diff --git a/Source/Core/VideoCommon/TextureConversionShader.cpp b/Source/Core/VideoCommon/TextureConversionShader.cpp index fc27c9cc99..c1aac4482a 100644 --- a/Source/Core/VideoCommon/TextureConversionShader.cpp +++ b/Source/Core/VideoCommon/TextureConversionShader.cpp @@ -18,8 +18,6 @@ namespace TextureConversionShaderTiled { -static bool IntensityConstantAdded = false; - u16 GetEncodedSampleCount(EFBCopyFormat format) { switch (format) @@ -85,115 +83,124 @@ static void WriteHeader(ShaderCode& code, APIType api_type) "float4 RGBA8ToRGBA6(float4 src)\n" "{{\n" - " int4 val = int4(roundEven(src * 255.0)) >> 2;\n" - " return float4(val) / 63.0;\n" + " int4 val = int4(roundEven(src * 255.0));\n" + " val = (val & 0xfc) | (val >> 6);\n" + " return float4(val) / 255.0;\n" "}}\n" "float4 RGBA8ToRGB565(float4 src)\n" "{{\n" " int4 val = int4(roundEven(src * 255.0));\n" - " val = int4(val.r >> 3, val.g >> 2, val.b >> 3, 1);\n" - " return float4(val) / float4(31.0, 63.0, 31.0, 1.0);\n" + " val.r = (val.r & 0xf8) | (val.r >> 5);\n" + " val.g = (val.g & 0xfc) | (val.g >> 6);\n" + " val.b = (val.b & 0xf8) | (val.b >> 5);\n" + " val.a = 255;\n" + " return float4(val) / 255.0;\n" "}}\n"); } static void WriteSampleFunction(ShaderCode& code, const EFBCopyParams& params, APIType api_type) { - const auto WriteSampleOp = [api_type, &code, ¶ms](int yoffset) { - if (!params.depth) - { - switch (params.efb_format) - { - case PixelFormat::RGB8_Z24: - code.Write("RGBA8ToRGB8("); - break; - case PixelFormat::RGBA6_Z24: - code.Write("RGBA8ToRGBA6("); - break; - case PixelFormat::RGB565_Z16: - code.Write("RGBA8ToRGB565("); - break; - default: - code.Write("("); - break; - } - } - else - { - // Handle D3D depth inversion. - if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange) - code.Write("1.0 - ("); - else - code.Write("("); - } + code.Write("uint4 SampleEFB0(float2 uv, float2 pixel_size, float x_offset, float y_offset) {{\n" + " float4 tex_sample = texture(samp0, float3(uv.x + x_offset * pixel_size.x, "); - code.Write("texture(samp0, float3("); + // Reverse the direction for OpenGL, since positive numbers are distance from the bottom row. + // TODO: This isn't done on TextureConverterShaderGen - maybe it handles that via pixel_size? + if (api_type == APIType::OpenGL) + code.Write("clamp(uv.y - y_offset * pixel_size.y, clamp_tb.x, clamp_tb.y)"); + else + code.Write("clamp(uv.y + y_offset * pixel_size.y, clamp_tb.x, clamp_tb.y)"); - code.Write("uv.x + float(xoffset) * pixel_size.x, "); + code.Write(", 0.0));\n"); - // Reverse the direction for OpenGL, since positive numbers are distance from the bottom row. - if (yoffset != 0) - { - if (api_type == APIType::OpenGL) - code.Write("clamp(uv.y - float({}) * pixel_size.y, clamp_tb.x, clamp_tb.y)", yoffset); - else - code.Write("clamp(uv.y + float({}) * pixel_size.y, clamp_tb.x, clamp_tb.y)", yoffset); - } - else - { - code.Write("uv.y"); - } + // TODO: Is this really needed? Doesn't the EFB only store appropriate values? Or is this for + // EFB2Ram having consistent output with force 32-bit color? + if (params.efb_format == PixelFormat::RGB8_Z24) + code.Write(" tex_sample = RGBA8ToRGB8(tex_sample);\n"); + else if (params.efb_format == PixelFormat::RGBA6_Z24) + code.Write(" tex_sample = RGBA8ToRGBA6(tex_sample);\n"); + else if (params.efb_format == PixelFormat::RGB565_Z16) + code.Write(" tex_sample = RGBA8ToRGB565(tex_sample);\n"); - code.Write(", 0.0)))"); - }; - - // The copy filter applies to both color and depth copies. This