mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 13:57:57 -07:00
moe
This commit is contained in:
parent
8a18a110b7
commit
ae6ac5b439
@ -585,14 +585,6 @@ const u8* Jit64::DoJit(u32 em_address, PPCAnalyst::CodeBuffer *code_buf, JitBloc
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}
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}
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (gpr.SanityCheck() || fpr.SanityCheck())
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{
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char ppcInst[256];
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DisassembleGekko(ops[i].inst.hex, em_address, ppcInst, 256);
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NOTICE_LOG(DYNA_REC, "Unflushed reg: %s", ppcInst);
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}
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#endif
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if (js.skipnext) {
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js.skipnext = false;
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@ -65,21 +65,35 @@ u16 GetEncodedSampleCount(u32 format)
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default: return 1;
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}
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}
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const char* WriteRegister(API_TYPE ApiType, const char *prefix, const u32 num)
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{
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if(ApiType == API_GLSL)
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return ""; // Once we switch to GLSL 1.3 we can do something here
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static char result[64];
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sprintf(result, " : register(%s%d)", prefix, num);
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return result;
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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, API_TYPE ApiType)
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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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// [0] left, top, right, bottom of source rectangle within source texture
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// [1] width and height of destination texture in pixels
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// Two were merged for GLSL
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WRITE(p, "uniform float4 "I_COLORS"[2] %s;\n", WriteRegister(ApiType, "c", C_COLORS));
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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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if(ApiType == API_OPENGL)
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if (ApiType == API_OPENGL)
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{
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WRITE(p,"uniform samplerRECT samp0 : register(s0);\n");
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}
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else if (ApiType == API_GLSL)
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{
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WRITE(p, "uniform sampler2DRect samp0;\n");
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}
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else if (ApiType & API_D3D9)
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{
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WRITE(p,"uniform sampler samp0 : register(s0);\n");
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@ -91,14 +105,24 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
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}
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WRITE(p,"void main(\n");
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if(ApiType != API_D3D11)
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if(ApiType == API_GLSL)
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{
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WRITE(p," out float4 ocol0 : COLOR0,\n");
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WRITE(p, " float4 ocol0;\n");
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WRITE(p, " float2 uv0 = gl_TexCoord[0].xy;\n");
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WRITE(p, "void main()\n");
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}
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else
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{
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WRITE(p," out float4 ocol0 : SV_Target,\n");
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WRITE(p,"void main(\n");
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if(ApiType != API_D3D11)
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{
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WRITE(p," out float4 ocol0 : COLOR0,\n");
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}
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else
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{
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WRITE(p," out float4 ocol0 : SV_Target,\n");
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}
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WRITE(p," in float2 uv0 : TEXCOORD0)\n");
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}
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WRITE(p," in float2 uv0 : TEXCOORD0)\n"
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@ -113,7 +137,7 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
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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 xp = uv1.x + (yoff * "I_COLORS"[1].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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@ -121,26 +145,28 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
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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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WRITE(p, " sampleUv = sampleUv * "I_COLORS"[0].xy;\n");
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if(ApiType == API_OPENGL)
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WRITE(p," sampleUv.y = textureDims.y - sampleUv.y;\n");
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WRITE(p," sampleUv.y = "I_COLORS"[1].y - sampleUv.y;\n");
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WRITE(p, " sampleUv = sampleUv + textureDims.zw;\n");
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WRITE(p, " sampleUv = sampleUv + "I_COLORS"[1].zw;\n");
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if(ApiType != API_OPENGL)
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{
