mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 13:57:57 -07:00
c4c809f6b1
in opengl correct an error introduced by mi in efb to ram alignment, it's seems to fix SMS but it missalign a lot of other games, so revert to the default. must solve truncated coins in NSMB. revert alpha testing values to the values in rev 4812 as they fix some games. in d3d dynamized the Render target size so it will change at runtime when viewport exceed it size, in the worse case it will cause a missing frame when resizing but in the games I tested is not noticeable at all This must solve all the remaining viewports problems in nvidia cards, in ati this is not needed. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4888 8ced0084-cf51-0410-be5f-012b33b47a6e
829 lines
23 KiB
C++
829 lines
23 KiB
C++
// Copyright (C) 2003-2000 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <stdio.h>
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#include <math.h>
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#include <locale.h>
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#include "Common.h"
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#include "TextureConversionShader.h"
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#include "TextureDecoder.h"
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#include "PixelShaderManager.h"
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#include "PixelShaderGen.h"
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#include "BPMemory.h"
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#define WRITE p+=sprintf
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static char text[16384];
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static bool IntensityConstantAdded = false;
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namespace TextureConversionShader
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{
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u16 GetEncodedSampleCount(u32 format)
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{
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switch (format) {
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case GX_TF_I4: return 8;
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case GX_TF_I8: return 4;
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case GX_TF_IA4: return 4;
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case GX_TF_IA8: return 2;
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case GX_TF_RGB565: return 2;
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case GX_TF_RGB5A3: return 2;
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case GX_TF_RGBA8: return 1;
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case GX_CTF_R4: return 8;
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case GX_CTF_RA4: return 4;
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case GX_CTF_RA8: return 2;
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case GX_CTF_A8: return 4;
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case GX_CTF_R8: return 4;
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case GX_CTF_G8: return 4;
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case GX_CTF_B8: return 4;
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case GX_CTF_RG8: return 2;
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case GX_CTF_GB8: return 2;
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case GX_TF_Z8: return 4;
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case GX_TF_Z16: return 2;
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case GX_TF_Z24X8: return 1;
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case GX_CTF_Z4: return 8;
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case GX_CTF_Z8M: return 4;
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case GX_CTF_Z8L: return 4;
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case GX_CTF_Z16L: return 2;
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default: return 1;
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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 WriteSwizzler(char*& p, u32 format,bool HLSL)
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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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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(HLSL)
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WRITE(p,"uniform sampler samp0 : register(s0);\n");
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else
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WRITE(p,"uniform samplerRECT samp0 : register(s0);\n");