has been verified on hardware. - // The filter is only applied to the RGB channels, the alpha channel is left intact. - code.Write("float4 SampleEFB(float2 uv, float2 pixel_size, int xoffset)\n" - "{{\n"); - if (params.all_copy_filter_coefs_needed) + if (params.depth) { - code.Write(" float4 prev_row = "); - WriteSampleOp(-1); - code.Write(";\n" - " float4 current_row = "); - WriteSampleOp(0); - code.Write(";\n" - " float4 next_row = "); - WriteSampleOp(1); - code.Write(";\n" - " return float4(min(prev_row.rgb * filter_coefficients[0] / 64.0 +\n" - " current_row.rgb * filter_coefficients[1] / 64.0 +\n" - " next_row.rgb * filter_coefficients[2] / 64.0, \n" - " float3(1, 1, 1)), current_row.a);\n"); + if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange) + code.Write(" tex_sample.x = 1.0 - tex_sample.x;\n"); + + code.Write(" uint depth = uint(tex_sample.x * 16777216.0);\n" + " return uint4((depth >> 16) & 255u, (depth >> 8) & 255u, depth & 255u, 255u);\n" + "}}\n"); } else { - code.Write(" float4 current_row = "); - WriteSampleOp(0); - code.Write(";\n" - "return float4(min(current_row.rgb * filter_coefficients[1] / 64.0, float3(1, 1, 1)),\n" - " current_row.a);\n"); + code.Write(" return uint4(tex_sample * 255.0);\n" + "}}\n"); } + + // The copy filter applies to both color and depth copies. This has been verified on hardware. + // The filter is only applied to the RGB channels, the alpha channel is left intact. + code.Write("float4 SampleEFB(float2 uv, float2 pixel_size, int x_offset)\n" + "{{\n"); + if (params.all_copy_filter_coefs_needed) + { + code.Write(" uint4 prev_row = SampleEFB0(uv, pixel_size, float(x_offset), -1.0f);\n" + " uint4 current_row = SampleEFB0(uv, pixel_size, float(x_offset), 0.0f);\n" + " uint4 next_row = SampleEFB0(uv, pixel_size, float(x_offset), 1.0f);\n" + " uint3 combined_rows = prev_row.rgb * filter_coefficients[0] +\n" + " current_row.rgb * filter_coefficients[1] +\n" + " next_row.rgb * filter_coefficients[2];\n"); + } + else + { + code.Write(" uint4 current_row = SampleEFB0(uv, pixel_size, float(x_offset), 0.0f);\n" + " uint3 combined_rows = current_row.rgb * filter_coefficients[1];\n"); + } + code.Write(" // Shift right by 6 to divide by 64, as filter coefficients\n" + " // that sum to 64 result in no change in brightness\n" + " uint4 texcol_raw = uint4(combined_rows.rgb >> 6, current_row.a);\n"); + + if (params.copy_filter_can_overflow) + code.Write(" texcol_raw &= 0x1ffu;\n"); + // Note that overflow occurs when the sum of values is >= 128, but this max situation can be hit + // on >= 64, so we always include it. + code.Write(" texcol_raw = min(texcol_raw, uint4(255, 255, 255, 255));\n"); + + if (params.apply_gamma) + { + code.Write(" texcol_raw = uint4(round(pow(float4(texcol_raw) / 255.0,\n" + " float4(gamma_rcp, gamma_rcp, gamma_rcp, 1.0)) * 255.0));\n"); + } + + if (params.yuv) + { + code.Write(" // Intensity/YUV format conversion constants determined by hardware testing\n" + " const float4 y_const = float4( 66, 129, 25, 16);\n" + " const float4 u_const = float4(-38, -74, 112, 128);\n" + " const float4 v_const = float4(112, -94, -18, 128);\n" + " // Intensity/YUV format conversion\n" + " texcol_raw.rgb = uint3(dot(y_const, float4(texcol_raw.rgb, 256)),\n" + " dot(u_const, float4(texcol_raw.rgb, 256)),\n" + " dot(v_const, float4(texcol_raw.rgb, 256)));\n" + " // Divide by 256 and round .5 and higher up\n" + " texcol_raw.rgb = (texcol_raw.rgb >> 8) + ((texcol_raw.rgb >> 7) & 1);\n"); + } + + code.Write(" return