mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 22:09:19 -07:00
1450 lines
46 KiB
C++
1450 lines
46 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include "PSTextureEncoder.h"
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#include "D3DBase.h"
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#include "D3DShader.h"
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#include "GfxState.h"
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#include "BPMemory.h"
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#include "FramebufferManager.h"
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#include "Render.h"
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#include "HW/Memmap.h"
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#include "TextureCache.h"
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// "Static mode" will compile a new EFB encoder shader for every combination of
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// encoding configurations. It's compatible with Shader Model 4.
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// "Dynamic mode" will use the dynamic-linking feature of Shader Model 5. Only
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// one shader needs to be compiled.
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// Unfortunately, the June 2010 DirectX SDK includes a broken HLSL compiler
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// which cripples dynamic linking for us.
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// See <http://www.gamedev.net/topic/587232-dx11-dynamic-linking-compilation-warnings/>.
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// Dynamic mode is disabled for now. To enable it, uncomment the line below.
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//#define USE_DYNAMIC_MODE
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// FIXME: When Microsoft fixes their HLSL compiler, make Dolphin enable dynamic
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// mode on Shader Model 5-compatible cards.
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namespace DX11
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{
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union EFBEncodeParams
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{
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struct
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{
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FLOAT NumHalfCacheLinesX;
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FLOAT NumBlocksY;
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FLOAT PosX;
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FLOAT PosY;
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FLOAT TexLeft;
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FLOAT TexTop;
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FLOAT TexRight;
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FLOAT TexBottom;
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};
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// Constant buffers must be a multiple of 16 bytes in size.
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u8 pad[32]; // Pad to the next multiple of 16 bytes
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};
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static const char EFB_ENCODE_VS[] =
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"// dolphin-emu EFB encoder vertex shader\n"
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"cbuffer cbParams : register(b0)\n"
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"{\n"
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"struct\n" // Should match EFBEncodeParams above
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"{\n"
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"float NumHalfCacheLinesX;\n"
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"float NumBlocksY;\n"
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"float PosX;\n" // Upper-left corner of source
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"float PosY;\n"
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"float TexLeft;\n" // Rectangle within EFBTexture representing the actual EFB (normalized)
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"float TexTop;\n"
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"float TexRight;\n"
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"float TexBottom;\n"
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"} Params;\n"
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"}\n"
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"struct Output\n"
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"{\n"
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"float4 Pos : SV_Position;\n"
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"float2 Coord : ENCODECOORD;\n"
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"};\n"
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"Output main(in float2 Pos : POSITION)\n"
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"{\n"
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"Output result;\n"
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"result.Pos = float4(2*Pos.x-1, -2*Pos.y+1, 0.0, 1.0);\n"
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"result.Coord = Pos * float2(Params.NumHalfCacheLinesX, Params.NumBlocksY);\n"
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"return result;\n"
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"}\n"
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;
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static const char EFB_ENCODE_PS[] =
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"// dolphin-emu EFB encoder pixel shader\n"
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// Input
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"cbuffer cbParams : register(b0)\n"
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"{\n"
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"struct\n" // Should match EFBEncodeParams above
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"{\n"
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"float NumHalfCacheLinesX;\n"
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"float NumBlocksY;\n"
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"float PosX;\n" // Upper-left corner of source
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"float PosY;\n"
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"float TexLeft;\n" // Rectangle within EFBTexture representing the actual EFB (normalized)
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"float TexTop;\n"
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"float TexRight;\n"
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"float TexBottom;\n"
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"} Params;\n"
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"}\n"
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"Texture2D EFBTexture : register(t0);\n"
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"sampler EFBSampler : register(s0);\n"
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// Constants
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"static const float2 INV_EFB_DIMS = float2(1.0/640.0, 1.0/528.0);\n"
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// FIXME: Is this correct?
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"static const float3 INTENSITY_COEFFS = float3(0.257, 0.504, 0.098);\n"
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"static const float INTENSITY_ADD = 16.0/255.0;\n"
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// Utility functions
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"uint4 Swap4_32(uint4 v) {\n"
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"return (((v >> 24) & 0xFF) | ((v >> 8) & 0xFF00) | ((v << 8) & 0xFF0000) | ((v << 24) & 0xFF000000));\n"
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"}\n"
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"uint4 UINT4_8888_BE(uint4 a, uint4 b, uint4 c, uint4 d) {\n"
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"return (d << 24) | (c << 16) | (b << 8) | a;\n"
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"}\n"
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"uint UINT_44444444_BE(uint a, uint b, uint c, uint d, uint e, uint f, uint g, uint h) {\n"
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"return (g << 28) | (h << 24) | (e << 20) | (f << 16) | (c << 12) | (d << 8) | (a << 4) | b;\n"
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"}\n"
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"uint UINT_1555(uint a, uint b, uint c, uint d) {\n"
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"return (a << 15) | (b << 10) | (c << 5) | d;\n"
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"}\n"
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"uint UINT_3444(uint a, uint b, uint c, uint d) {\n"
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"return (a << 12) | (b << 8) | (c << 4) | d;\n"
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"}\n"
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"uint UINT_565(uint a, uint b, uint c) {\n"
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"return (a << 11) | (b << 5) | c;\n"
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"}\n"
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"uint UINT_1616(uint a, uint b) {\n"
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"return (a << 16) | b;\n"
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"}\n"
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"uint Float8ToUint3(float v) {\n"
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"return (uint)(v*255.0) >> 5;\n"
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"}\n"
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"uint Float8ToUint4(float v) {\n"
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"return (uint)(v*255.0) >> 4;\n"
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"}\n"
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"uint Float8ToUint5(float v) {\n"
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"return (uint)(v*255.0) >> 3;\n"
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"}\n"
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"uint Float8ToUint6(float v) {\n"
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"return (uint)(v*255.0) >> 2;\n"
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"}\n"
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"uint EncodeRGB5A3(float4 pixel) {\n"
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"if (pixel.a >= 224.0/255.0) {\n"
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// Encode to ARGB1555