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WRITE(p,
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"void main(\n"
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" out float4 ocol0 : COLOR0,\n"
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" in float2 uv0 : TEXCOORD0)\n"
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"{\n"
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" float2 sampleUv;\n"
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" float2 uv1 = floor(uv0);\n");
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WRITE(p, " uv1.x = uv1.x * %f;\n", samples);
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WRITE(p, " float xl = floor(uv1.x / %f);\n", blkW);
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WRITE(p, " float xib = uv1.x - (xl * %f);\n", blkW);
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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 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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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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if(!HLSL)
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WRITE(p," sampleUv.y = textureDims.y - sampleUv.y;\n");
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WRITE(p, " sampleUv = sampleUv + textureDims.zw;\n");
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if(HLSL)
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{
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WRITE(p, " sampleUv = sampleUv + float2(1.0f,1.0f);\n"
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" sampleUv = sampleUv / blkDims.zw;\n");
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}
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else
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{
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WRITE(p, " sampleUv = sampleUv;\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, bool HLSL)
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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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float blkW = (float)TexDecoder_GetBlockWidthInTexels(format);
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float blkH = (float)TexDecoder_GetBlockHeightInTexels(format);
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// 32 bit textures (RGBA8 and Z24) are store in 2 cache line increments
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if(HLSL)
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WRITE(p,"uniform sampler samp0 : register(s0);\n");
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else
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WRITE(p,"uniform samplerRECT samp0 : register(s0);\n");
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WRITE(p,
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"void main(\n"
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" out float4 ocol0 : COLOR0,\n"
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" in float2 uv0 : TEXCOORD0)\n"
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"{\n"
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" float2 sampleUv;\n"
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" float2 uv1 = floor(uv0);\n");
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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 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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WRITE(p, " float x2 = uv1.x * 2;\n");
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WRITE(p, " float xl = floor(x2 / %f);\n", blkW);
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WRITE(p, " float xib = x2 - (xl * %f);\n", blkW);
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WRITE(p, " float halfxb = floor(xb / 2);\n");
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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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if(!HLSL)
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WRITE(p," sampleUv.y = textureDims.y - sampleUv.y;\n");
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WRITE(p, " sampleUv = sampleUv + textureDims.zw;\n");
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if(HLSL)
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{
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WRITE(p, " sampleUv = sampleUv + float2(1.0f,1.0f);\n"
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" sampleUv = sampleUv / blkDims.zw;\n");
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}
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else
