123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221 |
- // Copyright 2009 Dolphin Emulator Project
- // SPDX-License-Identifier: GPL-2.0-or-later
- #include "VideoCommon/TextureConversionShader.h"
- #include <map>
- #include <sstream>
- #include <string_view>
- #include "Common/CommonTypes.h"
- #include "Common/MathUtil.h"
- #include "Common/MsgHandler.h"
- #include "VideoCommon/ShaderGenCommon.h"
- #include "VideoCommon/TextureCacheBase.h"
- #include "VideoCommon/VertexManagerBase.h"
- #include "VideoCommon/VideoCommon.h"
- #include "VideoCommon/VideoConfig.h"
- namespace TextureConversionShaderTiled
- {
- u16 GetEncodedSampleCount(EFBCopyFormat format)
- {
- switch (format)
- {
- case EFBCopyFormat::R4:
- return 8;
- case EFBCopyFormat::RA4:
- return 4;
- case EFBCopyFormat::RA8:
- return 2;
- case EFBCopyFormat::RGB565:
- return 2;
- case EFBCopyFormat::RGB5A3:
- return 2;
- case EFBCopyFormat::RGBA8:
- return 1;
- case EFBCopyFormat::A8:
- case EFBCopyFormat::R8_0x1:
- case EFBCopyFormat::R8:
- case EFBCopyFormat::G8:
- case EFBCopyFormat::B8:
- return 4;
- case EFBCopyFormat::RG8:
- case EFBCopyFormat::GB8:
- return 2;
- case EFBCopyFormat::XFB:
- return 2;
- default:
- PanicAlertFmt("Invalid EFB Copy Format {}! (GetEncodedSampleCount)", format);
- return 1;
- }
- }
- static void WriteHeader(ShaderCode& code, APIType api_type)
- {
- // left, top, of source rectangle within source texture
- // width of the destination rectangle, scale_factor (1 or 2)
- code.Write("UBO_BINDING(std140, 1) uniform PSBlock {{\n"
- " int4 position;\n"
- " float y_scale;\n"
- " float gamma_rcp;\n"
- " float2 clamp_tb;\n"
- " uint3 filter_coefficients;\n"
- "}};\n");
- if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
- {
- code.Write("VARYING_LOCATION(0) in VertexData {{\n"
- " float3 v_tex0;\n"
- "}};\n");
- }
- else
- {
- code.Write("VARYING_LOCATION(0) in float3 v_tex0;\n");
- }
- code.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n"
- "FRAGMENT_OUTPUT_LOCATION(0) out float4 ocol0;\n");
- // Alpha channel in the copy is set to 1 the EFB format does not have an alpha channel.
- code.Write("float4 RGBA8ToRGB8(float4 src)\n"
- "{{\n"
- " return float4(src.xyz, 1.0);\n"
- "}}\n"
- "float4 RGBA8ToRGBA6(float4 src)\n"
- "{{\n"
- " int4 val = int4(roundEven(src * 255.0));\n"
- " val = (val & 0xfc) | (val >> 6);\n"
- " return float4(val) / 255.0;\n"
- "}}\n"
- "float4 RGBA8ToRGB565(float4 src)\n"
- "{{\n"
- " int4 val = int4(roundEven(src * 255.0));\n"
- " val.r = (val.r & 0xf8) | (val.r >> 5);\n"
- " val.g = (val.g & 0xfc) | (val.g >> 6);\n"
- " val.b = (val.b & 0xf8) | (val.b >> 5);\n"
- " val.a = 255;\n"
- " return float4(val) / 255.0;\n"
- "}}\n");
- }
- static void WriteSampleFunction(ShaderCode& code, const EFBCopyParams& params, APIType api_type)
- {
- code.Write("uint4 SampleEFB0(float2 uv, float2 pixel_size, float x_offset, float y_offset) {{\n"
- " float4 tex_sample = texture(samp0, float3(uv.x + x_offset * pixel_size.x, ");
- // Reverse the direction for OpenGL, since positive numbers are distance from the bottom row.
- // TODO: This isn't done on TextureConverterShaderGen - maybe it handles that via pixel_size?
- if (api_type == APIType::OpenGL)
- code.Write("clamp(uv.y - y_offset * pixel_size.y, clamp_tb.x, clamp_tb.y)");
- else
- code.Write("clamp(uv.y + y_offset * pixel_size.y, clamp_tb.x, clamp_tb.y)");
- code.Write(", 0.0));\n");
- // TODO: Is this really needed? Doesn't the EFB only store appropriate values? Or is this for
- // EFB2Ram having consistent output with force 32-bit color?
- if (params.efb_format == PixelFormat::RGB8_Z24)
- code.Write(" tex_sample = RGBA8ToRGB8(tex_sample);\n");
- else if (params.efb_format == PixelFormat::RGBA6_Z24)
- code.Write(" tex_sample = RGBA8ToRGBA6(tex_sample);\n");
- else if (params.efb_format == PixelFormat::RGB565_Z16)
- code.Write(" tex_sample = RGBA8ToRGB565(tex_sample);\n");
- if (params.depth)
- {
- if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
- code.Write(" tex_sample.x = 1.0 - tex_sample.x;\n");
- code.Write(" uint depth = uint(tex_sample.x * 16777216.0);\n"
- " return uint4((depth >> 16) & 255u, (depth >> 8) & 255u, depth & 255u, 255u);\n"
- "}}\n");
- }
- else
- {
- code.Write(" return uint4(tex_sample * 255.0);\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.
- code.Write("float4 SampleEFB(float2 uv, float2 pixel_size, int x_offset)\n"
- "{{\n");
- if (params.all_copy_filter_coefs_needed)
- {
- code.Write(" uint4 prev_row = SampleEFB0(uv, pixel_size, float(x_offset), -1.0f);\n"
- " uint4 current_row = SampleEFB0(uv, pixel_size, float(x_offset), 0.0f);\n"
- " uint4 next_row = SampleEFB0(uv, pixel_size, float(x_offset), 1.0f);\n"
- " uint3 combined_rows = prev_row.rgb * filter_coefficients[0] +\n"
- " current_row.rgb * filter_coefficients[1] +\n"
- " next_row.rgb * filter_coefficients[2];\n");
- }
- else
- {
- code.Write(" uint4 current_row = SampleEFB0(uv, pixel_size, float(x_offset), 0.0f);\n"
- " uint3 combined_rows = current_row.rgb * filter_coefficients[1];\n");
- }
- code.Write(" // Shift right by 6 to divide by 64, as filter coefficients\n"
- " // that sum to 64 result in no change in brightness\n"
- " uint4 texcol_raw = uint4(combined_rows.rgb >> 6, current_row.a);\n");
- if (params.copy_filter_can_overflow)
- code.Write(" texcol_raw &= 0x1ffu;\n");
- // Note that overflow occurs when the sum of values is >= 128, but this max situation can be hit
- // on >= 64, so we always include it.
