diff --git a/src/core/gpu_hw_shadergen.cpp b/src/core/gpu_hw_shadergen.cpp index f5074b1ba..2379e9a75 100644 --- a/src/core/gpu_hw_shadergen.cpp +++ b/src/core/gpu_hw_shadergen.cpp @@ -132,8 +132,8 @@ void GPU_HW_ShaderGen::WriteHeader(std::stringstream& ss) void GPU_HW_ShaderGen::WriteCommonFunctions(std::stringstream& ss) { - ss << "CONSTANT int RESOLUTION_SCALE = " << m_resolution_scale << ";\n"; - ss << "CONSTANT int2 VRAM_SIZE = int2(" << GPU::VRAM_WIDTH << ", " << GPU::VRAM_HEIGHT << ") * RESOLUTION_SCALE;\n"; + ss << "CONSTANT uint RESOLUTION_SCALE = " << m_resolution_scale << ";\n"; + ss << "CONSTANT uint2 VRAM_SIZE = uint2(" << GPU::VRAM_WIDTH << ", " << GPU::VRAM_HEIGHT << ") * RESOLUTION_SCALE;\n"; ss << "CONSTANT float2 RCP_VRAM_SIZE = float2(1.0, 1.0) / float2(VRAM_SIZE);\n"; ss << R"( @@ -146,10 +146,10 @@ float fixYCoord(float y) #endif } -int fixYCoord(int y) +uint fixYCoord(uint y) { #if API_OPENGL || API_OPENGL_ES - return VRAM_SIZE.y - y - 1; + return VRAM_SIZE.y - y - 1u; #else return y; #endif @@ -375,7 +375,7 @@ void GPU_HW_ShaderGen::WriteBatchUniformBuffer(std::stringstream& ss) { DeclareUniformBuffer(ss, {"uint2 u_texture_window_mask", "uint2 u_texture_window_offset", "float u_src_alpha_factor", "float u_dst_alpha_factor", "bool u_set_mask_while_drawing", - "int u_interlaced_displayed_field"}); + "uint u_interlaced_displayed_field"}); } std::string GPU_HW_ShaderGen::GenerateBatchVertexShader(bool textured) @@ -389,8 +389,8 @@ std::string GPU_HW_ShaderGen::GenerateBatchVertexShader(bool textured) if (textured) { - DeclareVertexEntryPoint(ss, {"int2 a_pos", "float4 a_col0", "int a_texcoord", "int a_texpage"}, 1, 1, - {{"nointerpolation", "int4 v_texpage"}}); + DeclareVertexEntryPoint(ss, {"int2 a_pos", "float4 a_col0", "uint a_texcoord", "uint a_texpage"}, 1, 1, + {{"nointerpolation", "uint4 v_texpage"}}); } else { @@ -402,7 +402,7 @@ std::string GPU_HW_ShaderGen::GenerateBatchVertexShader(bool textured) // Offset the vertex position by 0.5 to ensure correct interpolation of texture coordinates // at 1x resolution scale. This doesn't work at >1x, we adjust the texture coordinates before // uploading there instead. - float vertex_offset = (RESOLUTION_SCALE == 1) ? 0.5 : 0.0; + float vertex_offset = (RESOLUTION_SCALE == 1u) ? 0.5 : 0.0; // 0..+1023 -> -1..1 float pos_x = ((float(a_pos.x) + vertex_offset) / 512.0) - 1.0; @@ -419,18 +419,18 @@ std::string GPU_HW_ShaderGen::GenerateBatchVertexShader(bool textured) // Fudge the texture coordinates by half a pixel in screen-space. // This fixes the rounding/interpolation error on NVIDIA GPUs with shared edges between triangles. #if API_OPENGL || API_OPENGL_ES - v_tex0 = float2(float(a_texcoord & 0xFFFF) + (RCP_VRAM_SIZE.x * 0.5), + v_tex0 = float2(float(a_texcoord & 0xFFFFu) + (RCP_VRAM_SIZE.x * 0.5), float(a_texcoord >> 16) - (RCP_VRAM_SIZE.y * 0.5)); #else - v_tex0 = float2(float(a_texcoord & 0xFFFF) + (RCP_VRAM_SIZE.x * 0.5), + v_tex0 = float2(float(a_texcoord & 0xFFFFu) + (RCP_VRAM_SIZE.x * 0.5), float(a_texcoord >> 