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"return UINT_1555(1, Float8ToUint5(pixel.r), Float8ToUint5(pixel.g), Float8ToUint5(pixel.b));\n"
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"} else {\n"
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// Encode to ARGB3444
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"return UINT_3444(Float8ToUint3(pixel.a), Float8ToUint4(pixel.r), Float8ToUint4(pixel.g), Float8ToUint4(pixel.b));\n"
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"}\n"
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"}\n"
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"uint EncodeRGB565(float4 pixel) {\n"
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"return UINT_565(Float8ToUint5(pixel.r), Float8ToUint6(pixel.g), Float8ToUint5(pixel.b));\n"
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"}\n"
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"float2 CalcTexCoord(float2 coord)\n"
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"{\n"
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// Add 0.5,0.5 to sample from the center of the EFB pixel
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"float2 efbCoord = coord + float2(0.5,0.5);\n"
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"return lerp(float2(Params.TexLeft,Params.TexTop), float2(Params.TexRight,Params.TexBottom), efbCoord * INV_EFB_DIMS);\n"
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"}\n"
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// Interface and classes for different source formats
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"float4 Fetch_0(float2 coord)\n"
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"{\n"
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"float2 texCoord = CalcTexCoord(coord);\n"
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"float4 result = EFBTexture.Sample(EFBSampler, texCoord);\n"
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"result.a = 1.0;\n"
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"return result;\n"
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"}\n"
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"float4 Fetch_1(float2 coord)\n"
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"{\n"
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"float2 texCoord = CalcTexCoord(coord);\n"
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"return EFBTexture.Sample(EFBSampler, texCoord);\n"
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"}\n"
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"float4 Fetch_2(float2 coord)\n"
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"{\n"
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"float2 texCoord = CalcTexCoord(coord);\n"
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"float4 result = EFBTexture.Sample(EFBSampler, texCoord);\n"
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"result.a = 1.0;\n"
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"return result;\n"
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"}\n"
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"float4 Fetch_3(float2 coord)\n"
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"{\n"
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"float2 texCoord = CalcTexCoord(coord);\n"
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"uint depth24 = 0xFFFFFF * EFBTexture.Sample(EFBSampler, texCoord).r;\n"
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"uint4 bytes = uint4(\n"
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"(depth24 >> 16) & 0xFF,\n" // r
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"(depth24 >> 8) & 0xFF,\n" // g
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"depth24 & 0xFF,\n" // b
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"255);\n" // a
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"return bytes / 255.0;\n"
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"}\n"
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"#ifdef DYNAMIC_MODE\n"
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"interface iFetch\n"
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"{\n"
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"float4 Fetch(float2 coord);\n"
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"};\n"
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// Source format 0
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"class cFetch_0 : iFetch\n"
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"{\n"
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"float4 Fetch(float2 coord)\n"
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"{ return Fetch_0(coord); }\n"
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"};\n"
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// Source format 1
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"class cFetch_1 : iFetch\n"
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"{\n"
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"float4 Fetch(float2 coord)\n"
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"{ return Fetch_1(coord); }\n"
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"};\n"
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// Source format 2
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"class cFetch_2 : iFetch\n"
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"{\n"
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"float4 Fetch(float2 coord)\n"
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"{ return Fetch_2(coord); }\n"
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"};\n"
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// Source format 3
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"class cFetch_3 : iFetch\n"
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"{\n"
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"float4 Fetch(float2 coord)\n"
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"{ return Fetch_3(coord); }\n"
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"};\n"
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// Declare fetch interface; must be set by application
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"iFetch g_fetch;\n"
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"#define IMP_FETCH g_fetch.Fetch\n"
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"#endif\n" // #ifdef DYNAMIC_MODE
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"#ifndef IMP_FETCH\n"
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"#error No Fetch specified\n"
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"#endif\n"
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// Interface and classes for different intensity settings (on or off)
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"float4 Intensity_0(float4 sample)\n"
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"{\n"
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"return sample;\n"
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"}\n"
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"float4 Intensity_1(float4 sample)\n"
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"{\n"
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"sample.r = dot(INTENSITY_COEFFS, sample.rgb) + INTENSITY_ADD;\n"
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// FIXME: Is this correct? What happens if you use one of the non-R
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// formats with intensity on?
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"sample = sample.rrrr;\n"
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"return sample;\n"
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"}\n"
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"#ifdef DYNAMIC_MODE\n"
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"interface iIntensity\n"
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"{\n"
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"float4 Intensity(float4 sample);\n"
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"};\n"
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// Intensity off
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"class cIntensity_0 : iIntensity\n"
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"{\n"
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"float4 Intensity(float4 sample)\n"
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"{ return Intensity_0(sample); }\n"
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"};\n"
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// Intensity on
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"class cIntensity_1 : iIntensity\n"
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"{\n"
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"float4 Intensity(float4 sample)\n"
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"{ return Intensity_1(sample); }\n"
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"};\n"
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// Declare intensity interface; must be set by application
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"iIntensity g_intensity;\n"
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"#define IMP_INTENSITY g_intensity.Intensity\n"
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"#endif\n" // #ifdef DYNAMIC_MODE
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"#ifndef IMP_INTENSITY\n"
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"#error No Intensity specified\n"
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"#endif\n"
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// Interface and classes for different scale/filter settings (on or off)
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"float4 ScaledFetch_0(float2 coord)\n"
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"{\n"
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"return IMP_FETCH(float2(Params.PosX,Params.PosY) + coord);\n"
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"}\n"
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"float4 ScaledFetch_1(float2 coord)\n"
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"{\n"
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"float2 ul = float2(Params.PosX,Params.PosY) + 2*coord;\n"
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"float4 sample0 = IMP_FETCH(ul+float2(0,0));\n"
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"float4 sample1 = IMP_FETCH(ul+float2(1,0));\n"
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"float4 sample2 = IMP_FETCH(ul+float2(0,1));\n"
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"float4 sample3 = IMP_FETCH(ul+float2(1,1));\n"
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// Average all four samples together
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// FIXME: Is this correct?