- code.Write(" texcol_raw = min(texcol_raw, uint4(255, 255, 255, 255));\n");
- if (params.apply_gamma)
- {
- code.Write(" texcol_raw = uint4(round(pow(float4(texcol_raw) / 255.0,\n"
- " float4(gamma_rcp, gamma_rcp, gamma_rcp, 1.0)) * 255.0));\n");
- }
- if (params.yuv)
- {
- code.Write(" // Intensity/YUV format conversion constants determined by hardware testing\n"
- " const float4 y_const = float4( 66, 129, 25, 16);\n"
- " const float4 u_const = float4(-38, -74, 112, 128);\n"
- " const float4 v_const = float4(112, -94, -18, 128);\n"
- " // Intensity/YUV format conversion\n"
- " texcol_raw.rgb = uint3(dot(y_const, float4(texcol_raw.rgb, 256)),\n"
- " dot(u_const, float4(texcol_raw.rgb, 256)),\n"
- " dot(v_const, float4(texcol_raw.rgb, 256)));\n"
- " // Divide by 256 and round .5 and higher up\n"
- " texcol_raw.rgb = (texcol_raw.rgb >> 8) + ((texcol_raw.rgb >> 7) & 1u);\n");
- }
- code.Write(" return float4(texcol_raw) / 255.0;\n");
- code.Write("}}\n");
- }
- // Block dimensions : widthStride, heightStride
- // Texture dimensions : width, height, x offset, y offset
- static void WriteSwizzler(ShaderCode& code, const EFBCopyParams& params, APIType api_type)
- {
- code.Write("void main()\n"
- "{{\n"
- " int2 sampleUv;\n"
- " int2 uv1 = int2(gl_FragCoord.xy);\n");
- const int blkW = TexDecoder_GetEFBCopyBlockWidthInTexels(params.copy_format);
- const int blkH = TexDecoder_GetEFBCopyBlockHeightInTexels(params.copy_format);
- int samples = GetEncodedSampleCount(params.copy_format);
- code.Write(" int x_block_position = (uv1.x >> {}) << {};\n",
- MathUtil::IntLog2(blkH * blkW / samples), MathUtil::IntLog2(blkW));
- code.Write(" int y_block_position = uv1.y << {};\n", MathUtil::IntLog2(blkH));
- if (samples == 1)
- {
- // With samples == 1, we write out pairs of blocks; one A8R8, one G8B8.
- code.Write(" bool first = (uv1.x & {}) == 0;\n", blkH * blkW / 2);
- samples = 2;
- }
- code.Write(" int offset_in_block = uv1.x & {};\n", (blkH * blkW / samples) - 1);
- code.Write(" int y_offset_in_block = offset_in_block >> {};\n",
- MathUtil::IntLog2(blkW / samples));
- code.Write(" int x_offset_in_block = (offset_in_block & {}) << {};\n", (blkW / samples) - 1,
- MathUtil::IntLog2(samples));
- code.Write(" sampleUv.x = x_block_position + x_offset_in_block;\n"
- " sampleUv.y = y_block_position + y_offset_in_block;\n");
- // sampleUv is the sample position in (int)gx_coords
- code.Write(" float2 uv0 = float2(sampleUv);\n");
- // Move to center of pixel
- code.Write(" uv0 += float2(0.5, 0.5);\n");
- // Scale by two if needed (also move to pixel borders
- // so that linear filtering will average adjacent
- // pixel)
- code.Write(" uv0 *= float(position.w);\n");
- // Move to copied rect
- code.Write(" uv0 += float2(position.xy);\n");
- // Normalize to [0:1]
- code.Write(" uv0 /= float2({}, {});\n", EFB_WIDTH, EFB_HEIGHT);
- // Apply the y scaling
- code.Write(" uv0 /= float2(1, y_scale);\n");
- // OGL has to flip up and down
- if (api_type == APIType::OpenGL)
- {
- code.Write(" uv0.y = 1.0-uv0.y;\n");
- }
- code.Write(" float2 pixel_size = float2(position.w, position.w) / float2({}, {});\n", EFB_WIDTH,
- EFB_HEIGHT);
- }
- static void WriteSampleColor(ShaderCode& code, std::string_view color_comp, std::string_view dest,
- int x_offset, APIType api_type, const EFBCopyParams& params)
- {
- code.Write(" {} = SampleEFB(uv0, pixel_size, {}).{};\n", dest, x_offset, color_comp);
- }
- static void WriteToBitDepth(ShaderCode& code, u8 depth, std::string_view src, std::string_view dest)
- {
- code.Write(" {} = floor({} * 255.0 / exp2(8.0 - {}.0));\n", dest, src, depth);
- }
- static void WriteRGB565Encoder(ShaderCode& code, APIType api_type, const EFBCopyParams& params)
- {
- code.Write(" float3 texSample0;\n"
- " float3 texSample1;\n");
- WriteSampleColor(code, "rgb", "texSample0", 0, api_type, params);
- WriteSampleColor(code, "rgb", "texSample1", 1, api_type, params);
- code.Write(" float2 texRs = float2(texSample0.r, texSample1.r);\n"
- " float2 texGs = float2(texSample0.g, texSample1.g);\n"
- " float2 texBs = float2(texSample0.b, texSample1.b);\n");
- WriteToBitDepth(code, 6, "texGs", "float2 gInt");
- code.Write(" float2 gUpper = floor(gInt / 8.0);\n"
- " float2 gLower = gInt - gUpper * 8.0;\n");
- WriteToBitDepth(code, 5, "texRs", "ocol0.br");
- code.Write(" ocol0.br = ocol0.br * 8.0 + gUpper;\n");
- WriteToBitDepth(code, 5, "texBs", "ocol0.ga");
- code.Write(" ocol0.ga = ocol0.ga + gLower * 32.0;\n");
- code.Write(" ocol0 = ocol0 / 255.0;\n");
- }
- static void WriteRGB5A3Encoder(ShaderCode& code, APIType api_type, const EFBCopyParams& params)
- {
- code.Write(" float4 texSample;\n"
- " float color0;\n"
- " float gUpper;\n"
- " float gLower;\n");
- WriteSampleColor(code, "rgba", "texSample", 0, api_type, params);
- // 0.8784 = 224 / 255 which is the maximum alpha value that can be represented in 3 bits
- code.Write("if(texSample.a > 0.878f) {{\n");
- WriteToBitDepth(code, 5, "texSample.g", "color0");