16) + (RCP_VRAM_SIZE.y * 0.5)); #endif // base_x,base_y,palette_x,palette_y - v_texpage.x = (a_texpage & 15) * 64 * RESOLUTION_SCALE; - v_texpage.y = ((a_texpage >> 4) & 1) * 256 * RESOLUTION_SCALE; - v_texpage.z = ((a_texpage >> 16) & 63) * 16 * RESOLUTION_SCALE; - v_texpage.w = ((a_texpage >> 22) & 511) * RESOLUTION_SCALE; + v_texpage.x = (a_texpage & 15u) * 64u * RESOLUTION_SCALE; + v_texpage.y = ((a_texpage >> 4) & 1u) * 256u * RESOLUTION_SCALE; + v_texpage.z = ((a_texpage >> 16) & 63u) * 16u * RESOLUTION_SCALE; + v_texpage.w = ((a_texpage >> 22) & 511u) * RESOLUTION_SCALE; #endif } )"; @@ -487,10 +487,10 @@ std::string GPU_HW_ShaderGen::GenerateBatchFragmentShader(GPU_HW::BatchRenderMod ss << "};\n"; ss << R"( -int3 ApplyDithering(int2 coord, int3 icol) +int3 ApplyDithering(uint2 coord, int3 icol) { - int2 fc = coord & int2(3, 3); - int offset = s_dither_values[fc.y * 4 + fc.x]; + uint2 fc = coord & uint2(3u, 3u); + int offset = s_dither_values[fc.y * 4u + fc.x]; return icol + int3(offset, offset, offset); } @@ -503,44 +503,44 @@ int3 TruncateTo15Bit(int3 icol) #if TEXTURED CONSTANT float4 TRANSPARENT_PIXEL_COLOR = float4(0.0, 0.0, 0.0, 0.0); -int2 ApplyTextureWindow(int2 coords) +uint2 ApplyTextureWindow(uint2 coords) { uint x = (uint(coords.x) & ~(u_texture_window_mask.x * 8u)) | ((u_texture_window_offset.x & u_texture_window_mask.x) * 8u); uint y = (uint(coords.y) & ~(u_texture_window_mask.y * 8u)) | ((u_texture_window_offset.y & u_texture_window_mask.y) * 8u); - return int2(int(x), int(y)); + return uint2(x, y); } -float4 SampleFromVRAM(int4 texpage, int2 icoord) +float4 SampleFromVRAM(uint4 texpage, uint2 icoord) { icoord = ApplyTextureWindow(icoord); // adjust for tightly packed palette formats - int2 index_coord = icoord; + uint2 index_coord = icoord; #if PALETTE_4_BIT - index_coord.x /= 4; + index_coord.x /= 4u; #elif PALETTE_8_BIT - index_coord.x /= 2; + index_coord.x /= 2u; #endif // fixup coords - int2 vicoord = int2(texpage.x + index_coord.x * RESOLUTION_SCALE, fixYCoord(texpage.y + index_coord.y * RESOLUTION_SCALE)); + uint2 vicoord = uint2(texpage.x + index_coord.x * RESOLUTION_SCALE, fixYCoord(texpage.y + index_coord.y * RESOLUTION_SCALE)); // load colour/palette - float4 color = LOAD_TEXTURE(samp0, vicoord, 0); + float4 color = LOAD_TEXTURE(samp0, int2(vicoord), 0); // apply palette #if PALETTE #if PALETTE_4_BIT - int subpixel = int(icoord.x) & 3; + uint subpixel = icoord.x & 3u; uint vram_value = RGBA8ToRGBA5551(color); - int palette_index = int((vram_value >> (subpixel * 4)) & 0x0Fu); + uint palette_index = (vram_value >> (subpixel * 4u)) & 0x0Fu; #elif PALETTE_8_BIT - int subpixel = int(icoord.x) & 1; + uint subpixel = icoord.x & 1u; uint vram_value = RGBA8ToRGBA5551(color); - int palette_index = int((vram_value >> (subpixel * 8)) & 0xFFu); + uint palette_index = (vram_value >> (subpixel * 8u)) & 0xFFu; #endif - int2 palette_icoord = int2(texpage.z + (palette_index * RESOLUTION_SCALE), fixYCoord(texpage.w)); - color = LOAD_TEXTURE(samp0, palette_icoord, 0); + uint2 palette_icoord = uint2(texpage.z + (palette_index * RESOLUTION_SCALE), fixYCoord(texpage.w)); + color = LOAD_TEXTURE(samp0, int2(palette_icoord), 0); #endif return color; @@ -550,7 +550,7 @@ float4 SampleFromVRAM(int4 texpage, int2 icoord) if (textured) { - DeclareFragmentEntryPoint(ss, 1, 1, {{"nointerpolation", "int4 v_texpage"}}, true, use_dual_source); + DeclareFragmentEntryPoint(ss, 1, 1, {{"nointerpolation", "uint4 v_texpage"}}, true, use_dual_source); } else { @@ -567,7 +567,7 @@ float4 SampleFromVRAM(int4 texpage, int2 icoord) float oalpha; #if INTERLACING - if (((fixYCoord(int(v_pos.y)) / RESOLUTION_SCALE) & 1) == u_interlaced_displayed_field) + if (((fixYCoord(uint(v_pos.y)) / RESOLUTION_SCALE) & 1u) == u_interlaced_displayed_field) discard; #endif @@ -577,13 +577,14 @@ float4 SampleFromVRAM(int4 texpage, int2 icoord) // TODO: Find some way to clamp this to the triangle texture coordinates? float2 texel_top_left = frac(v_tex0) - float2(0.5, 0.5); float2 texel_offset = sign(texel_top_left); - float4 fcoords = v_tex0.xyxy + float4(0.0, 0.0, texel_offset.x, texel_offset.y); + float4 fcoords = max(v_tex0.xyxy + float4(0.0, 0.0, texel_offset.x, texel_offset.y), + float4(0.0, 0.0, 0.0, 0.0)); // Load four texels. - float4 s00 = SampleFromVRAM(v_texpage, int2(fcoords.xy)); - float4 s10 = SampleFromVRAM(v_texpage, int2(fcoords.zy)); - float4 s01 = SampleFromVRAM(v_texpage, int2(fcoords.xw)); - float4 s11 = SampleFromVRAM(v_texpage, int2(fcoords.zw)); + float4 s00 = SampleFromVRAM(v_texpage, uint2(fcoords.xy)); + float4 s10 = SampleFromVRAM(v_texpage, uint2(fcoords.zy)); + float4 s01 = SampleFromVRAM(v_texpage, uint2(fcoords.xw)); + float4 s11 = SampleFromVRAM(v_texpage, uint2(fcoords.zw)); // Compute alpha from how many texels aren't pixel color 0000h. float a00 = float(VECTOR_NEQ(s00, TRANSPARENT_PIXEL_COLOR)); @@ -601,7 +602,7 @@ float4 SampleFromVRAM(int4 texpage, int2 icoord) texcol.rgb /= float3(ialpha, ialpha, ialpha); semitransparent = (texcol.a != 0.0); #else - float4 texcol = SampleFromVRAM(v_texpage, int2(floor(v_tex0))); + float4 texcol = SampleFromVRAM(v_texpage, uint2(floor(v_tex0))); if (VECTOR_EQ(texcol, TRANSPARENT_PIXEL_COLOR)) discard; @@ -630,9 +631,9 @@ float4 SampleFromVRAM(int4 texpage, int2 icoord) // Apply dithering #if DITHERING #if DITHERING_SCALED - icolor = ApplyDithering(int2(v_pos.xy), icolor); + icolor = ApplyDithering(uint2(v_pos.xy), icolor); #else - icolor = ApplyDithering(int2(v_pos.xy) / int2(RESOLUTION_SCALE, RESOLUTION_SCALE), icolor); + icolor = ApplyDithering(uint2(v_pos.xy) / uint2(RESOLUTION_SCALE, RESOLUTION_SCALE), icolor); #endif #endif @@ -825,12 +826,12 @@ std::string GPU_HW_ShaderGen::GenerateInterlacedFillFragmentShader() std::stringstream ss; WriteHeader(ss); WriteCommonFunctions(ss); - DeclareUniformBuffer(ss, {"float4 u_fill_color", "int u_interlaced_displayed_field"}); + DeclareUniformBuffer(ss, {"float4 u_fill_color", "uint u_interlaced_displayed_field"}); DeclareFragmentEntryPoint(ss, 0, 1, {}, true, false); ss << R"( { - if (((fixYCoord(int(v_pos.y)) / RESOLUTION_SCALE) & 