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{
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WRITE(p, " sampleUv = sampleUv + float2(1.0f,-1.0f);\n");
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}
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}
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void WriteSampleColor(char*& p, const char* colorComp, const char* dest,bool HLSL)
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{
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if(HLSL)
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WRITE(p, " %s = tex2D(samp0, sampleUv).%s;\n", dest, colorComp);
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else
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WRITE(p, " %s = texRECT(samp0, sampleUv).%s;\n", dest, colorComp);
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}
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void WriteColorToIntensity(char*& p, const char* src, const char* dest)
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{
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if(!IntensityConstantAdded)
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{
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WRITE(p, " float4 IntensityConst = float4(0.257f,0.504f,0.098f,0.0625f);\n");
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IntensityConstantAdded = true;
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}
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WRITE(p, " %s = dot(IntensityConst.rgb, %s.rgb) + IntensityConst.a;\n", dest, src);
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}
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void WriteIncrementSampleX(char*& p,bool HLSL)
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{
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if(HLSL)
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WRITE(p, " sampleUv.x = sampleUv.x + blkDims.x / blkDims.z;\n");
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else
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WRITE(p, " sampleUv.x = sampleUv.x + blkDims.x;\n");
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}
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void WriteToBitDepth(char*& p, u8 depth, const char* src, const char* dest)
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{
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float result = pow(2.0f, depth) - 1.0f;
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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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{
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WRITE(p, "}\n");
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IntensityConstantAdded = false;
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}
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void WriteI8Encoder(char* p, bool HLSL)
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{
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WriteSwizzler(p, GX_TF_I8,HLSL);
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WRITE(p, " float3 texSample;\n");
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WriteSampleColor(p, "rgb", "texSample",HLSL);
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WriteColorToIntensity(p, "texSample", "ocol0.b");
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WriteIncrementSampleX(p,HLSL);
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WriteSampleColor(p, "rgb", "texSample",HLSL);
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WriteColorToIntensity(p, "texSample", "ocol0.g");
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WriteIncrementSampleX(p,HLSL);
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WriteSampleColor(p, "rgb", "texSample",HLSL);
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WriteColorToIntensity(p, "texSample", "ocol0.r");
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WriteIncrementSampleX(p,HLSL);
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WriteSampleColor(p, "rgb", "texSample",HLSL);
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WriteColorToIntensity(p, "texSample", "ocol0.a");
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WriteEncoderEnd(p);
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}
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void WriteI4Encoder(char* p, bool HLSL)
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{
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WriteSwizzler(p, GX_TF_I4,HLSL);
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WRITE(p, " float3 texSample;\n");