- code.Write(" gUpper = floor(color0 / 8.0);\n"
- " gLower = color0 - gUpper * 8.0;\n");
- WriteToBitDepth(code, 5, "texSample.r", "ocol0.b");
- code.Write(" ocol0.b = ocol0.b * 4.0 + gUpper + 128.0;\n");
- WriteToBitDepth(code, 5, "texSample.b", "ocol0.g");
- code.Write(" ocol0.g = ocol0.g + gLower * 32.0;\n");
- code.Write("}} else {{\n");
- WriteToBitDepth(code, 4, "texSample.r", "ocol0.b");
- WriteToBitDepth(code, 4, "texSample.b", "ocol0.g");
- WriteToBitDepth(code, 3, "texSample.a", "color0");
- code.Write("ocol0.b = ocol0.b + color0 * 16.0;\n");
- WriteToBitDepth(code, 4, "texSample.g", "color0");
- code.Write("ocol0.g = ocol0.g + color0 * 16.0;\n");
- code.Write("}}\n");
- WriteSampleColor(code, "rgba", "texSample", 1, api_type, params);
- code.Write("if(texSample.a > 0.878f) {{\n");
- WriteToBitDepth(code, 5, "texSample.g", "color0");
- code.Write(" gUpper = floor(color0 / 8.0);\n"
- " gLower = color0 - gUpper * 8.0;\n");
- WriteToBitDepth(code, 5, "texSample.r", "ocol0.r");
- code.Write(" ocol0.r = ocol0.r * 4.0 + gUpper + 128.0;\n");
- WriteToBitDepth(code, 5, "texSample.b", "ocol0.a");
- code.Write(" ocol0.a = ocol0.a + gLower * 32.0;\n");
- code.Write("}} else {{\n");
- WriteToBitDepth(code, 4, "texSample.r", "ocol0.r");
- WriteToBitDepth(code, 4, "texSample.b", "ocol0.a");
- WriteToBitDepth(code, 3, "texSample.a", "color0");
- code.Write("ocol0.r = ocol0.r + color0 * 16.0;\n");
- WriteToBitDepth(code, 4, "texSample.g", "color0");
- code.Write("ocol0.a = ocol0.a + color0 * 16.0;\n");
- code.Write("}}\n");
- code.Write(" ocol0 = ocol0 / 255.0;\n");
- }
- static void WriteRGBA8Encoder(ShaderCode& code, APIType api_type, const EFBCopyParams& params)
- {
- code.Write(" float4 texSample;\n"
- " float4 color0;\n"
- " float4 color1;\n");
- WriteSampleColor(code, "rgba", "texSample", 0, api_type, params);
- code.Write(" color0.b = texSample.a;\n"
- " color0.g = texSample.r;\n"
- " color1.b = texSample.g;\n"
- " color1.g = texSample.b;\n");
- WriteSampleColor(code, "rgba", "texSample", 1, api_type, params);
- code.Write(" color0.r = texSample.a;\n"
- " color0.a = texSample.r;\n"
- " color1.r = texSample.g;\n"
- " color1.a = texSample.b;\n");
- code.Write(" ocol0 = first ? color0 : color1;\n");
- }
- static void WriteC4Encoder(ShaderCode& code, std::string_view comp, APIType api_type,
- const EFBCopyParams& params)
- {
- code.Write(" float4 color0;\n"
- " float4 color1;\n");
- WriteSampleColor(code, comp, "color0.b", 0, api_type, params);
- WriteSampleColor(code, comp, "color1.b", 1, api_type, params);
- WriteSampleColor(code, comp, "color0.g", 2, api_type, params);
- WriteSampleColor(code, comp, "color1.g", 3, api_type, params);
- WriteSampleColor(code, comp, "color0.r", 4, api_type, params);
- WriteSampleColor(code, comp, "color1.r", 5, api_type, params);
- WriteSampleColor(code, comp, "color0.a", 6, api_type, params);
- WriteSampleColor(code, comp, "color1.a", 7, api_type, params);
- WriteToBitDepth(code, 4, "color0", "color0");
- WriteToBitDepth(code, 4, "color1", "color1");
- code.Write(" ocol0 = (color0 * 16.0 + color1) / 255.0;\n");
- }
- static void WriteC8Encoder(ShaderCode& code, std::string_view comp, APIType api_type,
- const EFBCopyParams& params)
- {
- WriteSampleColor(code, comp, "ocol0.b", 0, api_type, params);
- WriteSampleColor(code, comp, "ocol0.g", 1, api_type, params);
- WriteSampleColor(code, comp, "ocol0.r", 2, api_type, params);
- WriteSampleColor(code, comp, "ocol0.a", 3, api_type, params);
- }
- static void WriteCC4Encoder(ShaderCode& code, std::string_view comp, APIType api_type,
- const EFBCopyParams& params)
- {
- code.Write(" float2 texSample;\n"
- " float4 color0;\n"
- " float4 color1;\n");
- WriteSampleColor(code, comp, "texSample", 0, api_type, params);
- code.Write(" color0.b = texSample.x;\n"
- " color1.b = texSample.y;\n");
- WriteSampleColor(code, comp, "texSample", 1, api_type, params);
- code.Write(" color0.g = texSample.x;\n"
- " color1.g = texSample.y;\n");
- WriteSampleColor(code, comp, "texSample", 2, api_type, params);
- code.Write(" color0.r = texSample.x;\n"
- " color1.r = texSample.y;\n");
- WriteSampleColor(code, comp, "texSample", 3, api_type, params);
- code.Write(" color0.a = texSample.x;\n"
- " color1.a = texSample.y;\n");
- WriteToBitDepth(code, 4, "color0", "color0");
- WriteToBitDepth(code, 4, "color1", "color1");
- code.Write(" ocol0 = (color0 * 16.0 + color1) / 255.0;\n");
- }
- static void WriteCC8Encoder(ShaderCode& code, std::string_view comp, APIType api_type,
- const EFBCopyParams& params)
- {
- WriteSampleColor(code, comp, "ocol0.bg", 0, api_type, params);
- WriteSampleColor(code, comp, "ocol0.ra", 1, api_type, params);
- }
- static void WriteXFBEncoder(ShaderCode& code, APIType api_type, const EFBCopyParams& params)
- {
- code.Write("float4 color0 = float4(0, 0, 0, 1), color1 = float4(0, 0, 0, 1);\n");
- WriteSampleColor(code, "rgb", "color0.rgb", 0, api_type, params);
- WriteSampleColor(code, "rgb", "color1.rgb", 1, api_type, params);
- // Convert to YUV.
