TextureConverterShaderGen: Make generated shaders HLSL-compatible

This commit is contained in:
Stenzek 2017-12-06 03:00:40 +10:00
parent 08da19fc87
commit beb35320f6
1 changed files with 41 additions and 27 deletions

View File

@ -32,35 +32,49 @@ TCShaderUid GetShaderUid(EFBCopyFormat dst_format, bool is_depth_copy, bool is_i
ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
{
ShaderCode out;
const bool mono_depth = uid_data->is_depth_copy && g_ActiveConfig.bStereoEFBMonoDepth;
ShaderCode out;
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");
"out vec4 ocol0;\n"
"void main(){\n"
" vec4 texcol = texture(samp0, %s);\n",
mono_depth ? "vec3(uv0.xy, 0.0)" : "uv0");
}
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");
"layout(location = 0) out vec4 ocol0;"
"void main(){\n"
" vec4 texcol = texture(samp0, %s);\n",
mono_depth ? "vec3(uv0.xy, 0.0)" : "uv0");
}
else if (api_type == APIType::D3D)
{
out.Write("Texture2DArray tex0 : register(t0);\n"
"SamplerState samp0 : register(s0);\n"
"void main(out float4 ocol0 : SV_Target,\n"
" in float4 pos : SV_Position,\n"
" in float3 uv0 : TEXCOORD0) {\n"
" float4 texcol = tex0.Sample(samp0, uv0);\n");
}
if (uid_data->is_depth_copy)
{
if (api_type == APIType::Vulkan)
if (api_type == APIType::D3D || 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"
" int4 workspace;\n"
" workspace.r = (depth >> 16) & 255;\n"
" workspace.g = (depth >> 8) & 255;\n"
" workspace.b = depth & 255;\n"
@ -69,7 +83,7 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
" workspace.a = (depth >> 16) & 0xF0;\n"
// Normalize components to [0.0..1.0]
" texcol = vec4(workspace) / 255.0;\n");
" texcol = float4(workspace) / 255.0;\n");
switch (uid_data->dst_format)
{
case EFBCopyFormat::R4: // Z4
@ -90,7 +104,7 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
break;
case EFBCopyFormat::RGBA8: // Z24X8
out.Write(" ocol0 = vec4(texcol.rgb, 0.0);\n");
out.Write(" ocol0 = float4(texcol.rgb, 0.0);\n");
break;
case EFBCopyFormat::G8: // Z8M
@ -110,7 +124,7 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
default:
ERROR_LOG(VIDEO, "Unknown copy zbuf format: 0x%X", static_cast<int>(uid_data->dst_format));
out.Write(" ocol0 = vec4(texcol.bgr, 0.0);\n");
out.Write(" ocol0 = float4(texcol.bgr, 0.0);\n");
break;
}
}
@ -165,16 +179,16 @@ 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");
out.Write(" const float4 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],
out.Write(" float4(%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");
out.Write(" };\n"
" texcol = floor(texcol * colmat[5]) * colmat[6];\n"
" ocol0 = float4(dot(texcol, colmat[0]), dot(texcol, colmat[1]), dot(texcol, "
"colmat[2]), dot(texcol, colmat[3])) + colmat[4];\n");
break;
default:
@ -193,7 +207,7 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
{
case EFBCopyFormat::R4: // R4
out.Write(" float red = float(int(texcol.r * 255.0) & 0xF0) * (1.0 / 240.0);\n"
" ocol0 = vec4(red, red, red, red);\n");
" ocol0 = float4(red, red, red, red);\n");
break;
case EFBCopyFormat::R8_0x1: // R8
@ -202,7 +216,7 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
break;
case EFBCopyFormat::RA4: // RA4
out.Write(" vec2 red_alpha = vec2(ivec2(texcol.ra * 255.0) & 0xF0) * (1.0 / 240.0);\n"
out.Write(" float2 red_alpha = float2(int2(texcol.ra * 255.0) & 0xF0) * (1.0 / 240.0);\n"
" ocol0 = red_alpha.rrrg;\n");
break;
@ -231,17 +245,17 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
break;
case EFBCopyFormat::RGB565: // RGB565
out.Write(" vec2 red_blue = vec2(ivec2(texcol.rb * 255.0) & 0xF8) * (1.0 / 248.0);\n"
out.Write(" float2 red_blue = float2(int2(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");
" ocol0 = float4(red_blue.r, green, red_blue.g, 1.0);\n");
break;
case EFBCopyFormat::RGB5A3: // RGB5A3
// 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"
out.Write(" float3 color = float3(int3(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");
" ocol0 = float4(color, alpha);\n");
break;
case EFBCopyFormat::RGBA8: // RGBA8
@ -249,7 +263,7 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
break;
case EFBCopyFormat::XFB: // XFB copy, we just pretend it's an RGBX copy
out.Write(" ocol0 = vec4(texcol.rgb, 1.0);\n");
out.Write(" ocol0 = float4(texcol.rgb, 1.0);\n");
break;
default: