GPU/HW: Make copy/write shaders resolution independent
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@ -1456,9 +1456,9 @@ bool GPU_HW::CompilePipelines(Error* error)
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// VRAM copy
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{
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std::unique_ptr<GPUShader> fs = g_gpu_device->CreateShader(
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GPUShaderStage::Fragment, shadergen.GetLanguage(),
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shadergen.GenerateVRAMCopyFragmentShader(m_resolution_scale, m_write_mask_as_depth), error);
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std::unique_ptr<GPUShader> fs =
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g_gpu_device->CreateShader(GPUShaderStage::Fragment, shadergen.GetLanguage(),
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shadergen.GenerateVRAMCopyFragmentShader(m_write_mask_as_depth), error);
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if (!fs)
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return false;
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@ -1487,8 +1487,7 @@ bool GPU_HW::CompilePipelines(Error* error)
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const bool use_ssbo = features.texture_buffers_emulated_with_ssbo;
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std::unique_ptr<GPUShader> fs = g_gpu_device->CreateShader(
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GPUShaderStage::Fragment, shadergen.GetLanguage(),
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shadergen.GenerateVRAMWriteFragmentShader(m_resolution_scale, use_buffer, use_ssbo, m_write_mask_as_depth),
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error);
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shadergen.GenerateVRAMWriteFragmentShader(use_buffer, use_ssbo, m_write_mask_as_depth), error);
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if (!fs)
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return false;
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@ -3371,19 +3370,27 @@ void GPU_HW::UpdateVRAMOnGPU(u32 x, u32 y, u32 width, u32 height, const void* da
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struct VRAMWriteUBOData
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{
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u32 u_dst_x;
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u32 u_dst_y;
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u32 u_end_x;
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u32 u_end_y;
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u32 u_width;
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u32 u_height;
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float u_dst_x;
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float u_dst_y;
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float u_end_x;
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float u_end_y;
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float u_width;
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float u_height;
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float u_resolution_scale;
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u32 u_buffer_base_offset;
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u32 u_mask_or_bits;
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float u_depth_value;
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};
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const VRAMWriteUBOData uniforms = {
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(x % VRAM_WIDTH), (y % VRAM_HEIGHT), ((x + width) % VRAM_WIDTH), ((y + height) % VRAM_HEIGHT), width,
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height, map_index, (set_mask) ? 0x8000u : 0x00, GetCurrentNormalizedVertexDepth()};
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const VRAMWriteUBOData uniforms = {static_cast<float>(x % VRAM_WIDTH),
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static_cast<float>(y % VRAM_HEIGHT),
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static_cast<float>((x + width) % VRAM_WIDTH),
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static_cast<float>((y + height) % VRAM_HEIGHT),
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static_cast<float>(width),
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static_cast<float>(height),
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static_cast<float>(m_resolution_scale),
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map_index,
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(set_mask) ? 0x8000u : 0x00,
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GetCurrentNormalizedVertexDepth()};
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// the viewport should already be set to the full vram, so just adjust the scissor
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const GSVector4i scaled_bounds = bounds.mul32l(GSVector4i(m_resolution_scale));
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@ -3453,25 +3460,27 @@ void GPU_HW::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32
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struct VRAMCopyUBOData
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{
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u32 u_src_x;
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u32 u_src_y;
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u32 u_dst_x;
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u32 u_dst_y;
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u32 u_end_x;
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u32 u_end_y;
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u32 u_width;
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u32 u_height;
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float u_src_x;
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float u_src_y;
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float u_dst_x;
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float u_dst_y;
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float u_end_x;
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float u_end_y;
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float u_vram_width;
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float u_vram_height;
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float u_resolution_scale;
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u32 u_set_mask_bit;
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float u_depth_value;
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};
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const VRAMCopyUBOData uniforms = {(src_x % VRAM_WIDTH) * m_resolution_scale,
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(src_y % VRAM_HEIGHT) * m_resolution_scale,
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(dst_x % VRAM_WIDTH) * m_resolution_scale,
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(dst_y % VRAM_HEIGHT) * m_resolution_scale,
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((dst_x + width) % VRAM_WIDTH) * m_resolution_scale,
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((dst_y + height) % VRAM_HEIGHT) * m_resolution_scale,
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width * m_resolution_scale,
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height * m_resolution_scale,
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const VRAMCopyUBOData uniforms = {static_cast<float>((src_x % VRAM_WIDTH) * m_resolution_scale),
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static_cast<float>((src_y % VRAM_HEIGHT) * m_resolution_scale),
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static_cast<float>((dst_x % VRAM_WIDTH) * m_resolution_scale),
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static_cast<float>((dst_y % VRAM_HEIGHT) * m_resolution_scale),
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static_cast<float>(((dst_x + width) % VRAM_WIDTH) * m_resolution_scale),
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static_cast<float>(((dst_y + height) % VRAM_HEIGHT) * m_resolution_scale),
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static_cast<float>(m_vram_texture->GetWidth()),
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static_cast<float>(m_vram_texture->GetHeight()),
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static_cast<float>(m_resolution_scale),
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m_GPUSTAT.set_mask_while_drawing ? 1u : 0u,
