mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-29 09:09:52 -06:00
Some housecleaning around the D3D plugin, start of preparations to share even more code with the GL plugin.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4183 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -148,7 +148,7 @@ void ClearScreen(const BPCmd &bp, const EFBRectangle &rc)
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void RestoreRenderState(const BPCmd &bp)
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{
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Renderer::RestoreGLState();
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Renderer::RestoreAPIState();
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}
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bool GetConfig(const int &type)
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@ -362,40 +362,6 @@ bool Renderer::Init()
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cgGLSetDebugMode(GL_FALSE);
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#endif
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if (!InitializeGL())
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return false;
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return glGetError() == GL_NO_ERROR && bSuccess;
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}
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void Renderer::Shutdown(void)
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{
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delete s_pfont;
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s_pfont = 0;
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if (g_cgcontext) {
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cgDestroyContext(g_cgcontext);
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g_cgcontext = 0;
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}
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glDeleteFramebuffersEXT(1, &s_tempScreenshotFramebuffer);
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s_tempScreenshotFramebuffer = 0;
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s_framebufferManager.Shutdown();
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#ifdef _WIN32
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if(s_bAVIDumping) {
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AVIDump::Stop();
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}
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#else
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if(f_pFrameDump != NULL) {
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fclose(f_pFrameDump);
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}
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#endif
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}
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bool Renderer::InitializeGL()
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{
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glStencilFunc(GL_ALWAYS, 0, 0);
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glBlendFunc(GL_ONE, GL_ONE);
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@ -432,9 +398,34 @@ bool Renderer::InitializeGL()
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glClientActiveTexture(GL_TEXTURE0);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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return GL_REPORT_ERROR() == GL_NO_ERROR;
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return glGetError() == GL_NO_ERROR && bSuccess;
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}
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void Renderer::Shutdown(void)
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{
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delete s_pfont;
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s_pfont = 0;
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if (g_cgcontext) {
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cgDestroyContext(g_cgcontext);
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g_cgcontext = 0;
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}
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glDeleteFramebuffersEXT(1, &s_tempScreenshotFramebuffer);
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s_tempScreenshotFramebuffer = 0;
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s_framebufferManager.Shutdown();
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#ifdef _WIN32
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if(s_bAVIDumping) {
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AVIDump::Stop();
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}
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#else
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if(f_pFrameDump != NULL) {
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fclose(f_pFrameDump);
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}
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#endif
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}
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// Return the rendering window width and height
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int Renderer::GetTargetWidth()
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@ -467,7 +458,7 @@ void Renderer::SetFramebuffer(GLuint fb)
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb != 0 ? fb : s_framebufferManager.GetEFBFramebuffer());
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}
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void Renderer::ResetGLState()
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void Renderer::ResetAPIState()
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{
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// Gets us to a reasonably sane state where it's possible to do things like
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// image copies with textured quads, etc.
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@ -484,7 +475,7 @@ void Renderer::ResetGLState()
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void UpdateViewport();
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void Renderer::RestoreGLState()
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void Renderer::RestoreAPIState()
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{
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// Gets us back into a more game-like state.
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@ -832,7 +823,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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OpenGL_Update(); // just updates the render window position and the backbuffer size
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DVSTARTPROFILE();
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ResetGLState();
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ResetAPIState();
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TargetRectangle back_rc;
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ComputeBackbufferRectangle(&back_rc);
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@ -1038,7 +1029,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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// Why save this as s_bNativeResolution if we updated it every frame?
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s_bNativeResolution = g_Config.bNativeResolution;
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RestoreGLState();
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RestoreAPIState();
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GL_REPORT_ERRORD();
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g_Config.iSaveTargetId = 0;
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@ -1436,16 +1427,16 @@ void UpdateViewport()
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(rawViewport[5] - rawViewport[2]) / 16777215.0f, rawViewport[5] / 16777215.0f);*/
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// --------
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int scissorXOff = bpmem.scissorOffset.x * 2 - 342;
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int scissorYOff = bpmem.scissorOffset.y * 2 - 342;
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int scissorXOff = bpmem.scissorOffset.x * 2; // 342
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int scissorYOff = bpmem.scissorOffset.y * 2; // 342
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// -------------------------------------
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float MValueX = Renderer::GetTargetScaleX();
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float MValueY = Renderer::GetTargetScaleY();
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// Stretch picture with increased internal resolution
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int GLx = (int)ceil((xfregs.rawViewport[3] - xfregs.rawViewport[0] - 342 - scissorXOff) * MValueX);
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int GLy = (int)ceil(Renderer::GetTargetHeight() - ((int)(xfregs.rawViewport[4] - xfregs.rawViewport[1] - 342 - scissorYOff)) * MValueY);
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int GLx = (int)ceil((xfregs.rawViewport[3] - xfregs.rawViewport[0] - scissorXOff) * MValueX);
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int GLy = (int)ceil(Renderer::GetTargetHeight() - ((int)(xfregs.rawViewport[4] - xfregs.rawViewport[1] - scissorYOff)) * MValueY);
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int GLWidth = (int)ceil(abs((int)(2 * xfregs.rawViewport[0])) * MValueX);
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int GLHeight = (int)ceil(abs((int)(2 * xfregs.rawViewport[1])) * MValueY);
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double GLNear = (xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777215.0f;
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@ -47,15 +47,12 @@ public:
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static bool Init();
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static void Shutdown();
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// initialize opengl standard values (like viewport)
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static bool InitializeGL();
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static void ResetGLState();
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static void RestoreGLState();
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// What's the real difference between these? Too similar names.
