dolphin/Source/Plugins/Plugin_VideoOGL/Src/TextureConversionShader.cpp

659 lines
17 KiB
C++

// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "TextureConversionShader.h"
#include "TextureDecoder.h"
#include "PixelShaderManager.h"
#include "PixelShaderGen.h"
#include "BPMemory.h"
#include <stdio.h>
#include <math.h>
#include "Common.h"
#define WRITE p+=sprintf
static char text[16384];
namespace TextureConversionShader
{
u16 GetBlockWidthInTexels(u32 format)
{
switch (format) {
case GX_TF_I4: return 8;
case GX_TF_I8: return 8;
case GX_TF_IA4: return 8;
case GX_TF_IA8: return 4;
case GX_TF_RGB565: return 4;
case GX_TF_RGB5A3: return 4;
case GX_TF_RGBA8: return 4;
case GX_CTF_R4: return 8;
case GX_CTF_RA4: return 8;
case GX_CTF_RA8: return 4;
case GX_CTF_A8: return 8;
case GX_CTF_R8: return 8;
case GX_CTF_G8: return 8;
case GX_CTF_B8: return 8;
case GX_CTF_RG8: return 4;
case GX_CTF_GB8: return 4;
case GX_TF_Z8: return 8;
case GX_TF_Z16: return 4;
case GX_TF_Z24X8: return 4;
case GX_CTF_Z4: return 8;
case GX_CTF_Z8M: return 8;
case GX_CTF_Z8L: return 8;
case GX_CTF_Z16L: return 4;
default: return 8;
}
}
u16 GetBlockHeightInTexels(u32 format)
{
switch (format) {
case GX_TF_I4: return 8;
case GX_TF_I8: return 4;
case GX_TF_IA4: return 4;
case GX_TF_IA8: return 4;
case GX_TF_RGB565: return 4;
case GX_TF_RGB5A3: return 4;
case GX_TF_RGBA8: return 4;
case GX_CTF_R4: return 8;
case GX_CTF_RA4: return 4;
case GX_CTF_RA8: return 4;
case GX_CTF_A8: return 4;
case GX_CTF_R8: return 4;
case GX_CTF_G8: return 4;
case GX_CTF_B8: return 4;
case GX_CTF_RG8: return 4;
case GX_CTF_GB8: return 4;
case GX_TF_Z8: return 4;
case GX_TF_Z16: return 4;
case GX_TF_Z24X8: return 4;
case GX_CTF_Z4: return 8;
case GX_CTF_Z8M: return 4;
case GX_CTF_Z8L: return 4;
case GX_CTF_Z16L: return 4;
default: return 8;
}
}
u16 GetEncodedSampleCount(u32 format)
{
switch (format) {
case GX_TF_I4: return 8;
case GX_TF_I8: return 4;
case GX_TF_IA4: return 4;
case GX_TF_IA8: return 2;
case GX_TF_RGB565: return 2;
case GX_TF_RGB5A3: return 2;
case GX_TF_RGBA8: return 1;
case GX_CTF_R4: return 8;
case GX_CTF_RA4: return 4;
case GX_CTF_RA8: return 2;
case GX_CTF_A8: return 4;
case GX_CTF_R8: return 4;
case GX_CTF_G8: return 4;
case GX_CTF_B8: return 4;
case GX_CTF_RG8: return 2;
case GX_CTF_GB8: return 2;
case GX_TF_Z8: return 4;
case GX_TF_Z16: return 2;
case GX_TF_Z24X8: return 1;
case GX_CTF_Z4: return 8;
case GX_CTF_Z8M: return 4;
case GX_CTF_Z8L: return 4;
case GX_CTF_Z16L: return 2;
default: return 1;
}
}
// block dimensions : block width, block height, samples, pixelStride
// texture dims : width, height, x offset, y offset
void WriteSwizzler(char*& p)
{
WRITE(p, "uniform float4 blkDims : register(c%d);\n", C_COLORMATRIX);
WRITE(p, "uniform float4 textureDims : register(c%d);\n", C_COLORMATRIX + 1);
WRITE(p,
"uniform samplerRECT samp0 : register(s0);\n"
"void main(\n"
" out float4 ocol0 : COLOR0,\n"
" in float2 uv0 : TEXCOORD0)\n"
"{\n"
" float2 uv1 = floor(uv0);\n"
" uv1.x = uv1.x * blkDims.z;\n"
" float bw = blkDims.x;\n"
" float bh = blkDims.y;\n"
" float xl = floor(uv1.x / bw);\n"