float4(texcol_raw) / 255.0;\n"); code.Write("}}\n"); } // Block dimensions : widthStride, heightStride // Texture dimensions : width, height, x offset, y offset -static void WriteSwizzler(ShaderCode& code, const EFBCopyParams& params, EFBCopyFormat format, - APIType api_type) +static void WriteSwizzler(ShaderCode& code, const EFBCopyParams& params, APIType api_type) { - WriteHeader(code, api_type); - WriteSampleFunction(code, params, api_type); - code.Write("void main()\n" "{{\n" " int2 sampleUv;\n" " int2 uv1 = int2(gl_FragCoord.xy);\n"); - const int blkW = TexDecoder_GetEFBCopyBlockWidthInTexels(format); - const int blkH = TexDecoder_GetEFBCopyBlockHeightInTexels(format); - int samples = GetEncodedSampleCount(format); + const int blkW = TexDecoder_GetEFBCopyBlockWidthInTexels(params.copy_format); + const int blkH = TexDecoder_GetEFBCopyBlockHeightInTexels(params.copy_format); + int samples = GetEncodedSampleCount(params.copy_format); code.Write(" int x_block_position = (uv1.x >> {}) << {};\n", IntLog2(blkH * blkW / samples), IntLog2(blkW)); @@ -243,146 +250,13 @@ static void WriteSampleColor(ShaderCode& code, std::string_view color_comp, std: code.Write(" {} = SampleEFB(uv0, pixel_size, {}).{};\n", dest, x_offset, color_comp); } -static void WriteColorToIntensity(ShaderCode& code, std::string_view src, std::string_view dest) -{ - if (!IntensityConstantAdded) - { - code.Write(" float4 IntensityConst = float4(0.257f,0.504f,0.098f,0.0625f);\n"); - IntensityConstantAdded = true; - } - code.Write(" {} = dot(IntensityConst.rgb, {}.rgb);\n", dest, src); - // don't add IntensityConst.a yet, because doing it later is faster and uses less instructions, - // due to vectorization -} - static void WriteToBitDepth(ShaderCode& code, u8 depth, std::string_view src, std::string_view dest) { code.Write(" {} = floor({} * 255.0 / exp2(8.0 - {}.0));\n", dest, src, depth); } -static void WriteEncoderEnd(ShaderCode& code) -{ - code.Write("}}\n"); - IntensityConstantAdded = false; -} - -static void WriteI8Encoder(ShaderCode& code, APIType api_type, const EFBCopyParams& params) -{ - WriteSwizzler(code, params, EFBCopyFormat::R8, api_type); - code.Write(" float3 texSample;\n"); - - WriteSampleColor(code, "rgb", "texSample", 0, api_type, params); - WriteColorToIntensity(code, "texSample", "ocol0.b"); - - WriteSampleColor(code, "rgb", "texSample", 1, api_type, params); - WriteColorToIntensity(code, "texSample", "ocol0.g"); - - WriteSampleColor(code, "rgb", "texSample", 2, api_type, params); - WriteColorToIntensity(code, "texSample", "ocol0.r"); - - WriteSampleColor(code, "rgb", "texSample", 3, api_type, params); - WriteColorToIntensity(code, "texSample", "ocol0.a"); - - // See WriteColorToIntensity - code.Write(" ocol0.rgba += IntensityConst.aaaa;\n"); - - WriteEncoderEnd(code); -} - -static void WriteI4Encoder(ShaderCode& code, APIType api_type, const EFBCopyParams& params) -{ - WriteSwizzler(code, params, EFBCopyFormat::R4, api_type); - code.Write(" float3 texSample;\n" - " float4 color0;\n" - " float4 color1;\n"); - - WriteSampleColor(code, "rgb", "texSample", 0, api_type, params); - WriteColorToIntensity(code, "texSample", "color0.b"); - - WriteSampleColor(code, "rgb", "texSample", 1, api_type, params); - WriteColorToIntensity(code, "texSample", "color1.b"); - - WriteSampleColor(code, "rgb", "texSample", 2, api_type, params); - WriteColorToIntensity(code, "texSample", "color0.g"); - - WriteSampleColor(code, "rgb", "texSample", 