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TextureConvertion: merge Write*Swizzler
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@ -61,14 +61,15 @@ u16 GetEncodedSampleCount(u32 format)
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// texture dims : width, height, x offset, y offset
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void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
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{
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// [0] left, top, right, bottom of source rectangle within source texture
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// [1] width and height of destination texture in pixels
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// Two were merged for GLSL
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// left, top, of source rectangle within source texture
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// width of the destination rectangle, scale_factor (1 or 2)
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WRITE(p, "uniform float4 " I_COLORS";\n");
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int blkW = TexDecoder_GetBlockWidthInTexels(format);
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int blkH = TexDecoder_GetBlockHeightInTexels(format);
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int samples = GetEncodedSampleCount(format);
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// 32 bit textures (RGBA8 and Z24) are store in 2 cache line increments
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int factor = samples == 1 ? 2 : 1;
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if (ApiType == API_OPENGL)
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{
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WRITE(p, "#define samp0 samp9\n");
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@ -92,67 +93,16 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
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WRITE(p, " uv1.x = uv1.x * %d;\n", samples);
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WRITE(p, " int xl = uv1.x / %d;\n", blkW);
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WRITE(p, " int xib = uv1.x - xl * %d;\n", blkW);
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WRITE(p, " int yl = uv1.y / %d;\n", blkH);
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WRITE(p, " int yb = yl * %d;\n", blkH);
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WRITE(p, " int yoff = uv1.y - yb;\n");
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WRITE(p, " int xp = uv1.x + yoff * int(" I_COLORS".z);\n");
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WRITE(p, " int xel = xp / %d;\n", blkW);
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WRITE(p, " int xel = xp / %d;\n", samples == 1 ? factor : blkW);
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WRITE(p, " int xb = xel / %d;\n", blkH);
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WRITE(p, " int xoff = xel - xb * %d;\n", blkH);
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WRITE(p, " sampleUv.x = xib + xb * %d;\n", blkW);
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WRITE(p, " sampleUv.y = yb + xoff;\n");
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}
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// block dimensions : widthStride, heightStride
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// texture dims : width, height, x offset, y offset
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void Write32BitSwizzler(char*& p, u32 format, API_TYPE ApiType)
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{
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// [0] left, top, right, bottom of source rectangle within source texture
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// [1] width and height of destination texture in pixels
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// Two were merged for GLSL
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WRITE(p, "uniform float4 " I_COLORS";\n");
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int blkW = TexDecoder_GetBlockWidthInTexels(format);
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int blkH = TexDecoder_GetBlockHeightInTexels(format);
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// 32 bit textures (RGBA8 and Z24) are store in 2 cache line increments
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if (ApiType == API_OPENGL)
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{
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WRITE(p, "#define samp0 samp9\n");
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WRITE(p, "uniform sampler2D samp0;\n");
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WRITE(p, " out float4 ocol0;\n");
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WRITE(p, "void main()\n");
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}
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else
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{
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WRITE(p,"sampler samp0 : register(s0);\n");
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WRITE(p, "Texture2D Tex0 : register(t0);\n");
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WRITE(p,"void main(\n");
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WRITE(p," out float4 ocol0 : SV_Target)\n");
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}
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WRITE(p, "{\n"
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" int2 sampleUv;\n"
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" int2 uv1 = int2(gl_FragCoord.xy);\n");
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WRITE(p, " int yl = uv1.y / %d;\n", blkH);
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WRITE(p, " int yb = yl * %d;\n", blkH);
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WRITE(p, " int yoff = uv1.y - yb;\n");
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WRITE(p, " int xp = uv1.x + yoff * int(" I_COLORS".z);\n");
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WRITE(p, " int xel = xp / 2;\n");
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WRITE(p, " int xb = xel / %d;\n", blkH);
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WRITE(p, " int xoff = xel - xb * %d;\n", blkH);
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WRITE(p, " int x2 = uv1.x * 2;\n");
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WRITE(p, " int xl = x2 / %d;\n", blkW);
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WRITE(p, " int xib = x2 - xl * %d;\n", blkW);
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WRITE(p, " int halfxb = xb / 2;\n");
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WRITE(p, " int xl = uv1.x * %d / %d;\n", factor, blkW);
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WRITE(p, " int xib = uv1.x * %d - xl * %d;\n", factor, blkW);
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WRITE(p, " int halfxb = xb / %d;\n", factor);
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WRITE(p, " sampleUv.x = xib + halfxb * %d;\n", blkW);
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WRITE(p, " sampleUv.y = yb + xoff;\n");
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@ -161,13 +111,13 @@ void Write32BitSwizzler(char*& p, u32 format, API_TYPE ApiType)
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void WriteSampleColor(char*& p, const char* colorComp, const char* dest, API_TYPE ApiType)
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{
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WRITE(p,
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"{\n"
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"float2 uv = sampleUv + int2(%d,0);\n" // pixel offset
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"uv *= " I_COLORS".w;\n" // scale by two (if wanted)
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"uv += " I_COLORS".xy;\n" // move to copyed rect
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"uv += float2(0.5, 0.5);\n" // move center of pixel
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"uv /= float2(%d, %d);\n" // normlize to [0:1]
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"uv.y = 1-uv.y;\n" // ogl foo (disable this line for d3d)
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"{\n" // sampleUv is the sample position in (int)gx_coords
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"float2 uv = float2(sampleUv) + int2(%d,0);\n" // pixel offset (if more than one pixel is samped)
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"uv *= " I_COLORS".w;\n" // scale by two (if wanted)
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"uv += " I_COLORS".xy;\n" // move to copyed rect
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"uv += float2(0.5, 0.5);\n" // move to center of pixel
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"uv /= float2(%d, %d);\n" // normlize to [0:1]
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"uv.y = 1.0-uv.y;\n" // ogl foo (disable this line for d3d)
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"%s = texture(samp0, uv).%s;\n"
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"}\n",
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s_incrementSampleXCount, EFB_WIDTH, EFB_HEIGHT, dest, colorComp
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@ -462,7 +412,7 @@ void WriteRGBA4443Encoder(char* p,API_TYPE ApiType)
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void WriteRGBA8Encoder(char* p,API_TYPE ApiType)
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{
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Write32BitSwizzler(p, GX_TF_RGBA8, ApiType);
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WriteSwizzler(p, GX_TF_RGBA8, ApiType);
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WRITE(p, " float cl1 = xb - (halfxb * 2.0);\n");
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WRITE(p, " float cl0 = 1.0 - cl1;\n");
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@ -687,7 +637,7 @@ void WriteZ16LEncoder(char* p,API_TYPE ApiType)
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void WriteZ24Encoder(char* p, API_TYPE ApiType)
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{
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Write32BitSwizzler(p, GX_TF_Z24X8, ApiType);
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WriteSwizzler(p, GX_TF_Z24X8, ApiType);
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WRITE(p, " float cl = xb - (halfxb * 2.0);\n");
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