// Copyright 2017 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "VideoCommon/TextureConverterShaderGen.h" #include "Common/Assert.h" #include "Common/CommonTypes.h" #include "VideoCommon/BPMemory.h" #include "VideoCommon/TextureCacheBase.h" #include "VideoCommon/VideoCommon.h" #include "VideoCommon/VideoConfig.h" namespace TextureConversionShaderGen { TCShaderUid GetShaderUid(EFBCopyFormat dst_format, bool is_depth_copy, bool is_intensity, bool scale_by_half, float gamma_rcp, const std::array& filter_coefficients) { TCShaderUid out; UidData* const uid_data = out.GetUidData(); uid_data->dst_format = dst_format; uid_data->efb_has_alpha = bpmem.zcontrol.pixel_format == PixelFormat::RGBA6_Z24; uid_data->is_depth_copy = is_depth_copy; uid_data->is_intensity = is_intensity; uid_data->scale_by_half = scale_by_half; uid_data->all_copy_filter_coefs_needed = TextureCacheBase::AllCopyFilterCoefsNeeded(filter_coefficients); uid_data->copy_filter_can_overflow = TextureCacheBase::CopyFilterCanOverflow(filter_coefficients); // If the gamma is needed, then include that too. uid_data->apply_gamma = gamma_rcp != 1.0f; return out; } static void WriteHeader(APIType api_type, ShaderCode& out) { out.Write("UBO_BINDING(std140, 1) uniform PSBlock {{\n" " float2 src_offset, src_size;\n" " uint3 filter_coefficients;\n" " float gamma_rcp;\n" " float2 clamp_tb;\n" " float pixel_height;\n" "}};\n"); } ShaderCode GenerateVertexShader(APIType api_type) { ShaderCode out; WriteHeader(api_type, out); if (g_ActiveConfig.backend_info.bSupportsGeometryShaders) { out.Write("VARYING_LOCATION(0) out VertexData {{\n" " float3 v_tex0;\n" "}};\n"); } else { out.Write("VARYING_LOCATION(0) out float3 v_tex0;\n"); } out.Write("#define id gl_VertexID\n" "#define opos gl_Position\n" "void main() {{\n"); out.Write(" v_tex0 = float3(float((id << 1) & 2), float(id & 2), 0.0f);\n"); out.Write( " opos = float4(v_tex0.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);\n"); out.Write(" v_tex0 = float3(src_offset + (src_size * v_tex0.xy), 0.0f);\n"); // NDC space is flipped in Vulkan if (api_type == APIType::Vulkan) out.Write(" opos.y = -opos.y;\n"); out.Write("}}\n"); return out; } ShaderCode GeneratePixelShader(APIType api_type, const UidData* uid_data) { const bool mono_depth = uid_data->is_depth_copy && g_ActiveConfig.bStereoEFBMonoDepth; ShaderCode out; WriteHeader(api_type, out); out.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n"); out.Write("float4 SampleEFB(float3 uv, float y_offset) {{\n" " return texture(samp0, float3(uv.x, clamp(uv.y + (y_offset * pixel_height), " "clamp_tb.x, clamp_tb.y), {}));\n" "}}\n", mono_depth ? "0.0" : "uv.z"); if (g_ActiveConfig.backend_info.bSupportsGeometryShaders) { out.Write("VARYING_LOCATION(0) in VertexData {{\n" " float3 v_tex0;\n" "}};\n"); } else { out.Write("VARYING_LOCATION(0) in vec3 v_tex0;\n"); } out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n" "void main()\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. if (uid_data->all_copy_filter_coefs_needed) { out.Write(" float4 prev_row = SampleEFB(v_tex0, -1.0f);\n" " float4 current_row = SampleEFB(v_tex0, 0.0f);\n" " float4 next_row = SampleEFB(v_tex0, 1.0f);\n" " float4 texcol = 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"); } else { out.Write( " float4 current_row = SampleEFB(v_tex0, 0.0f);\n" " float4 texcol = float4(min(current_row.rgb * filter_coefficients[1] / 64.0,\n" " float3(1, 1, 1)), current_row.a);\n"); } if (uid_data->is_depth_copy) { if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange) out.Write("texcol.x = 1.0 - texcol.x;\n"); out.Write(" int depth = int(texcol.x * 16777216.0);\n" // Convert to Z24 format " int4 workspace;\n" " workspace.r = (depth >> 16) & 255;\n" " workspace.g = (depth >> 8) & 255;\n" " workspace.b = depth & 255;\n" // Convert to Z4 format " workspace.a = (depth >> 16) & 0xF0;\n" // Normalize components to [0.0..1.0] " texcol = float4(workspace) / 255.0;\n"); switch (uid_data->dst_format) { case EFBCopyFormat::R4: // Z4 