From 85bb1d7bb073155985e92c88343a6911d7f0752b Mon Sep 17 00:00:00 2001 From: Emmanuel Gil Peyrot Date: Fri, 4 Aug 2017 20:14:14 +0200 Subject: [PATCH] VideoCommon: Reimplement texture format conversion This fixes the rendering of the scan visor in Metroid Prime 2: Echoes, as seen in https://fifoci.dolphin-emu.org/dff/mp2-scanner/ The alpha channel was off-by-one on Ivy Bridge due to the rounding after multiplication with colmat. This commit removes this matrix altogether in most cases, making them simple GLSL swizzles. --- .../VideoCommon/TextureConverterShaderGen.cpp | 185 +++++++----------- 1 file changed, 74 insertions(+), 111 deletions(-) diff --git a/Source/Core/VideoCommon/TextureConverterShaderGen.cpp b/Source/Core/VideoCommon/TextureConverterShaderGen.cpp index f5d75d18f6..6bf0eaef78 100644 --- a/Source/Core/VideoCommon/TextureConverterShaderGen.cpp +++ b/Source/Core/VideoCommon/TextureConverterShaderGen.cpp @@ -34,12 +34,6 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data) { ShaderCode out; - std::array colmat = {}; - float* const const_add = &colmat[16]; - float* const color_mask = &colmat[20]; - color_mask[0] = color_mask[1] = color_mask[2] = color_mask[3] = 255.0f; - color_mask[4] = color_mask[5] = color_mask[6] = color_mask[7] = 1.0f / 255.0f; - if (api_type == APIType::OpenGL) out.Write("SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n" "#define samp0 samp9\n" @@ -60,52 +54,76 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data) if (uid_data->is_depth_copy) { + if (api_type == APIType::Vulkan) + out.Write("texcol.x = 1.0 - texcol.x;\n"); + + out.Write(" int depth = int(texcol.x * 16777216.0);\n" + + // Convert to Z24 format + " ivec4 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 = vec4(workspace) / 255.0;\n"); switch (uid_data->dst_format) { case EFBCopyFormat::R4: // Z4 - colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1.0f; + out.Write(" ocol0 = texcol.aaaa;\n"); break; + case EFBCopyFormat::R8_0x1: // Z8 case EFBCopyFormat::R8: // Z8H - colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1.0f; + out.Write(" ocol0 = texcol.rrrr;\n"); break; case EFBCopyFormat::RA8: // Z16 - colmat[1] = colmat[5] = colmat[9] = colmat[12] = 1.0f; + out.Write(" ocol0 = texcol.gggr;\n"); break; case EFBCopyFormat::RG8: // Z16 (reverse order) - colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f; + out.Write(" ocol0 = texcol.rrrg;\n"); break; case EFBCopyFormat::RGBA8: // Z24X8 - colmat[0] = colmat[5] = colmat[10] = 1.0f; + out.Write(" ocol0 = vec4(texcol.rgb, 0.0);\n"); break; case EFBCopyFormat::G8: // Z8M - colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f; + out.Write(" ocol0 = texcol.gggg;\n"); break; case EFBCopyFormat::B8: // Z8L - colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f; + 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 - colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1.0f; + out.Write(" ocol0 = texcol.gggb;\n"); break; default: ERROR_LOG(VIDEO, "Unknown copy zbuf format: 0x%X", static_cast(uid_data->dst_format)); - colmat[2] = colmat[5] = colmat[8] = 1.0f; + out.Write(" ocol0 = vec4(texcol.bgr, 0.0);\n"); break; } } else if (uid_data->is_intensity) { + std::array colmat = {}; + float* const const_add = &colmat[16]; + float* const color_mask = &colmat[20]; + color_mask[0] = color_mask[1] = color_mask[2] = color_mask[3] = 255.0f; + color_mask[4] = color_mask[5] = color_mask[6] = color_mask[7] = 1.0f / 255.0f; + const_add[0] = const_add[1] = const_add[2] = 16.0f / 255.0f; + switch (uid_data->dst_format) { case EFBCopyFormat::R4: // I4 @@ -147,156 +165,101 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data) color_mask[4] = color_mask[5] = color_mask[6] = color_mask[7] = 1.0f / 15.0f; } } + out.Write(" const vec4 colmat[7] = {\n"); + for (size_t i = 0; i < colmat.size() / 4; i++) + { + out.Write(" vec4(%f, %f, %f, %f)%s\n", colmat[i * 4 + 0], colmat[i * 4 + 1], + colmat[i * 4 + 2], colmat[i * 4 + 3], i < 7 ? "," : ""); + } + out.Write( + " };\n" + " texcol = floor(texcol * colmat[5]) * colmat[6];\n" + " ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"); break; default: ERROR_LOG(VIDEO, "Unknown copy intensity format: 0x%X", static_cast(uid_data->dst_format)); - colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f; + 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 - colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1; - color_mask[0] = 255.0f / 16.0f; - color_mask[4] = 1.0f / 15.0f; + out.Write(" float red = float(int(texcol.r * 255.0) & 0xF0) * (1.0 / 240.0);\n" + " ocol0 = vec4(red, red, red, red);\n"); break; + case EFBCopyFormat::R8_0x1: // R8 case EFBCopyFormat::R8: // R8 - colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1; + out.Write(" ocol0 = texcol.rrrr;\n"); break; case EFBCopyFormat::RA4: // RA4 - colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1.0f; - color_mask[0] = color_mask[3] = 255.0f / 16.0f; - color_mask[4] = color_mask[7] = 1.0f / 15.0f; - - if (!uid_data->efb_has_alpha) - { - color_mask[3] = 0.0f; - const_add[3] = 1.0f; - } + out.Write(" vec2 red_alpha = vec2(ivec2(texcol.ra * 255.0) & 0xF0) * (1.0 / 240.0);\n" + " ocol0 = red_alpha.rrrg;\n"); break; - case EFBCopyFormat::RA8: // RA8 - colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1.0f; - if (!uid_data->efb_has_alpha) - { - color_mask[3] = 0.0f; - const_add[3] = 1.0f; - } + case EFBCopyFormat::RA8: // RA8 + out.Write(" ocol0 = texcol.rrra;\n"); break; case EFBCopyFormat::A8: // A8 - colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1.0f; - - if (!uid_data->efb_has_alpha) - { - color_mask[3] = 0.0f; - const_add[0] = 1.0f; - const_add[1] = 1.0f; - const_add[2] = 1.0f; - const_add[3] = 1.0f; - } + out.Write(" ocol0 = texcol.aaaa;\n"); break; case EFBCopyFormat::G8: // G8 - colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f; + out.Write(" ocol0 = texcol.gggg;\n"); break; + case EFBCopyFormat::B8: // B8 - colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f; + out.Write(" ocol0 = texcol.bbbb;\n"); break; case EFBCopyFormat::RG8: // RG8 - colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f; + out.Write(" ocol0 = texcol.rrrg;\n"); break; case EFBCopyFormat::GB8: // GB8 - colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1.0f; + out.Write(" ocol0 = texcol.gggb;\n"); break; case EFBCopyFormat::RGB565: // RGB565 - colmat[0] = colmat[5] = colmat[10] = 1.0f; - color_mask[0] = color_mask[2] = 255.0f / 8.0f; - color_mask[4] = color_mask[6] = 1.0f / 31.0f; - color_mask[1] = 255.0f / 4.0f; - color_mask[5] = 1.0f / 63.0f; - const_add[3] = 1.0f; // set alpha to 1 + out.Write(" vec2 red_blue = vec2(ivec2(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 = vec4(red_blue.r, green, red_blue.g, 1.0);\n"); break; case EFBCopyFormat::RGB5A3: // RGB5A3 - colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f; - color_mask[0] = color_mask[1] = color_mask[2] = 255.0f / 8.0f; - color_mask[4] = color_mask[5] = color_mask[6] = 1.0f / 31.0f; - color_mask[3] = 255.0f / 32.0f; - color_mask[7] = 1.0f / 7.0f; - - if (!uid_data->efb_has_alpha) - { - color_mask[3] = 0.0f; - const_add[3] = 1.0f; - } + // 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(" vec3 color = vec3(ivec3(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 = vec4(color, alpha);\n"); break; - case EFBCopyFormat::RGBA8: // RGBA8 - colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f; - if (!uid_data->efb_has_alpha) - { - color_mask[3] = 0.0f; - const_add[3] = 1.0f; - } + case EFBCopyFormat::RGBA8: // RGBA8 + out.Write(" ocol0 = texcol;\n"); break; case EFBCopyFormat::XFB: // XFB copy, we just pretend it's an RGBX copy - colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f; - color_mask[3] = 0.0f; - const_add[3] = 1.0f; + out.Write(" ocol0 = vec4(texcol.rgb, 1.0);\n"); break; default: ERROR_LOG(VIDEO, "Unknown copy color format: 0x%X", static_cast(uid_data->dst_format)); - colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f; + out.Write(" ocol0 = texcol;\n"); break; } } - out.Write(" const vec4 colmat[7] = {\n"); - for (size_t i = 0; i < colmat.size() / 4; i++) - { - out.Write(" vec4(%f, %f, %f, %f)%s\n", colmat[i * 4 + 0], colmat[i * 4 + 1], - colmat[i * 4 + 2], colmat[i * 4 + 3], i < 7 ? "," : ""); - } - out.Write(" };\n"); - - if (uid_data->is_depth_copy) - { - if (api_type == APIType::Vulkan) - out.Write("texcol.x = 1.0 - texcol.x;\n"); - - out.Write(" int depth = int(texcol.x * 16777216.0);\n" - - // Convert to Z24 format - " ivec4 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 = vec4(workspace) / 255.0;\n"); - } - else - { - out.Write(" texcol = floor(texcol * colmat[5]) * colmat[6];\n"); - } - out.Write(" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n" - "}\n"); + out.Write("}\n"); return out; }