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"return 0.25 * (sample0+sample1+sample2+sample3);\n"
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"}\n"
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"#ifdef DYNAMIC_MODE\n"
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"interface iScaledFetch\n"
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"{\n"
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"float4 ScaledFetch(float2 coord);\n"
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"};\n"
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// Scale off
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"class cScaledFetch_0 : iScaledFetch\n"
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"{\n"
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"float4 ScaledFetch(float2 coord)\n"
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"{ return ScaledFetch_0(coord); }\n"
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"};\n"
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// Scale on
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"class cScaledFetch_1 : iScaledFetch\n"
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"{\n"
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"float4 ScaledFetch(float2 coord)\n"
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"{ return ScaledFetch_1(coord); }\n"
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"};\n"
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// Declare scaled fetch interface; must be set by application code
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"iScaledFetch g_scaledFetch;\n"
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"#define IMP_SCALEDFETCH g_scaledFetch.ScaledFetch\n"
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"#endif\n" // #ifdef DYNAMIC_MODE
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"#ifndef IMP_SCALEDFETCH\n"
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"#error No ScaledFetch specified\n"
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"#endif\n"
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// Main EFB-sampling function: performs all steps of fetching pixels, scaling,
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// applying intensity function
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"float4 SampleEFB(float2 coord)\n"
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"{\n"
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// FIXME: Does intensity happen before or after scaling? Or does
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// it matter?
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"float4 sample = IMP_SCALEDFETCH(coord);\n"
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"return IMP_INTENSITY(sample);\n"
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"}\n"
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// Interfaces and classes for different destination formats
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"uint4 Generate_0(float2 cacheCoord)\n" // R4
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"{\n"
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"float2 blockCoord = floor(cacheCoord / float2(2,1));\n"
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"float2 blockUL = blockCoord * float2(8,8);\n"
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"float2 subBlockUL = blockUL + float2(0, 4*(cacheCoord.x%2));\n"
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"float4 sample[32];\n"
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"for (uint y = 0; y < 4; ++y) {\n"
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"for (uint x = 0; x < 8; ++x) {\n"
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"sample[y*8+x] = SampleEFB(subBlockUL+float2(x,y));\n"
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"}\n"
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"}\n"
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"uint dw[4];\n"
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"for (uint i = 0; i < 4; ++i) {\n"
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"dw[i] = UINT_44444444_BE(\n"
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"Float8ToUint4(sample[8*i+0].r),\n"
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"Float8ToUint4(sample[8*i+1].r),\n"
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"Float8ToUint4(sample[8*i+2].r),\n"
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"Float8ToUint4(sample[8*i+3].r),\n"
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"Float8ToUint4(sample[8*i+4].r),\n"
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"Float8ToUint4(sample[8*i+5].r),\n"
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"Float8ToUint4(sample[8*i+6].r),\n"