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GetCurrentNormalizedVertexDepth()};
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@ -3918,8 +3927,16 @@ void GPU_HW::UpdateDisplay()
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reinterpret_start_x + scaled_display_width, scaled_vram_offset_y + read_height, scaled_display_width,
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read_height);
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const u32 uniforms[4] = {reinterpret_start_x, scaled_vram_offset_y, skip_x, line_skip};
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g_gpu_device->PushUniformBuffer(uniforms, sizeof(uniforms));
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struct ExtractUniforms
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{
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u32 vram_offset_x;
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u32 vram_offset_y;
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float skip_x;
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float line_skip;
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};
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const ExtractUniforms uniforms = {reinterpret_start_x, scaled_vram_offset_y, static_cast<float>(skip_x),
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static_cast<float>(line_skip ? 2 : 1)};
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g_gpu_device->PushUniformBuffer(&uniforms, sizeof(uniforms));
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g_gpu_device->SetViewportAndScissor(0, 0, scaled_display_width, read_height);
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g_gpu_device->Draw(3, 0);
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@ -1194,7 +1194,7 @@ std::string GPU_HW_ShaderGen::GenerateVRAMExtractFragmentShader(u32 resolution_s
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ss << "CONSTANT uint2 VRAM_SIZE = uint2(" << VRAM_WIDTH << ", " << VRAM_HEIGHT << ") * RESOLUTION_SCALE;\n";
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ss << "CONSTANT uint MULTISAMPLES = " << multisamples << "u;\n";
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DeclareUniformBuffer(ss, {"uint2 u_vram_offset", "uint u_skip_x", "uint u_line_skip"}, true);
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DeclareUniformBuffer(ss, {"uint2 u_vram_offset", "float u_skip_x", "float u_line_skip"}, true);
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DeclareTexture(ss, "samp0", 0, msaa);
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if (depth_buffer)
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DeclareTexture(ss, "samp1", 1, msaa);
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@ -1251,7 +1251,7 @@ float3 SampleVRAM24(uint2 icoords)
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DeclareFragmentEntryPoint(ss, 0, 1, {}, true, depth_buffer ? 2 : 1);
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ss << R"(
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{
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uint2 icoords = uint2(uint(v_pos.x) + u_skip_x, uint(v_pos.y) << u_line_skip);
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uint2 icoords = uint2(v_pos.x + u_skip_x, v_pos.y * u_line_skip);
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int2 wrapped_coords = int2((icoords + u_vram_offset) % VRAM_SIZE);
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#if COLOR_24BIT
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@ -1422,7 +1422,7 @@ uint SampleVRAM(uint2 coords)
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return ss.str();
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}
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std::string GPU_HW_ShaderGen::GenerateVRAMWriteFragmentShader(u32 resolution_scale, bool use_buffer, bool use_ssbo,
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std::string GPU_HW_ShaderGen::GenerateVRAMWriteFragmentShader(bool use_buffer, bool use_ssbo,
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bool write_mask_as_depth) const
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{
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std::stringstream ss;
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@ -1432,12 +1432,11 @@ std::string GPU_HW_ShaderGen::GenerateVRAMWriteFragmentShader(u32 resolution_sca
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DefineMacro(ss, "WRITE_MASK_AS_DEPTH", write_mask_as_depth);
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DefineMacro(ss, "USE_BUFFER", use_buffer);
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ss << "CONSTANT uint RESOLUTION_SCALE = " << resolution_scale << "u;\n";
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ss << "CONSTANT uint2 VRAM_SIZE = uint2(" << VRAM_WIDTH << ", " << VRAM_HEIGHT << ");\n";
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DeclareUniformBuffer(ss,
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{"uint2 u_base_coords", "uint2 u_end_coords", "uint2 u_size", "uint u_buffer_base_offset",
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"uint u_mask_or_bits", "float u_depth_value"},
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{"float2 u_base_coords", "float2 u_end_coords", "float2 u_size", "float u_resolution_scale",
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"uint u_buffer_base_offset", "uint u_mask_or_bits", "float u_depth_value"},
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true);
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if (!use_buffer)
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@ -1469,7 +1468,7 @@ std::string GPU_HW_ShaderGen::GenerateVRAMWriteFragmentShader(u32 resolution_sca
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DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1, false, write_mask_as_depth);
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ss << R"(
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{
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uint2 coords = uint2(v_pos.xy) / uint2(RESOLUTION_SCALE, RESOLUTION_SCALE);
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float2 coords = floor(v_pos.xy / u_resolution_scale);
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// make sure it's not oversized and out of range
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if ((coords.x < u_base_coords.x && coords.x >= u_end_coords.x) ||
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@ -1479,14 +1478,14 @@ std::string GPU_HW_ShaderGen::GenerateVRAMWriteFragmentShader(u32 resolution_sca
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}
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// find offset from the start of the row/column
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uint2 offset;
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float2 offset;
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offset.x = (coords.x < u_base_coords.x) ? (VRAM_SIZE.x - u_base_coords.x + coords.x) : (coords.x - u_base_coords.x);
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offset.y = (coords.y < u_base_coords.y) ? (VRAM_SIZE.y - u_base_coords.y + coords.y) : (coords.y - u_base_coords.y);
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#if !USE_BUFFER
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uint value = LOAD_TEXTURE(samp0, int2(offset), 0).x;
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#else
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uint buffer_offset = u_buffer_base_offset + (offset.y * u_size.x) + offset.x;
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uint buffer_offset = u_buffer_base_offset + uint((offset.y * u_size.x) + offset.x);
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uint value = GET_VALUE(buffer_offset) | u_mask_or_bits;
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#endif
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@ -1499,7 +1498,7 @@ std::string GPU_HW_ShaderGen::GenerateVRAMWriteFragmentShader(u32 resolution_sca
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return ss.str();
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}
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std::string GPU_HW_ShaderGen::GenerateVRAMCopyFragmentShader(u32 resolution_scale, bool write_mask_as_depth) const
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std::string GPU_HW_ShaderGen::GenerateVRAMCopyFragmentShader(bool write_mask_as_depth) const
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{
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// TODO: This won't currently work because we can't bind the texture to both the shader and framebuffer.
