GL/TextureCache: Clean up inline shader code

This commit is contained in:
spycrab 2018-08-20 01:39:10 +02:00
parent d44087128e
commit 392df8a11d

View File

@ -33,36 +33,130 @@
namespace OGL
{
constexpr const char* vertex_program =
"out vec3 %c_uv0;\n"
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
"uniform vec4 copy_position;\n" // left, top, right, bottom
"void main()\n"
"{\n"
" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
" %c_uv0 = vec3(mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, "
"0).xy), 0.0);\n"
" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
"}\n";
constexpr const char GLSL_PROGRAM_VS[] = R"GLSL(
out vec3 %c_uv0;
SAMPLER_BINDING(9) uniform sampler2DArray samp9;
uniform vec4 copy_position; // left, top, right, bottom
constexpr const char* geometry_program = "layout(triangles) in;\n"
"layout(triangle_strip, max_vertices = 6) out;\n"
"in vec3 v_uv0[3];\n"
"out vec3 f_uv0;\n"
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
"void main()\n"
"{\n"
" int layers = textureSize(samp9, 0).z;\n"
" for (int layer = 0; layer < layers; ++layer) {\n"
" for (int i = 0; i < 3; ++i) {\n"
" f_uv0 = vec3(v_uv0[i].xy, layer);\n"
" gl_Position = gl_in[i].gl_Position;\n"
" gl_Layer = layer;\n"
" EmitVertex();\n"
" }\n"
" EndPrimitive();\n"
" }\n"
"}\n";
void main()
{
vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);
%c_uv0 = vec3(mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, 0).xy), 0.0);
gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);
}
)GLSL";
constexpr const char GLSL_PROGRAM_GS[] = R"GLSL(
layout(triangles) in;
layout(triangle_strip, max_vertices = 6) out;
in vec3 v_uv0[3];
out vec3 f_uv0;
SAMPLER_BINDING(9) uniform sampler2DArray samp9;
void main()
{
int layers = textureSize(samp9, 0).z;
for (int layer = 0; layer < layers; ++layer) {
for (int i = 0; i < 3; ++i) {
f_uv0 = vec3(v_uv0[i].xy, layer);
gl_Position = gl_in[i].gl_Position;
gl_Layer = layer;
EmitVertex();
}
EndPrimitive();
}
)GLSL";
constexpr const char GLSL_COLOR_COPY_FS[] = R"GLSL(
SAMPLER_BINDING(9) uniform sampler2DArray samp9;
in vec3 f_uv0;
out vec4 ocol0;
void main()
{
vec4 texcol = texture(samp9, f_uv0);
ocol0 = texcol;
}
)GLSL";
constexpr const char GLSL_PALETTE_FS[] = R"GLSL(
uniform int texture_buffer_offset;
uniform float multiplier;
SAMPLER_BINDING(9) uniform sampler2DArray samp9;
SAMPLER_BINDING(10) uniform usamplerBuffer samp10;
in vec3 f_uv0;
out vec4 ocol0;
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);
}
float4 DecodePixel_RGB5A3(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;
}
float4 DecodePixel_RGB565(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;
}
float4 DecodePixel_IA8(int val)
{
int i = val & 0xFF;
int a = val >> 8;
return float4(i, i, i, a) / 255.0;
}
void main()
{
int src = int(round(texture(samp9, f_uv0).r * multiplier));
src = int(texelFetch(samp10, src + texture_buffer_offset).r);
src = ((src << 8) & 0xFF00) | (src >> 8);
ocol0 = DecodePixel_%s(src);
}
)GLSL";
//#define TIME_TEXTURE_DECODING 1
@ -156,124 +250,35 @@ bool TextureCache::CompilePaletteShader(TLUTFormat tlutfmt, const std::string& v
bool TextureCache::CompileShaders()
{
constexpr const char* color_copy_program = "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
"in vec3 f_uv0;\n"
"out vec4 ocol0;\n"
"\n"
"void main(){\n"
" vec4 texcol = texture(samp9, f_uv0);\n"
" ocol0 = texcol;\n"
"}\n";
std::string geo_program = "";
char prefix = 'f';
if (g_ActiveConfig.stereo_mode != StereoMode::Off)
{
geo_program = geometry_program;
geo_program = GLSL_PROGRAM_GS;
prefix = 'v';
}
if (!ProgramShaderCache::CompileShader(m_colorCopyProgram,
StringFromFormat(vertex_program, prefix, prefix),
color_copy_program, geo_program))
StringFromFormat(GLSL_PROGRAM_VS, prefix, prefix),
GLSL_COLOR_COPY_FS, geo_program))
{
return false;
}
m_colorCopyPositionUniform = glGetUniformLocation(m_colorCopyProgram.glprogid, "copy_position");
std::string palette_shader =
R"GLSL(
uniform int texture_buffer_offset;
uniform float multiplier;
SAMPLER_BINDING(9) uniform sampler2DArray samp9;
SAMPLER_BINDING(10) uniform usamplerBuffer samp10;
in vec3 f_uv0;
out vec4 ocol0;
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);
}
float4 DecodePixel_RGB5A3(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;
}
float4 DecodePixel_RGB565(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;
}
float4 DecodePixel_IA8(int val)
{
int i = val & 0xFF;
int a = val >> 8;
return float4(i, i, i, a) / 255.0;
}
void main()
{
int src = int(round(texture(samp9, f_uv0).r * multiplier));
src = int(texelFetch(samp10, src + texture_buffer_offset).r);
src = ((src << 8) & 0xFF00) | (src >> 8);
ocol0 = DECODE(src);
}
)GLSL";
if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
{
if (!CompilePaletteShader(TLUTFormat::IA8, StringFromFormat(vertex_program, prefix, prefix),
"#define DECODE DecodePixel_IA8" + palette_shader, geo_program))
if (!CompilePaletteShader(TLUTFormat::IA8, StringFromFormat(GLSL_PROGRAM_VS, prefix, prefix),
StringFromFormat(GLSL_PALETTE_FS, "IA8"), geo_program))
return false;
if (!CompilePaletteShader(TLUTFormat::RGB565, StringFromFormat(vertex_program, prefix, prefix),
"#define DECODE DecodePixel_RGB565" + palette_shader, geo_program))
if (!CompilePaletteShader(TLUTFormat::RGB565, StringFromFormat(GLSL_PROGRAM_VS, prefix, prefix),
StringFromFormat(GLSL_PALETTE_FS, "RGB565"), geo_program))
return false;
if (!CompilePaletteShader(TLUTFormat::RGB5A3, StringFromFormat(vertex_program, prefix, prefix),
"#define DECODE DecodePixel_RGB5A3" + palette_shader, geo_program))
if (!CompilePaletteShader(TLUTFormat::RGB5A3, StringFromFormat(GLSL_PROGRAM_VS, prefix, prefix),
StringFromFormat(GLSL_PALETTE_FS, "RGB5A3"), geo_program))
return false;
}
@ -530,12 +535,12 @@ void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
char prefix = 'f';
if (g_ActiveConfig.stereo_mode != StereoMode::Off)
{
geo_program = geometry_program;
geo_program = GLSL_PROGRAM_GS;
prefix = 'v';
}
ProgramShaderCache::CompileShader(shader.shader,
StringFromFormat(vertex_program, prefix, prefix),
StringFromFormat(GLSL_PROGRAM_VS, prefix, prefix),
code.GetBuffer(), geo_program);
shader.position_uniform = glGetUniformLocation(shader.shader.glprogid, "copy_position");