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WRITE(p, " float4 color0;\n");
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WRITE(p, " float4 color1;\n");
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WriteSampleColor(p, "rgb", "texSample",HLSL);
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WriteColorToIntensity(p, "texSample", "color0.b");
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WriteIncrementSampleX(p,HLSL);
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WriteSampleColor(p, "rgb", "texSample",HLSL);
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WriteColorToIntensity(p, "texSample", "color1.b");
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WriteIncrementSampleX(p,HLSL);
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WriteSampleColor(p, "rgb", "texSample",HLSL);
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WriteColorToIntensity(p, "texSample", "color0.g");
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WriteIncrementSampleX(p,HLSL);
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WriteSampleColor(p, "rgb", "texSample",HLSL);
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WriteColorToIntensity(p, "texSample", "color1.g");
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WriteIncrementSampleX(p,HLSL);
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WriteSampleColor(p, "rgb", "texSample",HLSL);
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WriteColorToIntensity(p, "texSample", "color0.r");
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WriteIncrementSampleX(p,HLSL);
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WriteSampleColor(p, "rgb", "texSample",HLSL);
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WriteColorToIntensity(p, "texSample", "color1.r");
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WriteIncrementSampleX(p,HLSL);
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WriteSampleColor(p, "rgb", "texSample",HLSL);
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WriteColorToIntensity(p, "texSample", "color0.a");
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WriteIncrementSampleX(p,HLSL);
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WriteSampleColor(p, "rgb", "texSample",HLSL);
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WriteColorToIntensity(p, "texSample", "color1.a");
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WriteToBitDepth(p, 4, "color0", "color0");
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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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}
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void WriteIA8Encoder(char* p,bool HLSL)
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{
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WriteSwizzler(p, GX_TF_IA8,HLSL);
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WRITE(p, " float4 texSample;\n");
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WriteSampleColor(p, "rgba", "texSample",HLSL);
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WRITE(p, " ocol0.b = texSample.a;\n");
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WriteColorToIntensity(p, "texSample", "ocol0.g");
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WriteIncrementSampleX(p,HLSL);
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WriteSampleColor(p, "rgba", "texSample",HLSL);
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WRITE(p, " ocol0.r = texSample.a;\n");
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WriteColorToIntensity(p, "texSample", "ocol0.a");
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WriteEncoderEnd(p);
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}
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void WriteIA4Encoder(char* p,bool HLSL)
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{
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WriteSwizzler(p, GX_TF_IA4,HLSL);
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WRITE(p, " float4 texSample;\n");
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WRITE(p, " float4 color0;\n");
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WRITE(p, " float4 color1;\n");
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WriteSampleColor(p, "rgba", "texSample",HLSL);
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WRITE(p, " color0.b = texSample.a;\n");
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WriteColorToIntensity(p, "texSample", "color1.b");
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WriteIncrementSampleX(p,HLSL);
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WriteSampleColor(p, "rgba", "texSample",HLSL);