3, api_type, params); - WriteColorToIntensity(code, "texSample", "color1.g"); - - WriteSampleColor(code, "rgb", "texSample", 4, api_type, params); - WriteColorToIntensity(code, "texSample", "color0.r"); - - WriteSampleColor(code, "rgb", "texSample", 5, api_type, params); - WriteColorToIntensity(code, "texSample", "color1.r"); - - WriteSampleColor(code, "rgb", "texSample", 6, api_type, params); - WriteColorToIntensity(code, "texSample", "color0.a"); - - WriteSampleColor(code, "rgb", "texSample", 7, api_type, params); - WriteColorToIntensity(code, "texSample", "color1.a"); - - code.Write(" color0.rgba += IntensityConst.aaaa;\n" - " color1.rgba += IntensityConst.aaaa;\n"); - - WriteToBitDepth(code, 4, "color0", "color0"); - WriteToBitDepth(code, 4, "color1", "color1"); - - code.Write(" ocol0 = (color0 * 16.0 + color1) / 255.0;\n"); - WriteEncoderEnd(code); -} - -static void WriteIA8Encoder(ShaderCode& code, APIType api_type, const EFBCopyParams& params) -{ - WriteSwizzler(code, params, EFBCopyFormat::RA8, api_type); - code.Write(" float4 texSample;\n"); - - WriteSampleColor(code, "rgba", "texSample", 0, api_type, params); - code.Write(" ocol0.b = texSample.a;\n"); - WriteColorToIntensity(code, "texSample", "ocol0.g"); - - WriteSampleColor(code, "rgba", "texSample", 1, api_type, params); - code.Write(" ocol0.r = texSample.a;\n"); - WriteColorToIntensity(code, "texSample", "ocol0.a"); - - code.Write(" ocol0.ga += IntensityConst.aa;\n"); - - WriteEncoderEnd(code); -} - -static void WriteIA4Encoder(ShaderCode& code, APIType api_type, const EFBCopyParams& params) -{ - WriteSwizzler(code, params, EFBCopyFormat::RA4, api_type); - code.Write(" float4 texSample;\n" - " float4 color0;\n" - " float4 color1;\n"); - - WriteSampleColor(code, "rgba", "texSample", 0, api_type, params); - code.Write(" color0.b = texSample.a;\n"); - WriteColorToIntensity(code, "texSample", "color1.b"); - - WriteSampleColor(code, "rgba", "texSample", 1, api_type, params); - code.Write(" color0.g = texSample.a;\n"); - WriteColorToIntensity(code, "texSample", "color1.g"); - - WriteSampleColor(code, "rgba", "texSample", 2, api_type, params); - code.Write(" color0.r = texSample.a;\n"); - WriteColorToIntensity(code, "texSample", "color1.r"); - - WriteSampleColor(code, "rgba", "texSample", 3, api_type, params); - code.Write(" color0.a = texSample.a;\n"); - WriteColorToIntensity(code, "texSample", "color1.a"); - - code.Write(" color1.rgba += IntensityConst.aaaa;\n"); - - WriteToBitDepth(code, 4, "color0", "color0"); - WriteToBitDepth(code, 4, "color1", "color1"); - - code.Write(" ocol0 = (color0 * 16.0 + color1) / 255.0;\n"); - WriteEncoderEnd(code); -} - static void WriteRGB565Encoder(ShaderCode& code, APIType api_type, const EFBCopyParams& params) { - WriteSwizzler(code, params, EFBCopyFormat::RGB565, api_type); code.Write(" float3 texSample0;\n" " float3 texSample1;\n"); @@ -402,13 +276,10 @@ static void WriteRGB565Encoder(ShaderCode& code, APIType api_type, const EFBCopy code.Write(" ocol0.ga = ocol0.ga + gLower * 32.0;\n"); code.Write(" ocol0 = ocol0 / 255.0;\n"); - WriteEncoderEnd(code); } static void WriteRGB5A3Encoder(ShaderCode& code, APIType api_type, const EFBCopyParams& params) { - WriteSwizzler(code, params, EFBCopyFormat::RGB5A3, api_type); - code.Write(" float4 texSample;\n" " float color0;\n" " float gUpper;\n" @@ -466,13 +337,10 @@ static void WriteRGB5A3Encoder(ShaderCode& code, APIType api_type, const EFBCopy code.Write("}}\n"); code.Write(" ocol0 = ocol0 / 255.0;\n"); - WriteEncoderEnd(code); } static void WriteRGBA8Encoder(ShaderCode& code, APIType