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VideoCommon: Add texture decoding shader generators
This commit is contained in:
parent
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commit
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@ -2,9 +2,13 @@
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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 <cmath>
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#include <cstdio>
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#include <map>
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#include <sstream>
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#include "Common/CommonFuncs.h"
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#include "Common/CommonTypes.h"
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#include "Common/MathUtil.h"
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#include "Common/MsgHandler.h"
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@ -720,4 +724,546 @@ const char* GenerateEncodingShader(u32 format, APIType ApiType)
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return text;
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}
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// NOTE: In these uniforms, a row refers to a row of blocks, not texels.
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static const char decoding_shader_header[] = R"(
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#ifdef VULKAN
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layout(std140, push_constant) uniform PushConstants {
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uvec2 dst_size;
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uvec2 src_size;
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uint src_offset;
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uint src_row_stride;
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uint palette_offset;
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} push_constants;
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#define u_dst_size (push_constants.dst_size)
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#define u_src_size (push_constants.src_size)
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#define u_src_offset (push_constants.src_offset)
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#define u_src_row_stride (push_constants.src_row_stride)
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#define u_palette_offset (push_constants.palette_offset)
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TEXEL_BUFFER_BINDING(0) uniform usamplerBuffer s_input_buffer;
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TEXEL_BUFFER_BINDING(1) uniform usamplerBuffer s_palette_buffer;
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IMAGE_BINDING(rgba8, 0) uniform writeonly image2DArray output_image;
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#else
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uniform uvec2 u_dst_size;
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uniform uvec2 u_src_size;
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uniform uint u_src_offset;
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uniform uint u_src_row_stride;
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uniform uint u_palette_offset;
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SAMPLER_BINDING(9) uniform usamplerBuffer s_input_buffer;
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SAMPLER_BINDING(10) uniform usamplerBuffer s_palette_buffer;
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layout(rgba8, binding = 0) uniform writeonly image2DArray output_image;
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#endif
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uint Swap16(uint v)
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{
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// Convert BE to LE.
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return ((v >> 8) | (v << 8)) & 0xFFFFu;
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}
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uint Convert3To8(uint v)
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{
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// Swizzle bits: 00000123 -> 12312312
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return (v << 5) | (v << 2) | (v >> 1);
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}
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uint Convert4To8(uint v)
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{
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// Swizzle bits: 00001234 -> 12341234
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return (v << 4) | v;
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}
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uint Convert5To8(uint v)
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{
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// Swizzle bits: 00012345 -> 12345123
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return (v << 3) | (v >> 2);
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}
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uint Convert6To8(uint v)
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{
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// Swizzle bits: 00123456 -> 12345612
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return (v << 2) | (v >> 4);
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}
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uint GetTiledTexelOffset(uvec2 block_size, uvec2 coords)
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{
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uvec2 block = coords / block_size;
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uvec2 offset = coords % block_size;
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uint buffer_pos = u_src_offset;
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buffer_pos += block.y * u_src_row_stride;
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buffer_pos += block.x * (block_size.x * block_size.y);
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buffer_pos += offset.y * block_size.x;
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buffer_pos += offset.x;
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return buffer_pos;
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}
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uvec4 GetPaletteColor(uint index)
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{
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// Fetch and swap BE to LE.
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uint val = Swap16(texelFetch(s_palette_buffer, int(u_palette_offset + index)).x);
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uvec4 color;
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#if defined(PALETTE_FORMAT_IA8)
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uint a = bitfieldExtract(val, 8, 8);
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uint i = bitfieldExtract(val, 0, 8);
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color = uvec4(i, i, i, a);
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#elif defined(PALETTE_FORMAT_RGB565)
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color.x = Convert5To8(bitfieldExtract(val, 11, 5));
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color.y = Convert6To8(bitfieldExtract(val, 5, 6));
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color.z = Convert5To8(bitfieldExtract(val, 0, 5));
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color.a = 255u;
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#elif defined(PALETTE_FORMAT_RGB5A3)
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if ((val & 0x8000u) != 0u)
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{
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color.x = Convert5To8(bitfieldExtract(val, 10, 5));
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color.y = Convert5To8(bitfieldExtract(val, 5, 5));
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color.z = Convert5To8(bitfieldExtract(val, 0, 5));
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color.a = 255u;
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}
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else
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{
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color.a = Convert3To8(bitfieldExtract(val, 12, 3));
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color.r = Convert4To8(bitfieldExtract(val, 8, 4));
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color.g = Convert4To8(bitfieldExtract(val, 4, 4));
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color.b = Convert4To8(bitfieldExtract(val, 0, 4));
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}
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#else
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// Not used.
