TextureConverterShaderGen: Make generated shaders HLSL-compatible
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08da19fc87
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@ -32,35 +32,49 @@ TCShaderUid GetShaderUid(EFBCopyFormat dst_format, bool is_depth_copy, bool is_i
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ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
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{
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ShaderCode out;
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const bool mono_depth = uid_data->is_depth_copy && g_ActiveConfig.bStereoEFBMonoDepth;
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ShaderCode out;
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if (api_type == APIType::OpenGL)
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{
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out.Write("SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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"#define samp0 samp9\n"
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"#define uv0 f_uv0\n"
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"in vec3 uv0;\n"
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"out vec4 ocol0;\n");
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"out vec4 ocol0;\n"
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"void main(){\n"
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" vec4 texcol = texture(samp0, %s);\n",
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mono_depth ? "vec3(uv0.xy, 0.0)" : "uv0");
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}
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else if (api_type == APIType::Vulkan)
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{
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out.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n"
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"layout(location = 0) in vec3 uv0;\n"
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"layout(location = 1) in vec4 col0;\n"
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"layout(location = 0) out vec4 ocol0;");
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bool mono_depth = uid_data->is_depth_copy && g_ActiveConfig.bStereoEFBMonoDepth;
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out.Write("void main(){\n"
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" vec4 texcol = texture(samp0, %s);\n",
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mono_depth ? "vec3(uv0.xy, 0.0)" : "uv0");
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"layout(location = 0) out vec4 ocol0;"
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"void main(){\n"
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" vec4 texcol = texture(samp0, %s);\n",
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mono_depth ? "vec3(uv0.xy, 0.0)" : "uv0");
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}
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else if (api_type == APIType::D3D)
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{
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out.Write("Texture2DArray tex0 : register(t0);\n"
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"SamplerState samp0 : register(s0);\n"
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"void main(out float4 ocol0 : SV_Target,\n"
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" in float4 pos : SV_Position,\n"
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" in float3 uv0 : TEXCOORD0) {\n"
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" float4 texcol = tex0.Sample(samp0, uv0);\n");
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}
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if (uid_data->is_depth_copy)
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{
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if (api_type == APIType::Vulkan)
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if (api_type == APIType::D3D || api_type == APIType::Vulkan)
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out.Write("texcol.x = 1.0 - texcol.x;\n");
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out.Write(" int depth = int(texcol.x * 16777216.0);\n"
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// Convert to Z24 format
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" ivec4 workspace;\n"
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" int4 workspace;\n"
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" workspace.r = (depth >> 16) & 255;\n"
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" workspace.g = (depth >> 8) & 255;\n"
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" workspace.b = depth & 255;\n"
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@ -69,7 +83,7 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
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" workspace.a = (depth >> 16) & 0xF0;\n"
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// Normalize components to [0.0..1.0]
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" texcol = vec4(workspace) / 255.0;\n");
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" texcol = float4(workspace) / 255.0;\n");
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switch (uid_data->dst_format)
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{
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case EFBCopyFormat::R4: // Z4
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@ -90,7 +104,7 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
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break;
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case EFBCopyFormat::RGBA8: // Z24X8
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out.Write(" ocol0 = vec4(texcol.rgb, 0.0);\n");
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out.Write(" ocol0 = float4(texcol.rgb, 0.0);\n");
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break;
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case EFBCopyFormat::G8: // Z8M
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@ -110,7 +124,7 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
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default:
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ERROR_LOG(VIDEO, "Unknown copy zbuf format: 0x%X", static_cast<int>(uid_data->dst_format));
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out.Write(" ocol0 = vec4(texcol.bgr, 0.0);\n");
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out.Write(" ocol0 = float4(texcol.bgr, 0.0);\n");
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break;
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}
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}
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@ -165,16 +179,16 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
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color_mask[4] = color_mask[5] = color_mask[6] = color_mask[7] = 1.0f / 15.0f;
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}
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}
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out.Write(" const vec4 colmat[7] = {\n");
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out.Write(" const float4 colmat[7] = {\n");
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for (size_t i = 0; i < colmat.size() / 4; i++)
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{
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out.Write(" vec4(%f, %f, %f, %f)%s\n", colmat[i * 4 + 0], colmat[i * 4 + 1],
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out.Write(" float4(%f, %f, %f, %f)%s\n", colmat[i * 4 + 0], colmat[i * 4 + 1],
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colmat[i * 4 + 2], colmat[i * 4 + 3], i < 7 ? "," : "");
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}
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out.Write(
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" };\n"
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" texcol = floor(texcol * colmat[5]) * colmat[6];\n"
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" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n");
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out.Write(" };\n"
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" texcol = floor(texcol * colmat[5]) * colmat[6];\n"
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" ocol0 = float4(dot(texcol, colmat[0]), dot(texcol, colmat[1]), dot(texcol, "
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"colmat[2]), dot(texcol, colmat[3])) + colmat[4];\n");
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break;
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default:
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@ -193,7 +207,7 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
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{
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case EFBCopyFormat::R4: // R4
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out.Write(" float red = float(int(texcol.r * 255.0) & 0xF0) * (1.0 / 240.0);\n"
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" ocol0 = vec4(red, red, red, red);\n");
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" ocol0 = float4(red, red, red, red);\n");
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break;
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case EFBCopyFormat::R8_0x1: // R8
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@ -202,7 +216,7 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
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break;
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case EFBCopyFormat::RA4: // RA4
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out.Write(" vec2 red_alpha = vec2(ivec2(texcol.ra * 255.0) & 0xF0) * (1.0 / 240.0);\n"
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out.Write(" float2 red_alpha = float2(int2(texcol.ra * 255.0) & 0xF0) * (1.0 / 240.0);\n"
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" ocol0 = red_alpha.rrrg;\n");
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break;
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@ -231,17 +245,17 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
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break;
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case EFBCopyFormat::RGB565: // RGB565
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out.Write(" vec2 red_blue = vec2(ivec2(texcol.rb * 255.0) & 0xF8) * (1.0 / 248.0);\n"
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out.Write(" float2 red_blue = float2(int2(texcol.rb * 255.0) & 0xF8) * (1.0 / 248.0);\n"
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" float green = float(int(texcol.g * 255.0) & 0xFC) * (1.0 / 252.0);\n"
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" ocol0 = vec4(red_blue.r, green, red_blue.g, 1.0);\n");
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" ocol0 = float4(red_blue.r, green, red_blue.g, 1.0);\n");
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break;
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case EFBCopyFormat::RGB5A3: // RGB5A3
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// TODO: The MSB controls whether we have RGB5 or RGB4A3, this selection
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// will need to be implemented once we move away from floats.
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out.Write(" vec3 color = vec3(ivec3(texcol.rgb * 255.0) & 0xF8) * (1.0 / 248.0);\n"
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out.Write(" float3 color = float3(int3(texcol.rgb * 255.0) & 0xF8) * (1.0 / 248.0);\n"
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" float alpha = float(int(texcol.a * 255.0) & 0xE0) * (1.0 / 224.0);\n"
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" ocol0 = vec4(color, alpha);\n");
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" ocol0 = float4(color, alpha);\n");
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break;
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case EFBCopyFormat::RGBA8: // RGBA8
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@ -249,7 +263,7 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
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break;
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case EFBCopyFormat::XFB: // XFB copy, we just pretend it's an RGBX copy
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out.Write(" ocol0 = vec4(texcol.rgb, 1.0);\n");
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out.Write(" ocol0 = float4(texcol.rgb, 1.0);\n");
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break;
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default:
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