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"Float8ToUint4(sample[8*i+7].r)\n"
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");\n"
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"}\n"
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"return uint4(dw[0], dw[1], dw[2], dw[3]);\n"
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"}\n"
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// FIXME: Untested
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"uint4 Generate_1(float2 cacheCoord)\n" // R8 (FIXME: Duplicate of R8 below?)
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"{\n"
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"float2 blockCoord = floor(cacheCoord / float2(2,1));\n"
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"float2 blockUL = blockCoord * float2(8,4);\n"
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"float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n"
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"float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n"
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"float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n"
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"float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n"
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"float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n"
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"float4 sample4 = SampleEFB(subBlockUL+float2(4,0));\n"
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"float4 sample5 = SampleEFB(subBlockUL+float2(5,0));\n"
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"float4 sample6 = SampleEFB(subBlockUL+float2(6,0));\n"
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"float4 sample7 = SampleEFB(subBlockUL+float2(7,0));\n"
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"float4 sample8 = SampleEFB(subBlockUL+float2(0,1));\n"
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"float4 sample9 = SampleEFB(subBlockUL+float2(1,1));\n"
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"float4 sampleA = SampleEFB(subBlockUL+float2(2,1));\n"
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"float4 sampleB = SampleEFB(subBlockUL+float2(3,1));\n"
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"float4 sampleC = SampleEFB(subBlockUL+float2(4,1));\n"
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"float4 sampleD = SampleEFB(subBlockUL+float2(5,1));\n"
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"float4 sampleE = SampleEFB(subBlockUL+float2(6,1));\n"
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"float4 sampleF = SampleEFB(subBlockUL+float2(7,1));\n"
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"uint4 dw4 = UINT4_8888_BE(\n"
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"255*float4(sample0.r, sample4.r, sample8.r, sampleC.r),\n"
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"255*float4(sample1.r, sample5.r, sample9.r, sampleD.r),\n"
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"255*float4(sample2.r, sample6.r, sampleA.r, sampleE.r),\n"
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"255*float4(sample3.r, sample7.r, sampleB.r, sampleF.r)\n"
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");\n"
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"return dw4;\n"
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"}\n"
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// FIXME: Untested
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"uint4 Generate_2(float2 cacheCoord)\n" // A4 R4
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"{\n"
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"float2 blockCoord = floor(cacheCoord / float2(2,1));\n"
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"float2 blockUL = blockCoord * float2(8,4);\n"
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"float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n"
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"float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n"
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"float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n"
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"float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n"
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"float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n"
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"float4 sample4 = SampleEFB(subBlockUL+float2(4,0));\n"
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"float4 sample5 = SampleEFB(subBlockUL+float2(5,0));\n"
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"float4 sample6 = SampleEFB(subBlockUL+float2(6,0));\n"
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"float4 sample7 = SampleEFB(subBlockUL+float2(7,0));\n"