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WRITE(p, " color0.g = texSample.a;\n");
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WriteColorToIntensity(p, "texSample", "color1.g");
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WriteIncrementSampleX(p,HLSL);
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WriteSampleColor(p, "rgba", "texSample",HLSL);
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WRITE(p, " color0.r = texSample.a;\n");
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WriteColorToIntensity(p, "texSample", "color1.r");
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WriteIncrementSampleX(p,HLSL);
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WriteSampleColor(p, "rgba", "texSample",HLSL);
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WRITE(p, " color0.a = texSample.a;\n");
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WriteColorToIntensity(p, "texSample", "color1.a");
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WriteToBitDepth(p, 4, "color0", "color0");
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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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}
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void WriteRGB565Encoder(char* p,bool HLSL)
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{
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WriteSwizzler(p, GX_TF_RGB565,HLSL);
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WRITE(p, " float3 texSample;\n");
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WRITE(p, " float gInt;\n");
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WRITE(p, " float gUpper;\n");
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WRITE(p, " float gLower;\n");
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WriteSampleColor(p, "rgb", "texSample",HLSL);
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WriteToBitDepth(p, 6, "texSample.g", "gInt");
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WRITE(p, " gUpper = floor(gInt / 8.0f);\n");
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WRITE(p, " gLower = gInt - gUpper * 8.0f;\n");
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WriteToBitDepth(p, 5, "texSample.r", "ocol0.b");
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WRITE(p, " ocol0.b = ocol0.b * 8.0f + gUpper;\n");
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WriteToBitDepth(p, 5, "texSample.b", "ocol0.g");
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WRITE(p, " ocol0.g = ocol0.g + gLower * 32.0f;\n");
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WriteIncrementSampleX(p,HLSL);
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WriteSampleColor(p, "rgb", "texSample",HLSL);
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WriteToBitDepth(p, 6, "texSample.g", "gInt");
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WRITE(p, " gUpper = floor(gInt / 8.0f);\n");
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WRITE(p, " gLower = gInt - gUpper * 8.0f;\n");
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WriteToBitDepth(p, 5, "texSample.r", "ocol0.r");
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WRITE(p, " ocol0.r = ocol0.r * 8.0f + gUpper;\n");
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WriteToBitDepth(p, 5, "texSample.b", "ocol0.a");
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WRITE(p, " ocol0.a = ocol0.a + 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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}
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void WriteRGB5A3Encoder(char* p,bool HLSL)
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{
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WriteSwizzler(p, GX_TF_RGB5A3,HLSL);
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WRITE(p, " float4 texSample;\n");
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WRITE(p, " float color0;\n");
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WRITE(p, " float gUpper;\n");
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WRITE(p, " float gLower;\n");
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WriteSampleColor(p, "rgba", "texSample",HLSL);
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// 0.8784 = 224 / 255 which is the maximum alpha value that can be represented in 3 bits
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WRITE(p, "if(texSample.a > 0.878f) {\n");
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WriteToBitDepth(p, 5, "texSample.g", "color0");
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WRITE(p, " gUpper = floor(color0 / 8.0f);\n");