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const bool msaa = false;
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@ -1509,19 +1508,16 @@ std::string GPU_HW_ShaderGen::GenerateVRAMCopyFragmentShader(u32 resolution_scal
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DefineMacro(ss, "WRITE_MASK_AS_DEPTH", write_mask_as_depth);
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DefineMacro(ss, "MSAA_COPY", msaa);
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ss << "CONSTANT uint RESOLUTION_SCALE = " << resolution_scale << "u;\n";
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ss << "CONSTANT uint2 VRAM_SIZE = uint2(" << VRAM_WIDTH << ", " << VRAM_HEIGHT << ") * RESOLUTION_SCALE;\n";
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DeclareUniformBuffer(ss,
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{"uint2 u_src_coords", "uint2 u_dst_coords", "uint2 u_end_coords", "uint2 u_size",
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"bool u_set_mask_bit", "float u_depth_value"},
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{"float2 u_src_coords", "float2 u_dst_coords", "float2 u_end_coords", "float2 u_vram_size",
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"float u_resolution_scale", "bool u_set_mask_bit", "float u_depth_value"},
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true);
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DeclareTexture(ss, "samp0", 0, msaa);
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DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1, false, write_mask_as_depth, false, false, msaa);
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ss << R"(
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{
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uint2 dst_coords = uint2(v_pos.xy);
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float2 dst_coords = floor(v_pos.xy);
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// make sure it's not oversized and out of range
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if ((dst_coords.x < u_dst_coords.x && dst_coords.x >= u_end_coords.x) ||
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@ -1531,12 +1527,13 @@ std::string GPU_HW_ShaderGen::GenerateVRAMCopyFragmentShader(u32 resolution_scal
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}
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// find offset from the start of the row/column
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uint2 offset;
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offset.x = (dst_coords.x < u_dst_coords.x) ? (VRAM_SIZE.x - u_dst_coords.x + dst_coords.x) : (dst_coords.x - u_dst_coords.x);
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offset.y = (dst_coords.y < u_dst_coords.y) ? (VRAM_SIZE.y - u_dst_coords.y + dst_coords.y) : (dst_coords.y - u_dst_coords.y);
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float2 offset;
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offset.x = (dst_coords.x < u_dst_coords.x) ? (u_vram_size.x - u_dst_coords.x + dst_coords.x) : (dst_coords.x - u_dst_coords.x);
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offset.y = (dst_coords.y < u_dst_coords.y) ? (u_vram_size.y - u_dst_coords.y + dst_coords.y) : (dst_coords.y - u_dst_coords.y);
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// find the source coordinates to copy from
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uint2 src_coords = (u_src_coords + offset) % VRAM_SIZE;
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float2 offset_coords = u_src_coords + offset;
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float2 src_coords = offset_coords - (floor(offset_coords / u_vram_size) * u_vram_size);
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// sample and apply mask bit
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#if MSAA_COPY
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@ -26,9 +26,8 @@ public:
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std::string GenerateWireframeGeometryShader() const;
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std::string GenerateWireframeFragmentShader() const;
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std::string GenerateVRAMReadFragmentShader(u32 resolution_scale, u32 multisamples) const;
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std::string GenerateVRAMWriteFragmentShader(u32 resolution_scale, bool use_buffer, bool use_ssbo,
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bool write_mask_as_depth) const;
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std::string GenerateVRAMCopyFragmentShader(u32 resolution_scale, bool write_mask_as_depth) const;
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std::string GenerateVRAMWriteFragmentShader(bool use_buffer, bool use_ssbo, bool write_mask_as_depth) const;
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std::string GenerateVRAMCopyFragmentShader(bool write_mask_as_depth) const;
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std::string GenerateVRAMFillFragmentShader(bool wrapped, bool interlaced, bool write_mask_as_depth) const;
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std::string GenerateVRAMUpdateDepthFragmentShader(bool msaa) const;
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std::string GenerateVRAMExtractFragmentShader(u32 resolution_scale, u32 multisamples, bool color_24bit,
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