- code.Write(" // Intensity/YUV format conversion constants determined by hardware testing\n"
- " const float4 y_const = float4( 66, 129, 25, 16);\n"
- " const float4 u_const = float4(-38, -74, 112, 128);\n"
- " const float4 v_const = float4(112, -94, -18, 128);\n"
- " float4 average = (color0 + color1) * 0.5;\n"
- " // TODO: check rounding\n"
- " ocol0.b = round(dot(color0, y_const)) / 256.0;\n"
- " ocol0.g = round(dot(average, u_const)) / 256.0;\n"
- " ocol0.r = round(dot(color1, y_const)) / 256.0;\n"
- " ocol0.a = round(dot(average, v_const)) / 256.0;\n");
- }
- std::string GenerateEncodingShader(const EFBCopyParams& params, APIType api_type)
- {
- ShaderCode code;
- WriteHeader(code, api_type);
- WriteSampleFunction(code, params, api_type);
- WriteSwizzler(code, params, api_type);
- switch (params.copy_format)
- {
- case EFBCopyFormat::R4:
- WriteC4Encoder(code, "r", api_type, params);
- break;
- case EFBCopyFormat::RA4:
- WriteCC4Encoder(code, "ar", api_type, params);
- break;
- case EFBCopyFormat::RA8:
- WriteCC8Encoder(code, "ar", api_type, params);
- break;
- case EFBCopyFormat::RGB565:
- WriteRGB565Encoder(code, api_type, params);
- break;
- case EFBCopyFormat::RGB5A3:
- WriteRGB5A3Encoder(code, api_type, params);
- break;
- case EFBCopyFormat::RGBA8:
- WriteRGBA8Encoder(code, api_type, params);
- break;
- case EFBCopyFormat::A8:
- WriteC8Encoder(code, "a", api_type, params);
- break;
- case EFBCopyFormat::R8_0x1:
- case EFBCopyFormat::R8:
- WriteC8Encoder(code, "r", api_type, params);
- break;
- case EFBCopyFormat::G8:
- WriteC8Encoder(code, "g", api_type, params);
- break;
- case EFBCopyFormat::B8:
- WriteC8Encoder(code, "b", api_type, params);
- break;
- case EFBCopyFormat::RG8:
- WriteCC8Encoder(code, "gr", api_type, params);
- break;
- case EFBCopyFormat::GB8:
- WriteCC8Encoder(code, "bg", api_type, params);
- break;
- case EFBCopyFormat::XFB:
- WriteXFBEncoder(code, api_type, params);
- break;
- default:
- PanicAlertFmt("Invalid EFB Copy Format {}! (GenerateEncodingShader)", params.copy_format);
- break;
- }
- code.Write("}}\n");
- return code.GetBuffer();
- }
- // NOTE: In these uniforms, a row refers to a row of blocks, not texels.
- static const char decoding_shader_header[] = R"(
- #if defined(PALETTE_FORMAT_IA8) || defined(PALETTE_FORMAT_RGB565) || defined(PALETTE_FORMAT_RGB5A3)
- #define HAS_PALETTE 1
- #endif
- UBO_BINDING(std140, 1) uniform UBO {
- uint2 u_dst_size;
- uint2 u_src_size;
- uint u_src_offset;
- uint u_src_row_stride;
- uint u_palette_offset;
- };
- #if defined(API_METAL)
- #if defined(TEXEL_BUFFER_FORMAT_R8)
- SSBO_BINDING(0) readonly buffer Input { uint8_t s_input_buffer[]; };
- #define FETCH(offset) uint(s_input_buffer[offset])
- #elif defined(TEXEL_BUFFER_FORMAT_R16)
- SSBO_BINDING(0) readonly buffer Input { uint16_t s_input_buffer[]; };
- #define FETCH(offset) uint(s_input_buffer[offset])
- #elif defined(TEXEL_BUFFER_FORMAT_RGBA8)
- SSBO_BINDING(0) readonly buffer Input { u8vec4 s_input_buffer[]; };
- #define FETCH(offset) uvec4(s_input_buffer[offset])
- #elif defined(TEXEL_BUFFER_FORMAT_R32G32)
- SSBO_BINDING(0) readonly buffer Input { uvec2 s_input_buffer[]; };
- #define FETCH(offset) s_input_buffer[offset]
- #else
- #error No texel buffer?
- #endif
- #ifdef HAS_PALETTE
- SSBO_BINDING(1) readonly buffer Palette { uint16_t s_palette_buffer[]; };
- #define FETCH_PALETTE(offset) uint(s_palette_buffer[offset])
- #endif
- #else
- TEXEL_BUFFER_BINDING(0) uniform usamplerBuffer s_input_buffer;
- #if defined(TEXEL_BUFFER_FORMAT_R8) || defined(TEXEL_BUFFER_FORMAT_R16)
- #define FETCH(offset) texelFetch(s_input_buffer, int((offset) + u_src_offset)).r
- #elif defined(TEXEL_BUFFER_FORMAT_RGBA8)
- #define FETCH(offset) texelFetch(s_input_buffer, int((offset) + u_src_offset))
- #elif defined(TEXEL_BUFFER_FORMAT_R32G32)
- #define FETCH(offset) texelFetch(s_input_buffer, int((offset) + u_src_offset)).rg
- #else
- #error No texel buffer?
- #endif
- #ifdef HAS_PALETTE
- TEXEL_BUFFER_BINDING(1) uniform usamplerBuffer s_palette_buffer;
- #define FETCH_PALETTE(offset) texelFetch(s_palette_buffer, int((offset) + u_palette_offset)).r
- #endif
- #endif // defined(API_METAL)
- IMAGE_BINDING(rgba8, 0) uniform writeonly image2DArray output_image;
- #define GROUP_MEMORY_BARRIER_WITH_SYNC memoryBarrierShared(); barrier();
- #define GROUP_SHARED shared
- #define DEFINE_MAIN(lx, ly) \
- layout(local_size_x = lx, local_size_y = ly) in; \
- void main()
- uint Swap16(uint v)
- {
- // Convert BE to LE.