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WRITE(p, " sampleUv = sampleUv + float2(0.0f,1.0f);\n");// still to determine the reason for this
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WRITE(p, " sampleUv = sampleUv / blkDims.zw;\n");
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WRITE(p, " sampleUv = sampleUv / "I_COLORS"[0].zw;\n");
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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 Write32BitSwizzler(char*& p, u32 format, API_TYPE ApiType)
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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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{
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// [0] left, top, right, bottom of source rectangle within source texture
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// [1] width and height of destination texture in pixels
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// Two were merged for GLSL
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WRITE(p, "uniform float4 "I_COLORS"[2] %s;\n", WriteRegister(ApiType, "c", C_COLORS));
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float blkW = (float)TexDecoder_GetBlockWidthInTexels(format);
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float blkH = (float)TexDecoder_GetBlockHeightInTexels(format);
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@ -150,6 +176,10 @@ void Write32BitSwizzler(char*& p, u32 format, API_TYPE ApiType)
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{
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WRITE(p,"uniform samplerRECT samp0 : register(s0);\n");
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}
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else if (ApiType == API_GLSL)
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{
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WRITE(p, "uniform sampler2DRect samp0;\n");
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}
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else if (ApiType & API_D3D9)
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{
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WRITE(p,"uniform sampler samp0 : register(s0);\n");
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@ -160,17 +190,27 @@ void Write32BitSwizzler(char*& p, u32 format, API_TYPE ApiType)
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WRITE(p, "Texture2D Tex0 : register(t0);\n");
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}
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WRITE(p,"void main(\n");
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if(ApiType != API_D3D11)
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if(ApiType == API_GLSL)
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{
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WRITE(p," out float4 ocol0 : COLOR0,\n");
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WRITE(p, " float4 ocol0;\n");
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WRITE(p, " float2 uv0 = gl_TexCoord[0].xy;\n");
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WRITE(p, "void main()\n");
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}
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else
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{
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WRITE(p," out float4 ocol0 : SV_Target,\n");
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WRITE(p,"void main(\n");
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if(ApiType != API_D3D11)
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{
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WRITE(p," out float4 ocol0 : COLOR0,\n");
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}
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else
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{
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WRITE(p," out float4 ocol0 : SV_Target,\n");
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}
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WRITE(p," in float2 uv0 : TEXCOORD0)\n");
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}
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WRITE(p," in float2 uv0 : TEXCOORD0)\n"
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"{\n"
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" float2 sampleUv;\n"
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@ -179,7 +219,7 @@ void Write32BitSwizzler(char*& p, u32 format, API_TYPE ApiType)
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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 xp = uv1.x + (yoff * "I_COLORS"[1].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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@ -192,17 +232,17 @@ void Write32BitSwizzler(char*& p, u32 format, API_TYPE ApiType)
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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 = sampleUv * "I_COLORS"[0].xy;\n");
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if(ApiType == API_OPENGL)
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WRITE(p," sampleUv.y = textureDims.y - sampleUv.y;\n");
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WRITE(p," sampleUv.y = "I_COLORS"[1].y - sampleUv.y;\n");
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WRITE(p, " sampleUv = sampleUv + textureDims.zw;\n");
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WRITE(p, " sampleUv = sampleUv + "I_COLORS"[1].zw;\n");
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if(ApiType != API_OPENGL)
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{
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WRITE(p, " sampleUv = sampleUv + float2(0.0f,1.0f);\n");// still to determine the reason for this
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WRITE(p, " sampleUv = sampleUv / blkDims.zw;\n");
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WRITE(p, " sampleUv = sampleUv / "I_COLORS"[0].zw;\n");
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}
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}
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@ -213,15 +253,17 @@ void WriteSampleColor(char*& p, const char* colorComp, const char* dest, API_TYP
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texSampleOpName = "tex2D";
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else if (ApiType == API_D3D11)
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texSampleOpName = "tex0.Sample";
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else if (ApiType == API_GLSL)
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texSampleOpName = "texture2DRect";
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else
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texSampleOpName = "texRECT";
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// the increment of sampleUv.x is delayed, so we perform it here. see WriteIncrementSampleX.