api_type, const EFBCopyParams& params) { - WriteSwizzler(code, params, EFBCopyFormat::RGBA8, api_type); - code.Write(" float4 texSample;\n" " float4 color0;\n" " float4 color1;\n"); @@ -490,14 +358,11 @@ static void WriteRGBA8Encoder(ShaderCode& code, APIType api_type, const EFBCopyP " color1.a = texSample.b;\n"); code.Write(" ocol0 = first ? color0 : color1;\n"); - - WriteEncoderEnd(code); } static void WriteC4Encoder(ShaderCode& code, std::string_view comp, APIType api_type, const EFBCopyParams& params) { - WriteSwizzler(code, params, EFBCopyFormat::R4, api_type); code.Write(" float4 color0;\n" " float4 color1;\n"); @@ -514,26 +379,20 @@ static void WriteC4Encoder(ShaderCode& code, std::string_view comp, APIType api_ WriteToBitDepth(code, 4, "color1", "color1"); code.Write(" ocol0 = (color0 * 16.0 + color1) / 255.0;\n"); - WriteEncoderEnd(code); } static void WriteC8Encoder(ShaderCode& code, std::string_view comp, APIType api_type, const EFBCopyParams& params) { - WriteSwizzler(code, params, EFBCopyFormat::R8, api_type); - WriteSampleColor(code, comp, "ocol0.b", 0, api_type, params); WriteSampleColor(code, comp, "ocol0.g", 1, api_type, params); WriteSampleColor(code, comp, "ocol0.r", 2, api_type, params); WriteSampleColor(code, comp, "ocol0.a", 3, api_type, params); - - WriteEncoderEnd(code); } static void WriteCC4Encoder(ShaderCode& code, std::string_view comp, APIType api_type, const EFBCopyParams& params) { - WriteSwizzler(code, params, EFBCopyFormat::RA4, api_type); code.Write(" float2 texSample;\n" " float4 color0;\n" " float4 color1;\n"); @@ -558,198 +417,52 @@ static void WriteCC4Encoder(ShaderCode& code, std::string_view comp, APIType api WriteToBitDepth(code, 4, "color1", "color1"); code.Write(" ocol0 = (color0 * 16.0 + color1) / 255.0;\n"); - WriteEncoderEnd(code); } static void WriteCC8Encoder(ShaderCode& code, std::string_view comp, APIType api_type, const EFBCopyParams& params) { - WriteSwizzler(code, params, EFBCopyFormat::RA8, api_type); - WriteSampleColor(code, comp, "ocol0.bg", 0, api_type, params); WriteSampleColor(code, comp, "ocol0.ra", 1, api_type, params); - - WriteEncoderEnd(code); -} - -static void WriteZ8Encoder(ShaderCode& code, std::string_view multiplier, APIType api_type, - const EFBCopyParams& params) -{ - WriteSwizzler(code, params, EFBCopyFormat::G8, api_type); - - code.Write(" float depth;\n"); - - WriteSampleColor(code, "r", "depth", 0, api_type, params); - code.Write("ocol0.b = frac(depth * {});\n", multiplier); - - WriteSampleColor(code, "r", "depth", 1, api_type, params); - code.Write("ocol0.g = frac(depth * {});\n", multiplier); - - WriteSampleColor(code, "r", "depth", 2, api_type, params); - code.Write("ocol0.r = frac(depth * {});\n", multiplier); - - WriteSampleColor(code, "r", "depth", 3, api_type, params); - code.Write("ocol0.a = frac(depth * {});\n", multiplier); - - WriteEncoderEnd(code); -} - -static void WriteZ16Encoder(ShaderCode& code, APIType api_type, const EFBCopyParams& params) -{ - WriteSwizzler(code, params, EFBCopyFormat::RA8, api_type); - - code.Write(" float depth;\n" - " float3 expanded;\n"); - - // Byte order is reversed - - WriteSampleColor(code, "r", "depth", 0, api_type, params); - - code.Write(" depth *= 16777216.0;\n" - " expanded.r = floor(depth / (256.0 * 256.0));\n" - " depth -= expanded.r * 256.0 * 256.0;\n" - " expanded.g = floor(depth / 256.0);\n"); - - code.Write(" ocol0.b = expanded.g / 255.0;\n" - " ocol0.g = expanded.r / 255.0;\n"); - - WriteSampleColor(code, "r", "depth", 