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static void ResetAPIState();
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static void RestoreAPIState();
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static void SwapBuffers();
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static bool IsBlack();
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static void SetColorMask();
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static void SetBlendMode(bool forceUpdate);
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static bool SetScissorRect();
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@ -23,7 +23,6 @@ files = [
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'VertexManager.cpp',
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'VertexLoaderManager.cpp',
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'XFB.cpp',
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'TextureConversionShader.cpp',
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'OnScreenDisplay.cpp',
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'PostProcessing.cpp',
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'FramebufferManager.cpp',
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@ -1,738 +0,0 @@
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// Copyright (C) 2003-2000 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "TextureConversionShader.h"
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#include "TextureDecoder.h"
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#include "PixelShaderManager.h"
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#include "PixelShaderGen.h"
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#include "BPMemory.h"
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#include <stdio.h>
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#include <math.h>
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#include "Common.h"
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#define WRITE p+=sprintf
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static char text[16384];
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namespace TextureConversionShader
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{
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u16 GetEncodedSampleCount(u32 format)
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{
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switch (format) {
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case GX_TF_I4: return 8;
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case GX_TF_I8: return 4;
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case GX_TF_IA4: return 4;
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case GX_TF_IA8: return 2;
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case GX_TF_RGB565: return 2;
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case GX_TF_RGB5A3: return 2;
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case GX_TF_RGBA8: return 1;
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case GX_CTF_R4: return 8;
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case GX_CTF_RA4: return 4;
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case GX_CTF_RA8: return 2;
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case GX_CTF_A8: return 4;
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case GX_CTF_R8: return 4;
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case GX_CTF_G8: return 4;
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case GX_CTF_B8: return 4;
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case GX_CTF_RG8: return 2;
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case GX_CTF_GB8: return 2;
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case GX_TF_Z8: return 4;
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case GX_TF_Z16: return 2;
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case GX_TF_Z24X8: return 1;
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case GX_CTF_Z4: return 8;
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case GX_CTF_Z8M: return 4;
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case GX_CTF_Z8L: return 4;
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case GX_CTF_Z16L: return 2;
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default: return 1;
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}
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}
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// block dimensions : widthStride, heightStride
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// texture dims : width, height, x offset, y offset
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void WriteSwizzler(char*& p, u32 format)
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{
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WRITE(p, "uniform float4 blkDims : register(c%d);\n", C_COLORMATRIX);
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WRITE(p, "uniform float4 textureDims : register(c%d);\n", C_COLORMATRIX + 1);