" float xib = uv1.x - (xl * bw);\n"
" float yl = floor(uv1.y / bh);\n"
" float yb = yl * bh;\n"
" float yoff = uv1.y - yb;\n"
" float xp = uv1.x + (yoff * textureDims.x);\n"
" float xel = floor(xp / bw);\n"
" float xb = floor(xel / bh);\n"
" float xoff = xel - (xb * bh);\n"
" float2 sampleUv;\n"
" sampleUv.x = xib + (xb * bw);\n"
" sampleUv.y = yb + xoff;\n"
" sampleUv = sampleUv * blkDims.w;\n"
" sampleUv.y = textureDims.y - sampleUv.y;\n"
" sampleUv.x = sampleUv.x + textureDims.z;\n"
" sampleUv.y = sampleUv.y + textureDims.w;\n");
}
void WriteSampleColor(char*& p, const char* colorComp, const char* dest)
{
WRITE(p, " %s = texRECT(samp0, sampleUv).%s;\n", dest, colorComp);
}
void WriteColorToIntensity(char*& p, const char* src, const char* dest)
{
WRITE(p, " %s = (0.257f * %s.r) + (0.504f * %s.g) + (0.098f * %s.b) + 0.0625f;\n", dest, src, src, src);
}
void WriteIncrementSampleX(char*& p)
{
WRITE(p, " sampleUv.x = sampleUv.x + blkDims.w;\n");
}
void WriteToBitDepth(char*& p, u8 depth, const char* src, const char* dest)
{
float result = pow(2.0f, depth) - 1.0f;
WRITE(p, " %s = floor(%s * %ff);\n", dest, src, result);
}
void WriteI8Encoder(char* p)
{
WriteSwizzler(p);
WRITE(p, " float3 texSample;\n");
WriteSampleColor(p, "rgb", "texSample");
WriteColorToIntensity(p, "texSample", "ocol0.b");
WriteIncrementSampleX(p);
WriteSampleColor(p, "rgb", "texSample");
WriteColorToIntensity(p, "texSample", "ocol0.g");
WriteIncrementSampleX(p);
WriteSampleColor(p, "rgb", "texSample");
WriteColorToIntensity(p, "texSample", "ocol0.r");
WriteIncrementSampleX(p);
WriteSampleColor(p, "rgb", "texSample");
WriteColorToIntensity(p, "texSample", "ocol0.a");
WRITE(p, "}\n");
}
void WriteI4Encoder(char* p)
{
WriteSwizzler(p);
WRITE(p, " float3 texSample;\n");
WRITE(p, " float4 color0;\n");
WRITE(p, " float4 color1;\n");
WriteSampleColor(p, "rgb", "texSample");
WriteColorToIntensity(p, "texSample", "color0.b");
WriteIncrementSampleX(p);
WriteSampleColor(p, "rgb", "texSample");
WriteColorToIntensity(p, "texSample", "color1.b");
WriteIncrementSampleX(p);
WriteSampleColor(p, "rgb", "texSample");
WriteColorToIntensity(p, "texSample", "color0.g");
WriteIncrementSampleX(p);
WriteSampleColor(p, "rgb", "texSample");
WriteColorToIntensity(p, "texSample", "color1.g");
WriteIncrementSampleX(p);
WriteSampleColor(p, "rgb", "texSample");
WriteColorToIntensity(p, "texSample", "color0.r");
WriteIncrementSampleX(p);
WriteSampleColor(p, "rgb", "texSample");
WriteColorToIntensity(p, "texSample", "color1.r");
WriteIncrementSampleX(p);
WriteSampleColor(p, "rgb", "texSample");
WriteColorToIntensity(p, "texSample", "color0.a");
WriteIncrementSampleX(p);
WriteSampleColor(p, "rgb", "texSample");
WriteColorToIntensity(p, "texSample", "color1.a");
WriteToBitDepth(p, 4, "color0", "color0");
WriteToBitDepth(p, 4, "color1", "color1");
WRITE(p, " ocol0 = (color0 * 16.0f + color1) / 255.0f;\n");
WRITE(p, "}\n");
}
void WriteIA8Encoder(char* p)
{
WriteSwizzler(p);
WRITE(p, " float4 texSample;\n");
WriteSampleColor(p, "rgba", "texSample");
WRITE(p, " ocol0.b = texSample.a;\n");
WriteColorToIntensity(p, "texSample", "ocol0.g");