- return ((v >> 8) | (v << 8)) & 0xFFFFu;
- }
- uint Convert3To8(uint v)
- {
- // Swizzle bits: 00000123 -> 12312312
- return (v << 5) | (v << 2) | (v >> 1);
- }
- uint Convert4To8(uint v)
- {
- // Swizzle bits: 00001234 -> 12341234
- return (v << 4) | v;
- }
- uint Convert5To8(uint v)
- {
- // Swizzle bits: 00012345 -> 12345123
- return (v << 3) | (v >> 2);
- }
- uint Convert6To8(uint v)
- {
- // Swizzle bits: 00123456 -> 12345612
- return (v << 2) | (v >> 4);
- }
- uint GetTiledTexelOffset(uint2 block_size, uint2 coords)
- {
- uint2 block = coords / block_size;
- uint2 offset = coords % block_size;
- uint buffer_pos = 0u;
- buffer_pos += block.y * u_src_row_stride;
- buffer_pos += block.x * (block_size.x * block_size.y);
- buffer_pos += offset.y * block_size.x;
- buffer_pos += offset.x;
- return buffer_pos;
- }
- #if defined(HAS_PALETTE)
- uint4 GetPaletteColor(uint index)
- {
- // Fetch and swap BE to LE.
- uint val = Swap16(FETCH_PALETTE(index));
- uint4 color;
- #if defined(PALETTE_FORMAT_IA8)
- uint a = bitfieldExtract(val, 8, 8);
- uint i = bitfieldExtract(val, 0, 8);
- color = uint4(i, i, i, a);
- #elif defined(PALETTE_FORMAT_RGB565)
- color.x = Convert5To8(bitfieldExtract(val, 11, 5));
- color.y = Convert6To8(bitfieldExtract(val, 5, 6));
- color.z = Convert5To8(bitfieldExtract(val, 0, 5));
- color.a = 255u;
- #elif defined(PALETTE_FORMAT_RGB5A3)
- if ((val & 0x8000u) != 0u)
- {
- color.x = Convert5To8(bitfieldExtract(val, 10, 5));
- color.y = Convert5To8(bitfieldExtract(val, 5, 5));
- color.z = Convert5To8(bitfieldExtract(val, 0, 5));
- color.a = 255u;
- }
- else
- {
- color.a = Convert3To8(bitfieldExtract(val, 12, 3));
- color.r = Convert4To8(bitfieldExtract(val, 8, 4));
- color.g = Convert4To8(bitfieldExtract(val, 4, 4));
- color.b = Convert4To8(bitfieldExtract(val, 0, 4));
- }
- #else
- // Not used.
- color = uint4(0, 0, 0, 0);
- #endif
- return color;
- }
- float4 GetPaletteColorNormalized(uint index)
- {
- uint4 color = GetPaletteColor(index);
- return float4(color) / 255.0;
- }
- #endif // defined(HAS_PALETTE)
- )";
- static const std::map<TextureFormat, DecodingShaderInfo> s_decoding_shader_info{
- {TextureFormat::I4,
- {TEXEL_BUFFER_FORMAT_R8_UINT, 0, 8, 8, false,
- R"(
- DEFINE_MAIN(8, 8)
- {
- uint2 coords = gl_GlobalInvocationID.xy;
- // Tiled in 8x8 blocks, 4 bits per pixel
- // We need to do the tiling manually here because the texel size is smaller than
- // the size of the buffer elements.
- uint2 block = coords.xy / 8u;
- uint2 offset = coords.xy % 8u;
- uint buffer_pos = 0u;
- buffer_pos += block.y * u_src_row_stride;
- buffer_pos += block.x * 32u;
- buffer_pos += offset.y * 4u;
- buffer_pos += offset.x / 2u;
- // Select high nibble for odd texels, low for even.
- uint val = FETCH(buffer_pos);
- uint i;
- if ((coords.x & 1u) == 0u)
- i = Convert4To8((val >> 4));
- else
- i = Convert4To8((val & 0x0Fu));
- uint4 color = uint4(i, i, i, i);
- float4 norm_color = float4(color) / 255.0;
- imageStore(output_image, int3(int2(coords), 0), norm_color);
- }
- )"}},
- {TextureFormat::IA4,
- {TEXEL_BUFFER_FORMAT_R8_UINT, 0, 8, 8, false,
- R"(
- DEFINE_MAIN(8, 8)
- {
- uint2 coords = gl_GlobalInvocationID.xy;
- // Tiled in 8x4 blocks, 8 bits per pixel
- uint buffer_pos = GetTiledTexelOffset(uint2(8u, 4u), coords);
- uint val = FETCH(buffer_pos);
- uint i = Convert4To8((val & 0x0Fu));
- uint a = Convert4To8((val >> 4));
- uint4 color = uint4(i, i, i, a);
- float4 norm_color = float4(color) / 255.0;
- imageStore(output_image, int3(int2(coords), 0), norm_color);
- }
- )"}},
- {TextureFormat::I8,
- {TEXEL_BUFFER_FORMAT_R8_UINT, 0, 8, 8, false,
- R"(
- DEFINE_MAIN(8, 8)
- {
- uint2 coords = gl_GlobalInvocationID.xy;
- // Tiled in 8x4 blocks, 8 bits per pixel
- uint buffer_pos = GetTiledTexelOffset(uint2(8u, 4u), coords);
- uint i = FETCH(buffer_pos);
- uint4 color = uint4(i, i, i, i);
- float4 norm_color = float4(color) / 255.0;
- imageStore(output_image, int3(int2(coords), 0), norm_color);
- }
- )"}},
- {TextureFormat::IA8,
- {TEXEL_BUFFER_FORMAT_R16_UINT, 0, 8, 8, false,
- R"(
- DEFINE_MAIN(8, 8)
- {
- uint2 coords = gl_GlobalInvocationID.xy;
- // Tiled in 4x4 blocks, 16 bits per pixel
- uint buffer_pos = GetTiledTexelOffset(uint2(4u, 4u), coords);
- uint val = FETCH(buffer_pos);
- uint a = (val & 0xFFu);
- uint i = (val >> 8);
- uint4 color = uint4(i, i, i, a);
- float4 norm_color = float4(color) / 255.0;
- imageStore(output_image, int3(int2(coords), 0), norm_color);
- }
- )"}},
- {TextureFormat::RGB565,
- {TEXEL_BUFFER_FORMAT_R16_UINT, 0, 8, 8, false,
- R"(