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WRITE(p, " gLower = color0 - gUpper * 8.0f;\n");
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WriteToBitDepth(p, 5, "texSample.r", "ocol0.b");
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WRITE(p, " ocol0.b = ocol0.b * 4.0f + gUpper + 128.0f;\n");
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WriteToBitDepth(p, 5, "texSample.b", "ocol0.g");
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WRITE(p, " ocol0.g = ocol0.g + gLower * 32.0f;\n");
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WRITE(p, "} else {\n");
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WriteToBitDepth(p, 4, "texSample.r", "ocol0.b");
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WriteToBitDepth(p, 4, "texSample.b", "ocol0.g");
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WriteToBitDepth(p, 3, "texSample.a", "color0");
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WRITE(p, "ocol0.b = ocol0.b + color0 * 16.0f;\n");
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WriteToBitDepth(p, 4, "texSample.g", "color0");
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WRITE(p, "ocol0.g = ocol0.g + color0 * 16.0f;\n");
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WRITE(p, "}\n");
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WriteIncrementSampleX(p,HLSL);
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WriteSampleColor(p, "rgba", "texSample",HLSL);
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WRITE(p, "if(texSample.a > 0.878f) {\n");
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WriteToBitDepth(p, 5, "texSample.g", "color0");
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WRITE(p, " gUpper = floor(color0 / 8.0f);\n");
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WRITE(p, " gLower = color0 - gUpper * 8.0f;\n");
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WriteToBitDepth(p, 5, "texSample.r", "ocol0.r");
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WRITE(p, " ocol0.r = ocol0.r * 4.0f + gUpper + 128.0f;\n");
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WriteToBitDepth(p, 5, "texSample.b", "ocol0.a");
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WRITE(p, " ocol0.a = ocol0.a + gLower * 32.0f;\n");
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|
|
WRITE(p, "} else {\n");
|
|
|
|
WriteToBitDepth(p, 4, "texSample.r", "ocol0.r");
|
|
WriteToBitDepth(p, 4, "texSample.b", "ocol0.a");
|
|
|
|
WriteToBitDepth(p, 3, "texSample.a", "color0");
|
|
WRITE(p, "ocol0.r = ocol0.r + color0 * 16.0f;\n");
|
|
WriteToBitDepth(p, 4, "texSample.g", "color0");
|
|
WRITE(p, "ocol0.a = ocol0.a + color0 * 16.0f;\n");
|
|
|
|
WRITE(p, "}\n");
|
|
|
|
WRITE(p, " ocol0 = ocol0 / 255.0f;\n");
|
|
WriteEncoderEnd(p);
|
|
}
|
|
|
|
void WriteRGBA4443Encoder(char* p,bool HLSL)
|
|
{
|
|
WriteSwizzler(p, GX_TF_RGB5A3,HLSL);
|
|
|
|
WRITE(p, " float4 texSample;\n");
|
|
WRITE(p, " float4 color0;\n");
|
|
WRITE(p, " float4 color1;\n");
|
|
|
|
WriteSampleColor(p, "rgba", "texSample",HLSL);
|
|
WriteToBitDepth(p, 3, "texSample.a", "color0.b");
|
|
WriteToBitDepth(p, 4, "texSample.r", "color1.b");
|
|
WriteToBitDepth(p, 4, "texSample.g", "color0.g");
|
|
WriteToBitDepth(p, 4, "texSample.b", "color1.g");
|
|
|
|
WriteIncrementSampleX(p,HLSL);
|
|
|
|
WriteSampleColor(p, "rgba", "texSample",HLSL);
|
|
WriteToBitDepth(p, 3, "texSample.a", "color0.r");
|
|
WriteToBitDepth(p, 4, "texSample.r", "color1.r");
|
|
WriteToBitDepth(p, 4, "texSample.g", "color0.a");
|
|
WriteToBitDepth(p, 4, "texSample.b", "color1.a");
|
|
|
|
WRITE(p, " ocol0 = (color0 * 16.0f + color1) / 255.0f;\n");
|
|
WriteEncoderEnd(p);
|
|
}
|
|
|
|
void WriteRGBA8Encoder(char* p,bool HLSL)
|
|
{
|
|
Write32BitSwizzler(p, GX_TF_RGBA8,HLSL);
|
|
|
|
WRITE(p, " float cl1 = xb - (halfxb * 2);\n");
|
|
WRITE(p, " float cl0 = 1.0f - cl1;\n");
|
|
|
|
WRITE(p, " float4 texSample;\n");
|
|
WRITE(p, " float4 color0;\n");
|
|
WRITE(p, " float4 color1;\n");
|
|
|
|
WriteSampleColor(p, "rgba", "texSample",HLSL);
|
|
WRITE(p, " color0.b = texSample.a;\n");
|
|
WRITE(p, " color0.g = texSample.r;\n");
|
|
WRITE(p, " color1.b = texSample.g;\n");
|
|
WRITE(p, " color1.g = texSample.b;\n");
|
|
|
|
WriteIncrementSampleX(p,HLSL);
|
|
|
|
WriteSampleColor(p, "rgba", "texSample",HLSL);
|
|
WRITE(p, " color0.r = texSample.a;\n");
|
|
WRITE(p, " color0.a = texSample.r;\n");
|
|
WRITE(p, " color1.r = texSample.g;\n");
|
|
WRITE(p, " color1.a = texSample.b;\n");
|
|
|
|
WRITE(p, " ocol0 = (cl0 * color0) + (cl1 * color1);\n");
|
|
|
|
WriteEncoderEnd(p);
|
|
}
|
|
|
|
void WriteC4Encoder(char* p, const char* comp,bool HLSL)
|
|
{