WriteIncrementSampleX(p);
WriteSampleColor(p, "rgba", "texSample");
WRITE(p, " ocol0.r = texSample.a;\n");
WriteColorToIntensity(p, "texSample", "ocol0.a");
WRITE(p, "}\n");
}
void WriteIA4Encoder(char* p)
{
WriteSwizzler(p);
WRITE(p, " float4 texSample;\n");
WRITE(p, " float4 color0;\n");
WRITE(p, " float4 color1;\n");
WriteSampleColor(p, "rgba", "texSample");
WRITE(p, " color0.b = texSample.a;\n");
WriteColorToIntensity(p, "texSample", "color1.b");
WriteIncrementSampleX(p);
WriteSampleColor(p, "rgba", "texSample");
WRITE(p, " color0.g = texSample.a;\n");
WriteColorToIntensity(p, "texSample", "color1.g");
WriteIncrementSampleX(p);
WriteSampleColor(p, "rgba", "texSample");
WRITE(p, " color0.r = texSample.a;\n");
WriteColorToIntensity(p, "texSample", "color1.r");
WriteIncrementSampleX(p);
WriteSampleColor(p, "rgba", "texSample");
WRITE(p, " color0.a = texSample.a;\n");
WriteColorToIntensity(p, "texSample", "color1.a");
WriteToBitDepth(p, 4, "color0", "color0");
WriteToBitDepth(p, 4, "color1", "color1");
WRITE(p, " ocol0 = (color0 * 16.0f + color1) / 255.0f;\n");
WRITE(p, "}\n");
}
void WriteRGB5X5Encoder(char* p, bool g6Bit)
{
s32 gBits;
float rShift;
const char* msbString;
if(g6Bit)
{
gBits = 6;
rShift = 8.0f;
msbString = "";
}
else
{
gBits = 5;
rShift = 4.0f;
msbString = " + 128.0f";
}
WriteSwizzler(p);
WRITE(p, " float3 texSample;\n");
WRITE(p, " float gInt;\n");
WRITE(p, " float gUpper;\n");
WRITE(p, " float gLower;\n");
WriteSampleColor(p, "rgb", "texSample");
WriteToBitDepth(p, gBits, "texSample.g", "gInt");
WRITE(p, " gUpper = floor(gInt / 8.0f);\n");
WRITE(p, " gLower = gInt - gUpper * 8.0f;\n");
WriteToBitDepth(p, 5, "texSample.r", "ocol0.b");
WRITE(p, " ocol0.b = ocol0.b * %f + gUpper%s;\n", rShift, msbString);
WriteToBitDepth(p, 5, "texSample.b", "ocol0.g");
WRITE(p, " ocol0.g = ocol0.g + gLower * 32.0f;\n");
WriteIncrementSampleX(p);
WriteSampleColor(p, "rgb", "texSample");
WriteToBitDepth(p, gBits, "texSample.g", "gInt");
WRITE(p, " gUpper = floor(gInt / 8.0f);\n");
WRITE(p, " gLower = gInt - gUpper * 8.0f;\n");
WriteToBitDepth(p, 5, "texSample.r", "ocol0.r");
WRITE(p, " ocol0.r = ocol0.r * %f + gUpper%s;\n", rShift, msbString);
WriteToBitDepth(p, 5, "texSample.b", "ocol0.a");
WRITE(p, " ocol0.a = ocol0.a + gLower * 32.0f;\n");
WRITE(p, " ocol0 = ocol0 / 255.0f;\n");
WRITE(p, "}\n");
}
void WriteRGBA4443Encoder(char* p)
{
WriteSwizzler(p);
WRITE(p, " float4 texSample;\n");
WRITE(p, " float4 color0;\n");
WRITE(p, " float4 color1;\n");
WriteSampleColor(p, "rgba", "texSample");
WriteToBitDepth(p, 3, "texSample.a", "color0.b");
WriteToBitDepth(p, 4, "texSample.r", "color1.b");
WriteToBitDepth(p, 4, "texSample.g", "color0.g");
WriteToBitDepth(p, 4, "texSample.b", "color1.g");
WriteIncrementSampleX(p);
WriteSampleColor(p, "rgba", "texSample");
WriteToBitDepth(p, 3, "texSample.a", "color0.r");
WriteToBitDepth(p, 4, "texSample.r", "color1.r");
WriteToBitDepth(p, 4, "texSample.g", "color0.a");
WriteToBitDepth(p, 4, "texSample.b", "color1.a");
WRITE(p, " ocol0 = (color0 * 16.0f + color1) / 255.0f;\n");
WRITE(p, "}\n");
}