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color = uvec4(0, 0, 0, 0);
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#endif
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return color;
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}
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vec4 GetPaletteColorNormalized(uint index)
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{
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uvec4 color = GetPaletteColor(index);
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return vec4(color) / 255.0;
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}
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)";
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static const std::map<TextureFormat, DecodingShaderInfo> s_decoding_shader_info{
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{GX_TF_I4,
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{BUFFER_FORMAT_R8_UINT, 0, 8, 8, false,
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R"(
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layout(local_size_x = 8, local_size_y = 8) in;
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void main()
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{
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uvec2 coords = gl_GlobalInvocationID.xy;
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// Tiled in 8x8 blocks, 4 bits per pixel
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// We need to do the tiling manually here because the texel size is smaller than
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// the size of the buffer elements.
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uint2 block = coords.xy / 8u;
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uint2 offset = coords.xy % 8u;
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uint buffer_pos = u_src_offset;
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buffer_pos += block.y * u_src_row_stride;
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buffer_pos += block.x * 32u;
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buffer_pos += offset.y * 4u;
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buffer_pos += offset.x / 2u;
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// Select high nibble for odd texels, low for even.
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uint val = texelFetch(s_input_buffer, int(buffer_pos)).x;
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uint i;
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if ((coords.x & 1u) == 0u)
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i = Convert4To8((val >> 4));
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else
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i = Convert4To8((val & 0x0Fu));
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uvec4 color = uvec4(i, i, i, i);
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vec4 norm_color = vec4(color) / 255.0;
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imageStore(output_image, ivec3(ivec2(coords), 0), norm_color);
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}
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)"}},
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{GX_TF_IA4,
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{BUFFER_FORMAT_R8_UINT, 0, 8, 8, false,
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R"(
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layout(local_size_x = 8, local_size_y = 8) in;
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void main()
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{
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uvec2 coords = gl_GlobalInvocationID.xy;
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// Tiled in 8x4 blocks, 8 bits per pixel
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uint buffer_pos = GetTiledTexelOffset(uvec2(8u, 4u), coords);
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uint val = texelFetch(s_input_buffer, int(buffer_pos)).x;
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uint i = Convert4To8((val & 0x0Fu));
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uint a = Convert4To8((val >> 4));
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uvec4 color = uvec4(i, i, i, a);
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vec4 norm_color = vec4(color) / 255.0;
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imageStore(output_image, ivec3(ivec2(coords), 0), norm_color);
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}
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)"}},
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{GX_TF_I8,
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{BUFFER_FORMAT_R8_UINT, 0, 8, 8, false,
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R"(
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layout(local_size_x = 8, local_size_y = 8) in;
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void main()
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{
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uvec2 coords = gl_GlobalInvocationID.xy;
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// Tiled in 8x4 blocks, 8 bits per pixel
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uint buffer_pos = GetTiledTexelOffset(uvec2(8u, 4u), coords);
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uint i = texelFetch(s_input_buffer, int(buffer_pos)).x;
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uvec4 color = uvec4(i, i, i, i);
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vec4 norm_color = vec4(color) / 255.0;
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imageStore(output_image, ivec3(ivec2(coords), 0), norm_color);
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}
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)"}},
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{GX_TF_IA8,
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{BUFFER_FORMAT_R16_UINT, 0, 8, 8, false,
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R"(
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layout(local_size_x = 8, local_size_y = 8) in;
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void main()
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{
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uvec2 coords = gl_GlobalInvocationID.xy;
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// Tiled in 4x4 blocks, 16 bits per pixel
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uint buffer_pos = GetTiledTexelOffset(uvec2(4u, 4u), coords);
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uint val = texelFetch(s_input_buffer, int(buffer_pos)).x;
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uint a = (val & 0xFFu);
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uint i = (val >> 8);
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uvec4 color = uvec4(i, i, i, a);
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vec4 norm_color = vec4(color) / 255.0;
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imageStore(output_image, ivec3(ivec2(coords), 0), norm_color);
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}
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)"}},