- DEFINE_MAIN(8, 8)
- {
- uint2 coords = gl_GlobalInvocationID.xy;
- // Tiled in 4x4 blocks
- uint buffer_pos = GetTiledTexelOffset(uint2(4u, 4u), coords);
- uint val = Swap16(FETCH(buffer_pos));
- uint4 color;
- color.x = Convert5To8(bitfieldExtract(val, 11, 5));
- color.y = Convert6To8(bitfieldExtract(val, 5, 6));
- color.z = Convert5To8(bitfieldExtract(val, 0, 5));
- color.a = 255u;
- float4 norm_color = float4(color) / 255.0;
- imageStore(output_image, int3(int2(coords), 0), norm_color);
- }
- )"}},
- {TextureFormat::RGB5A3,
- {TEXEL_BUFFER_FORMAT_R16_UINT, 0, 8, 8, false,
- R"(
- DEFINE_MAIN(8, 8)
- {
- uint2 coords = gl_GlobalInvocationID.xy;
- // Tiled in 4x4 blocks
- uint buffer_pos = GetTiledTexelOffset(uint2(4u, 4u), coords);
- uint val = Swap16(FETCH(buffer_pos));
- uint4 color;
- if ((val & 0x8000u) != 0u)
- {
- color.x = Convert5To8(bitfieldExtract(val, 10, 5));
- color.y = Convert5To8(bitfieldExtract(val, 5, 5));
- color.z = Convert5To8(bitfieldExtract(val, 0, 5));
- color.a = 255u;
- }
- else
- {
- color.a = Convert3To8(bitfieldExtract(val, 12, 3));
- color.r = Convert4To8(bitfieldExtract(val, 8, 4));
- color.g = Convert4To8(bitfieldExtract(val, 4, 4));
- color.b = Convert4To8(bitfieldExtract(val, 0, 4));
- }
- float4 norm_color = float4(color) / 255.0;
- imageStore(output_image, int3(int2(coords), 0), norm_color);
- }
- )"}},
- {TextureFormat::RGBA8,
- {TEXEL_BUFFER_FORMAT_R16_UINT, 0, 8, 8, false,
- R"(
- DEFINE_MAIN(8, 8)
- {
- uint2 coords = gl_GlobalInvocationID.xy;
- // Tiled in 4x4 blocks
- // We can't use the normal calculation function, as these are packed as the AR channels
- // for the entire block, then the GB channels afterwards.
- uint2 block = coords.xy / 4u;
- uint2 offset = coords.xy % 4u;
- uint buffer_pos = 0u;
- // Our buffer has 16-bit elements, so the offsets here are half what they would be in bytes.
- buffer_pos += block.y * u_src_row_stride;
- buffer_pos += block.x * 32u;
- buffer_pos += offset.y * 4u;
- buffer_pos += offset.x;
- // The two GB channels follow after the block's AR channels.
- uint val1 = FETCH(buffer_pos + 0u);
- uint val2 = FETCH(buffer_pos + 16u);
- uint4 color;
- color.a = (val1 & 0xFFu);
- color.r = (val1 >> 8);
- color.g = (val2 & 0xFFu);
- color.b = (val2 >> 8);
- float4 norm_color = float4(color) / 255.0;
- imageStore(output_image, int3(int2(coords), 0), norm_color);
- }
- )"}},
- {TextureFormat::CMPR,
- {TEXEL_BUFFER_FORMAT_R32G32_UINT, 0, 64, 1, true,
- R"(
- // In the compute version of this decoder, we flatten the blocks to a one-dimension array.
- // Each group is subdivided into 16, and the first thread in each group fetches the DXT data.
- // All threads then calculate the possible colors for the block and write to the output image.
- #define GROUP_SIZE 64u
- #define BLOCK_SIZE_X 4u
- #define BLOCK_SIZE_Y 4u
- #define BLOCK_SIZE (BLOCK_SIZE_X * BLOCK_SIZE_Y)
- #define BLOCKS_PER_GROUP (GROUP_SIZE / BLOCK_SIZE)
- uint DXTBlend(uint v1, uint v2)
- {
- // 3/8 blend, which is close to 1/3
- return ((v1 * 3u + v2 * 5u) >> 3);
- }
- GROUP_SHARED uint2 shared_temp[BLOCKS_PER_GROUP];
- DEFINE_MAIN(GROUP_SIZE, 1)
- {
- uint local_thread_id = gl_LocalInvocationID.x;
- uint block_in_group = local_thread_id / BLOCK_SIZE;
- uint thread_in_block = local_thread_id % BLOCK_SIZE;
- uint block_index = gl_WorkGroupID.x * BLOCKS_PER_GROUP + block_in_group;
- // Annoyingly, we can't precalculate this as a uniform because the DXT block size differs
- // from the block size of the overall texture (4 vs 8). We can however use a multiply and
- // subtraction to avoid the modulo for calculating the block's X coordinate.
- uint blocks_wide = u_src_size.x / BLOCK_SIZE_X;
- uint2 block_coords;
- block_coords.y = block_index / blocks_wide;
- block_coords.x = block_index - (block_coords.y * blocks_wide);
- // Only the first thread for each block reads from the texel buffer.
- if (thread_in_block == 0u)
- {
- // Calculate tiled block coordinates.
- uint2 tile_block_coords = block_coords / 2u;
- uint2 subtile_block_coords = block_coords % 2u;
- uint buffer_pos = 0u;
- buffer_pos += tile_block_coords.y * u_src_row_stride;
- buffer_pos += tile_block_coords.x * 4u;
- buffer_pos += subtile_block_coords.y * 2u;
- buffer_pos += subtile_block_coords.x;
- // Read the entire DXT block to shared memory.
- uint2 raw_data = FETCH(buffer_pos);
- shared_temp[block_in_group] = raw_data;
- }
- // Ensure store is completed before the remaining threads in the block continue.
- GROUP_MEMORY_BARRIER_WITH_SYNC;
- // Unpack colors and swap BE to LE.