|
|
"float4 sample8 = SampleEFB(subBlockUL+float2(0,1));\n"
|
|
"float4 sample9 = SampleEFB(subBlockUL+float2(1,1));\n"
|
|
"float4 sampleA = SampleEFB(subBlockUL+float2(2,1));\n"
|
|
"float4 sampleB = SampleEFB(subBlockUL+float2(3,1));\n"
|
|
"float4 sampleC = SampleEFB(subBlockUL+float2(4,1));\n"
|
|
"float4 sampleD = SampleEFB(subBlockUL+float2(5,1));\n"
|
|
"float4 sampleE = SampleEFB(subBlockUL+float2(6,1));\n"
|
|
"float4 sampleF = SampleEFB(subBlockUL+float2(7,1));\n"
|
|
|
|
"uint dw0 = UINT_44444444_BE(\n"
|
|
"Float8ToUint4(sample0.a), Float8ToUint4(sample0.r),\n"
|
|
"Float8ToUint4(sample1.a), Float8ToUint4(sample1.r),\n"
|
|
"Float8ToUint4(sample2.a), Float8ToUint4(sample2.r),\n"
|
|
"Float8ToUint4(sample3.a), Float8ToUint4(sample3.r)\n"
|
|
");\n"
|
|
"uint dw1 = UINT_44444444_BE(\n"
|
|
"Float8ToUint4(sample4.a), Float8ToUint4(sample4.r),\n"
|
|
"Float8ToUint4(sample5.a), Float8ToUint4(sample5.r),\n"
|
|
"Float8ToUint4(sample6.a), Float8ToUint4(sample6.r),\n"
|
|
"Float8ToUint4(sample7.a), Float8ToUint4(sample7.r)\n"
|
|
");\n"
|
|
"uint dw2 = UINT_44444444_BE(\n"
|
|
"Float8ToUint4(sample8.a), Float8ToUint4(sample8.r),\n"
|
|
"Float8ToUint4(sample9.a), Float8ToUint4(sample9.r),\n"
|
|
"Float8ToUint4(sampleA.a), Float8ToUint4(sampleA.r),\n"
|
|
"Float8ToUint4(sampleB.a), Float8ToUint4(sampleB.r)\n"
|
|
");\n"
|
|
"uint dw3 = UINT_44444444_BE(\n"
|
|
"Float8ToUint4(sampleC.a), Float8ToUint4(sampleC.r),\n"
|
|
"Float8ToUint4(sampleD.a), Float8ToUint4(sampleD.r),\n"
|
|
"Float8ToUint4(sampleE.a), Float8ToUint4(sampleE.r),\n"
|
|
"Float8ToUint4(sampleF.a), Float8ToUint4(sampleF.r)\n"
|
|
");\n"
|
|
|
|
"return uint4(dw0, dw1, dw2, dw3);\n"
|
|
"}\n"
|
|
|
|
// FIXME: Untested
|
|
"uint4 Generate_3(float2 cacheCoord)\n" // A8 R8
|
|
"{\n"
|
|
"float2 blockCoord = floor(cacheCoord / float2(2,1));\n"
|
|
|
|
"float2 blockUL = blockCoord * float2(4,4);\n"
|
|
"float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n"
|
|
|
|
"float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n"
|
|
"float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n"
|
|
"float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n"
|
|
"float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n"
|
|
"float4 sample4 = SampleEFB(subBlockUL+float2(0,1));\n"
|
|
"float4 sample5 = SampleEFB(subBlockUL+float2(1,1));\n"
|
|
"float4 sample6 = SampleEFB(subBlockUL+float2(2,1));\n"
|
|
"float4 sample7 = SampleEFB(subBlockUL+float2(3,1));\n"
|
|
|
|
"uint4 dw4 = UINT4_8888_BE(\n"
|
|
"255*float4(sample0.a, sample2.a, sample4.a, sample6.a),\n"
|
|
"255*float4(sample0.r, sample2.r, sample4.r, sample6.r),\n"
|
|
"255*float4(sample1.a, sample3.a, sample5.a, sample7.a),\n"
|
|
"255*float4(sample1.r, sample3.r, sample5.r, sample7.r)\n"
|
|
");\n"
|
|
|
|
"return dw4;\n"
|
|
"}\n"
|
|
|
|
"uint4 Generate_4(float2 cacheCoord)\n" // R5 G6 B5
|
|
"{\n"
|
|
"float2 blockCoord = floor(cacheCoord / float2(2,1));\n"
|
|
|
|
"float2 blockUL = blockCoord * float2(4,4);\n"
|
|
"float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n"
|
|
|
|
"float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n"
|
|
"float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n"
|
|
"float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n"
|
|
"float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n"
|
|
"float4 sample4 = SampleEFB(subBlockUL+float2(0,1));\n"
|
|
"float4 sample5 = SampleEFB(subBlockUL+float2(1,1));\n"
|
|
"float4 sample6 = SampleEFB(subBlockUL+float2(2,1));\n"
|
|
"float4 sample7 = SampleEFB(subBlockUL+float2(3,1));\n"
|
|
|
|
"uint dw0 = UINT_1616(EncodeRGB565(sample0), EncodeRGB565(sample1));\n"
|
|
"uint dw1 = UINT_1616(EncodeRGB565(sample2), EncodeRGB565(sample3));\n"
|
|
"uint dw2 = UINT_1616(EncodeRGB565(sample4), EncodeRGB565(sample5));\n"
|
|
"uint dw3 = UINT_1616(EncodeRGB565(sample6), EncodeRGB565(sample7));\n"
|
|
|
|
"return Swap4_32(uint4(dw0, dw1, dw2, dw3));\n"
|
|
"}\n"
|
|
|
|
"uint4 Generate_5(float2 cacheCoord)\n" // 1 R5 G5 B5 or 0 A3 R4 G4 G4
|
|
"{\n"
|
|
"float2 blockCoord = floor(cacheCoord / float2(2,1));\n"
|
|
|
|
"float2 blockUL = blockCoord * float2(4,4);\n"
|
|
"float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n"
|
|
|
|
"float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n"
|
|
"float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n"
|
|
"float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n"
|
|
"float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n"
|
|
"float4 sample4 = SampleEFB(subBlockUL+float2(0,1));\n"
|
|
"float4 sample5 = SampleEFB(subBlockUL+float2(1,1));\n"
|
|
"float4 sample6 = SampleEFB(subBlockUL+float2(2,1));\n"
|
|
"float4 sample7 = SampleEFB(subBlockUL+float2(3,1));\n"
|
|
|
|
"uint dw0 = UINT_1616(EncodeRGB5A3(sample0), EncodeRGB5A3(sample1));\n"
|
|