|
|
WriteSwizzler(p, GX_CTF_R4,HLSL);
|
|
WRITE(p, " float4 color0;\n");
|
|
WRITE(p, " float4 color1;\n");
|
|
|
|
WriteSampleColor(p, comp, "color0.b",HLSL);
|
|
WriteIncrementSampleX(p,HLSL);
|
|
|
|
WriteSampleColor(p, comp, "color1.b",HLSL);
|
|
WriteIncrementSampleX(p,HLSL);
|
|
|
|
WriteSampleColor(p, comp, "color0.g",HLSL);
|
|
WriteIncrementSampleX(p,HLSL);
|
|
|
|
WriteSampleColor(p, comp, "color1.g",HLSL);
|
|
WriteIncrementSampleX(p,HLSL);
|
|
|
|
WriteSampleColor(p, comp, "color0.r",HLSL);
|
|
WriteIncrementSampleX(p,HLSL);
|
|
|
|
WriteSampleColor(p, comp, "color1.r",HLSL);
|
|
WriteIncrementSampleX(p,HLSL);
|
|
|
|
WriteSampleColor(p, comp, "color0.a",HLSL);
|
|
WriteIncrementSampleX(p,HLSL);
|
|
|
|
WriteSampleColor(p, comp, "color1.a",HLSL);
|
|
|
|
WriteToBitDepth(p, 4, "color0", "color0");
|
|
WriteToBitDepth(p, 4, "color1", "color1");
|
|
|
|
WRITE(p, " ocol0 = (color0 * 16.0f + color1) / 255.0f;\n");
|
|
WriteEncoderEnd(p);
|
|
}
|
|
|
|
void WriteC8Encoder(char* p, const char* comp,bool HLSL)
|
|
{
|
|
WriteSwizzler(p, GX_CTF_R8,HLSL);
|
|
|
|
WriteSampleColor(p, comp, "ocol0.b",HLSL);
|
|
WriteIncrementSampleX(p,HLSL);
|
|
|
|
WriteSampleColor(p, comp, "ocol0.g",HLSL);
|
|
WriteIncrementSampleX(p,HLSL);
|
|
|
|
WriteSampleColor(p, comp, "ocol0.r",HLSL);
|
|
WriteIncrementSampleX(p,HLSL);
|
|
|
|
WriteSampleColor(p, comp, "ocol0.a",HLSL);
|
|
|
|
WriteEncoderEnd(p);
|
|
}
|
|
|
|
void WriteCC4Encoder(char* p, const char* comp,bool HLSL)
|
|
{
|
|
WriteSwizzler(p, GX_CTF_RA4,HLSL);
|
|
WRITE(p, " float2 texSample;\n");
|
|
WRITE(p, " float4 color0;\n");
|
|
WRITE(p, " float4 color1;\n");
|
|
|
|
WriteSampleColor(p, comp, "texSample",HLSL);
|
|
WRITE(p, " color0.b = texSample.x;\n");
|
|
WRITE(p, " color1.b = texSample.y;\n");
|
|
WriteIncrementSampleX(p,HLSL);
|
|
|
|
WriteSampleColor(p, comp, "texSample",HLSL);
|
|
WRITE(p, " color0.g = texSample.x;\n");
|
|
WRITE(p, " color1.g = texSample.y;\n");
|
|
WriteIncrementSampleX(p,HLSL);
|
|
|
|
WriteSampleColor(p, comp, "texSample",HLSL);
|
|
WRITE(p, " color0.r = texSample.x;\n");
|
|
WRITE(p, " color1.r = texSample.y;\n");
|
|
WriteIncrementSampleX(p,HLSL);
|
|
|
|
WriteSampleColor(p, comp, "texSample",HLSL);
|
|
WRITE(p, " color0.a = texSample.x;\n");
|
|
WRITE(p, " color1.a = texSample.y;\n");
|
|
|
|
WriteToBitDepth(p, 4, "color0", "color0");
|
|
WriteToBitDepth(p, 4, "color1", "color1");
|
|
|
|
WRITE(p, " ocol0 = (color0 * 16.0f + color1) / 255.0f;\n");
|
|
WriteEncoderEnd(p);
|
|
}
|
|
|
|
void WriteCC8Encoder(char* p, const char* comp, bool HLSL)
|
|
{
|
|
WriteSwizzler(p, GX_CTF_RA8,HLSL);
|
|
|
|
WriteSampleColor(p, comp, "ocol0.bg",HLSL);
|
|
WriteIncrementSampleX(p,HLSL);
|
|
|
|
WriteSampleColor(p, comp, "ocol0.ra",HLSL);
|
|
|
|
WriteEncoderEnd(p);
|
|
}
|
|
|
|
void WriteZ8Encoder(char* p, const char* multiplier,bool HLSL)
|
|
{
|
|
WriteSwizzler(p, GX_CTF_Z8M,HLSL);
|
|
|
|
WRITE(p, " float depth;\n");
|
|
|
|
WriteSampleColor(p, "b", "depth",HLSL);
|
|
WRITE(p, "ocol0.b = frac(depth * %s);\n", multiplier);
|
|
WriteIncrementSampleX(p,HLSL);
|
|
|
|
WriteSampleColor(p, "b", "depth",HLSL);
|
|
WRITE(p, "ocol0.g = frac(depth * %s);\n", multiplier);
|
|
WriteIncrementSampleX(p,HLSL);
|
|
|
|
WriteSampleColor(p, "b", "depth",HLSL);
|
|
WRITE(p, "ocol0.r = frac(depth * %s);\n", multiplier);
|
|
WriteIncrementSampleX(p,HLSL);
|
|
|
|
WriteSampleColor(p, "b", "depth",HLSL);
|
|
WRITE(p, "ocol0.a = frac(depth * %s);\n", multiplier);
|
|
|
|
WriteEncoderEnd(p);
|
|
}
|
|
|
|
void WriteZ16Encoder(char* p,bool HLSL)
|
|
{
|
|
WriteSwizzler(p, GX_TF_Z16,HLSL);
|
|
|
|
WRITE(p, " float depth;\n");
|
|
WRITE(p, " float3 expanded;\n");
|
|
|
|
// byte order is reversed
|
|
|
|
WriteSampleColor(p, "b", "depth",HLSL);
|
|
|
|
WRITE(p, " depth *= 16777215.0f;\n");
|
|
WRITE(p, " expanded.r = floor(depth / (256 * 256));\n");
|
|
WRITE(p, " depth -= expanded.r * 256 * 256;\n");
|
|
WRITE(p, " expanded.g = floor(depth / 256);\n");
|
|
|
|
WRITE(p, " ocol0.b = expanded.g / 255;\n");
|
|
WRITE(p, " ocol0.g = expanded.r / 255;\n");
|
|
|
|
WriteIncrementSampleX(p,HLSL);
|
|
|
|
WriteSampleColor(p, "b", "depth",HLSL);
|
|
|
|
WRITE(p, " depth *= 16777215.0f;\n");
|
|
WRITE(p, " expanded.r = floor(depth / (256 * 256));\n");
|
|
WRITE(p, " depth -= expanded.r * 256 * 256;\n");
|
|
WRITE(p, " expanded.g = floor(depth / 256);\n");
|
|
|
|
WRITE(p, " ocol0.r = expanded.g / 255;\n");
|
|
WRITE(p, " ocol0.a = expanded.r / 255;\n");
|
|
|
|
WriteEncoderEnd(p);
|
|
}
|
|
|
|
void WriteZ16LEncoder(char* p,bool HLSL)
|
|
{
|
|
WriteSwizzler(p, GX_CTF_Z16L,HLSL);
|
|
|
|
WRITE(p, " float depth;\n");
|
|
WRITE(p, " float3 expanded;\n");
|
|
|
|
// byte order is reversed