1, api_type, params); - - code.Write(" depth *= 16777216.0;\n" - " expanded.r = floor(depth / (256.0 * 256.0));\n" - " depth -= expanded.r * 256.0 * 256.0;\n" - " expanded.g = floor(depth / 256.0);\n"); - - code.Write(" ocol0.r = expanded.g / 255.0;\n" - " ocol0.a = expanded.r / 255.0;\n"); - - WriteEncoderEnd(code); -} - -static void WriteZ16LEncoder(ShaderCode& code, APIType api_type, const EFBCopyParams& params) -{ - WriteSwizzler(code, params, EFBCopyFormat::GB8, api_type); - - code.Write(" float depth;\n" - " float3 expanded;\n"); - - // Byte order is reversed - - WriteSampleColor(code, "r", "depth", 0, api_type, params); - - code.Write(" depth *= 16777216.0;\n" - " expanded.r = floor(depth / (256.0 * 256.0));\n" - " depth -= expanded.r * 256.0 * 256.0;\n" - " expanded.g = floor(depth / 256.0);\n" - " depth -= expanded.g * 256.0;\n" - " expanded.b = depth;\n"); - - code.Write(" ocol0.b = expanded.b / 255.0;\n" - " ocol0.g = expanded.g / 255.0;\n"); - - WriteSampleColor(code, "r", "depth", 1, api_type, params); - - code.Write(" depth *= 16777216.0;\n" - " expanded.r = floor(depth / (256.0 * 256.0));\n" - " depth -= expanded.r * 256.0 * 256.0;\n" - " expanded.g = floor(depth / 256.0);\n" - " depth -= expanded.g * 256.0;\n" - " expanded.b = depth;\n"); - - code.Write(" ocol0.r = expanded.b / 255.0;\n" - " ocol0.a = expanded.g / 255.0;\n"); - - WriteEncoderEnd(code); -} - -static void WriteZ24Encoder(ShaderCode& code, APIType api_type, const EFBCopyParams& params) -{ - WriteSwizzler(code, params, EFBCopyFormat::RGBA8, api_type); - - code.Write(" float depth0;\n" - " float depth1;\n" - " float3 expanded0;\n" - " float3 expanded1;\n"); - - WriteSampleColor(code, "r", "depth0", 0, api_type, params); - WriteSampleColor(code, "r", "depth1", 1, api_type, params); - - for (int i = 0; i < 2; i++) - { - code.Write(" depth{} *= 16777216.0;\n", i); - - code.Write(" expanded{}.r = floor(depth{} / (256.0 * 256.0));\n", i, i); - code.Write(" depth{} -= expanded{}.r * 256.0 * 256.0;\n", i, i); - code.Write(" expanded{}.g = floor(depth{} / 256.0);\n", i, i); - code.Write(" depth{} -= expanded{}.g * 256.0;\n", i, i); - code.Write(" expanded{}.b = depth{};\n", i, i); - } - - code.Write(" if (!first) {{\n"); - // Upper 16 - code.Write(" ocol0.b = expanded0.g / 255.0;\n" - " ocol0.g = expanded0.b / 255.0;\n" - " ocol0.r = expanded1.g / 255.0;\n" - " ocol0.a = expanded1.b / 255.0;\n" - " }} else {{\n"); - // Lower 8 - code.Write(" ocol0.b = 1.0;\n" - " ocol0.g = expanded0.r / 255.0;\n" - " ocol0.r = 1.0;\n" - " ocol0.a = expanded1.r / 255.0;\n" - " }}\n"); - - WriteEncoderEnd(code); } static void WriteXFBEncoder(ShaderCode& code, APIType api_type, const EFBCopyParams& params) { - WriteSwizzler(code, params, EFBCopyFormat::XFB, api_type); - - code.Write("float3 color0, color1;\n"); - WriteSampleColor(code, "rgb", "color0", 0, api_type, params); - WriteSampleColor(code, "rgb", "color1", 1, api_type, params); - - // Gamma is only applied to XFB copies. - code.Write(" color0 = pow(abs(color0), float3(gamma_rcp, gamma_rcp, gamma_rcp));\n" - " color1 = pow(abs(color1), float3(gamma_rcp, gamma_rcp, gamma_rcp));\n"); + code.Write("float4 color0 = float4(0, 0, 0, 1), color1 = float4(0, 0, 0, 1);\n"); + WriteSampleColor(code, "rgb", "color0.rgb", 0, api_type, params); + WriteSampleColor(code, "rgb", "color1.rgb", 1, api_type, params); // Convert to YUV. - code.Write(" const float3 y_const = float3(0.257, 0.504, 0.098);\n" - " const float3 u_const = float3(-0.148, -0.291, 