"uint dw1 = UINT_1616(EncodeRGB5A3(sample2), EncodeRGB5A3(sample3));\n"
|
|
"uint dw2 = UINT_1616(EncodeRGB5A3(sample4), EncodeRGB5A3(sample5));\n"
|
|
"uint dw3 = UINT_1616(EncodeRGB5A3(sample6), EncodeRGB5A3(sample7));\n"
|
|
|
|
"return Swap4_32(uint4(dw0, dw1, dw2, dw3));\n"
|
|
"}\n"
|
|
|
|
"uint4 Generate_6(float2 cacheCoord)\n" // A8 R8 A8 R8 | G8 B8 G8 B8
|
|
"{\n"
|
|
"float2 blockCoord = floor(cacheCoord / float2(4,1));\n"
|
|
|
|
"float2 blockUL = blockCoord * float2(4,4);\n"
|
|
"float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n"
|
|
|
|
"float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n"
|
|
"float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n"
|
|
"float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n"
|
|
"float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n"
|
|
"float4 sample4 = SampleEFB(subBlockUL+float2(0,1));\n"
|
|
"float4 sample5 = SampleEFB(subBlockUL+float2(1,1));\n"
|
|
"float4 sample6 = SampleEFB(subBlockUL+float2(2,1));\n"
|
|
"float4 sample7 = SampleEFB(subBlockUL+float2(3,1));\n"
|
|
|
|
"uint4 dw4;\n"
|
|
"if (cacheCoord.x % 4 < 2)\n"
|
|
"{\n"
|
|
// First cache line gets AR
|
|
"dw4 = UINT4_8888_BE(\n"
|
|
"255*float4(sample0.a, sample2.a, sample4.a, sample6.a),\n"
|
|
"255*float4(sample0.r, sample2.r, sample4.r, sample6.r),\n"
|
|
"255*float4(sample1.a, sample3.a, sample5.a, sample7.a),\n"
|
|
"255*float4(sample1.r, sample3.r, sample5.r, sample7.r)\n"
|
|
");\n"
|
|
"}\n"
|
|
"else\n"
|
|
"{\n"
|
|
// Second cache line gets GB
|
|
"dw4 = UINT4_8888_BE(\n"
|
|
"255*float4(sample0.g, sample2.g, sample4.g, sample6.g),\n"
|
|
"255*float4(sample0.b, sample2.b, sample4.b, sample6.b),\n"
|
|
"255*float4(sample1.g, sample3.g, sample5.g, sample7.g),\n"
|
|
"255*float4(sample1.b, sample3.b, sample5.b, sample7.b)\n"
|
|
");\n"
|
|
"}\n"
|
|
|
|
"return dw4;\n"
|
|
"}\n"
|
|
|
|
"uint4 Generate_7(float2 cacheCoord)\n" // A8
|
|
"{\n"
|
|
"float2 blockCoord = floor(cacheCoord / float2(2,1));\n"
|
|
|
|
"float2 blockUL = blockCoord * float2(8,4);\n"
|
|
"float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n"
|
|
|
|
"float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n"
|
|
"float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n"
|
|
"float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n"
|
|
"float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n"
|
|
"float4 sample4 = SampleEFB(subBlockUL+float2(4,0));\n"
|
|
"float4 sample5 = SampleEFB(subBlockUL+float2(5,0));\n"
|
|
"float4 sample6 = SampleEFB(subBlockUL+float2(6,0));\n"
|
|
"float4 sample7 = SampleEFB(subBlockUL+float2(7,0));\n"
|
|
"float4 sample8 = SampleEFB(subBlockUL+float2(0,1));\n"
|
|
"float4 sample9 = SampleEFB(subBlockUL+float2(1,1));\n"
|
|
"float4 sampleA = SampleEFB(subBlockUL+float2(2,1));\n"
|
|
"float4 sampleB = SampleEFB(subBlockUL+float2(3,1));\n"
|
|
"float4 sampleC = SampleEFB(subBlockUL+float2(4,1));\n"
|
|
"float4 sampleD = SampleEFB(subBlockUL+float2(5,1));\n"
|
|
"float4 sampleE = SampleEFB(subBlockUL+float2(6,1));\n"
|
|
"float4 sampleF = SampleEFB(subBlockUL+float2(7,1));\n"
|
|
|
|
"uint4 dw4 = UINT4_8888_BE(\n"
|
|
"255*float4(sample0.a, sample4.a, sample8.a, sampleC.a),\n"
|
|
"255*float4(sample1.a, sample5.a, sample9.a, sampleD.a),\n"
|
|
"255*float4(sample2.a, sample6.a, sampleA.a, sampleE.a),\n"
|
|
"255*float4(sample3.a, sample7.a, sampleB.a, sampleF.a)\n"
|
|
");\n"
|
|
|
|
"return dw4;\n"
|
|
"}\n"
|
|
|
|
"uint4 Generate_8(float2 cacheCoord)\n" // R8
|
|
"{\n"
|
|
"float2 blockCoord = floor(cacheCoord / float2(2,1));\n"
|
|
|
|
"float2 blockUL = blockCoord * float2(8,4);\n"
|
|
"float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n"
|
|
|
|
"float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n"
|
|
"float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n"
|
|
"float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n"
|
|
"float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n"
|
|
"float4 sample4 = SampleEFB(subBlockUL+float2(4,0));\n"
|
|
"float4 sample5 = SampleEFB(subBlockUL+float2(5,0));\n"
|
|
"float4 sample6 = SampleEFB(subBlockUL+float2(6,0));\n"
|
|
"float4 sample7 = SampleEFB(subBlockUL+float2(7,0));\n"
|
|
"float4 sample8 = SampleEFB(subBlockUL+float2(0,1));\n"
|
|
"float4 sample9 = SampleEFB(subBlockUL+float2(1,1));\n"
|
|
"float4 sampleA = SampleEFB(subBlockUL+float2(2,1));\n"
|
|
"float4 sampleB = SampleEFB(subBlockUL+float2(3,1));\n"
|
|
"float4 sampleC = SampleEFB(subBlockUL+float2(4,1));\n"
|
|
"float4 sampleD = SampleEFB(subBlockUL+float2(5,1));\n"
|
|
"float4 sampleE = SampleEFB(subBlockUL+float2(6,1));\n"
|
|
"float4 sampleF = SampleEFB(subBlockUL+float2(7,1));\n"
|
|
|
|
"uint4 dw4 = UINT4_8888_BE(\n"
|
|
"255*float4(sample0.r, sample4.r, sample8.r, sampleC.r),\n"
|
|
"255*float4(sample1.r, sample5.r, sample9.r, sampleD.r),\n"
|
|