// block dimensions : block width, block height, samples, pixelStride
// texture dims : width, height, x offset, y offset
void WriteRGBA8Encoder(char* p, bool fromDepth)
{
WRITE(p, "uniform float4 blkDims : register(c%d);\n", C_COLORMATRIX);
WRITE(p, "uniform float4 textureDims : register(c%d);\n", C_COLORMATRIX + 1);
// Swizzling for RGBA8 format
WRITE(p,
"uniform samplerRECT samp0 : register(s0);\n"
"void main(\n"
" out float4 ocol0 : COLOR0,\n"
" in float2 uv0 : TEXCOORD0)\n"
"{\n"
" float2 uv1 = floor(uv0);\n"
" float bw = blkDims.x;\n"
" float bh = blkDims.y;\n"
" float yl = floor(uv1.y / bh);\n"
" float yb = yl * bh;\n"
" float yoff = uv1.y - yb;\n"
" float xp = uv1.x + (yoff * textureDims.x);\n"
" float xel = floor(xp / 2);\n"
" float xb = floor(xel / bh);\n"
" float xoff = xel - (xb * bh);\n"
" float x2 = uv1.x * 2;\n"
" float xl = floor(x2 / bw);\n"
" float xib = x2 - (xl * bw);\n"
" float halfxb = floor(xb / 2);\n"
" float2 sampleUv;\n"
" sampleUv.x = xib + (halfxb * bw);\n"
" sampleUv.y = yb + xoff;\n"
" sampleUv = sampleUv * blkDims.w;\n"
" sampleUv.y = textureDims.y - sampleUv.y;\n"
" sampleUv.x = sampleUv.x + textureDims.z;\n"
" sampleUv.y = sampleUv.y + textureDims.w;\n");
WRITE(p, " float cl1 = xb - (halfxb * 2);\n");
WRITE(p, " float cl0 = 1.0f - cl1;\n");
WRITE(p, " float4 texSample;\n");
WRITE(p, " float4 color0;\n");
WRITE(p, " float4 color1;\n");
WriteSampleColor(p, "rgba", "texSample");
if(fromDepth)
WRITE(p, " color0.b = 1.0f;\n");
else
WRITE(p, " color0.b = texSample.a;\n");
WRITE(p, " color0.g = texSample.r;\n");
WRITE(p, " color1.b = texSample.g;\n");
WRITE(p, " color1.g = texSample.b;\n");
WriteIncrementSampleX(p);
WriteSampleColor(p, "rgba", "texSample");
if(fromDepth)
WRITE(p, " color0.r = 1.0f;\n");
else
WRITE(p, " color0.r = texSample.a;\n");
WRITE(p, " color0.a = texSample.r;\n");
WRITE(p, " color1.r = texSample.g;\n");
WRITE(p, " color1.a = texSample.b;\n");
WRITE(p, " ocol0 = (cl0 * color0) + (cl1 * color1);\n");
WRITE(p, "}\n");
}
void WriteC4Encoder(char* p, const char* comp)
{
WriteSwizzler(p);
WRITE(p, " float4 color0;\n");
WRITE(p, " float4 color1;\n");
WriteSampleColor(p, comp, "color0.b");
WriteIncrementSampleX(p);
WriteSampleColor(p, comp, "color1.b");
WriteIncrementSampleX(p);
WriteSampleColor(p, comp, "color0.g");
WriteIncrementSampleX(p);
WriteSampleColor(p, comp, "color1.g");
WriteIncrementSampleX(p);
WriteSampleColor(p, comp, "color0.r");
WriteIncrementSampleX(p);
WriteSampleColor(p, comp, "color1.r");
WriteIncrementSampleX(p);
WriteSampleColor(p, comp, "color0.a");
WriteIncrementSampleX(p);
WriteSampleColor(p, comp, "color1.a");
WriteToBitDepth(p, 4, "color0", "color0");
WriteToBitDepth(p, 4, "color1", "color1");
WRITE(p, " ocol0 = (color0 * 16.0f + color1) / 255.0f;\n");
WRITE(p, "}\n");
}
void WriteC8Encoder(char* p, const char* comp)
{
WriteSwizzler(p);
WriteSampleColor(p, comp, "ocol0.b");
WriteIncrementSampleX(p);
WriteSampleColor(p, comp, "ocol0.g");
WriteIncrementSampleX(p);
WriteSampleColor(p, comp, "ocol0.r");
WriteIncrementSampleX(p);
WriteSampleColor(p, comp, "ocol0.a");
WRITE(p, "}\n");
}