- uint2 raw_data = shared_temp[block_in_group];
- uint swapped = ((raw_data.x & 0xFF00FF00u) >> 8) | ((raw_data.x & 0x00FF00FFu) << 8);
- uint c1 = swapped & 0xFFFFu;
- uint c2 = swapped >> 16;
- // Expand 5/6 bit channels to 8-bits per channel.
- uint blue1 = Convert5To8(bitfieldExtract(c1, 0, 5));
- uint blue2 = Convert5To8(bitfieldExtract(c2, 0, 5));
- uint green1 = Convert6To8(bitfieldExtract(c1, 5, 6));
- uint green2 = Convert6To8(bitfieldExtract(c2, 5, 6));
- uint red1 = Convert5To8(bitfieldExtract(c1, 11, 5));
- uint red2 = Convert5To8(bitfieldExtract(c2, 11, 5));
- // Determine the four colors the block can use.
- // It's quicker to just precalculate all four colors rather than branching on the index.
- // NOTE: These must be masked with 0xFF. This is done at the normalization stage below.
- uint4 color0, color1, color2, color3;
- color0 = uint4(red1, green1, blue1, 255u);
- color1 = uint4(red2, green2, blue2, 255u);
- if (c1 > c2)
- {
- color2 = uint4(DXTBlend(red2, red1), DXTBlend(green2, green1), DXTBlend(blue2, blue1), 255u);
- color3 = uint4(DXTBlend(red1, red2), DXTBlend(green1, green2), DXTBlend(blue1, blue2), 255u);
- }
- else
- {
- color2 = uint4((red1 + red2) / 2u, (green1 + green2) / 2u, (blue1 + blue2) / 2u, 255u);
- color3 = uint4((red1 + red2) / 2u, (green1 + green2) / 2u, (blue1 + blue2) / 2u, 0u);
- }
- // Calculate the texel coordinates that we will write to.
- // The divides/modulo here should be turned into a shift/binary AND.
- uint local_y = thread_in_block / BLOCK_SIZE_X;
- uint local_x = thread_in_block % BLOCK_SIZE_X;
- uint global_x = block_coords.x * BLOCK_SIZE_X + local_x;
- uint global_y = block_coords.y * BLOCK_SIZE_Y + local_y;
- // Use the coordinates within the block to shift the 32-bit value containing
- // all 16 indices to a single 2-bit index.
- uint index = bitfieldExtract(raw_data.y, int((local_y * 8u) + (6u - local_x * 2u)), 2);
- // Select the un-normalized color from the precalculated color array.
- // Using a switch statement here removes the need for dynamic indexing of an array.
- uint4 color;
- switch (index)
- {
- case 0u: color = color0; break;
- case 1u: color = color1; break;
- case 2u: color = color2; break;
- case 3u: color = color3; break;
- default: color = color0; break;
- }
- // Normalize and write to the output image.
- float4 norm_color = float4(color & 0xFFu) / 255.0;
- imageStore(output_image, int3(int2(uint2(global_x, global_y)), 0), norm_color);
- }
- )"}},
- {TextureFormat::C4,
- {TEXEL_BUFFER_FORMAT_R8_UINT, static_cast<u32>(TexDecoder_GetPaletteSize(TextureFormat::C4)),
- 8, 8, false,
- R"(
- DEFINE_MAIN(8, 8)
- {
- uint2 coords = gl_GlobalInvocationID.xy;
- // Tiled in 8x8 blocks, 4 bits per pixel
- // We need to do the tiling manually here because the texel size is smaller than
- // the size of the buffer elements.
- uint2 block = coords.xy / 8u;
- uint2 offset = coords.xy % 8u;
- uint buffer_pos = 0u;
- buffer_pos += block.y * u_src_row_stride;
- buffer_pos += block.x * 32u;
- buffer_pos += offset.y * 4u;
- buffer_pos += offset.x / 2u;
- // Select high nibble for odd texels, low for even.
- uint val = FETCH(buffer_pos);
- uint index = ((coords.x & 1u) == 0u) ? (val >> 4) : (val & 0x0Fu);
- float4 norm_color = GetPaletteColorNormalized(index);
- imageStore(output_image, int3(int2(coords), 0), norm_color);
- }
- )"}},
- {TextureFormat::C8,
- {TEXEL_BUFFER_FORMAT_R8_UINT, static_cast<u32>(TexDecoder_GetPaletteSize(TextureFormat::C8)),
- 8, 8, false,
- R"(
- DEFINE_MAIN(8, 8)
- {
- uint2 coords = gl_GlobalInvocationID.xy;
- // Tiled in 8x4 blocks, 8 bits per pixel
- uint buffer_pos = GetTiledTexelOffset(uint2(8u, 4u), coords);
- uint index = FETCH(buffer_pos);
- float4 norm_color = GetPaletteColorNormalized(index);
- imageStore(output_image, int3(int2(coords), 0), norm_color);
- }
- )"}},
- {TextureFormat::C14X2,
- {TEXEL_BUFFER_FORMAT_R16_UINT,
- static_cast<u32>(TexDecoder_GetPaletteSize(TextureFormat::C14X2)), 8, 8, false,
- R"(
- DEFINE_MAIN(8, 8)
- {
- uint2 coords = gl_GlobalInvocationID.xy;
- // Tiled in 4x4 blocks, 16 bits per pixel
- uint buffer_pos = GetTiledTexelOffset(uint2(4u, 4u), coords);
- uint index = Swap16(FETCH(buffer_pos)) & 0x3FFFu;
- float4 norm_color = GetPaletteColorNormalized(index);
- imageStore(output_image, int3(int2(coords), 0), norm_color);
- }
- )"}},
- // We do the inverse BT.601 conversion for YCbCr to RGB
- // http://www.equasys.de/colorconversion.html#YCbCr-RGBColorFormatConversion
- // TODO: Use more precise numbers for this conversion (although on real hardware, the XFB isn't
- // in a real texture format, so does this conversion actually ever happen?)