"255*float4(sample2.r, sample6.r, sampleA.r, sampleE.r),\n"
|
|
"255*float4(sample3.r, sample7.r, sampleB.r, sampleF.r)\n"
|
|
");\n"
|
|
|
|
"return dw4;\n"
|
|
"}\n"
|
|
|
|
// FIXME: Untested
|
|
"uint4 Generate_9(float2 cacheCoord)\n" // G8
|
|
"{\n"
|
|
"float2 blockCoord = floor(cacheCoord / float2(2,1));\n"
|
|
|
|
"float2 blockUL = blockCoord * float2(8,4);\n"
|
|
"float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n"
|
|
|
|
"float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n"
|
|
"float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n"
|
|
"float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n"
|
|
"float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n"
|
|
"float4 sample4 = SampleEFB(subBlockUL+float2(4,0));\n"
|
|
"float4 sample5 = SampleEFB(subBlockUL+float2(5,0));\n"
|
|
"float4 sample6 = SampleEFB(subBlockUL+float2(6,0));\n"
|
|
"float4 sample7 = SampleEFB(subBlockUL+float2(7,0));\n"
|
|
"float4 sample8 = SampleEFB(subBlockUL+float2(0,1));\n"
|
|
"float4 sample9 = SampleEFB(subBlockUL+float2(1,1));\n"
|
|
"float4 sampleA = SampleEFB(subBlockUL+float2(2,1));\n"
|
|
"float4 sampleB = SampleEFB(subBlockUL+float2(3,1));\n"
|
|
"float4 sampleC = SampleEFB(subBlockUL+float2(4,1));\n"
|
|
"float4 sampleD = SampleEFB(subBlockUL+float2(5,1));\n"
|
|
"float4 sampleE = SampleEFB(subBlockUL+float2(6,1));\n"
|
|
"float4 sampleF = SampleEFB(subBlockUL+float2(7,1));\n"
|
|
|
|
"uint4 dw4 = UINT4_8888_BE(\n"
|
|
"255*float4(sample0.g, sample4.g, sample8.g, sampleC.g),\n"
|
|
"255*float4(sample1.g, sample5.g, sample9.g, sampleD.g),\n"
|
|
"255*float4(sample2.g, sample6.g, sampleA.g, sampleE.g),\n"
|
|
"255*float4(sample3.g, sample7.g, sampleB.g, sampleF.g)\n"
|
|
");\n"
|
|
|
|
"return dw4;\n"
|
|
"}\n"
|
|
|
|
"uint4 Generate_A(float2 cacheCoord)\n" // B8
|
|
"{\n"
|
|
"float2 blockCoord = floor(cacheCoord / float2(2,1));\n"
|
|
|
|
"float2 blockUL = blockCoord * float2(8,4);\n"
|
|
"float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n"
|
|
|
|
"float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n"
|
|
"float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n"
|
|
"float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n"
|
|
"float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n"
|
|
"float4 sample4 = SampleEFB(subBlockUL+float2(4,0));\n"
|
|
"float4 sample5 = SampleEFB(subBlockUL+float2(5,0));\n"
|
|
"float4 sample6 = SampleEFB(subBlockUL+float2(6,0));\n"
|
|
"float4 sample7 = SampleEFB(subBlockUL+float2(7,0));\n"
|
|
"float4 sample8 = SampleEFB(subBlockUL+float2(0,1));\n"
|
|
"float4 sample9 = SampleEFB(subBlockUL+float2(1,1));\n"
|
|
"float4 sampleA = SampleEFB(subBlockUL+float2(2,1));\n"
|
|
"float4 sampleB = SampleEFB(subBlockUL+float2(3,1));\n"
|
|
"float4 sampleC = SampleEFB(subBlockUL+float2(4,1));\n"
|
|
"float4 sampleD = SampleEFB(subBlockUL+float2(5,1));\n"
|
|
"float4 sampleE = SampleEFB(subBlockUL+float2(6,1));\n"
|
|
"float4 sampleF = SampleEFB(subBlockUL+float2(7,1));\n"
|
|
|
|
"uint4 dw4 = UINT4_8888_BE(\n"
|
|
"255*float4(sample0.b, sample4.b, sample8.b, sampleC.b),\n"
|
|
"255*float4(sample1.b, sample5.b, sample9.b, sampleD.b),\n"
|
|
"255*float4(sample2.b, sample6.b, sampleA.b, sampleE.b),\n"
|
|
"255*float4(sample3.b, sample7.b, sampleB.b, sampleF.b)\n"
|
|
");\n"
|
|
|
|
"return dw4;\n"
|
|
"}\n"
|
|
|
|
"uint4 Generate_B(float2 cacheCoord)\n" // G8 R8
|
|
"{\n"
|
|
"float2 blockCoord = floor(cacheCoord / float2(2,1));\n"
|
|
|
|
"float2 blockUL = blockCoord * float2(4,4);\n"
|
|
"float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n"
|
|
|
|
"float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n"
|
|
"float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n"
|
|
"float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n"
|
|
"float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n"
|
|
"float4 sample4 = SampleEFB(subBlockUL+float2(0,1));\n"
|
|
"float4 sample5 = SampleEFB(subBlockUL+float2(1,1));\n"
|
|
"float4 sample6 = SampleEFB(subBlockUL+float2(2,1));\n"
|
|
"float4 sample7 = SampleEFB(subBlockUL+float2(3,1));\n"
|
|
|
|
"uint4 dw4 = UINT4_8888_BE(\n"
|
|
"255*float4(sample0.g, sample2.g, sample4.g, sample6.g),\n"
|
|
"255*float4(sample0.r, sample2.r, sample4.r, sample6.r),\n"
|
|
"255*float4(sample1.g, sample3.g, sample5.g, sample7.g),\n"
|
|
"255*float4(sample1.r, sample3.r, sample5.r, sample7.r)\n"
|
|
");\n"
|
|
|
|
"return dw4;\n"
|
|
"}\n"
|
|
|
|
// FIXME: Untested
|
|
"uint4 Generate_C(float2 cacheCoord)\n" // B8 G8
|
|
"{\n"
|
|
"float2 blockCoord = floor(cacheCoord / float2(2,1));\n"
|
|
|
|
"float2 blockUL = blockCoord * float2(4,4);\n"
|
|
"float2 subBlockUL = blockUL + float2(0, 2*(cacheCoord.x%2));\n"
|
|
|
|
"float4 sample0 = SampleEFB(subBlockUL+float2(0,0));\n"
|
|
"float4 sample1 = SampleEFB(subBlockUL+float2(1,0));\n"
|
|
"float4 sample2 = SampleEFB(subBlockUL+float2(2,0));\n"