out.Write(" ocol0 = texcol.aaaa;\n"); break; case EFBCopyFormat::R8_0x1: // Z8 case EFBCopyFormat::R8: // Z8H out.Write(" ocol0 = texcol.rrrr;\n"); break; case EFBCopyFormat::RA8: // Z16 out.Write(" ocol0 = texcol.gggr;\n"); break; case EFBCopyFormat::RG8: // Z16 (reverse order) out.Write(" ocol0 = texcol.rrrg;\n"); break; case EFBCopyFormat::RGBA8: // Z24X8 out.Write(" ocol0 = float4(texcol.rgb, 1.0);\n"); break; case EFBCopyFormat::G8: // Z8M out.Write(" ocol0 = texcol.gggg;\n"); break; case EFBCopyFormat::B8: // Z8L out.Write(" ocol0 = texcol.bbbb;\n"); break; case EFBCopyFormat::GB8: // Z16L - copy lower 16 depth bits // expected to be used as an IA8 texture (upper 8 bits stored as intensity, lower 8 bits // stored as alpha) // Used e.g. in Zelda: Skyward Sword out.Write(" ocol0 = texcol.gggb;\n"); break; default: ERROR_LOG_FMT(VIDEO, "Unknown copy zbuf format: {}", uid_data->dst_format); out.Write(" ocol0 = float4(texcol.bgr, 0.0);\n"); break; } } else if (uid_data->is_intensity) { if (!uid_data->efb_has_alpha) out.Write(" texcol.a = 1.0;\n"); bool has_four_bits = (uid_data->dst_format == EFBCopyFormat::R4 || uid_data->dst_format == EFBCopyFormat::RA4); bool has_alpha = (uid_data->dst_format == EFBCopyFormat::RA4 || uid_data->dst_format == EFBCopyFormat::RA8); switch (uid_data->dst_format) { case EFBCopyFormat::R4: // I4 case EFBCopyFormat::R8_0x1: // I8 case EFBCopyFormat::R8: // I8 case EFBCopyFormat::RA4: // IA4 case EFBCopyFormat::RA8: // IA8 if (has_four_bits) out.Write(" texcol = float4(int4(texcol * 255.0) & 0xF0) * (1.0 / 240.0);\n"); // TODO - verify these coefficients out.Write(" const float3 coefficients = float3(0.257, 0.504, 0.098);\n" " float intensity = dot(texcol.rgb, coefficients) + 16.0 / 255.0;\n" " ocol0 = float4(intensity, intensity, intensity, {});\n", has_alpha ? "texcol.a" : "intensity"); break; default: ERROR_LOG_FMT(VIDEO, "Unknown copy intensity format: {}", uid_data->dst_format); out.Write(" ocol0 = texcol;\n"); break; } } else { if (!uid_data->efb_has_alpha) out.Write(" texcol.a = 1.0;\n"); switch (uid_data->dst_format) { case EFBCopyFormat::R4: // R4 out.Write(" float red = float(int(texcol.r * 255.0) & 0xF0) * (1.0 / 240.0);\n" " ocol0 = float4(red, red, red, red);\n"); break; case EFBCopyFormat::R8_0x1: // R8 case EFBCopyFormat::R8: // R8 out.Write(" ocol0 = texcol.rrrr;\n"); break; case EFBCopyFormat::RA4: // RA4 out.Write(" float2 red_alpha = float2(int2(texcol.ra * 255.0) & 0xF0) * (1.0 / 240.0);\n" " ocol0 = red_alpha.rrrg;\n"); break; case EFBCopyFormat::RA8: // RA8 out.Write(" ocol0 = texcol.rrra;\n"); break; case EFBCopyFormat::A8: // A8 out.Write(" ocol0 = texcol.aaaa;\n"); break; case EFBCopyFormat::G8: // G8 out.Write(" ocol0 = texcol.gggg;\n"); break; case EFBCopyFormat::B8: // B8 out.Write(" ocol0 = texcol.bbbb;\n"); break; case EFBCopyFormat::RG8: // RG8 out.Write(" ocol0 = texcol.rrrg;\n"); break; case EFBCopyFormat::GB8: // GB8 out.Write(" ocol0 = texcol.gggb;\n"); break; case EFBCopyFormat::RGB565: // RGB565 out.Write(" float2 red_blue = float2(int2(texcol.rb * 255.0) & 0xF8) * (1.0 / 248.0);\n" " float green = float(int(texcol.g * 255.0) & 0xFC) * (1.0 / 252.0);\n" " ocol0 = float4(red_blue.r, green, red_blue.g, 1.0);\n"); break; case EFBCopyFormat::RGB5A3: // RGB5A3 // TODO: The MSB controls whether we have RGB5 or RGB4A3, this selection // will need to be implemented once we move away from floats. out.Write(" float3 color = float3(int3(texcol.rgb * 255.0) & 0xF8) * (1.0 / 248.0);\n" " float alpha = float(int(texcol.a * 255.0) & 0xE0) * (1.0 / 224.0);\n" " ocol0 = float4(color, alpha);\n"); break; case EFBCopyFormat::RGBA8: // RGBA8 out.Write(" ocol0 = texcol;\n"); break; case EFBCopyFormat::XFB: out.Write(" ocol0 = float4(pow(abs(texcol.rgb), float3(gamma_rcp, gamma_rcp, gamma_rcp)), " "1.0f);\n"); break; default: ERROR_LOG_FMT(VIDEO, "Unknown copy color format: {}", uid_data->dst_format); out.Write(" ocol0 = texcol;\n"); break; } } out.Write("}}\n"); return out; } } // namespace TextureConversionShaderGen