From 392df8a11d59e7f2bee04a2b4ceb0366f421c37f Mon Sep 17 00:00:00 2001 From: spycrab Date: Mon, 20 Aug 2018 01:39:10 +0200 Subject: [PATCH] GL/TextureCache: Clean up inline shader code --- .../Core/VideoBackends/OGL/TextureCache.cpp | 263 +++++++++--------- 1 file changed, 134 insertions(+), 129 deletions(-) diff --git a/Source/Core/VideoBackends/OGL/TextureCache.cpp b/Source/Core/VideoBackends/OGL/TextureCache.cpp index 7ca73c6d6b..95a3d30e1a 100644 --- a/Source/Core/VideoBackends/OGL/TextureCache.cpp +++ b/Source/Core/VideoBackends/OGL/TextureCache.cpp @@ -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");