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VideoBackends: Use VideoCommon shader generators for efb2tex copies.
This will generate one shader per copy format. For now, it is the same shader with the colmat hard coded. So it should already improve the GPU performance a bit, but a rewrite of the shader generator is suggested. Half of the patch is done by linkmauve1: VideoCommon: Reorganise the shader writes.
This commit is contained in:
301
Source/Core/VideoCommon/TextureConverterShaderGen.cpp
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301
Source/Core/VideoCommon/TextureConverterShaderGen.cpp
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// Copyright 2017 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <array>
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#include <cstring>
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#include "Common/Assert.h"
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#include "Common/CommonTypes.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/TextureConverterShaderGen.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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TextureConverterShaderUid GetTextureConverterShaderUid(EFBCopyFormat dst_format, bool is_depth_copy,
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bool is_intensity, bool scale_by_half)
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{
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TextureConverterShaderUid out;
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convertion_shader_uid_data* uid_data = out.GetUidData<convertion_shader_uid_data>();
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memset(uid_data, 0, sizeof(*uid_data));
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uid_data->dst_format = dst_format;
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uid_data->efb_has_alpha = bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24;
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uid_data->is_depth_copy = is_depth_copy;
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uid_data->is_intensity = is_intensity;
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uid_data->scale_by_half = scale_by_half;
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return out;
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}
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ShaderCode GenerateTextureConverterShaderCode(APIType api_type,
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const convertion_shader_uid_data* uid_data)
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{
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ShaderCode out;
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std::array<float, 28> colmat = {};
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float* const const_add = &colmat[16];
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float* const color_mask = &colmat[20];
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color_mask[0] = color_mask[1] = color_mask[2] = color_mask[3] = 255.0f;
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color_mask[4] = color_mask[5] = color_mask[6] = color_mask[7] = 1.0f / 255.0f;
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if (api_type == APIType::OpenGL)
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out.Write("SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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"#define samp0 samp9\n"
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"#define uv0 f_uv0\n"
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"in vec3 uv0;\n"
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"out vec4 ocol0;\n");
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else if (api_type == APIType::Vulkan)
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out.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n"
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"layout(location = 0) in vec3 uv0;\n"
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"layout(location = 1) in vec4 col0;\n"
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"layout(location = 0) out vec4 ocol0;");
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bool mono_depth = uid_data->is_depth_copy && g_ActiveConfig.bStereoEFBMonoDepth;
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out.Write("void main(){\n"
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" vec4 texcol = texture(samp0, %s);\n",
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mono_depth ? "vec3(uv0.xy, 0.0)" : "uv0");
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if (uid_data->is_depth_copy)
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{
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switch (uid_data->dst_format)
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{
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case EFBCopyFormat::R4: // Z4
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colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1.0f;
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break;
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case EFBCopyFormat::R8_0x1: // Z8
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case EFBCopyFormat::R8: // Z8H
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colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1.0f;
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break;
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case EFBCopyFormat::RA8: // Z16
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colmat[1] = colmat[5] = colmat[9] = colmat[12] = 1.0f;
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break;
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case EFBCopyFormat::RG8: // Z16 (reverse order)
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colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f;
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break;
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case EFBCopyFormat::RGBA8: // Z24X8
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colmat[0] = colmat[5] = colmat[10] = 1.0f;
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break;
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case EFBCopyFormat::G8: // Z8M
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colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f;
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break;
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case EFBCopyFormat::B8: // Z8L
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colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f;
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break;
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case EFBCopyFormat::GB8: // Z16L - copy lower 16 depth bits
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// expected to be used as an IA8 texture (upper 8 bits stored as intensity, lower 8 bits
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// stored as alpha)
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// Used e.g. in Zelda: Skyward Sword
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colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1.0f;
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break;
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default:
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ERROR_LOG(VIDEO, "Unknown copy zbuf format: 0x%X", static_cast<int>(uid_data->dst_format));
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colmat[2] = colmat[5] = colmat[8] = 1.0f;
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break;
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}
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}
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else if (uid_data->is_intensity)
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{
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const_add[0] = const_add[1] = const_add[2] = 16.0f / 255.0f;
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switch (uid_data->dst_format)
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{
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case EFBCopyFormat::R4: // I4
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case EFBCopyFormat::R8_0x1: // I8
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case EFBCopyFormat::R8: // I8
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case EFBCopyFormat::RA4: // IA4
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case EFBCopyFormat::RA8: // IA8
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// TODO - verify these coefficients
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colmat[0] = 0.257f;
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colmat[1] = 0.504f;
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colmat[2] = 0.098f;
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colmat[4] = 0.257f;
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colmat[5] = 0.504f;
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colmat[6] = 0.098f;
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colmat[8] = 0.257f;
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colmat[9] = 0.504f;
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colmat[10] = 0.098f;
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if (uid_data->dst_format == EFBCopyFormat::R4 ||
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uid_data->dst_format == EFBCopyFormat::R8_0x1 ||
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uid_data->dst_format == EFBCopyFormat::R8)
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{
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colmat[12] = 0.257f;
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colmat[13] = 0.504f;
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colmat[14] = 0.098f;
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const_add[3] = 16.0f / 255.0f;
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if (uid_data->dst_format == EFBCopyFormat::R4)
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{
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color_mask[0] = color_mask[1] = color_mask[2] = 255.0f / 16.0f;
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color_mask[4] = color_mask[5] = color_mask[6] = 1.0f / 15.0f;
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}
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}
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else // alpha
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{
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colmat[15] = 1;
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if (uid_data->dst_format == EFBCopyFormat::RA4)
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{