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{GX_TF_RGB565,
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{BUFFER_FORMAT_R16_UINT, 0, 8, 8, false,
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R"(
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layout(local_size_x = 8, local_size_y = 8) in;
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void main()
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{
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uvec2 coords = gl_GlobalInvocationID.xy;
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// Tiled in 4x4 blocks
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uint buffer_pos = GetTiledTexelOffset(uvec2(4u, 4u), coords);
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uint val = Swap16(texelFetch(s_input_buffer, int(buffer_pos)).x);
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uvec4 color;
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color.x = Convert5To8(bitfieldExtract(val, 11, 5));
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color.y = Convert6To8(bitfieldExtract(val, 5, 6));
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color.z = Convert5To8(bitfieldExtract(val, 0, 5));
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color.a = 255u;
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vec4 norm_color = vec4(color) / 255.0;
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imageStore(output_image, ivec3(ivec2(coords), 0), norm_color);
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}
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)"}},
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{GX_TF_RGB5A3,
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{BUFFER_FORMAT_R16_UINT, 0, 8, 8, false,
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R"(
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layout(local_size_x = 8, local_size_y = 8) in;
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void main()
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{
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uvec2 coords = gl_GlobalInvocationID.xy;
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// Tiled in 4x4 blocks
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uint buffer_pos = GetTiledTexelOffset(uvec2(4u, 4u), coords);
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uint val = Swap16(texelFetch(s_input_buffer, int(buffer_pos)).x);
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uvec4 color;
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if ((val & 0x8000u) != 0u)
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{
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color.x = Convert5To8(bitfieldExtract(val, 10, 5));
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color.y = Convert5To8(bitfieldExtract(val, 5, 5));
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color.z = Convert5To8(bitfieldExtract(val, 0, 5));
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color.a = 255u;
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}
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else
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{
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color.a = Convert3To8(bitfieldExtract(val, 12, 3));
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color.r = Convert4To8(bitfieldExtract(val, 8, 4));
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color.g = Convert4To8(bitfieldExtract(val, 4, 4));
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color.b = Convert4To8(bitfieldExtract(val, 0, 4));
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}
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vec4 norm_color = vec4(color) / 255.0;
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imageStore(output_image, ivec3(ivec2(coords), 0), norm_color);
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}
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)"}},
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{GX_TF_RGBA8,
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{BUFFER_FORMAT_R16_UINT, 0, 8, 8, false,
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R"(
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layout(local_size_x = 8, local_size_y = 8) in;
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void main()
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{
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uvec2 coords = gl_GlobalInvocationID.xy;
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// Tiled in 4x4 blocks
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// We can't use the normal calculation function, as these are packed as the AR channels
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// for the entire block, then the GB channels afterwards.
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uint2 block = coords.xy / 4u;
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uint2 offset = coords.xy % 4u;
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uint buffer_pos = u_src_offset;
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// Our buffer has 16-bit elements, so the offsets here are half what they would be in bytes.
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buffer_pos += block.y * u_src_row_stride;
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buffer_pos += block.x * 32u;
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buffer_pos += offset.y * 4u;
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buffer_pos += offset.x;
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// The two GB channels follow after the block's AR channels.
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uint val1 = texelFetch(s_input_buffer, int(buffer_pos + 0u)).x;
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uint val2 = texelFetch(s_input_buffer, int(buffer_pos + 16u)).x;
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uvec4 color;
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color.a = (val1 & 0xFFu);
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color.r = (val1 >> 8);
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color.g = (val2 & 0xFFu);
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color.b = (val2 >> 8);
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vec4 norm_color = vec4(color) / 255.0;
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imageStore(output_image, ivec3(ivec2(coords), 0), norm_color);
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}
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)"}},
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{GX_TF_CMPR,
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{BUFFER_FORMAT_R32G32_UINT, 0, 64, 1, true,
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R"(
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// In the compute version of this decoder, we flatten the blocks to a one-dimension array.
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// Each group is subdivided into 16, and the first thread in each group fetches the DXT data.
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// All threads then calculate the possible colors for the block and write to the output image.