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float blkW = (float)TexDecoder_GetBlockWidthInTexels(format);
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float blkH = (float)TexDecoder_GetBlockHeightInTexels(format);
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float samples = (float)GetEncodedSampleCount(format);
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WRITE(p,
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"uniform samplerRECT samp0 : register(s0);\n"
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"void main(\n"
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" out float4 ocol0 : COLOR0,\n"
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" in float2 uv0 : TEXCOORD0)\n"
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"{\n"
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" float2 sampleUv;\n"
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" float2 uv1 = floor(uv0);\n");
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WRITE(p, " uv1.x = uv1.x * %f;\n", samples);
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WRITE(p, " float xl = floor(uv1.x / %f);\n", blkW);
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WRITE(p, " float xib = uv1.x - (xl * %f);\n", blkW);
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WRITE(p, " float yl = floor(uv1.y / %f);\n", blkH);
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WRITE(p, " float yb = yl * %f;\n", blkH);
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WRITE(p, " float yoff = uv1.y - yb;\n");
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WRITE(p, " float xp = uv1.x + (yoff * textureDims.x);\n");
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WRITE(p, " float xel = floor(xp / %f);\n", blkW);
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WRITE(p, " float xb = floor(xel / %f);\n", blkH);
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WRITE(p, " float xoff = xel - (xb * %f);\n", blkH);
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WRITE(p, " sampleUv.x = xib + (xb * %f);\n", blkW);
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WRITE(p, " sampleUv.y = yb + xoff;\n");
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WRITE(p, " sampleUv = sampleUv * blkDims.xy;\n"
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" sampleUv.y = textureDims.y - sampleUv.y;\n"
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" sampleUv.x = sampleUv.x + textureDims.z;\n"
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" sampleUv.y = sampleUv.y + textureDims.w;\n");
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}
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// block dimensions : widthStride, heightStride
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// texture dims : width, height, x offset, y offset
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void Write32BitSwizzler(char*& p, u32 format)
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{
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WRITE(p, "uniform float4 blkDims : register(c%d);\n", C_COLORMATRIX);
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WRITE(p, "uniform float4 textureDims : register(c%d);\n", C_COLORMATRIX + 1);
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float blkW = (float)TexDecoder_GetBlockWidthInTexels(format);
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float blkH = (float)TexDecoder_GetBlockHeightInTexels(format);
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// 32 bit textures (RGBA8 and Z24) are store in 2 cache line increments
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WRITE(p,
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"uniform samplerRECT samp0 : register(s0);\n"
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"void main(\n"
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" out float4 ocol0 : COLOR0,\n"
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" in float2 uv0 : TEXCOORD0)\n"
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"{\n"
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" float2 sampleUv;\n"
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" float2 uv1 = floor(uv0);\n");
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WRITE(p, " float yl = floor(uv1.y / %f);\n", blkH);
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WRITE(p, " float yb = yl * %f;\n", blkH);
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WRITE(p, " float yoff = uv1.y - yb;\n");
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WRITE(p, " float xp = uv1.x + (yoff * textureDims.x);\n");
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WRITE(p, " float xel = floor(xp / 2);\n");
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WRITE(p, " float xb = floor(xel / %f);\n", blkH);
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WRITE(p, " float xoff = xel - (xb * %f);\n", blkH);
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WRITE(p, " float x2 = uv1.x * 2;\n");
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WRITE(p, " float xl = floor(x2 / %f);\n", blkW);