- {TextureFormat::XFB,
- {TEXEL_BUFFER_FORMAT_RGBA8_UINT, 0, 8, 8, false,
- R"(
- DEFINE_MAIN(8, 8)
- {
- uint2 uv = gl_GlobalInvocationID.xy;
- uint buffer_pos = (uv.y * u_src_row_stride) + (uv.x / 2u);
- float4 yuyv = float4(FETCH(buffer_pos));
- float y = (uv.x & 1u) != 0u ? yuyv.b : yuyv.r;
- float yComp = 1.164 * (y - 16.0);
- float uComp = yuyv.g - 128.0;
- float vComp = yuyv.a - 128.0;
- float4 rgb = float4(yComp + (1.596 * vComp),
- yComp - (0.813 * vComp) - (0.391 * uComp),
- yComp + (2.018 * uComp),
- 255.0);
- float4 rgba_norm = rgb / 255.0;
- imageStore(output_image, int3(int2(uv), 0), rgba_norm);
- }
- )"}}};
- const DecodingShaderInfo* GetDecodingShaderInfo(TextureFormat format)
- {
- auto iter = s_decoding_shader_info.find(format);
- return iter != s_decoding_shader_info.end() ? &iter->second : nullptr;
- }
- std::pair<u32, u32> GetDispatchCount(const DecodingShaderInfo* info, u32 width, u32 height)
- {
- // Flatten to a single dimension?
- if (info->group_flatten)
- return {(width * height + (info->group_size_x - 1)) / info->group_size_x, 1};
- return {(width + (info->group_size_x - 1)) / info->group_size_x,
- (height + (info->group_size_y - 1)) / info->group_size_y};
- }
- std::string GenerateDecodingShader(TextureFormat format, std::optional<TLUTFormat> palette_format,
- APIType api_type)
- {
- const DecodingShaderInfo* info = GetDecodingShaderInfo(format);
- if (!info)
- return "";
- std::ostringstream ss;
- if (palette_format.has_value())
- {
- switch (*palette_format)
- {
- case TLUTFormat::IA8:
- ss << "#define PALETTE_FORMAT_IA8 1\n";
- break;
- case TLUTFormat::RGB565:
- ss << "#define PALETTE_FORMAT_RGB565 1\n";
- break;
- case TLUTFormat::RGB5A3:
- ss << "#define PALETTE_FORMAT_RGB5A3 1\n";
- break;
- }
- }
- switch (info->buffer_format)
- {
- case TEXEL_BUFFER_FORMAT_R8_UINT:
- ss << "#define TEXEL_BUFFER_FORMAT_R8 1\n";
- break;
- case TEXEL_BUFFER_FORMAT_R16_UINT:
- ss << "#define TEXEL_BUFFER_FORMAT_R16 1\n";
- break;
- case TEXEL_BUFFER_FORMAT_RGBA8_UINT:
- ss << "#define TEXEL_BUFFER_FORMAT_RGBA8 1\n";
- break;
- case TEXEL_BUFFER_FORMAT_R32G32_UINT:
- ss << "#define TEXEL_BUFFER_FORMAT_R32G32 1\n";
- break;
- case NUM_TEXEL_BUFFER_FORMATS:
- ASSERT(false);
- break;
- }
- ss << decoding_shader_header;
- ss << info->shader_body;
- return ss.str();
- }
- std::string GeneratePaletteConversionShader(TLUTFormat palette_format, APIType api_type)
- {
- std::ostringstream ss;
- ss << R"(
- int Convert3To8(int v)
- {
- // Swizzle bits: 00000123 -> 12312312
- return (v << 5) | (v << 2) | (v >> 1);
- }
- int Convert4To8(int v)
- {
- // Swizzle bits: 00001234 -> 12341234
- return (v << 4) | v;
- }
- int Convert5To8(int v)
- {
- // Swizzle bits: 00012345 -> 12345123
- return (v << 3) | (v >> 2);
- }
- int Convert6To8(int v)
- {
- // Swizzle bits: 00123456 -> 12345612
- return (v << 2) | (v >> 4);
- })";
- switch (palette_format)
- {
- case TLUTFormat::IA8:
- ss << R"(
- float4 DecodePixel(int val)
- {
- int i = val & 0xFF;
- int a = val >> 8;
- return float4(i, i, i, a) / 255.0;
- })";
- break;
- case TLUTFormat::RGB565:
- ss << R"(
- float4 DecodePixel(int val)
- {
- int r, g, b, a;
- r = Convert5To8((val >> 11) & 0x1f);
- g = Convert6To8((val >> 5) & 0x3f);
- b = Convert5To8((val) & 0x1f);
- a = 0xFF;
- return float4(r, g, b, a) / 255.0;
- })";
- break;
- case TLUTFormat::RGB5A3:
- ss << R"(
- float4 DecodePixel(int val)
- {
- int r,g,b,a;
- if ((val&0x8000) > 0)
- {
- r=Convert5To8((val>>10) & 0x1f);
- g=Convert5To8((val>>5 ) & 0x1f);
- b=Convert5To8((val ) & 0x1f);
- a=0xFF;
- }
- else
- {
- a=Convert3To8((val>>12) & 0x7);
- r=Convert4To8((val>>8 ) & 0xf);
- g=Convert4To8((val>>4 ) & 0xf);
- b=Convert4To8((val ) & 0xf);
- }
- return float4(r, g, b, a) / 255.0;
- })";
- break;
- default:
- PanicAlertFmt("Unknown format");
- break;
- }
- ss << "\n";
- if (api_type == APIType::Metal)
- ss << "SSBO_BINDING(0) readonly buffer Palette { uint16_t palette[]; };\n";
- else
- ss << "TEXEL_BUFFER_BINDING(0) uniform usamplerBuffer samp0;\n";
- ss << "SAMPLER_BINDING(1) uniform sampler2DArray samp1;\n";
- ss << "UBO_BINDING(std140, 1) uniform PSBlock {\n";
- ss << " float multiplier;\n";
- ss << " int texel_buffer_offset;\n";
- ss << "};\n";
- if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
- {
- ss << "VARYING_LOCATION(0) in VertexData {\n";
- ss << " float3 v_tex0;\n";
- ss << "};\n";
- }
- else
- {
- ss << "VARYING_LOCATION(0) in float3 v_tex0;\n";
- }
- ss << "FRAGMENT_OUTPUT_LOCATION(0) out float4 ocol0;\n";
- ss << "void main() {\n";
- ss << " float3 coords = v_tex0;\n";
- ss << " int src = int(round(texture(samp1, coords).r * multiplier));\n";
- if (api_type == APIType::Metal)
- ss << " src = int(palette[uint(src)]);\n";
- else
- ss << " src = int(texelFetch(samp0, src + texel_buffer_offset).r);\n";
- ss << " src = ((src << 8) | (src >> 8)) & 0xFFFF;\n";
- ss << " ocol0 = DecodePixel(src);\n";
- ss << "}\n";
- return ss.str();
- }
- } // namespace TextureConversionShaderTiled
|