Restructure parameters to TetxureConverterShaderGen/TextureConversionShader

This will be used for later refactoring for increased accuracy.
This commit is contained in:
Pokechu22
2022-02-07 13:37:28 -08:00
parent d20094efa2
commit 791bd16b28
7 changed files with 89 additions and 76 deletions

View File

@ -1978,44 +1978,49 @@ void TextureCacheBase::StitchXFBCopy(TCacheEntry* stitched_entry)
}
}
EFBCopyFilterCoefficients
std::array<u32, 3>
TextureCacheBase::GetRAMCopyFilterCoefficients(const CopyFilterCoefficients::Values& coefficients)
{
// To simplify the backend, we precalculate the three coefficients in common. Coefficients 0, 1
// are for the row above, 2, 3, 4 are for the current pixel, and 5, 6 are for the row below.
return EFBCopyFilterCoefficients{
static_cast<float>(static_cast<u32>(coefficients[0]) + static_cast<u32>(coefficients[1])) /
64.0f,
static_cast<float>(static_cast<u32>(coefficients[2]) + static_cast<u32>(coefficients[3]) +
static_cast<u32>(coefficients[4])) /
64.0f,
static_cast<float>(static_cast<u32>(coefficients[5]) + static_cast<u32>(coefficients[6])) /
64.0f,
return {
static_cast<u32>(coefficients[0]) + static_cast<u32>(coefficients[1]),
static_cast<u32>(coefficients[2]) + static_cast<u32>(coefficients[3]) +
static_cast<u32>(coefficients[4]),
static_cast<u32>(coefficients[5]) + static_cast<u32>(coefficients[6]),
};
}
EFBCopyFilterCoefficients
std::array<u32, 3>
TextureCacheBase::GetVRAMCopyFilterCoefficients(const CopyFilterCoefficients::Values& coefficients)
{
// If the user disables the copy filter, only apply it to the VRAM copy.
// This way games which are sensitive to changes to the RAM copy of the XFB will be unaffected.
EFBCopyFilterCoefficients res = GetRAMCopyFilterCoefficients(coefficients);
std::array<u32, 3> res = GetRAMCopyFilterCoefficients(coefficients);
if (!g_ActiveConfig.bDisableCopyFilter)
return res;
// Disabling the copy filter in options should not ignore the values the game sets completely,
// as some games use the filter coefficients to control the brightness of the screen. Instead,
// add all coefficients to the middle sample, so the deflicker/vertical filter has no effect.
res.middle = res.upper + res.middle + res.lower;
res.upper = 0.0f;
res.lower = 0.0f;
res[1] = res[0] + res[1] + res[2];
res[0] = 0;
res[2] = 0;
return res;
}
bool TextureCacheBase::NeedsCopyFilterInShader(const EFBCopyFilterCoefficients& coefficients)
bool TextureCacheBase::AllCopyFilterCoefsNeeded(const std::array<u32, 3>& coefficients)
{
// If the top/bottom coefficients are zero, no point sampling/blending from these rows.
return coefficients.upper != 0 || coefficients.lower != 0;
return coefficients[0] != 0 || coefficients[2] != 0;
}
bool TextureCacheBase::CopyFilterCanOverflow(const std::array<u32, 3>& coefficients)
{
// Normally, the copy filter coefficients will sum to at most 64. If the sum is higher than that,
// colors are clamped to the range [0, 255], but if the sum is higher than 128, that clamping
// breaks (as colors end up >= 512, which wraps back to 0).
return coefficients[0] + coefficients[1] + coefficients[2] >= 128;
}
void TextureCacheBase::CopyRenderTargetToTexture(
@ -2255,10 +2260,11 @@ void TextureCacheBase::CopyRenderTargetToTexture(
if (copy_to_ram)
{
EFBCopyFilterCoefficients coefficients = GetRAMCopyFilterCoefficients(filter_coefficients);
const std::array<u32, 3> coefficients = GetRAMCopyFilterCoefficients(filter_coefficients);
PixelFormat srcFormat = bpmem.zcontrol.pixel_format;
EFBCopyParams format(srcFormat, dstFormat, is_depth_copy, isIntensity,
NeedsCopyFilterInShader(coefficients));
AllCopyFilterCoefsNeeded(coefficients),
CopyFilterCanOverflow(coefficients), gamma != 1.0);
std::unique_ptr<AbstractStagingTexture> staging_texture = GetEFBCopyStagingTexture();
if (staging_texture)
@ -2716,16 +2722,15 @@ void TextureCacheBase::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_cop
bool scale_by_half, bool linear_filter,
EFBCopyFormat dst_format, bool is_intensity, float gamma,
bool clamp_top, bool clamp_bottom,
const EFBCopyFilterCoefficients& filter_coefficients)
const std::array<u32, 3>& filter_coefficients)
{
// Flush EFB pokes first, as they're expected to be included.
g_framebuffer_manager->FlushEFBPokes();
// Get the pipeline which we will be using. If the compilation failed, this will be null.
const AbstractPipeline* copy_pipeline =
g_shader_cache->GetEFBCopyToVRAMPipeline(TextureConversionShaderGen::GetShaderUid(
dst_format, is_depth_copy, is_intensity, scale_by_half,
NeedsCopyFilterInShader(filter_coefficients)));
const AbstractPipeline* copy_pipeline = g_shader_cache->GetEFBCopyToVRAMPipeline(
TextureConversionShaderGen::GetShaderUid(dst_format, is_depth_copy, is_intensity,
scale_by_half, 1.0f / gamma, filter_coefficients));
if (!copy_pipeline)
{
WARN_LOG_FMT(VIDEO, "Skipping EFB copy to VRAM due to missing pipeline.");
@ -2746,7 +2751,7 @@ void TextureCacheBase::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_cop
struct Uniforms
{
float src_left, src_top, src_width, src_height;
float filter_coefficients[3];
std::array<u32, 3> filter_coefficients;
float gamma_rcp;
float clamp_top;
float clamp_bottom;
@ -2761,9 +2766,7 @@ void TextureCacheBase::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_cop
uniforms.src_top = framebuffer_rect.top * rcp_efb_height;
uniforms.src_width = framebuffer_rect.GetWidth() * rcp_efb_width;
uniforms.src_height = framebuffer_rect.GetHeight() * rcp_efb_height;
uniforms.filter_coefficients[0] = filter_coefficients.upper;
uniforms.filter_coefficients[1] = filter_coefficients.middle;
uniforms.filter_coefficients[2] = filter_coefficients.lower;
uniforms.filter_coefficients = filter_coefficients;
uniforms.gamma_rcp = 1.0f / gamma;
// NOTE: when the clamp bits aren't set, the hardware will happily read beyond the EFB,
// which returns random garbage from the empty bus (confirmed by hardware tests).
@ -2795,7 +2798,7 @@ void TextureCacheBase::CopyEFB(AbstractStagingTexture* dst, const EFBCopyParams&
u32 memory_stride, const MathUtil::Rectangle<int>& src_rect,
bool scale_by_half, bool linear_filter, float y_scale, float gamma,
bool clamp_top, bool clamp_bottom,
const EFBCopyFilterCoefficients& filter_coefficients)
const std::array<u32, 3>& filter_coefficients)
{
// Flush EFB pokes first, as they're expected to be included.
g_framebuffer_manager->FlushEFBPokes();
@ -2826,7 +2829,7 @@ void TextureCacheBase::CopyEFB(AbstractStagingTexture* dst, const EFBCopyParams&
float gamma_rcp;
float clamp_top;
float clamp_bottom;
float filter_coefficients[3];
std::array<u32, 3> filter_coefficients;
u32 padding;
};
Uniforms encoder_params;
@ -2847,9 +2850,7 @@ void TextureCacheBase::CopyEFB(AbstractStagingTexture* dst, const EFBCopyParams&
encoder_params.clamp_top = (static_cast<float>(top_coord) + .5f) * rcp_efb_height;
const u32 bottom_coord = (clamp_bottom ? framebuffer_rect.bottom : efb_height) - 1;
encoder_params.clamp_bottom = (static_cast<float>(bottom_coord) + .5f) * rcp_efb_height;
encoder_params.filter_coefficients[0] = filter_coefficients.upper;
encoder_params.filter_coefficients[1] = filter_coefficients.middle;
encoder_params.filter_coefficients[2] = filter_coefficients.lower;
encoder_params.filter_coefficients = filter_coefficients;
g_vertex_manager->UploadUtilityUniforms(&encoder_params, sizeof(encoder_params));
// Because the shader uses gl_FragCoord and we read it back, we must render to the lower-left.