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WRITE(p, " float xib = x2 - (xl * %f);\n", blkW);
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WRITE(p, " float halfxb = floor(xb / 2);\n");
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WRITE(p, " sampleUv.x = xib + (halfxb * %f);\n", blkW);
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WRITE(p, " sampleUv.y = yb + xoff;\n");
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WRITE(p, " sampleUv = sampleUv * blkDims.xy;\n");
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WRITE(p, " sampleUv.y = textureDims.y - sampleUv.y;\n");
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WRITE(p, " sampleUv.x = sampleUv.x + textureDims.z;\n");
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WRITE(p, " sampleUv.y = sampleUv.y + textureDims.w;\n");
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}
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void WriteSampleColor(char*& p, const char* colorComp, const char* dest)
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{
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WRITE(p, " %s = texRECT(samp0, sampleUv).%s;\n", dest, colorComp);
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}
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void WriteColorToIntensity(char*& p, const char* src, const char* dest)
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{
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WRITE(p, " %s = (0.257f * %s.r) + (0.504f * %s.g) + (0.098f * %s.b) + 0.0625f;\n", dest, src, src, src);
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}
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void WriteIncrementSampleX(char*& p)
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{
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WRITE(p, " sampleUv.x = sampleUv.x + blkDims.x;\n");
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}
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void WriteToBitDepth(char*& p, u8 depth, const char* src, const char* dest)
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{
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float result = pow(2.0f, depth) - 1.0f;
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WRITE(p, " %s = floor(%s * %ff);\n", dest, src, result);
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}
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void WriteI8Encoder(char* p)
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{
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WriteSwizzler(p, GX_TF_I8);
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WRITE(p, " float3 texSample;\n");
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WriteSampleColor(p, "rgb", "texSample");
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WriteColorToIntensity(p, "texSample", "ocol0.b");
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WriteIncrementSampleX(p);
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WriteSampleColor(p, "rgb", "texSample");
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WriteColorToIntensity(p, "texSample", "ocol0.g");
|
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WriteIncrementSampleX(p);
|
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|
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WriteSampleColor(p, "rgb", "texSample");
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WriteColorToIntensity(p, "texSample", "ocol0.r");
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WriteIncrementSampleX(p);
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WriteSampleColor(p, "rgb", "texSample");
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WriteColorToIntensity(p, "texSample", "ocol0.a");
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||||
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||||
WRITE(p, "}\n");
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||||
}
|
||||
|
||||
void WriteI4Encoder(char* p)
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||||
{
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||||
WriteSwizzler(p, GX_TF_I4);
|
||||
WRITE(p, " float3 texSample;\n");
|
||||
WRITE(p, " float4 color0;\n");
|
||||
WRITE(p, " float4 color1;\n");
|
||||
|
||||
WriteSampleColor(p, "rgb", "texSample");
|
||||
WriteColorToIntensity(p, "texSample", "color0.b");
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, "rgb", "texSample");
|
||||
WriteColorToIntensity(p, "texSample", "color1.b");
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, "rgb", "texSample");
|
||||
WriteColorToIntensity(p, "texSample", "color0.g");
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, "rgb", "texSample");
|
||||
WriteColorToIntensity(p, "texSample", "color1.g");
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, "rgb", "texSample");
|
||||
WriteColorToIntensity(p, "texSample", "color0.r");
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, "rgb", "texSample");
|
||||
WriteColorToIntensity(p, "texSample", "color1.r");
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, "rgb", "texSample");
|
||||
WriteColorToIntensity(p, "texSample", "color0.a");