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#define GROUP_SIZE 64u
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#define BLOCK_SIZE_X 4u
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#define BLOCK_SIZE_Y 4u
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#define BLOCK_SIZE (BLOCK_SIZE_X * BLOCK_SIZE_Y)
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#define BLOCKS_PER_GROUP (GROUP_SIZE / BLOCK_SIZE)
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layout(local_size_x = GROUP_SIZE, local_size_y = 1) in;
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shared uvec2 shared_temp[BLOCKS_PER_GROUP];
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uint DXTBlend(uint v1, uint v2)
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{
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// 3/8 blend, which is close to 1/3
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return ((v1 * 3u + v2 * 5u) >> 3);
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}
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void main()
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{
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uint local_thread_id = gl_LocalInvocationID.x;
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uint block_in_group = local_thread_id / BLOCK_SIZE;
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uint thread_in_block = local_thread_id % BLOCK_SIZE;
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uint block_index = gl_WorkGroupID.x * BLOCKS_PER_GROUP + block_in_group;
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// Annoyingly, we can't precalculate this as a uniform because the DXT block size differs
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// from the block size of the overall texture (4 vs 8). We can however use a multiply and
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// subtraction to avoid the modulo for calculating the block's X coordinate.
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uint blocks_wide = u_src_size.x / BLOCK_SIZE_X;
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uvec2 block_coords;
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block_coords.y = block_index / blocks_wide;
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block_coords.x = block_index - (block_coords.y * blocks_wide);
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// Only the first thread for each block reads from the texel buffer.
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if (thread_in_block == 0u)
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{
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// Calculate tiled block coordinates.
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uvec2 tile_block_coords = block_coords / 2u;
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uvec2 subtile_block_coords = block_coords % 2u;
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uint buffer_pos = u_src_offset;
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buffer_pos += tile_block_coords.y * u_src_row_stride;
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buffer_pos += tile_block_coords.x * 4u;
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buffer_pos += subtile_block_coords.y * 2u;
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buffer_pos += subtile_block_coords.x;
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// Read the entire DXT block to shared memory.
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uvec2 raw_data = texelFetch(s_input_buffer, int(buffer_pos)).xy;
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shared_temp[block_in_group] = raw_data;
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}
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// Ensure store is completed before the remaining threads in the block continue.
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memoryBarrierShared();
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barrier();
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// Unpack colors and swap BE to LE.
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uvec2 raw_data = shared_temp[block_in_group];
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uint swapped = ((raw_data.x & 0xFF00FF00u) >> 8) | ((raw_data.x & 0x00FF00FFu) << 8);
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uint c1 = swapped & 0xFFFFu;
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uint c2 = swapped >> 16;
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// Expand 5/6 bit channels to 8-bits per channel.
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uint blue1 = Convert5To8(bitfieldExtract(c1, 0, 5));
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uint blue2 = Convert5To8(bitfieldExtract(c2, 0, 5));
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uint green1 = Convert6To8(bitfieldExtract(c1, 5, 6));
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uint green2 = Convert6To8(bitfieldExtract(c2, 5, 6));
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uint red1 = Convert5To8(bitfieldExtract(c1, 11, 5));
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uint red2 = Convert5To8(bitfieldExtract(c2, 11, 5));
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// Determine the four colors the block can use.
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// It's quicker to just precalculate all four colors rather than branching on the index.
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// NOTE: These must be masked with 0xFF. This is done at the normalization stage below.
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uvec4 color0, color1, color2, color3;
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color0 = uvec4(red1, green1, blue1, 255u);
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color1 = uvec4(red2, green2, blue2, 255u);
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if (c1 > c2)
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{
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color2 = uvec4(DXTBlend(red2, red1), DXTBlend(green2, green1), DXTBlend(blue2, blue1), 255u);
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color3 = uvec4(DXTBlend(red1, red2), DXTBlend(green1, green2), DXTBlend(blue1, blue2), 255u);
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}
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else
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{
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color2 = uvec4((red1 + red2) / 2u, (green1 + green2) / 2u, (blue1 + blue2) / 2u, 255u);
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color3 = uvec4((red1 + red2) / 2u, (green1 + green2) / 2u, (blue1 + blue2) / 2u, 0u);
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}
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// Calculate the texel coordinates that we will write to.
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// The divides/modulo here should be turned into a shift/binary AND.