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const char* texSampleIncrementUnit;
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if(ApiType != API_OPENGL)
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texSampleIncrementUnit = "blkDims.x / blkDims.z";
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texSampleIncrementUnit = I_COLORS"[0].x / "I_COLORS"[0].z";
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else
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texSampleIncrementUnit = "blkDims.x";
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texSampleIncrementUnit = I_COLORS"[0].x";
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WRITE(p, " %s = %s(samp0, sampleUv + float2(%d * (%s), 0)).%s;\n",
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dest, texSampleOpName, s_incrementSampleXCount, texSampleIncrementUnit, colorComp);
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@ -263,8 +305,10 @@ void WriteToBitDepth(char*& p, u8 depth, const char* src, const char* dest)
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WRITE(p, " %s = floor(%s * %ff);\n", dest, src, result);
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}
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void WriteEncoderEnd(char* p)
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void WriteEncoderEnd(char* p, API_TYPE ApiType)
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{
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if(ApiType == API_GLSL)
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WRITE(p, "gl_FragData[0] = ocol0;\n");
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WRITE(p, "}\n");
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IntensityConstantAdded = false;
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s_incrementSampleXCount = 0;
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@ -292,7 +336,7 @@ void WriteI8Encoder(char* p, API_TYPE ApiType)
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WRITE(p, " ocol0.rgba += IntensityConst.aaaa;\n"); // see WriteColorToIntensity
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WriteEncoderEnd(p);
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WriteEncoderEnd(p, ApiType);
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}
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void WriteI4Encoder(char* p, API_TYPE ApiType)
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@ -340,7 +384,7 @@ void WriteI4Encoder(char* p, API_TYPE ApiType)
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WriteToBitDepth(p, 4, "color1", "color1");
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WRITE(p, " ocol0 = (color0 * 16.0f + color1) / 255.0f;\n");
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WriteEncoderEnd(p);
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WriteEncoderEnd(p, ApiType);
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}
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void WriteIA8Encoder(char* p,API_TYPE ApiType)
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@ -359,7 +403,7 @@ void WriteIA8Encoder(char* p,API_TYPE ApiType)
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WRITE(p, " ocol0.ga += IntensityConst.aa;\n");
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WriteEncoderEnd(p);
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WriteEncoderEnd(p, ApiType);
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}
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void WriteIA4Encoder(char* p,API_TYPE ApiType)
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@ -394,7 +438,7 @@ void WriteIA4Encoder(char* p,API_TYPE ApiType)
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WriteToBitDepth(p, 4, "color1", "color1");
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WRITE(p, " ocol0 = (color0 * 16.0f + color1) / 255.0f;\n");
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WriteEncoderEnd(p);
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WriteEncoderEnd(p, ApiType);
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}
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void WriteRGB565Encoder(char* p,API_TYPE ApiType)
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@ -419,7 +463,7 @@ void WriteRGB565Encoder(char* p,API_TYPE ApiType)
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WRITE(p, " ocol0.ga = ocol0.ga + gLower * 32.0f;\n");
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WRITE(p, " ocol0 = ocol0 / 255.0f;\n");
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WriteEncoderEnd(p);
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WriteEncoderEnd(p, ApiType);
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}
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void WriteRGB5A3Encoder(char* p,API_TYPE ApiType)
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@ -486,7 +530,7 @@ void WriteRGB5A3Encoder(char* p,API_TYPE ApiType)
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WRITE(p, "}\n");
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WRITE(p, " ocol0 = ocol0 / 255.0f;\n");
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WriteEncoderEnd(p);
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WriteEncoderEnd(p, ApiType);
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}
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void WriteRGBA4443Encoder(char* p,API_TYPE ApiType)
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@ -512,7 +556,7 @@ void WriteRGBA4443Encoder(char* p,API_TYPE ApiType)
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WriteToBitDepth(p, 4, "texSample.b", "color1.a");
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WRITE(p, " ocol0 = (color0 * 16.0f + color1) / 255.0f;\n");
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WriteEncoderEnd(p);
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WriteEncoderEnd(p, ApiType);
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}
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void WriteRGBA8Encoder(char* p,API_TYPE ApiType)
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@ -542,7 +586,7 @@ void WriteRGBA8Encoder(char* p,API_TYPE ApiType)
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WRITE(p, " ocol0 = (cl0 * color0) + (cl1 * color1);\n");
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WriteEncoderEnd(p);
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WriteEncoderEnd(p, ApiType);
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}