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, "rgb", "texSample");
|
||||
WriteColorToIntensity(p, "texSample", "color1.a");
|
||||
|
||||
WriteToBitDepth(p, 4, "color0", "color0");
|
||||
WriteToBitDepth(p, 4, "color1", "color1");
|
||||
|
||||
WRITE(p, " ocol0 = (color0 * 16.0f + color1) / 255.0f;\n");
|
||||
WRITE(p, "}\n");
|
||||
}
|
||||
|
||||
void WriteIA8Encoder(char* p)
|
||||
{
|
||||
WriteSwizzler(p, GX_TF_IA8);
|
||||
WRITE(p, " float4 texSample;\n");
|
||||
|
||||
WriteSampleColor(p, "rgba", "texSample");
|
||||
WRITE(p, " ocol0.b = texSample.a;\n");
|
||||
WriteColorToIntensity(p, "texSample", "ocol0.g");
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, "rgba", "texSample");
|
||||
WRITE(p, " ocol0.r = texSample.a;\n");
|
||||
WriteColorToIntensity(p, "texSample", "ocol0.a");
|
||||
|
||||
WRITE(p, "}\n");
|
||||
}
|
||||
|
||||
void WriteIA4Encoder(char* p)
|
||||
{
|
||||
WriteSwizzler(p, GX_TF_IA4);
|
||||
WRITE(p, " float4 texSample;\n");
|
||||
WRITE(p, " float4 color0;\n");
|
||||
WRITE(p, " float4 color1;\n");
|
||||
|
||||
WriteSampleColor(p, "rgba", "texSample");
|
||||
WRITE(p, " color0.b = texSample.a;\n");
|
||||
WriteColorToIntensity(p, "texSample", "color1.b");
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, "rgba", "texSample");
|
||||
WRITE(p, " color0.g = texSample.a;\n");
|
||||
WriteColorToIntensity(p, "texSample", "color1.g");
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, "rgba", "texSample");
|
||||
WRITE(p, " color0.r = texSample.a;\n");
|
||||
WriteColorToIntensity(p, "texSample", "color1.r");
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, "rgba", "texSample");
|
||||
WRITE(p, " color0.a = texSample.a;\n");
|
||||
WriteColorToIntensity(p, "texSample", "color1.a");
|
||||
|
||||
WriteToBitDepth(p, 4, "color0", "color0");
|
||||
WriteToBitDepth(p, 4, "color1", "color1");
|
||||
|
||||
WRITE(p, " ocol0 = (color0 * 16.0f + color1) / 255.0f;\n");
|
||||
WRITE(p, "}\n");
|
||||
}
|
||||
|
||||
void WriteRGB565Encoder(char* p)
|
||||
{
|
||||
WriteSwizzler(p, GX_TF_RGB565);
|
||||
|
||||
WRITE(p, " float3 texSample;\n");
|
||||
WRITE(p, " float gInt;\n");
|
||||
WRITE(p, " float gUpper;\n");
|
||||
WRITE(p, " float gLower;\n");
|
||||
|
||||
WriteSampleColor(p, "rgb", "texSample");
|
||||
WriteToBitDepth(p, 6, "texSample.g", "gInt");
|
||||
WRITE(p, " gUpper = floor(gInt / 8.0f);\n");
|
||||
WRITE(p, " gLower = gInt - gUpper * 8.0f;\n");
|
||||
|
||||
WriteToBitDepth(p, 5, "texSample.r", "ocol0.b");
|
||||
WRITE(p, " ocol0.b = ocol0.b * 8.0f + gUpper;\n");
|
||||
WriteToBitDepth(p, 5, "texSample.b", "ocol0.g");
|
||||
WRITE(p, " ocol0.g = ocol0.g + gLower * 32.0f;\n");
|
||||
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, "rgb", "texSample");
|
||||
WriteToBitDepth(p, 6, "texSample.g", "gInt");
|
||||
WRITE(p, " gUpper = floor(gInt / 8.0f);\n");
|
||||
WRITE(p, " gLower = gInt - gUpper * 8.0f;\n");
|
||||
|
||||
WriteToBitDepth(p, 5, "texSample.r", "ocol0.r");
|
||||
WRITE(p, " ocol0.r = ocol0.r * 8.0f + gUpper;\n");
|
||||
WriteToBitDepth(p, 5, "texSample.b", "ocol0.a");
|
||||
WRITE(p, " ocol0.a = ocol0.a + gLower * 32.0f;\n");
|
||||
|
||||
WRITE(p, " ocol0 = ocol0 / 255.0f;\n");
|
||||
WRITE(p, "}\n");
|
||||
}
|
||||
|
||||
void WriteRGB5A3Encoder(char* p)
|
||||
{
|
||||
WriteSwizzler(p, GX_TF_RGB5A3);
|
||||
|
||||
WRITE(p, " float4 texSample;\n");
|
||||
WRITE(p, " float color0;\n");
|
||||
WRITE(p, " float gUpper;\n");
|
||||
WRITE(p, " float gLower;\n");
|
||||
|
||||
WriteSampleColor(p, "rgba", "texSample");
|
||||
|
||||
// 0.8784 = 224 / 255 which is the maximum alpha value that can be represented in 3 bits
|
||||
WRITE(p, "if(texSample.a > 0.878f) {\n");
|
||||
|
||||
WriteToBitDepth(p, 5, "texSample.g", "color0");
|
||||
WRITE(p, " gUpper = floor(color0 / 8.0f);\n");
|
||||
WRITE(p, " gLower = color0 - gUpper * 8.0f;\n");
|
||||
|
||||
WriteToBitDepth(p, 5, "texSample.r", "ocol0.b");
|
||||
WRITE(p, " ocol0.b = ocol0.b * 4.0f + gUpper + 128.0f;\n");
|
||||
WriteToBitDepth(p, 5, "texSample.b", "ocol0.g");
|
||||
WRITE(p, " ocol0.g = ocol0.g + gLower * 32.0f;\n");
|
||||
|
||||
WRITE(p, "} else {\n");
|
||||
|
||||
WriteToBitDepth(p, 4, "texSample.r", "ocol0.b");
|
||||
WriteToBitDepth(p, 4, "texSample.b", "ocol0.g");
|
||||
|
||||
WriteToBitDepth(p, 3, "texSample.a", "color0");
|
||||
WRITE(p, "ocol0.b = ocol0.b + color0 * 16.0f;\n");
|
||||
WriteToBitDepth(p, 4, "texSample.g", "color0");
|
||||
WRITE(p, "ocol0.g = ocol0.g + color0 * 16.0f;\n");
|
||||
|
||||
WRITE(p, "}\n");
|
||||
|
||||
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, "rgba", "texSample");
|
||||
|
||||
WRITE(p, "if(texSample.a > 0.878f) {\n");
|
||||
|
||||
WriteToBitDepth(p, 5, "texSample.g", "color0");
|
||||
WRITE(p, " gUpper = floor(color0 / 8.0f);\n");
|
||||
WRITE(p, " gLower = color0 - gUpper * 8.0f;\n");
|
||||
|
||||
WriteToBitDepth(p, 5, "texSample.r", "ocol0.r");
|
||||
WRITE(p, " ocol0.r = ocol0.r * 4.0f + gUpper + 128.0f;\n");
|
||||
WriteToBitDepth(p, 5, "texSample.b", "ocol0.a");
|
||||
WRITE(p, " ocol0.a = ocol0.a + gLower * 32.0f;\n");
|
||||
|
||||