1) == u_interlaced_displayed_field) + if (((fixYCoord(uint(v_pos.y)) / RESOLUTION_SCALE) & 1u) == u_interlaced_displayed_field) discard; o_col0 = u_fill_color; @@ -875,18 +876,18 @@ std::string GPU_HW_ShaderGen::GenerateDisplayFragmentShader(bool depth_24bit, bo uint2 icoords = uint2(v_pos.xy) + u_vram_offset; #if INTERLACED - if (((icoords.y / uint(RESOLUTION_SCALE)) & 1u) != u_field_offset) + if (((icoords.y / RESOLUTION_SCALE) & 1u) != u_field_offset) discard; #endif #if DEPTH_24BIT // relative to start of scanout - uint relative_x = (icoords.x - u_vram_offset.x) / uint(RESOLUTION_SCALE); - icoords.x = u_vram_offset.x + ((relative_x * 3u) / 2u) * uint(RESOLUTION_SCALE); + uint relative_x = (icoords.x - u_vram_offset.x) / RESOLUTION_SCALE; + icoords.x = u_vram_offset.x + ((relative_x * 3u) / 2u) * RESOLUTION_SCALE; // load adjacent 16-bit texels - uint s0 = RGBA8ToRGBA5551(LOAD_TEXTURE(samp0, int2(icoords % uint2(VRAM_SIZE)), 0)); - uint s1 = RGBA8ToRGBA5551(LOAD_TEXTURE(samp0, int2((icoords + uint2(uint(RESOLUTION_SCALE), 0)) % uint2(VRAM_SIZE)), 0)); + uint s0 = RGBA8ToRGBA5551(LOAD_TEXTURE(samp0, int2(icoords % VRAM_SIZE), 0)); + uint s1 = RGBA8ToRGBA5551(LOAD_TEXTURE(samp0, int2((icoords + uint2(RESOLUTION_SCALE, 0)) % VRAM_SIZE), 0)); // select which part of the combined 16-bit texels we are currently shading uint s1s0 = ((s1 << 16) | s0) >> ((relative_x & 1u) * 8u); @@ -896,7 +897,7 @@ std::string GPU_HW_ShaderGen::GenerateDisplayFragmentShader(bool depth_24bit, bo float((s1s0 >> 16u) & 0xFFu) / 255.0, 1.0); #else // load and return - o_col0 = LOAD_TEXTURE(samp0, int2(icoords % uint2(VRAM_SIZE)), 0); + o_col0 = LOAD_TEXTURE(samp0, int2(icoords % VRAM_SIZE), 0); #endif } )"; @@ -909,23 +910,23 @@ std::string GPU_HW_ShaderGen::GenerateVRAMReadFragmentShader() std::stringstream ss; WriteHeader(ss); WriteCommonFunctions(ss); - DeclareUniformBuffer(ss, {"int2 u_base_coords", "int2 u_size"}); + DeclareUniformBuffer(ss, {"uint2 u_base_coords", "uint2 u_size"}); DeclareTexture(ss, "samp0", 0); ss << R"( -uint SampleVRAM(int2 coords) +uint SampleVRAM(uint2 coords) { - if (RESOLUTION_SCALE == 1) - return RGBA8ToRGBA5551(LOAD_TEXTURE(samp0, coords, 0)); + if (RESOLUTION_SCALE == 1u) + return RGBA8ToRGBA5551(LOAD_TEXTURE(samp0, int2(coords), 0)); // Box filter for downsampling. float4 value = float4(0.0, 0.0, 0.0, 0.0); - int2 base_coords = coords * int2(RESOLUTION_SCALE, RESOLUTION_SCALE); - for (int offset_x = 0; offset_x < RESOLUTION_SCALE; offset_x++) + uint2 base_coords = coords * uint2(RESOLUTION_SCALE, RESOLUTION_SCALE); + for (uint offset_x = 0u; offset_x < RESOLUTION_SCALE; offset_x++) { - for (int offset_y = 0; offset_y < RESOLUTION_SCALE; offset_y++) - value += LOAD_TEXTURE(samp0, base_coords + int2(offset_x, offset_y), 0); + for (uint offset_y = 0u; offset_y < RESOLUTION_SCALE; offset_y++) + value += LOAD_TEXTURE(samp0, int2(base_coords + uint2(offset_x, offset_y)), 0); } value /= float(RESOLUTION_SCALE * RESOLUTION_SCALE); return RGBA8ToRGBA5551(value); @@ -935,19 +936,19 @@ uint SampleVRAM(int2 coords) DeclareFragmentEntryPoint(ss, 0, 1, {}, true, false); ss << R"( { - int2 sample_coords = int2(int(v_pos.x) * 2, int(v_pos.y)); + uint2 sample_coords = uint2(uint(v_pos.x) * 2u, uint(v_pos.y)); #if API_OPENGL || API_OPENGL_ES // Lower-left origin flip for OpenGL. // We want to write the image out upside-down so we can read it top-to-bottom. - sample_coords.y = u_size.y - sample_coords.y - 1; + sample_coords.y = u_size.y - sample_coords.y - 1u; #endif sample_coords += u_base_coords; // We're encoding as 32-bit, so the output width is halved and we pack two 16-bit pixels in one 32-bit pixel. uint left = SampleVRAM(sample_coords); - uint right = SampleVRAM(int2(sample_coords.x + 1, sample_coords.y)); + uint right = SampleVRAM(uint2(sample_coords.x + 1u, sample_coords.y)); o_col0 = float4(float(left & 0xFFu), float((left >> 8) & 0xFFu), float(right & 0xFFu), float((right >> 8) & 0xFFu)) @@ -962,22 +963,22 @@ std::string GPU_HW_ShaderGen::GenerateVRAMWriteFragmentShader() std::stringstream ss; WriteHeader(ss); WriteCommonFunctions(ss); - DeclareUniformBuffer(ss, {"int2 u_base_coords", "int2 u_size", "int u_buffer_base_offset"}); + DeclareUniformBuffer(ss, {"uint2 u_base_coords", "uint2 u_size", "uint u_buffer_base_offset"}); DeclareTextureBuffer(ss, "samp0", 0, true, true); DeclareFragmentEntryPoint(ss, 0, 1, {}, true, false); ss << R"( { - int2 coords = int2(v_pos.xy) / int2(RESOLUTION_SCALE, RESOLUTION_SCALE); - int2 offset = coords - u_base_coords; + uint2 coords = uint2(v_pos.xy) / uint2(RESOLUTION_SCALE, RESOLUTION_SCALE); + uint2 offset = coords - u_base_coords; #if API_OPENGL || API_OPENGL_ES // Lower-left origin flip for OpenGL - offset.y = u_size.y - offset.y - 1; + offset.y = u_size.y - offset.y - 1u; #endif - int buffer_offset = u_buffer_base_offset + (offset.y * u_size.x) + offset.x; - uint value = LOAD_TEXTURE_BUFFER(samp0, buffer_offset).r; + uint buffer_offset = u_buffer_base_offset + (offset.y * u_size.x) + offset.x; + uint value = LOAD_TEXTURE_BUFFER(samp0, int(buffer_offset)).r; o_col0 = RGBA5551ToRGBA8(value); })"; @@ -1000,11 +1001,11 @@ std::string GPU_HW_ShaderGen::GenerateVRAMCopyFragmentShader() // find offset from the start of the row/column uint2 offset; - offset.x = (dst_coords.x < u_dst_coords.x) ? (uint(VRAM_SIZE.x - 1) - u_dst_coords.x + dst_coords.x) : (dst_coords.x - u_dst_coords.x); - offset.y = (dst_coords.y < u_dst_coords.y) ? (uint(VRAM_SIZE.y - 1) - u_dst_coords.y + dst_coords.y) : (dst_coords.y - u_dst_coords.y); + offset.x = (dst_coords.x < u_dst_coords.x) ? ((VRAM_SIZE.x - 1u) - u_dst_coords.x + dst_coords.x) : (dst_coords.x - u_dst_coords.x); + offset.y = (dst_coords.y < u_dst_coords.y) ? ((VRAM_SIZE.y - 1u) - u_dst_coords.y + dst_coords.y) : (dst_coords.y - u_dst_coords.y); // find the source coordinates to copy from - uint2 src_coords = (u_src_coords + offset) % uint2(VRAM_SIZE); + uint2 src_coords = (u_src_coords + offset) % VRAM_SIZE; // sample and apply mask bit float4 color = LOAD_TEXTURE(samp0, int2(src_coords), 0);