299 lines
9.5 KiB
C++
299 lines
9.5 KiB
C++
// Copyright 2017 Dolphin Emulator Project
|
|
// SPDX-License-Identifier: GPL-2.0-or-later
|
|
|
|
#include "VideoCommon/TextureConverterShaderGen.h"
|
|
|
|
#include "Common/Assert.h"
|
|
#include "Common/CommonTypes.h"
|
|
#include "VideoCommon/BPMemory.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, bool copy_filter)
|
|
{
|
|
TCShaderUid out;
|
|
|
|
UidData* const uid_data = out.GetUidData();
|
|
uid_data->dst_format = dst_format;
|
|
uid_data->efb_has_alpha = bpmem.zcontrol.pixel_format == PixelFormat::RGBA6_Z24;
|
|
uid_data->is_depth_copy = is_depth_copy;
|
|
uid_data->is_intensity = is_intensity;
|
|
uid_data->scale_by_half = scale_by_half;
|
|
uid_data->copy_filter = copy_filter;
|
|
|
|
return out;
|
|
}
|
|
|
|
static void WriteHeader(APIType api_type, ShaderCode& out)
|
|
{
|
|
out.Write("UBO_BINDING(std140, 1) uniform PSBlock {{\n"
|
|
" float2 src_offset, src_size;\n"
|
|
" float3 filter_coefficients;\n"
|
|
" float gamma_rcp;\n"
|
|
" float2 clamp_tb;\n"
|
|
" float pixel_height;\n"
|
|
"}};\n");
|
|
}
|
|
|
|
ShaderCode GenerateVertexShader(APIType api_type)
|
|
{
|
|
ShaderCode out;
|
|
WriteHeader(api_type, out);
|
|
|
|
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
|
|
{
|
|
out.Write("VARYING_LOCATION(0) out VertexData {{\n"
|
|
" float3 v_tex0;\n"
|
|
"}};\n");
|
|
}
|
|
else
|
|
{
|
|
out.Write("VARYING_LOCATION(0) out float3 v_tex0;\n");
|
|
}
|
|
out.Write("#define id gl_VertexID\n"
|
|
"#define opos gl_Position\n"
|
|
"void main() {{\n");
|
|
out.Write(" v_tex0 = float3(float((id << 1) & 2), float(id & 2), 0.0f);\n");
|
|
out.Write(
|
|
" opos = float4(v_tex0.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);\n");
|
|
out.Write(" v_tex0 = float3(src_offset + (src_size * v_tex0.xy), 0.0f);\n");
|
|
|
|
// NDC space is flipped in Vulkan
|
|
if (api_type == APIType::Vulkan)
|
|
out.Write(" opos.y = -opos.y;\n");
|
|
|
|
out.Write("}}\n");
|
|
|
|
return out;
|
|
}
|
|
|
|
ShaderCode GeneratePixelShader(APIType api_type, const UidData* uid_data)
|
|
{
|
|
const bool mono_depth = uid_data->is_depth_copy && g_ActiveConfig.bStereoEFBMonoDepth;
|
|
|
|
ShaderCode out;
|
|
WriteHeader(api_type, out);
|
|
|
|
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), {}));\n"
|
|
"}}\n",
|
|
mono_depth ? "0.0" : "uv.z");
|
|
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
|
|
{
|
|
out.Write("VARYING_LOCATION(0) in VertexData {{\n"
|
|
" float3 v_tex0;\n"
|
|
"}};\n");
|
|
}
|
|
else
|
|
{
|
|
out.Write("VARYING_LOCATION(0) in vec3 v_tex0;\n");
|
|
}
|
|
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n"
|
|
"void main()\n{{\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.
|
|
if (uid_data->copy_filter)
|
|
{
|
|
out.Write(" float4 prev_row = SampleEFB(v_tex0, -1.0f);\n"
|
|
" float4 current_row = SampleEFB(v_tex0, 0.0f);\n"
|
|
" float4 next_row = SampleEFB(v_tex0, 1.0f);\n"
|
|
" float4 texcol = float4(min(prev_row.rgb * filter_coefficients[0] +\n"
|
|
" current_row.rgb * filter_coefficients[1] +\n"
|
|
" next_row.rgb * filter_coefficients[2], \n"
|
|
" float3(1, 1, 1)), current_row.a);\n");
|
|
}
|
|
else
|
|
{
|
|
out.Write(
|
|
" float4 current_row = SampleEFB(v_tex0, 0.0f);\n"
|
|
" float4 texcol = float4(min(current_row.rgb * filter_coefficients[1], float3(1, 1, 1)),\n"
|
|
" current_row.a);\n");
|
|
}
|
|
|
|
if (uid_data->is_depth_copy)
|
|
{
|
|
if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
|
|
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, 1.0);\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_FMT(VIDEO, "Unknown copy zbuf format: {:#X}",
|
|
static_cast<int>(uid_data->dst_format));
|
|
out.Write(" ocol0 = float4(texcol.bgr, 0.0);\n");
|
|
break;
|
|
}
|
|
}
|
|
else if (uid_data->is_intensity)
|
|
{
|
|
if (!uid_data->efb_has_alpha)
|
|
out.Write(" texcol.a = 1.0;\n");
|
|
|
|
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, {});\n",
|
|
has_alpha ? "texcol.a" : "intensity");
|
|
break;
|
|
|
|
default:
|
|
ERROR_LOG_FMT(VIDEO, "Unknown copy intensity format: {:#X}",
|
|
static_cast<int>(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)), 1.0f);\n");
|
|
break;
|
|
|
|
default:
|
|
ERROR_LOG_FMT(VIDEO, "Unknown copy color format: {:#X}",
|
|
static_cast<int>(uid_data->dst_format));
|
|
out.Write(" ocol0 = texcol;\n");
|
|
break;
|
|
}
|
|
}
|
|
|
|
out.Write("}}\n");
|
|
|
|
return out;
|
|
}
|
|
|
|
} // namespace TextureConversionShaderGen
|