WRITE(p, "} else {\n");
|
||||
|
||||
WriteToBitDepth(p, 4, "texSample.r", "ocol0.r");
|
||||
WriteToBitDepth(p, 4, "texSample.b", "ocol0.a");
|
||||
|
||||
WriteToBitDepth(p, 3, "texSample.a", "color0");
|
||||
WRITE(p, "ocol0.r = ocol0.r + color0 * 16.0f;\n");
|
||||
WriteToBitDepth(p, 4, "texSample.g", "color0");
|
||||
WRITE(p, "ocol0.a = ocol0.a + color0 * 16.0f;\n");
|
||||
|
||||
WRITE(p, "}\n");
|
||||
|
||||
WRITE(p, " ocol0 = ocol0 / 255.0f;\n");
|
||||
WRITE(p, "}\n");
|
||||
}
|
||||
|
||||
void WriteRGBA4443Encoder(char* p)
|
||||
{
|
||||
WriteSwizzler(p, GX_TF_RGB5A3);
|
||||
|
||||
WRITE(p, " float4 texSample;\n");
|
||||
WRITE(p, " float4 color0;\n");
|
||||
WRITE(p, " float4 color1;\n");
|
||||
|
||||
WriteSampleColor(p, "rgba", "texSample");
|
||||
WriteToBitDepth(p, 3, "texSample.a", "color0.b");
|
||||
WriteToBitDepth(p, 4, "texSample.r", "color1.b");
|
||||
WriteToBitDepth(p, 4, "texSample.g", "color0.g");
|
||||
WriteToBitDepth(p, 4, "texSample.b", "color1.g");
|
||||
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, "rgba", "texSample");
|
||||
WriteToBitDepth(p, 3, "texSample.a", "color0.r");
|
||||
WriteToBitDepth(p, 4, "texSample.r", "color1.r");
|
||||
WriteToBitDepth(p, 4, "texSample.g", "color0.a");
|
||||
WriteToBitDepth(p, 4, "texSample.b", "color1.a");
|
||||
|
||||
WRITE(p, " ocol0 = (color0 * 16.0f + color1) / 255.0f;\n");
|
||||
WRITE(p, "}\n");
|
||||
}
|
||||
|
||||
void WriteRGBA8Encoder(char* p)
|
||||
{
|
||||
Write32BitSwizzler(p, GX_TF_RGBA8);
|
||||
|
||||
WRITE(p, " float cl1 = xb - (halfxb * 2);\n");
|
||||
WRITE(p, " float cl0 = 1.0f - cl1;\n");
|
||||
|
||||
WRITE(p, " float4 texSample;\n");
|
||||
WRITE(p, " float4 color0;\n");
|
||||
WRITE(p, " float4 color1;\n");
|
||||
|
||||
WriteSampleColor(p, "rgba", "texSample");
|
||||
WRITE(p, " color0.b = texSample.a;\n");
|
||||
WRITE(p, " color0.g = texSample.r;\n");
|
||||
WRITE(p, " color1.b = texSample.g;\n");
|
||||
WRITE(p, " color1.g = texSample.b;\n");
|
||||
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, "rgba", "texSample");
|
||||
WRITE(p, " color0.r = texSample.a;\n");
|
||||
WRITE(p, " color0.a = texSample.r;\n");
|
||||
WRITE(p, " color1.r = texSample.g;\n");
|
||||
WRITE(p, " color1.a = texSample.b;\n");
|
||||
|
||||
WRITE(p, " ocol0 = (cl0 * color0) + (cl1 * color1);\n");
|
||||
|
||||
WRITE(p, "}\n");
|
||||
}
|
||||
|
||||
void WriteC4Encoder(char* p, const char* comp)
|
||||
{
|
||||
WriteSwizzler(p, GX_CTF_R4);
|
||||
WRITE(p, " float4 color0;\n");
|
||||
WRITE(p, " float4 color1;\n");
|
||||
|
||||
WriteSampleColor(p, comp, "color0.b");
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, comp, "color1.b");
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, comp, "color0.g");
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, comp, "color1.g");
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, comp, "color0.r");
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, comp, "color1.r");
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, comp, "color0.a");
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, comp, "color1.a");
|
||||
|
||||
WriteToBitDepth(p, 4, "color0", "color0");
|
||||
WriteToBitDepth(p, 4, "color1", "color1");
|
||||
|
||||
WRITE(p, " ocol0 = (color0 * 16.0f + color1) / 255.0f;\n");
|
||||
WRITE(p, "}\n");
|
||||
}
|
||||
|
||||
void WriteC8Encoder(char* p, const char* comp)
|
||||
{
|
||||
WriteSwizzler(p, GX_CTF_R8);
|
||||
|
||||
WriteSampleColor(p, comp, "ocol0.b");
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, comp, "ocol0.g");
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, comp, "ocol0.r");
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, comp, "ocol0.a");
|
||||
|
||||
WRITE(p, "}\n");
|
||||
}
|
||||
|
||||
void WriteCC4Encoder(char* p, const char* comp)
|
||||
{
|
||||
WriteSwizzler(p, GX_CTF_RA4);
|
||||
WRITE(p, " float2 texSample;\n");
|
||||
WRITE(p, " float4 color0;\n");
|
||||
WRITE(p, " float4 color1;\n");
|
||||
|
||||
WriteSampleColor(p, comp, "texSample");
|
||||
WRITE(p, " color0.b = texSample.x;\n");
|
||||
WRITE(p, " color1.b = texSample.y;\n");
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, comp, "texSample");
|
||||
WRITE(p, " color0.g = texSample.x;\n");
|
||||
WRITE(p, " color1.g = texSample.y;\n");
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, comp, "texSample");
|
||||
WRITE(p, " color0.r = texSample.x;\n");
|
||||
WRITE(p, " color1.r = texSample.y;\n");
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, comp, "texSample");
|
||||
WRITE(p, " color0.a = texSample.x;\n");
|
||||
WRITE(p, " color1.a = texSample.y;\n");
|
||||
|
||||
WriteToBitDepth(p, 4, "color0", "color0");
|
||||
WriteToBitDepth(p, 4, "color1", "color1");
|
||||
|
||||
WRITE(p, " ocol0 = (color0 * 16.0f + color1) / 255.0f;\n");
|
||||
WRITE(p, "}\n");
|
||||
}
|
||||
|
||||
void WriteCC8Encoder(char* p, const char* comp)
|
||||
{
|
||||
WriteSwizzler(p, GX_CTF_RA8);
|
||||
|
||||
WriteSampleColor(p, comp, "ocol0.bg");
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, comp, "ocol0.ra");
|
||||
|
||||
WRITE(p, "}\n");
|
||||
}
|
||||
|
||||
