Merge pull request #5887 from linkmauve/alpha-fix

Simplify EFB copy shaders
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Markus Wick 2017-12-03 11:21:08 +01:00 committed by GitHub
commit 8bcc392d5d
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1 changed files with 74 additions and 111 deletions

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@ -34,12 +34,6 @@ ShaderCode GenerateShader(APIType api_type, const UidData* 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"
@ -60,52 +54,76 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
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");
switch (uid_data->dst_format)
{
case EFBCopyFormat::R4: // Z4
colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1.0f;
out.Write(" ocol0 = texcol.aaaa;\n");
break;
case EFBCopyFormat::R8_0x1: // Z8
case EFBCopyFormat::R8: // Z8H
colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1.0f;
out.Write(" ocol0 = texcol.rrrr;\n");
break;
case EFBCopyFormat::RA8: // Z16
colmat[1] = colmat[5] = colmat[9] = colmat[12] = 1.0f;
out.Write(" ocol0 = texcol.gggr;\n");
break;
case EFBCopyFormat::RG8: // Z16 (reverse order)
colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f;
out.Write(" ocol0 = texcol.rrrg;\n");
break;
case EFBCopyFormat::RGBA8: // Z24X8
colmat[0] = colmat[5] = colmat[10] = 1.0f;
out.Write(" ocol0 = vec4(texcol.rgb, 0.0);\n");
break;
case EFBCopyFormat::G8: // Z8M
colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f;
out.Write(" ocol0 = texcol.gggg;\n");
break;
case EFBCopyFormat::B8: // Z8L
colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f;
out.Write(" ocol0 = texcol.bbbb;\n");
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;
out.Write(" ocol0 = texcol.gggb;\n");
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;
out.Write(" ocol0 = vec4(texcol.bgr, 0.0);\n");
break;
}
}
else if (uid_data->is_intensity)
{
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;
const_add[0] = const_add[1] = const_add[2] = 16.0f / 255.0f;
switch (uid_data->dst_format)
{
case EFBCopyFormat::R4: // I4
@ -147,156 +165,101 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
color_mask[4] = color_mask[5] = color_mask[6] = color_mask[7] = 1.0f / 15.0f;
}
}
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"
" texcol = floor(texcol * colmat[5]) * colmat[6];\n"
" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n");
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;
out.Write(" ocol0 = texcol;\n");
break;
}
}
else
{
if (!uid_data->efb_has_alpha)
out.Write(" texcol.a = 1.0;\n");
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;
out.Write(" float red = float(int(texcol.r * 255.0) & 0xF0) * (1.0 / 240.0);\n"
" ocol0 = vec4(red, red, red, red);\n");
break;
case EFBCopyFormat::R8_0x1: // R8
case EFBCopyFormat::R8: // R8
colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1;
out.Write(" ocol0 = texcol.rrrr;\n");
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;
}
out.Write(" vec2 red_alpha = vec2(ivec2(texcol.ra * 255.0) & 0xF0) * (1.0 / 240.0);\n"
" ocol0 = red_alpha.rrrg;\n");
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;
}
case EFBCopyFormat::RA8: // RA8
out.Write(" ocol0 = texcol.rrra;\n");
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;
}
out.Write(" ocol0 = texcol.aaaa;\n");
break;
case EFBCopyFormat::G8: // G8
colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f;
out.Write(" ocol0 = texcol.gggg;\n");
break;
case EFBCopyFormat::B8: // B8
colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f;
out.Write(" ocol0 = texcol.bbbb;\n");
break;
case EFBCopyFormat::RG8: // RG8
colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f;
out.Write(" ocol0 = texcol.rrrg;\n");
break;
case EFBCopyFormat::GB8: // GB8
colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1.0f;
out.Write(" ocol0 = texcol.gggb;\n");
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
out.Write(" vec2 red_blue = vec2(ivec2(texcol.rb * 255.0) & 0xF8) * (1.0 / 248.0);\n"
" float green = float(int(texcol.g * 255.0) & 0xFC) * (1.0 / 252.0);\n"
" ocol0 = vec4(red_blue.r, green, red_blue.g, 1.0);\n");
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;
}
// TODO: The MSB controls whether we have RGB5 or RGB4A3, this selection
// will need to be implemented once we move away from floats.
out.Write(" vec3 color = vec3(ivec3(texcol.rgb * 255.0) & 0xF8) * (1.0 / 248.0);\n"
" float alpha = float(int(texcol.a * 255.0) & 0xE0) * (1.0 / 224.0);\n"
" ocol0 = vec4(color, alpha);\n");
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;
}
case EFBCopyFormat::RGBA8: // RGBA8
out.Write(" ocol0 = texcol;\n");
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;
out.Write(" ocol0 = vec4(texcol.rgb, 1.0);\n");
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;
out.Write(" ocol0 = texcol;\n");
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");
out.Write("}\n");
return out;
}