform4fv(texconv_shader.UniformLocations[0], 2, params);
glUniform4f(texconv_shader.UniformLocations[0],
float(source.left), float(source.top),
(float)expandedWidth, bScaleByHalf ? 2.f : 1.f);
TargetRectangle scaledSource;
scaledSource.top = 0;

View File

@ -64,7 +64,7 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
// [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];\n");
WRITE(p, "uniform float4 " I_COLORS";\n");
int blkW = TexDecoder_GetBlockWidthInTexels(format);
int blkH = TexDecoder_GetBlockHeightInTexels(format);
@ -87,29 +87,23 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
}
WRITE(p, "{\n"
" float2 sampleUv;\n"
" float2 uv1 = floor(gl_FragCoord.xy);\n");
" int2 sampleUv;\n"
" int2 uv1 = int2(gl_FragCoord.xy);\n");
WRITE(p, " uv1.x = uv1.x * %d.0;\n", samples);
WRITE(p, " uv1.x = uv1.x * %d;\n", samples);
WRITE(p, " float xl = floor(uv1.x / %d.0);\n", blkW);
WRITE(p, " float xib = uv1.x - (xl * %d.0);\n", blkW);
WRITE(p, " float yl = floor(uv1.y / %d.0);\n", blkH);
WRITE(p, " float yb = yl * %d.0;\n", blkH);
WRITE(p, " float yoff = uv1.y - yb;\n");
WRITE(p, " float xp = uv1.x + (yoff * " I_COLORS"[1].x);\n");
WRITE(p, " float xel = floor(xp / %d.0);\n", blkW);
WRITE(p, " float xb = floor(xel / %d.0);\n", blkH);
WRITE(p, " float xoff = xel - (xb * %d.0);\n", blkH);
WRITE(p, " int xl = uv1.x / %d;\n", blkW);
WRITE(p, " int xib = uv1.x - xl * %d;\n", blkW);
WRITE(p, " int yl = uv1.y / %d;\n", blkH);
WRITE(p, " int yb = yl * %d;\n", blkH);
WRITE(p, " int yoff = uv1.y - yb;\n");
WRITE(p, " int xp = uv1.x + yoff * int(" I_COLORS".z);\n");
WRITE(p, " int xel = xp / %d;\n", blkW);
WRITE(p, " int xb = xel / %d;\n", blkH);
WRITE(p, " int xoff = xel - xb * %d;\n", blkH);
WRITE(p, " sampleUv.x = xib + (xb * %d.0);\n", blkW);
WRITE(p, " sampleUv.x = xib + xb * %d;\n", blkW);
WRITE(p, " sampleUv.y = yb + xoff;\n");
WRITE(p, " sampleUv = sampleUv * " I_COLORS"[0].xy;\n");
WRITE(p," sampleUv.y = " I_COLORS"[1].y - sampleUv.y;\n");
WRITE(p, " sampleUv = sampleUv + " I_COLORS"[1].zw;\n");
}
// block dimensions : widthStride, heightStride
@ -119,7 +113,7 @@ void Write32BitSwizzler(char*& p, u32 format, API_TYPE ApiType)
// [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];\n");
WRITE(p, "uniform float4 " I_COLORS";\n");
int blkW = TexDecoder_GetBlockWidthInTexels(format);
int blkH = TexDecoder_GetBlockHeightInTexels(format);
@ -144,38 +138,40 @@ void Write32BitSwizzler(char*& p, u32 format, API_TYPE ApiType)
WRITE(p, "{\n"
" float2 sampleUv;\n"
" float2 uv1 = floor(gl_FragCoord.xy);\n");
" int2 sampleUv;\n"
" int2 uv1 = int2(gl_FragCoord.xy);\n");
WRITE(p, " float yl = floor(uv1.y / %d.0);\n", blkH);
WRITE(p, " float yb = yl * %d.0;\n", blkH);
WRITE(p, " float yoff = uv1.y - yb;\n");
WRITE(p, " float xp = uv1.x + (yoff * " I_COLORS"[1].x);\n");
WRITE(p, " float xel = floor(xp / 2.0);\n");
WRITE(p, " float xb = floor(xel / %d.0);\n", blkH);
WRITE(p, " float xoff = xel - (xb * %d.0);\n", blkH);
WRITE(p, " int yl = uv1.y / %d;\n", blkH);
WRITE(p, " int yb = yl * %d;\n", blkH);
WRITE(p, " int yoff = uv1.y - yb;\n");
WRITE(p, " int xp = uv1.x + yoff * int(" I_COLORS".z);\n");
WRITE(p, " int xel = xp / 2;\n");
WRITE(p, " int xb = xel / %d;\n", blkH);
WRITE(p, " int xoff = xel - xb * %d;\n", blkH);
WRITE(p, " float x2 = uv1.x * 2.0;\n");
WRITE(p, " float xl = floor(x2 / %d.0);\n", blkW);
WRITE(p, " float xib = x2 - (xl * %d.0);\n", blkW);
WRITE(p, " float halfxb = floor(xb / 2.0);\n");
WRITE(p, " int x2 = uv1.x * 2;\n");
WRITE(p, " int xl = x2 / %d;\n", blkW);
WRITE(p, " int xib = x2 - xl * %d;\n", blkW);
WRITE(p, " int halfxb = xb / 2;\n");
WRITE(p, " sampleUv.x = xib + (halfxb * %d.0);\n", blkW);
WRITE(p, " sampleUv.x = xib + halfxb * %d;\n", blkW);
WRITE(p, " sampleUv.y = yb + xoff;\n");
WRITE(p, " sampleUv = sampleUv * " I_COLORS"[0].xy;\n");
WRITE(p," sampleUv.y = " I_COLORS"[1].y - sampleUv.y;\n");
WRITE(p, " sampleUv = sampleUv + " I_COLORS"[1].zw;\n");
}
void WriteSampleColor(char*& p, const char* colorComp, const char* dest, API_TYPE ApiType)
{
// the increment of sampleUv.x is delayed, so we perform it here. see WriteIncrementSampleX.
const char* texSampleIncrementUnit = I_COLORS"[0].x";
WRITE(p, " %s = texture(samp0, (sampleUv + float2(%d.0 * (%s), 0.0)) / textureSize(samp0, 0)).%s;\n",
dest, s_incrementSampleXCount, texSampleIncrementUnit, colorComp);
WRITE(p,
"{\n"
"float2 uv = sampleUv + int2(%d,0);\n" // pixel offset
"uv *= " I_COLORS".w;\n" // scale by two (if wanted)
"uv += " I_COLORS".xy;\n" // move to copyed rect
"uv += float2(0.5, 0.5);\n" // move center of pixel
"uv /= float2(%d, %d);\n" // normlize to [0:1]
"uv.y = 1-uv.y;\n" // ogl foo (disable this line for d3d)
"%s = texture(samp0, uv).%s;\n"
"}\n",
s_incrementSampleXCount, EFB_WIDTH, EFB_HEIGHT, dest, colorComp
);
}
void WriteColorToIntensity(char*& p, const char* src, const char* dest)