// Copyright 2017 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #include #include "Common/Assert.h" #include "Common/CommonTypes.h" #include "VideoCommon/BPMemory.h" #include "VideoCommon/TextureConverterShaderGen.h" #include "VideoCommon/VideoCommon.h" #include "VideoCommon/VideoConfig.h" namespace TextureConversionShaderGen { TCShaderUid GetShaderUid(EFBCopyFormat dst_format, bool is_depth_copy, bool is_intensity, bool scale_by_half) { TCShaderUid out; UidData* uid_data = out.GetUidData(); memset(uid_data, 0, sizeof(*uid_data)); uid_data->dst_format = dst_format; uid_data->efb_has_alpha = bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24; uid_data->is_depth_copy = is_depth_copy; uid_data->is_intensity = is_intensity; uid_data->scale_by_half = scale_by_half; return out; } 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" "#define uv0 f_uv0\n" "in vec3 uv0;\n" "out vec4 ocol0;\n"); else if (api_type == APIType::Vulkan) out.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n" "layout(location = 0) in vec3 uv0;\n" "layout(location = 1) in vec4 col0;\n" "layout(location = 0) out vec4 ocol0;"); bool mono_depth = uid_data->is_depth_copy && g_ActiveConfig.bStereoEFBMonoDepth; out.Write("void main(){\n" " vec4 texcol = texture(samp0, %s);\n", mono_depth ? "vec3(uv0.xy, 0.0)" : "uv0"); if (uid_data->is_depth_copy) { switch (uid_data->dst_format) { case EFBCopyFormat::R4: // Z4 colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1.0f; break; case EFBCopyFormat::R8_0x1: // Z8 case EFBCopyFormat::R8: // Z8H colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1.0f; break; case EFBCopyFormat::RA8: // Z16 colmat[1] = colmat[5] = colmat[9] = colmat[12] = 1.0f; break; case EFBCopyFormat::RG8: // Z16 (reverse order) colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f; break; case EFBCopyFormat::RGBA8: // Z24X8 colmat[0] = colmat[5] = colmat[10] = 1.0f; break; case EFBCopyFormat::G8: // Z8M colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f; break; case EFBCopyFormat::B8: // Z8L colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f; 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; 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; break; } } else if (uid_data->is_intensity) { const_add[0] = const_add[1] = const_add[2] = 16.0f / 255.0f; switch (uid_data->dst_format) { case EFBCopyFormat::R4: // I4 case EFBCopyFormat::R8_0x1: // I8 case EFBCopyFormat::R8: // I8 case EFBCopyFormat::RA4: // IA4 case EFBCopyFormat::RA8: // IA8 // TODO - verify these coefficients colmat[0] = 0.257f; colmat[1] = 0.504f; colmat[2] = 0.098f; colmat[4] = 0.257f; colmat[5] = 0.504f; colmat[6] = 0.098f; colmat[8] = 0.257f; colmat[9] = 0.504f; colmat[10] = 0.098f; if (uid_data->dst_format == EFBCopyFormat::R4 || uid_data->dst_format == EFBCopyFormat::R8_0x1 || uid_data->dst_format == EFBCopyFormat::R8) { colmat[12] = 0.257f; colmat[13] = 0.504f; colmat[14] = 0.098f; const_add[3] = 16.0f / 255.0f; if (uid_data->dst_format == EFBCopyFormat::R4) { color_mask[0] = color_mask[1] = color_mask[2] = 255.0f / 16.0f; color_mask[4] = color_mask[5] = color_mask[6] = 1.0f / 15.0f; } } else // alpha { colmat[15] = 1; if (uid_data->dst_format == EFBCopyFormat::RA4) { color_mask[0] = color_mask[1] = color_mask[2] = color_mask[3] = 255.0f / 16.0f; color_mask[4] = color_mask[5] = color_mask[6] = color_mask[7] = 1.0f / 15.0f; } } 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; break; } } else { 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; break; case EFBCopyFormat::R8_0x1: // R8 case EFBCopyFormat::R8: // R8 colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1; 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; } 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; } 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; } break; case EFBCopyFormat::G8: // G8 colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f; break; case EFBCopyFormat::B8: // B8 colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f; break; case EFBCopyFormat::RG8: // RG8 colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f; break; case EFBCopyFormat::GB8: // GB8 colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1.0f; 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 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; } 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; } 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; 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; 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"); return out; } } // namespace TextureConversionShaderGen