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uint local_y = thread_in_block / BLOCK_SIZE_X;
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uint local_x = thread_in_block % BLOCK_SIZE_X;
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uint global_x = block_coords.x * BLOCK_SIZE_X + local_x;
|
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uint global_y = block_coords.y * BLOCK_SIZE_Y + local_y;
|
||||
|
||||
// Use the coordinates within the block to shift the 32-bit value containing
|
||||
// all 16 indices to a single 2-bit index.
|
||||
uint index = bitfieldExtract(raw_data.y, int((local_y * 8u) + (6u - local_x * 2u)), 2);
|
||||
|
||||
// Select the un-normalized color from the precalculated color array.
|
||||
// Using a switch statement here removes the need for dynamic indexing of an array.
|
||||
uvec4 color;
|
||||
switch (index)
|
||||
{
|
||||
case 0u: color = color0; break;
|
||||
case 1u: color = color1; break;
|
||||
case 2u: color = color2; break;
|
||||
case 3u: color = color3; break;
|
||||
default: color = color0; break;
|
||||
}
|
||||
|
||||
// Normalize and write to the output image.
|
||||
vec4 norm_color = vec4(color & 0xFFu) / 255.0;
|
||||
imageStore(output_image, ivec3(ivec2(uvec2(global_x, global_y)), 0), norm_color);
|
||||
}
|
||||
)"}},
|
||||
{GX_TF_C4,
|
||||
{BUFFER_FORMAT_R8_UINT, static_cast<u32>(TexDecoder_GetPaletteSize(GX_TF_C4)), 8, 8, false,
|
||||
R"(
|
||||
layout(local_size_x = 8, local_size_y = 8) in;
|
||||
|
||||
void main()
|
||||
{
|
||||
uvec2 coords = gl_GlobalInvocationID.xy;
|
||||
|
||||
// Tiled in 8x8 blocks, 4 bits per pixel
|
||||
// We need to do the tiling manually here because the texel size is smaller than
|
||||
// the size of the buffer elements.
|
||||
uint2 block = coords.xy / 8u;
|
||||
uint2 offset = coords.xy % 8u;
|
||||
uint buffer_pos = u_src_offset;
|
||||
buffer_pos += block.y * u_src_row_stride;
|
||||
buffer_pos += block.x * 32u;
|
||||
buffer_pos += offset.y * 4u;
|
||||
buffer_pos += offset.x / 2u;
|
||||
|
||||
// Select high nibble for odd texels, low for even.
|
||||
uint val = texelFetch(s_input_buffer, int(buffer_pos)).x;
|
||||
uint index = ((coords.x & 1u) == 0u) ? (val >> 4) : (val & 0x0Fu);
|
||||
vec4 norm_color = GetPaletteColorNormalized(index);
|
||||
imageStore(output_image, ivec3(ivec2(coords), 0), norm_color);
|
||||
}
|
||||
|
||||
)"}},
|
||||
{GX_TF_C8,
|
||||
{BUFFER_FORMAT_R8_UINT, static_cast<u32>(TexDecoder_GetPaletteSize(GX_TF_C8)), 8, 8, false,
|
||||
R"(
|
||||
layout(local_size_x = 8, local_size_y = 8) in;
|
||||
|
||||
void main()
|
||||
{
|
||||
uvec2 coords = gl_GlobalInvocationID.xy;
|
||||
|
||||
// Tiled in 8x4 blocks, 8 bits per pixel
|
||||
uint buffer_pos = GetTiledTexelOffset(uvec2(8u, 4u), coords);
|
||||
uint index = texelFetch(s_input_buffer, int(buffer_pos)).x;
|
||||
vec4 norm_color = GetPaletteColorNormalized(index);
|
||||
imageStore(output_image, ivec3(ivec2(coords), 0), norm_color);
|
||||
}
|
||||
)"}},
|
||||
{GX_TF_C14X2,
|
||||
{BUFFER_FORMAT_R16_UINT, static_cast<u32>(TexDecoder_GetPaletteSize(GX_TF_C14X2)), 8, 8, false,
|
||||
R"(
|
||||
layout(local_size_x = 8, local_size_y = 8) in;
|
||||
|
||||
void main()
|
||||
{
|
||||
uvec2 coords = gl_GlobalInvocationID.xy;
|
||||
|
||||
// Tiled in 4x4 blocks, 16 bits per pixel
|
||||
uint buffer_pos = GetTiledTexelOffset(uvec2(4u, 4u), coords);
|
||||
uint index = texelFetch(s_input_buffer, int(buffer_pos)).x) & 0x3FFFu;
|
||||
vec4 norm_color = GetPaletteColorNormalized(index);
|
||||
imageStore(output_image, ivec3(ivec2(coords), 0), norm_color);
|
||||
}
|
||||
)"}}};
|
||||
|
||||
static const std::array<u32, BUFFER_FORMAT_COUNT> s_buffer_bytes_per_texel = {{
|
||||
1, // BUFFER_FORMAT_R8_UINT
|
||||
2, // BUFFER_FORMAT_R16_UINT
|
||||
8, // BUFFER_FORMAT_R32G32_UINT
|
||||
}};
|
||||
|
||||
const DecodingShaderInfo* GetDecodingShaderInfo(u32 format)
|
||||
{
|
||||
auto iter = s_decoding_shader_info.find(static_cast<TextureFormat>(format));
|
||||
return iter != s_decoding_shader_info.end() ? &iter->second : nullptr;
|
||||
}
|
||||
|
||||
u32 GetBytesPerBufferElement(BufferFormat buffer_format)
|
||||
{
|
||||
return s_buffer_bytes_per_texel[buffer_format];
|
||||
}
|
||||
|
||||
std::pair<u32, u32> GetDispatchCount(const DecodingShaderInfo* info, u32 width, u32 height)
|
||||
{
|
||||
// Flatten to a single dimension?