void WriteCC4Encoder(char* p, const char* comp)
{
WriteSwizzler(p);
WRITE(p, " float2 texSample;\n");
WRITE(p, " float4 color0;\n");
WRITE(p, " float4 color1;\n");
WriteSampleColor(p, comp, "texSample");
WRITE(p, " color0.b = texSample.x;\n");
WRITE(p, " color1.b = texSample.y;\n");
WriteIncrementSampleX(p);
WriteSampleColor(p, comp, "texSample");
WRITE(p, " color0.g = texSample.x;\n");
WRITE(p, " color1.g = texSample.y;\n");
WriteIncrementSampleX(p);
WriteSampleColor(p, comp, "texSample");
WRITE(p, " color0.r = texSample.x;\n");
WRITE(p, " color1.r = texSample.y;\n");
WriteIncrementSampleX(p);
WriteSampleColor(p, comp, "texSample");
WRITE(p, " color0.a = texSample.x;\n");
WRITE(p, " color1.a = texSample.y;\n");
WriteToBitDepth(p, 4, "color0", "color0");
WriteToBitDepth(p, 4, "color1", "color1");
WRITE(p, " ocol0 = (color0 * 16.0f + color1) / 255.0f;\n");
WRITE(p, "}\n");
}
void WriteCC8Encoder(char* p, const char* comp)
{
WriteSwizzler(p);
WriteSampleColor(p, comp, "ocol0.bg");
WriteIncrementSampleX(p);
WriteSampleColor(p, comp, "ocol0.ra");
WRITE(p, "}\n");
}
const char *GenerateEncodingShader(u32 format)
{
text[sizeof(text) - 1] = 0x7C; // canary
char *p = text;
switch(format)
{
case GX_TF_I4:
WriteI4Encoder(p);
break;
case GX_TF_I8:
WriteI8Encoder(p);
break;
case GX_TF_IA4:
WriteIA4Encoder(p);
break;
case GX_TF_IA8:
WriteIA8Encoder(p);
break;
case GX_TF_RGB565:
WriteRGB5X5Encoder(p, true);
break;
case GX_TF_RGB5A3:
if(bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24)
WriteRGBA4443Encoder(p);
else
WriteRGB5X5Encoder(p, false);
break;
case GX_TF_RGBA8:
WriteRGBA8Encoder(p, false);
break;
case GX_CTF_R4:
WriteC4Encoder(p, "r");
break;
case GX_CTF_RA4:
WriteCC4Encoder(p, "ar");
break;
case GX_CTF_RA8:
WriteCC8Encoder(p, "ar");
break;
case GX_CTF_A8:
WriteC8Encoder(p, "a");
break;
case GX_CTF_R8:
WriteC8Encoder(p, "r");
break;
case GX_CTF_G8:
WriteC8Encoder(p, "g");
break;
case GX_CTF_B8:
WriteC8Encoder(p, "b");
break;
case GX_CTF_RG8:
WriteCC8Encoder(p, "rg");
break;
case GX_CTF_GB8:
WriteCC8Encoder(p, "gb");
break;
case GX_TF_Z8:
WriteC8Encoder(p, "b");
break;
case GX_TF_Z16:
// byte order is reversed
WriteCC8Encoder(p, "gb");
break;
case GX_TF_Z24X8:
WriteRGBA8Encoder(p, true);
break;
case GX_CTF_Z4:
WriteC4Encoder(p, "b");
break;
case GX_CTF_Z8M:
WriteC8Encoder(p, "g");
break;
case GX_CTF_Z8L:
WriteC8Encoder(p, "r");
break;
case GX_CTF_Z16L:
// byte order is reversed
WriteCC8Encoder(p, "rg");
break;
default:
PanicAlert("Unknown texture copy format: 0x%x\n", format);
break;
}
if (text[sizeof(text) - 1] != 0x7C)
PanicAlert("TextureConversionShader generator - buffer too small, canary has been eaten!");
return text;
}
void SetShaderParameters(u32 width, u32 height, u32 offsetX, u32 offsetY, float pixelStride, u32 format)
{
u16 blkW = GetBlockWidthInTexels(format);
u16 blkH = GetBlockHeightInTexels(format);
u16 samples = GetEncodedSampleCount(format);
SetPSConstant4f(C_COLORMATRIX, (float)blkW, (float)blkH, (float)samples, pixelStride);
SetPSConstant4f(C_COLORMATRIX + 1, (float)width, (float)(height - 1), (float)offsetX, (float)offsetY);
}
} // namespace