// Copyright 2017 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #include #include "Common/Assert.h" #include "Common/CommonTypes.h" #include "VideoCommon/BPMemory.h" #include "VideoCommon/TextureConverterShaderGen.h" #include "VideoCommon/VideoCommon.h" #include "VideoCommon/VideoConfig.h" namespace TextureConversionShaderGen { TCShaderUid GetShaderUid(EFBCopyFormat dst_format, bool is_depth_copy, bool is_intensity, bool scale_by_half) { TCShaderUid out; UidData* uid_data = out.GetUidData(); 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 GenerateShader(APIType api_type, const UidData* uid_data) { 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" "uniform float3 filter_coefficients;\n" "uniform float gamma_rcp;\n" "uniform float2 clamp_tb;\n" "uniform float pixel_height;\n"); out.Write("float4 SampleEFB(float3 uv, float y_offset) {\n" " return texture(samp9, float3(uv.x, clamp(uv.y - (y_offset * pixel_height), " "clamp_tb.x, clamp_tb.y), %s));\n" "}\n", mono_depth ? "0.0" : "uv.z"); out.Write("#define uv0 f_uv0\n" "in vec3 uv0;\n" "out vec4 ocol0;\n" "void main(){\n"); } else if (api_type == APIType::Vulkan) { out.Write("UBO_BINDING(std140, 1) uniform PSBlock {\n" " float3 filter_coefficients;\n" " float gamma_rcp;\n" " float2 clamp_tb;\n" " float pixel_height;\n" "};\n"); out.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n"); out.Write("float4 SampleEFB(float3 uv, float y_offset) {\n" " return texture(samp0, float3(uv.x, clamp(uv.y + (y_offset * pixel_height), " "clamp_tb.x, clamp_tb.y), %s));\n" "}\n", mono_depth ? "0.0" : "uv.z"); out.Write("layout(location = 0) in vec3 uv0;\n" "layout(location = 1) in vec4 col0;\n" "layout(location = 0) out vec4 ocol0;" "void main(){\n"); } else if (api_type == APIType::D3D) { out.Write("Texture2DArray tex0 : register(t0);\n" "SamplerState samp0 : register(s0);\n" "uniform float3 filter_coefficients;\n" "uniform float gamma_rcp;\n" "uniform float2 clamp_tb;\n" "uniform float pixel_height;\n\n"); out.Write("float4 SampleEFB(float3 uv, float y_offset) {\n" " return tex0.Sample(samp0, float3(uv.x, clamp(uv.y + (y_offset * pixel_height), " "clamp_tb.x, clamp_tb.y), %s));\n" "}\n", mono_depth ? "0.0" : "uv.z"); out.Write("void main(out float4 ocol0 : SV_Target,\n" " in float4 pos : SV_Position,\n" " in float3 uv0 : TEXCOORD0) {\n"); } // The copy filter applies to both color and depth copies. This has been verified on hardware. // The filter is only applied to the RGB channels, the alpha channel is left intact. out.Write(" float4 prev_row = SampleEFB(uv0, -1.0f);\n" " float4 current_row = SampleEFB(uv0, 0.0f);\n" " float4 next_row = SampleEFB(uv0, 1.0f);\n" " float4 texcol = float4(prev_row.rgb * filter_coefficients[0] +\n" " current_row.rgb * filter_coefficients[1] +\n" " next_row.rgb * filter_coefficients[2], current_row.a);\n"); if (uid_data->is_depth_copy) { 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 " int4 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 = float4(workspace) / 255.0;\n"); switch (uid_data->dst_format) { case EFBCopyFormat::R4: // Z4 out.Write(" ocol0 = texcol.aaaa;\n"); break; case EFBCopyFormat::R8_0x1: // Z8 case EFBCopyFormat::R8: // Z8H out.Write(" ocol0 = texcol.rrrr;\n"); break; case EFBCopyFormat::RA8: // Z16 out.Write(" ocol0 = texcol.gggr;\n"); break; case EFBCopyFormat::RG8: // Z16 (reverse order) out.Write(" ocol0 = texcol.rrrg;\n"); break; case EFBCopyFormat::RGBA8: // Z24X8 out.Write(" ocol0 = float4(texcol.rgb, 0.0);\n"); break; case EFBCopyFormat::G8: // Z8M out.Write(" ocol0 = texcol.gggg;\n"); break; case EFBCopyFormat::B8: // Z8L 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 out.Write(" ocol0 = texcol.gggb;\n"); break; default: ERROR_LOG(VIDEO, "Unknown copy zbuf format: 0x%X", static_cast(uid_data->dst_format)); out.Write(" ocol0 = float4(texcol.bgr, 0.0);\n"); break; } } else if (uid_data->is_intensity) { bool has_four_bits = (uid_data->dst_format == EFBCopyFormat::R4 || uid_data->dst_format == EFBCopyFormat::RA4); bool has_alpha = (uid_data->dst_format == EFBCopyFormat::RA4 || uid_data->dst_format == EFBCopyFormat::RA8); 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 if (has_four_bits) out.Write(" texcol = float4(int4(texcol * 255.0) & 0xF0) * (1.0 / 240.0);\n"); // TODO - verify these coefficients out.Write(" const float3 coefficients = float3(0.257, 0.504, 0.098);\n" " float intensity = dot(texcol.rgb, coefficients) + 16.0 / 255.0;\n" " ocol0 = float4(intensity, intensity, intensity, %s);\n", has_alpha ? "texcol.a" : "intensity"); break; default: ERROR_LOG(VIDEO, "Unknown copy intensity format: 0x%X", static_cast(uid_data->dst_format)); 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 out.Write(" float red = float(int(texcol.r * 255.0) & 0xF0) * (1.0 / 240.0);\n" " ocol0 = float4(red, red, red, red);\n"); break; case EFBCopyFormat::R8_0x1: // R8 case EFBCopyFormat::R8: // R8 out.Write(" ocol0 = texcol.rrrr;\n"); break; case EFBCopyFormat::RA4: // RA4 out.Write(" float2 red_alpha = float2(int2(texcol.ra * 255.0) & 0xF0) * (1.0 / 240.0);\n" " ocol0 = red_alpha.rrrg;\n"); break; case EFBCopyFormat::RA8: // RA8 out.Write(" ocol0 = texcol.rrra;\n"); break; case EFBCopyFormat::A8: // A8 out.Write(" ocol0 = texcol.aaaa;\n"); break; case EFBCopyFormat::G8: // G8 out.Write(" ocol0 = texcol.gggg;\n"); break; case EFBCopyFormat::B8: // B8 out.Write(" ocol0 = texcol.bbbb;\n"); break; case EFBCopyFormat::RG8: // RG8 out.Write(" ocol0 = texcol.rrrg;\n"); break; case EFBCopyFormat::GB8: // GB8 out.Write(" ocol0 = texcol.gggb;\n"); break; case EFBCopyFormat::RGB565: // RGB565 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 = 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(" 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 = float4(color, alpha);\n"); break; case EFBCopyFormat::RGBA8: // RGBA8 out.Write(" ocol0 = texcol;\n"); break; case EFBCopyFormat::XFB: out.Write(" ocol0 = float4(pow(texcol.rgb, float3(gamma_rcp, gamma_rcp, gamma_rcp)), " "texcol.a);\n"); break; default: ERROR_LOG(VIDEO, "Unknown copy color format: 0x%X", static_cast(uid_data->dst_format)); out.Write(" ocol0 = texcol;\n"); break; } } out.Write("}\n"); return out; } } // namespace TextureConversionShaderGen