|
||||
if (info->group_flatten)
|
||||
return {(width * height + (info->group_size_x - 1)) / info->group_size_x, 1};
|
||||
|
||||
return {(width + (info->group_size_x - 1)) / info->group_size_x,
|
||||
(height + (info->group_size_y - 1)) / info->group_size_y};
|
||||
}
|
||||
|
||||
std::string GenerateDecodingShader(u32 format, u32 palette_format, APIType api_type)
|
||||
{
|
||||
const DecodingShaderInfo* info = GetDecodingShaderInfo(format);
|
||||
if (!info)
|
||||
return "";
|
||||
|
||||
std::stringstream ss;
|
||||
switch (palette_format)
|
||||
{
|
||||
case GX_TL_IA8:
|
||||
ss << "#define PALETTE_FORMAT_IA8 1\n";
|
||||
break;
|
||||
case GX_TL_RGB565:
|
||||
ss << "#define PALETTE_FORMAT_RGB565 1\n";
|
||||
break;
|
||||
case GX_TL_RGB5A3:
|
||||
ss << "#define PALETTE_FORMAT_RGB5A3 1\n";
|
||||
break;
|
||||
}
|
||||
|
||||
ss << decoding_shader_header;
|
||||
ss << info->shader_body;
|
||||
|
||||
return ss.str();
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
@ -4,6 +4,9 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
#include <utility>
|
||||
|
||||
#include "Common/CommonTypes.h"
|
||||
|
||||
enum class APIType;
|
||||
@ -13,4 +16,40 @@ namespace TextureConversionShader
|
||||
u16 GetEncodedSampleCount(u32 format);
|
||||
|
||||
const char* GenerateEncodingShader(u32 format, APIType ApiType);
|
||||
}
|
||||
|
||||
// View format of the input data to the texture decoding shader.
|
||||
enum BufferFormat
|
||||
{
|
||||
BUFFER_FORMAT_R8_UINT,
|
||||
BUFFER_FORMAT_R16_UINT,
|
||||
BUFFER_FORMAT_R32G32_UINT,
|
||||
BUFFER_FORMAT_COUNT
|
||||
};
|
||||
|
||||
// Information required to compile and dispatch a texture decoding shader.
|
||||
struct DecodingShaderInfo
|
||||
{
|
||||
BufferFormat buffer_format;
|
||||
u32 palette_size;
|
||||
u32 group_size_x;
|
||||
u32 group_size_y;
|
||||
bool group_flatten;
|
||||
const char* shader_body;
|
||||
};
|
||||
|
||||
// Obtain shader information for the specified texture format.
|
||||
// If this format does not have a shader written for it, returns nullptr.
|
||||
const DecodingShaderInfo* GetDecodingShaderInfo(u32 format);
|
||||
|
||||
// Determine how many bytes there are in each element of the texel buffer.
|
||||
// Needed for alignment and stride calculations.
|
||||
u32 GetBytesPerBufferElement(BufferFormat buffer_format);
|
||||
|
||||
// Determine how many thread groups should be dispatched for an image of the specified width/height.
|
||||
// First is the number of X groups, second is the number of Y groups, Z is always one.
|
||||
std::pair<u32, u32> GetDispatchCount(const DecodingShaderInfo* info, u32 width, u32 height);
|
||||
|
||||
// Returns the GLSL string containing the texture decoding shader for the specified format.
|
||||
std::string GenerateDecodingShader(u32 format, u32 palette_format, APIType api_type);
|
||||
|
||||
} // namespace TextureConversionShader
|
||||
|
Loading…
Reference in New Issue
Block a user