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color_mask[0] = color_mask[1] = color_mask[2] = color_mask[3] = 255.0f / 16.0f;
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color_mask[4] = color_mask[5] = color_mask[6] = color_mask[7] = 1.0f / 15.0f;
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}
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}
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break;
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default:
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ERROR_LOG(VIDEO, "Unknown copy intensity format: 0x%X",
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static_cast<int>(uid_data->dst_format));
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colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f;
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break;
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}
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}
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else
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{
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switch (uid_data->dst_format)
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{
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case EFBCopyFormat::R4: // R4
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colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1;
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color_mask[0] = 255.0f / 16.0f;
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color_mask[4] = 1.0f / 15.0f;
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break;
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case EFBCopyFormat::R8_0x1: // R8
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case EFBCopyFormat::R8: // R8
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colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1;
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break;
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case EFBCopyFormat::RA4: // RA4
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colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1.0f;
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color_mask[0] = color_mask[3] = 255.0f / 16.0f;
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color_mask[4] = color_mask[7] = 1.0f / 15.0f;
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if (!uid_data->efb_has_alpha)
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{
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color_mask[3] = 0.0f;
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const_add[3] = 1.0f;
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}
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break;
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case EFBCopyFormat::RA8: // RA8
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colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1.0f;
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if (!uid_data->efb_has_alpha)
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{
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color_mask[3] = 0.0f;
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const_add[3] = 1.0f;
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}
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break;
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case EFBCopyFormat::A8: // A8
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colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1.0f;
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if (!uid_data->efb_has_alpha)
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{
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color_mask[3] = 0.0f;
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const_add[0] = 1.0f;
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const_add[1] = 1.0f;
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const_add[2] = 1.0f;
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const_add[3] = 1.0f;
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}
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break;
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case EFBCopyFormat::G8: // G8
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colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f;
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break;
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case EFBCopyFormat::B8: // B8
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colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f;
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break;
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case EFBCopyFormat::RG8: // RG8
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colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f;
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break;
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case EFBCopyFormat::GB8: // GB8
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colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1.0f;
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break;
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case EFBCopyFormat::RGB565: // RGB565
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colmat[0] = colmat[5] = colmat[10] = 1.0f;
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color_mask[0] = color_mask[2] = 255.0f / 8.0f;
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color_mask[4] = color_mask[6] = 1.0f / 31.0f;
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color_mask[1] = 255.0f / 4.0f;
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color_mask[5] = 1.0f / 63.0f;
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const_add[3] = 1.0f; // set alpha to 1
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break;
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case EFBCopyFormat::RGB5A3: // RGB5A3
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colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f;
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color_mask[0] = color_mask[1] = color_mask[2] = 255.0f / 8.0f;
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color_mask[4] = color_mask[5] = color_mask[6] = 1.0f / 31.0f;
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color_mask[3] = 255.0f / 32.0f;
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color_mask[7] = 1.0f / 7.0f;
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if (!uid_data->efb_has_alpha)
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{
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color_mask[3] = 0.0f;
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const_add[3] = 1.0f;
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}
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break;
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case EFBCopyFormat::RGBA8: // RGBA8
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colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f;
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if (!uid_data->efb_has_alpha)
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{
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color_mask[3] = 0.0f;
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const_add[3] = 1.0f;
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}
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break;
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case EFBCopyFormat::XFB: // XFB copy, we just pretend it's an RGBX copy
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colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f;
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color_mask[3] = 0.0f;
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const_add[3] = 1.0f;
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break;
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default:
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ERROR_LOG(VIDEO, "Unknown copy color format: 0x%X", static_cast<int>(uid_data->dst_format));
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colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f;
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break;
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}
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}
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out.Write(" const vec4 colmat[7] = {\n");
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for (size_t i = 0; i < colmat.size() / 4; i++)
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{
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out.Write(" vec4(%f, %f, %f, %f)%s\n", colmat[i * 4 + 0], colmat[i * 4 + 1],
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colmat[i * 4 + 2], colmat[i * 4 + 3], i < 7 ? "," : "");
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}
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out.Write(" };\n");
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if (uid_data->is_depth_copy)
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{
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if (api_type == APIType::Vulkan)
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out.Write("texcol.x = 1.0 - texcol.x;\n");
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out.Write(" int depth = int(texcol.x * 16777216.0);\n"
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// Convert to Z24 format
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" ivec4 workspace;\n"
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" workspace.r = (depth >> 16) & 255;\n"
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" workspace.g = (depth >> 8) & 255;\n"
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" workspace.b = depth & 255;\n"
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// Convert to Z4 format
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" workspace.a = (depth >> 16) & 0xF0;\n"
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// Normalize components to [0.0..1.0]
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" texcol = vec4(workspace) / 255.0;\n");
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}
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else
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{
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out.Write(" texcol = floor(texcol * colmat[5]) * colmat[6];\n");
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}
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out.Write(" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"
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"}\n");
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return out;
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}
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