void WriteZ8Encoder(char* p, const char* multiplier)
|
||||
{
|
||||
WriteSwizzler(p, GX_CTF_Z8M);
|
||||
|
||||
WRITE(p, " float depth;\n");
|
||||
|
||||
WriteSampleColor(p, "b", "depth");
|
||||
WRITE(p, "ocol0.b = frac(depth * %s);\n", multiplier);
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, "b", "depth");
|
||||
WRITE(p, "ocol0.g = frac(depth * %s);\n", multiplier);
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, "b", "depth");
|
||||
WRITE(p, "ocol0.r = frac(depth * %s);\n", multiplier);
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, "b", "depth");
|
||||
WRITE(p, "ocol0.a = frac(depth * %s);\n", multiplier);
|
||||
|
||||
WRITE(p, "}\n");
|
||||
}
|
||||
|
||||
void WriteZ16Encoder(char* p)
|
||||
{
|
||||
WriteSwizzler(p, GX_TF_Z16);
|
||||
|
||||
WRITE(p, " float depth;\n");
|
||||
|
||||
// byte order is reversed
|
||||
|
||||
WriteSampleColor(p, "b", "depth");
|
||||
WRITE(p, " ocol0.b = frac(depth * 256.0f);\n");
|
||||
WRITE(p, " ocol0.g = depth;\n");
|
||||
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, "b", "depth");
|
||||
WRITE(p, " ocol0.r = frac(depth * 256.0f);\n");
|
||||
WRITE(p, " ocol0.a = depth;\n");
|
||||
|
||||
WRITE(p, "}\n");
|
||||
}
|
||||
|
||||
void WriteZ16LEncoder(char* p)
|
||||
{
|
||||
WriteSwizzler(p, GX_CTF_Z16L);
|
||||
|
||||
WRITE(p, " float depth;\n");
|
||||
|
||||
// byte order is reversed
|
||||
|
||||
WriteSampleColor(p, "b", "depth");
|
||||
WRITE(p, " ocol0.b = frac(depth * 65536.0f);\n");
|
||||
WRITE(p, " ocol0.g = frac(depth * 256.0f);\n");
|
||||
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, "b", "depth");
|
||||
WRITE(p, " ocol0.r = frac(depth * 65536.0f);\n");
|
||||
WRITE(p, " ocol0.a = frac(depth * 256.0f);\n");
|
||||
|
||||
WRITE(p, "}\n");
|
||||
}
|
||||
|
||||
void WriteZ24Encoder(char* p)
|
||||
{
|
||||
Write32BitSwizzler(p, GX_TF_Z24X8);
|
||||
|
||||
WRITE(p, " float cl = xb - (halfxb * 2);\n");
|
||||
|
||||
WRITE(p, " float depth0;\n");
|
||||
WRITE(p, " float depth1;\n");
|
||||
|
||||
WriteSampleColor(p, "b", "depth0");
|
||||
WriteIncrementSampleX(p);
|
||||
WriteSampleColor(p, "b", "depth1");
|
||||
|
||||
WRITE(p, " if(cl > 0.5f) {\n");
|
||||
// upper 16
|
||||
WRITE(p, " ocol0.b = frac(depth0 * 256.0f);\n");
|
||||
WRITE(p, " ocol0.g = depth0\n");
|
||||
WRITE(p, " ocol0.r = frac(depth1 * 256.0f);\n");
|
||||
WRITE(p, " ocol0.a = depth1\n");
|
||||
WRITE(p, " } else {\n");
|
||||
// lower 8
|
||||
WRITE(p, " ocol0.b = 1.0f;\n");
|
||||
WRITE(p, " ocol0.g = frac(depth0 * 65536.0f)\n");
|
||||
WRITE(p, " ocol0.r = 1.0f);\n");
|
||||
WRITE(p, " ocol0.a = frac(depth0 * 65536.0f)\n");
|
||||
WRITE(p, " }\n"
|
||||
"}\n");
|
||||
}
|
||||
|
||||
const char *GenerateEncodingShader(u32 format)
|
||||
{
|
||||
text[sizeof(text) - 1] = 0x7C; // canary
|
||||
|
||||
char *p = text;
|
||||
|
||||
switch(format)
|
||||
{
|
||||
case GX_TF_I4:
|
||||
WriteI4Encoder(p);
|
||||
break;
|
||||
case GX_TF_I8:
|
||||
WriteI8Encoder(p);
|
||||
break;
|
||||
case GX_TF_IA4:
|
||||
WriteIA4Encoder(p);
|
||||
break;
|
||||
case GX_TF_IA8:
|
||||
WriteIA8Encoder(p);
|
||||
break;
|
||||
case GX_TF_RGB565:
|
||||
WriteRGB565Encoder(p);
|
||||
break;
|
||||
case GX_TF_RGB5A3:
|
||||
WriteRGB5A3Encoder(p);
|
||||
break;
|
||||
case GX_TF_RGBA8:
|
||||
WriteRGBA8Encoder(p);
|
||||
break;
|
||||
case GX_CTF_R4:
|
||||
WriteC4Encoder(p, "r");
|
||||
break;
|
||||
case GX_CTF_RA4:
|
||||
WriteCC4Encoder(p, "ar");
|
||||
break;
|
||||
case GX_CTF_RA8:
|
||||
WriteCC8Encoder(p, "ar");
|
||||
break;
|
||||
case GX_CTF_A8:
|
||||
WriteC8Encoder(p, "a");
|
||||
break;
|
||||
case GX_CTF_R8:
|
||||
WriteC8Encoder(p, "r");
|
||||
break;
|
||||
case GX_CTF_G8:
|
||||
WriteC8Encoder(p, "g");
|
||||
break;
|
||||
case GX_CTF_B8:
|
||||
WriteC8Encoder(p, "b");
|
||||
break;
|
||||
case GX_CTF_RG8:
|
||||
WriteCC8Encoder(p, "rg");
|
||||
break;
|
||||
case GX_CTF_GB8:
|
||||
WriteCC8Encoder(p, "gb");
|
||||
break;
|
||||
case GX_TF_Z8:
|
||||
WriteC8Encoder(p, "b");
|
||||
break;
|
||||
case GX_TF_Z16:
|
||||
WriteZ16Encoder(p);
|
||||
break;
|
||||
case GX_TF_Z24X8:
|
||||
WriteZ24Encoder(p);
|
||||
break;
|
||||
case GX_CTF_Z4:
|
||||
WriteC4Encoder(p, "b");
|
||||
break;
|
||||
case GX_CTF_Z8M:
|
||||
WriteZ8Encoder(p, "256.0f");
|
||||
break;
|
||||
case GX_CTF_Z8L:
|
||||
WriteZ8Encoder(p, "65536.0f" );
|
||||
break;
|
||||
case GX_CTF_Z16L:
|
||||
WriteZ16LEncoder(p);
|
||||
break;
|
||||
default:
|
||||
PanicAlert("Unknown texture copy format: 0x%x\n", format);
|
||||
break;
|
||||
}
|
||||
|
||||
if (text[sizeof(text) - 1] != 0x7C)
|
||||
PanicAlert("TextureConversionShader generator - buffer too small, canary has been eaten!");
|
||||
|
||||
return text;
|
||||
}
|
||||
|
||||
void SetShaderParameters(float width, float height, float offsetX, float offsetY, float widthStride, float heightStride)
|
||||
{
|
||||
SetPSConstant4f(C_COLORMATRIX, widthStride, heightStride, 0.0f, 0.0f);
|
||||
SetPSConstant4f(C_COLORMATRIX + 1, width, (height - 1), offsetX, offsetY);
|
||||
}
|
||||
|
||||
} // namespace
|
@ -1,36 +0,0 @@
|
||||
// Copyright (C) 2003 Dolphin Project.