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void WriteC4Encoder(char* p, const char* comp,API_TYPE ApiType)
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@ -578,7 +622,7 @@ void WriteC4Encoder(char* p, const char* comp,API_TYPE ApiType)
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WriteToBitDepth(p, 4, "color1", "color1");
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WRITE(p, " ocol0 = (color0 * 16.0f + color1) / 255.0f;\n");
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WriteEncoderEnd(p);
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WriteEncoderEnd(p, ApiType);
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}
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void WriteC8Encoder(char* p, const char* comp,API_TYPE ApiType)
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@ -596,7 +640,7 @@ void WriteC8Encoder(char* p, const char* comp,API_TYPE ApiType)
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WriteSampleColor(p, comp, "ocol0.a",ApiType);
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WriteEncoderEnd(p);
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WriteEncoderEnd(p, ApiType);
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}
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void WriteCC4Encoder(char* p, const char* comp,API_TYPE ApiType)
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@ -629,7 +673,7 @@ void WriteCC4Encoder(char* p, const char* comp,API_TYPE ApiType)
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WriteToBitDepth(p, 4, "color1", "color1");
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WRITE(p, " ocol0 = (color0 * 16.0f + color1) / 255.0f;\n");
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WriteEncoderEnd(p);
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WriteEncoderEnd(p, ApiType);
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}
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void WriteCC8Encoder(char* p, const char* comp, API_TYPE ApiType)
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@ -641,7 +685,7 @@ void WriteCC8Encoder(char* p, const char* comp, API_TYPE ApiType)
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WriteSampleColor(p, comp, "ocol0.ra",ApiType);
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WriteEncoderEnd(p);
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WriteEncoderEnd(p, ApiType);
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}
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void WriteZ8Encoder(char* p, const char* multiplier,API_TYPE ApiType)
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@ -665,7 +709,7 @@ void WriteZ8Encoder(char* p, const char* multiplier,API_TYPE ApiType)
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WriteSampleColor(p, "b", "depth",ApiType);
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WRITE(p, "ocol0.a = frac(depth * %s);\n", multiplier);
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WriteEncoderEnd(p);
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WriteEncoderEnd(p, ApiType);
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}
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void WriteZ16Encoder(char* p,API_TYPE ApiType)
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@ -699,7 +743,7 @@ void WriteZ16Encoder(char* p,API_TYPE ApiType)
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WRITE(p, " ocol0.r = expanded.g / 255;\n");
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WRITE(p, " ocol0.a = expanded.r / 255;\n");
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WriteEncoderEnd(p);
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WriteEncoderEnd(p, ApiType);
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}
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void WriteZ16LEncoder(char* p,API_TYPE ApiType)
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@ -737,7 +781,7 @@ void WriteZ16LEncoder(char* p,API_TYPE ApiType)
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WRITE(p, " ocol0.r = expanded.b;\n");
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WRITE(p, " ocol0.a = expanded.g;\n");
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WriteEncoderEnd(p);
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WriteEncoderEnd(p, ApiType);
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}
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void WriteZ24Encoder(char* p, API_TYPE ApiType)
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@ -780,7 +824,7 @@ void WriteZ24Encoder(char* p, API_TYPE ApiType)
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WRITE(p, " ocol0.a = expanded1.r / 255;\n");
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WRITE(p, " }\n");
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WriteEncoderEnd(p);
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WriteEncoderEnd(p, ApiType);
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}
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const char *GenerateEncodingShader(u32 format,API_TYPE ApiType)
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@ -790,6 +834,24 @@ const char *GenerateEncodingShader(u32 format,API_TYPE ApiType)
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char *p = text;
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if(ApiType == API_GLSL)
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{
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// A few required defines and ones that will make our lives a lot easier
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WRITE(p, "#version 120\n");
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// Silly differences
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WRITE(p, "#define float2 vec2\n");
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WRITE(p, "#define float3 vec3\n");
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WRITE(p, "#define float4 vec4\n");
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// cg to glsl function translation
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WRITE(p, "#define frac(x) fract(x)\n");
|
||||
WRITE(p, "#define saturate(x) clamp(x, 0.0f, 1.0f)\n");
|
||||
WRITE(p, "#define lerp(x, y, z) mix(x, y, z)\n");
|
||||
|
||||
// We require this here
|
||||
WRITE(p, "#ifdef GL_ARB_texture_rectangle\n #extension GL_ARB_texture_rectangle : require\n#endif\n");
|
||||
}
|
||||
|
||||
switch(format)
|
||||
{
|
||||
case GX_TF_I4:
|
||||
|
Loading…
Reference in New Issue
Block a user