0.439);\n" - " const float3 v_const = float3(0.439, -0.368, -0.071);\n" - " float3 average = (color0 + color1) * 0.5;\n" - " ocol0.b = dot(color0, y_const) + 0.0625;\n" - " ocol0.g = dot(average, u_const) + 0.5;\n" - " ocol0.r = dot(color1, y_const) + 0.0625;\n" - " ocol0.a = dot(average, v_const) + 0.5;\n"); - - WriteEncoderEnd(code); + code.Write(" // Intensity/YUV format conversion constants determined by hardware testing\n" + " const float4 y_const = float4( 66, 129, 25, 16);\n" + " const float4 u_const = float4(-38, -74, 112, 128);\n" + " const float4 v_const = float4(112, -94, -18, 128);\n" + " float4 average = (color0 + color1) * 0.5;\n" + " // TODO: check rounding\n" + " ocol0.b = round(dot(color0, y_const)) / 256.0;\n" + " ocol0.g = round(dot(average, u_const)) / 256.0;\n" + " ocol0.r = round(dot(color1, y_const)) / 256.0;\n" + " ocol0.a = round(dot(average, v_const)) / 256.0;\n"); } std::string GenerateEncodingShader(const EFBCopyParams& params, APIType api_type) { ShaderCode code; + WriteHeader(code, api_type); + WriteSampleFunction(code, params, api_type); + WriteSwizzler(code, params, api_type); + switch (params.copy_format) { case EFBCopyFormat::R4: - if (params.yuv) - WriteI4Encoder(code, api_type, params); - else - WriteC4Encoder(code, "r", api_type, params); + WriteC4Encoder(code, "r", api_type, params); break; case EFBCopyFormat::RA4: - if (params.yuv) - WriteIA4Encoder(code, api_type, params); - else - WriteCC4Encoder(code, "ar", api_type, params); + WriteCC4Encoder(code, "ar", api_type, params); break; case EFBCopyFormat::RA8: - if (params.yuv) - WriteIA8Encoder(code, api_type, params); - else - WriteCC8Encoder(code, "ar", api_type, params); + WriteCC8Encoder(code, "ar", api_type, params); break; case EFBCopyFormat::RGB565: WriteRGB565Encoder(code, api_type, params); @@ -758,44 +471,26 @@ std::string GenerateEncodingShader(const EFBCopyParams& params, APIType api_type WriteRGB5A3Encoder(code, api_type, params); break; case EFBCopyFormat::RGBA8: - if (params.depth) - WriteZ24Encoder(code, api_type, params); - else - WriteRGBA8Encoder(code, api_type, params); + WriteRGBA8Encoder(code, api_type, params); break; case EFBCopyFormat::A8: WriteC8Encoder(code, "a", api_type, params); break; case EFBCopyFormat::R8_0x1: case EFBCopyFormat::R8: - if (params.yuv) - WriteI8Encoder(code, api_type, params); - else - WriteC8Encoder(code, "r", api_type, params); + WriteC8Encoder(code, "r", api_type, params); break; case EFBCopyFormat::G8: - if (params.depth) - WriteZ8Encoder(code, "256.0", api_type, params); // Z8M - else - WriteC8Encoder(code, "g", api_type, params); + WriteC8Encoder(code, "g", api_type, params); break; case EFBCopyFormat::B8: - if (params.depth) - WriteZ8Encoder(code, "65536.0", api_type, params); // Z8L - else - WriteC8Encoder(code, "b", api_type, params); + WriteC8Encoder(code, "b", api_type, params); break; case EFBCopyFormat::RG8: - if (params.depth) - WriteZ16Encoder(code, api_type, params); // Z16H - else - WriteCC8Encoder(code, "gr", api_type, params); + WriteCC8Encoder(code, "gr", api_type, params); break; case EFBCopyFormat::GB8: - if (params.depth) - WriteZ16LEncoder(code, api_type, params); // Z16L - else - WriteCC8Encoder(code, "bg", api_type, params); + WriteCC8Encoder(code, "bg", api_type, params); break; case EFBCopyFormat::XFB: WriteXFBEncoder(code, api_type, params); @@ -805,6 +500,8 @@ std::string GenerateEncodingShader(const EFBCopyParams& params, APIType api_type break; } + code.Write("}}\n"); + return code.GetBuffer(); }