|
||||
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU General Public License as published by
|
||||
// the Free Software Foundation, version 2.0.
|
||||
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU General Public License 2.0 for more details.
|
||||
|
||||
// A copy of the GPL 2.0 should have been included with the program.
|
||||
// If not, see http://www.gnu.org/licenses/
|
||||
|
||||
// Official SVN repository and contact information can be found at
|
||||
// http://code.google.com/p/dolphin-emu/
|
||||
|
||||
#ifndef _TEXTURECONVERSIONSHADER_H_
|
||||
#define _TEXTURECONVERSIONSHADER_H_
|
||||
|
||||
#include "Common.h"
|
||||
#include "TextureDecoder.h"
|
||||
#include <Cg/cg.h>
|
||||
|
||||
namespace TextureConversionShader
|
||||
{
|
||||
u16 GetEncodedSampleCount(u32 format);
|
||||
|
||||
const char *GenerateEncodingShader(u32 format);
|
||||
|
||||
void SetShaderParameters(float width, float height, float offsetX, float offsetY, float widthStride, float heightStride);
|
||||
|
||||
}
|
||||
|
||||
#endif // _TEXTURECONVERSIONSHADER_H_
|
||||
|
@ -169,7 +169,7 @@ void Shutdown()
|
||||
void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const TargetRectangle& sourceRc,
|
||||
u8* destAddr, int dstWidth, int dstHeight, bool linearFilter)
|
||||
{
|
||||
Renderer::ResetGLState();
|
||||
Renderer::ResetAPIState();
|
||||
|
||||
// switch to texture converter frame buffer
|
||||
// attach render buffer as color destination
|
||||
@ -218,13 +218,13 @@ void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const Tar
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
Renderer::SetFramebuffer(0);
|
||||
Renderer::RestoreGLState();
|
||||
Renderer::RestoreAPIState();
|
||||
VertexShaderManager::SetViewportChanged();
|
||||
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
|
||||
TextureMngr::DisableStage(0);
|
||||
|
||||
Renderer::RestoreGLState();
|
||||
Renderer::RestoreAPIState();
|
||||
GL_REPORT_ERRORD();
|
||||
}
|
||||
|
||||
@ -314,7 +314,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
|
||||
return;
|
||||
}
|
||||
|
||||
Renderer::ResetGLState();
|
||||
Renderer::ResetAPIState();
|
||||
|
||||
float srcFormatFactor = 0.5f;
|
||||
float srcFmtWidth = srcWidth * srcFormatFactor;
|
||||
@ -362,7 +362,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
|
||||
|
||||
Renderer::SetFramebuffer(0);
|
||||
|
||||
Renderer::RestoreGLState();
|
||||
Renderer::RestoreAPIState();
|
||||
GL_REPORT_ERRORD();
|
||||
}
|
||||
|
||||
|
@ -686,7 +686,7 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
// We have to run a pixel shader, for color conversion.
|
||||
Renderer::ResetGLState(); // reset any game specific settings
|
||||
Renderer::ResetAPIState(); // reset any game specific settings
|
||||
|
||||
if (s_TempFramebuffer == 0)
|
||||
glGenFramebuffersEXT(1, (GLuint *)&s_TempFramebuffer);
|
||||
@ -725,7 +725,7 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
|
||||
|
||||
// Return to the EFB.
|
||||
Renderer::SetFramebuffer(0);
|
||||
Renderer::RestoreGLState();
|
||||
Renderer::RestoreAPIState();
|
||||
VertexShaderManager::SetViewportChanged();
|
||||
TextureMngr::DisableStage(0);
|
||||
|
||||
|
Reference in New Issue
Block a user