|
|
|
|
WriteSampleColor(p, "b", "depth",HLSL);
|
|
|
|
WRITE(p, " depth *= 16777215.0f;\n");
|
|
WRITE(p, " expanded.r = floor(depth / (256 * 256));\n");
|
|
WRITE(p, " depth -= expanded.r * 256 * 256;\n");
|
|
WRITE(p, " expanded.g = floor(depth / 256);\n");
|
|
WRITE(p, " depth -= expanded.g * 256;\n");
|
|
WRITE(p, " expanded.b = depth;\n");
|
|
|
|
WRITE(p, " ocol0.b = expanded.b / 255;\n");
|
|
WRITE(p, " ocol0.g = expanded.g / 255;\n");
|
|
|
|
WriteIncrementSampleX(p,HLSL);
|
|
|
|
WriteSampleColor(p, "b", "depth",HLSL);
|
|
|
|
WRITE(p, " depth *= 16777215.0f;\n");
|
|
WRITE(p, " expanded.r = floor(depth / (256 * 256));\n");
|
|
WRITE(p, " depth -= expanded.r * 256 * 256;\n");
|
|
WRITE(p, " expanded.g = floor(depth / 256);\n");
|
|
WRITE(p, " depth -= expanded.g * 256;\n");
|
|
WRITE(p, " expanded.b = depth;\n");
|
|
|
|
WRITE(p, " ocol0.r = expanded.b;\n");
|
|
WRITE(p, " ocol0.a = expanded.g;\n");
|
|
|
|
WriteEncoderEnd(p);
|
|
}
|
|
|
|
void WriteZ24Encoder(char* p, bool HLSL)
|
|
{
|
|
Write32BitSwizzler(p, GX_TF_Z24X8,HLSL);
|
|
|
|
WRITE(p, " float cl = xb - (halfxb * 2);\n");
|
|
|
|
WRITE(p, " float depth0;\n");
|
|
WRITE(p, " float depth1;\n");
|
|
WRITE(p, " float3 expanded0;\n");
|
|
WRITE(p, " float3 expanded1;\n");
|
|
|
|
WriteSampleColor(p, "b", "depth0",HLSL);
|
|
WriteIncrementSampleX(p,HLSL);
|
|
WriteSampleColor(p, "b", "depth1",HLSL);
|
|
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
WRITE(p, " depth%i *= 16777215.0f;\n", i);
|
|
|
|
WRITE(p, " expanded%i.r = floor(depth%i / (256 * 256));\n", i, i);
|
|
WRITE(p, " depth%i -= expanded%i.r * 256 * 256;\n", i, i);
|
|
WRITE(p, " expanded%i.g = floor(depth%i / 256);\n", i, i);
|
|
WRITE(p, " depth%i -= expanded%i.g * 256;\n", i, i);
|
|
WRITE(p, " expanded%i.b = depth%i;\n", i, i);
|
|
}
|
|
|
|
WRITE(p, " if(cl > 0.5f) {\n");
|
|
// upper 16
|
|
WRITE(p, " ocol0.b = expanded0.g / 255;\n");
|
|
WRITE(p, " ocol0.g = expanded0.b / 255;\n");
|
|
WRITE(p, " ocol0.r = expanded1.g / 255;\n");
|
|
WRITE(p, " ocol0.a = expanded1.b / 255;\n");
|
|
WRITE(p, " } else {\n");
|
|
// lower 8
|
|
WRITE(p, " ocol0.b = 1.0f;\n");
|
|
WRITE(p, " ocol0.g = expanded0.r / 255;\n");
|
|
WRITE(p, " ocol0.r = 1.0f;\n");
|
|
WRITE(p, " ocol0.a = expanded1.r / 255;\n");
|
|
WRITE(p, " }\n");
|
|
|
|
WriteEncoderEnd(p);
|
|
}
|
|
|
|
const char *GenerateEncodingShader(u32 format,bool HLSL)
|
|
{
|
|
setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
|
|
text[sizeof(text) - 1] = 0x7C; // canary
|
|
|
|
char *p = text;
|
|
|
|
switch(format)
|
|
{
|
|
case GX_TF_I4:
|
|
WriteI4Encoder(p,HLSL);
|
|
break;
|
|
case GX_TF_I8:
|
|
WriteI8Encoder(p,HLSL);
|
|
break;
|
|
case GX_TF_IA4:
|
|
WriteIA4Encoder(p,HLSL);
|
|
break;
|
|
case GX_TF_IA8:
|
|
WriteIA8Encoder(p,HLSL);
|
|
break;
|
|
case GX_TF_RGB565:
|
|
WriteRGB565Encoder(p,HLSL);
|
|
break;
|
|
case GX_TF_RGB5A3:
|
|
WriteRGB5A3Encoder(p,HLSL);
|
|
break;
|
|
case GX_TF_RGBA8:
|
|
WriteRGBA8Encoder(p,HLSL);
|
|
break;
|
|
case GX_CTF_R4:
|
|
WriteC4Encoder(p, "r",HLSL);
|
|
break;
|
|
case GX_CTF_RA4:
|
|
WriteCC4Encoder(p, "ar",HLSL);
|
|
break;
|
|
case GX_CTF_RA8:
|
|
WriteCC8Encoder(p, "ar",HLSL);
|
|
break;
|
|
case GX_CTF_A8:
|
|
WriteC8Encoder(p, "a",HLSL);
|
|
break;
|
|
case GX_CTF_R8:
|
|
WriteC8Encoder(p, "r",HLSL);
|
|
break;
|
|
case GX_CTF_G8:
|
|
WriteC8Encoder(p, "g",HLSL);
|
|
break;
|
|
case GX_CTF_B8:
|
|
WriteC8Encoder(p, "b",HLSL);
|
|
break;
|
|
case GX_CTF_RG8:
|
|
WriteCC8Encoder(p, "rg",HLSL);
|
|
break;
|
|
case GX_CTF_GB8:
|
|
WriteCC8Encoder(p, "gb",HLSL);
|
|
break;
|
|
case GX_TF_Z8:
|
|
WriteC8Encoder(p, "b",HLSL);
|
|
break;
|
|
case GX_TF_Z16:
|
|
WriteZ16Encoder(p,HLSL);
|
|
break;
|
|
case GX_TF_Z24X8:
|
|
WriteZ24Encoder(p,HLSL);
|
|
break;
|
|
case GX_CTF_Z4:
|
|
WriteC4Encoder(p, "b",HLSL);
|
|
break;
|
|
case GX_CTF_Z8M:
|
|
WriteZ8Encoder(p, "256.0f",HLSL);
|
|
break;
|
|
case GX_CTF_Z8L:
|
|
WriteZ8Encoder(p, "65536.0f" ,HLSL);
|
|
break;
|
|
case GX_CTF_Z16L:
|
|
WriteZ16LEncoder(p,HLSL);
|
|
break;
|
|
default:
|
|
PanicAlert("Unknown texture copy format: 0x%x\n", format);
|
|
break;
|
|
}
|
|
|
|
if (text[sizeof(text) - 1] != 0x7C)
|
|
PanicAlert("TextureConversionShader generator - buffer too small, canary has been eaten!");
|
|
|
|
setlocale(LC_NUMERIC, ""); // restore locale
|
|
return text;
|
|
}
|
|
|
|
void SetShaderParameters(float width, float height, float offsetX, float offsetY, float widthStride, float heightStride,float buffW,float buffH)
|
|
{
|
|
SetPSConstant4f(C_COLORMATRIX, widthStride, heightStride, buffW, buffH);
|
|
SetPSConstant4f(C_COLORMATRIX + 1, width, (height - 1), offsetX, offsetY);
|
|
}
|
|
|
|
} // namespace
|