|
|
"float4 sample3 = SampleEFB(subBlockUL+float2(3,0));\n"
|
|
"float4 sample4 = SampleEFB(subBlockUL+float2(0,1));\n"
|
|
"float4 sample5 = SampleEFB(subBlockUL+float2(1,1));\n"
|
|
"float4 sample6 = SampleEFB(subBlockUL+float2(2,1));\n"
|
|
"float4 sample7 = SampleEFB(subBlockUL+float2(3,1));\n"
|
|
|
|
"uint4 dw4 = UINT4_8888_BE(\n"
|
|
"255*float4(sample0.b, sample2.b, sample4.b, sample6.b),\n"
|
|
"255*float4(sample0.g, sample2.g, sample4.g, sample6.g),\n"
|
|
"255*float4(sample1.b, sample3.b, sample5.b, sample7.b),\n"
|
|
"255*float4(sample1.g, sample3.g, sample5.g, sample7.g)\n"
|
|
");\n"
|
|
|
|
"return dw4;\n"
|
|
"}\n"
|
|
|
|
"#ifdef DYNAMIC_MODE\n"
|
|
"interface iGenerator\n"
|
|
"{\n"
|
|
"uint4 Generate(float2 cacheCoord);\n"
|
|
"};\n"
|
|
|
|
"class cGenerator_4 : iGenerator\n"
|
|
"{\n"
|
|
"uint4 Generate(float2 cacheCoord)\n"
|
|
"{ return Generate_4(cacheCoord); }\n"
|
|
"};\n"
|
|
|
|
"class cGenerator_5 : iGenerator\n"
|
|
"{\n"
|
|
"uint4 Generate(float2 cacheCoord)\n"
|
|
"{ return Generate_5(cacheCoord); }\n"
|
|
"};\n"
|
|
|
|
"class cGenerator_6 : iGenerator\n"
|
|
"{\n"
|
|
"uint4 Generate(float2 cacheCoord)\n"
|
|
"{ return Generate_6(cacheCoord); }\n"
|
|
"};\n"
|
|
|
|
"class cGenerator_8 : iGenerator\n"
|
|
"{\n"
|
|
"uint4 Generate(float2 cacheCoord)\n"
|
|
"{ return Generate_8(cacheCoord); }\n"
|
|
"};\n"
|
|
|
|
"class cGenerator_B : iGenerator\n"
|
|
"{\n"
|
|
"uint4 Generate(float2 cacheCoord)\n"
|
|
"{ return Generate_B(cacheCoord); }\n"
|
|
"};\n"
|
|
|
|
// Declare generator interface; must be set by application
|
|
"iGenerator g_generator;\n"
|
|
"#define IMP_GENERATOR g_generator.Generate\n"
|
|
|
|
"#endif\n"
|
|
|
|
"#ifndef IMP_GENERATOR\n"
|
|
"#error No generator specified\n"
|
|
"#endif\n"
|
|
|
|
"void main(out uint4 ocol0 : SV_Target, in float4 Pos : SV_Position, in float2 fCacheCoord : ENCODECOORD)\n"
|
|
"{\n"
|
|
"float2 cacheCoord = floor(fCacheCoord);\n"
|
|
"ocol0 = IMP_GENERATOR(cacheCoord);\n"
|
|
"}\n"
|
|
;
|
|
|
|
PSTextureEncoder::PSTextureEncoder()
|
|
: m_ready(false), m_out(NULL), m_outRTV(NULL), m_outStage(NULL),
|
|
m_encodeParams(NULL),
|
|
m_quad(NULL), m_vShader(NULL), m_quadLayout(NULL),
|
|
m_efbEncodeBlendState(NULL), m_efbEncodeDepthState(NULL),
|
|
m_efbEncodeRastState(NULL), m_efbSampler(NULL),
|
|
m_dynamicShader(NULL), m_classLinkage(NULL)
|
|
{
|
|
for (size_t i = 0; i < 4; ++i)
|
|
m_fetchClass[i] = NULL;
|
|
for (size_t i = 0; i < 2; ++i)
|
|
m_scaledFetchClass[i] = NULL;
|
|
for (size_t i = 0; i < 2; ++i)
|
|
m_intensityClass[i] = NULL;
|
|
for (size_t i = 0; i < 16; ++i)
|
|
m_generatorClass[i] = NULL;
|
|
}
|
|
|
|
static const D3D11_INPUT_ELEMENT_DESC QUAD_LAYOUT_DESC[] = {
|
|
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }
|
|
};
|
|
|
|
static const struct QuadVertex
|
|
{
|
|
float posX;
|
|
float posY;
|
|
} QUAD_VERTS[4] = { { 0, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 } };
|
|
|
|
void PSTextureEncoder::Init()
|
|
{
|
|
m_ready = false;
|
|
|
|
HRESULT hr;
|
|
|
|
// Create output texture RGBA format
|
|
|
|
// This format allows us to generate one cache line in two pixels.
|
|
D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC(
|
|
DXGI_FORMAT_R32G32B32A32_UINT,
|
|
EFB_WIDTH, EFB_HEIGHT/4, 1, 1, D3D11_BIND_RENDER_TARGET);
|
|
hr = D3D::device->CreateTexture2D(&t2dd, NULL, &m_out);
|
|
CHECK(SUCCEEDED(hr), "create efb encode output texture");
|
|
D3D::SetDebugObjectName(m_out, "efb encoder output texture");
|
|
|
|
// Create output render target view
|
|
|
|
D3D11_RENDER_TARGET_VIEW_DESC rtvd = CD3D11_RENDER_TARGET_VIEW_DESC(m_out,
|
|
D3D11_RTV_DIMENSION_TEXTURE2D, DXGI_FORMAT_R32G32B32A32_UINT);
|
|
hr = D3D::device->CreateRenderTargetView(m_out, &rtvd, &m_outRTV);
|
|
CHECK(SUCCEEDED(hr), "create efb encode output render target view");
|
|
D3D::SetDebugObjectName(m_outRTV, "efb encoder output rtv");
|
|
|
|
// Create output staging buffer
|
|
|
|
t2dd.Usage = D3D11_USAGE_STAGING;
|
|
t2dd.BindFlags = 0;
|
|
t2dd.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
|
|
hr = D3D::device->CreateTexture2D(&t2dd, NULL, &m_outStage);
|
|
CHECK(SUCCEEDED(hr), "create efb encode output staging buffer");
|
|
D3D::SetDebugObjectName(m_outStage, "efb encoder output staging buffer");
|
|
|
|
// Create constant buffer for uploading data to shaders
|
|
|
|
D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(EFBEncodeParams),
|
|
D3D11_BIND_CONSTANT_BUFFER);
|
|
hr = D3D::device->CreateBuffer(&bd, NULL, &m_encodeParams);
|
|
CHECK(SUCCEEDED(hr), "create efb encode params buffer");
|
|
D3D::SetDebugObjectName(m_encodeParams, "efb encoder params buffer");
|
|
|
|
// Create vertex quad
|
|
|
|
bd = CD3D11_BUFFER_DESC(sizeof(QUAD_VERTS), D3D11_BIND_VERTEX_BUFFER,
|
|
D3D11_USAGE_IMMUTABLE);
|
|
D3D11_SUBRESOURCE_DATA srd = { QUAD_VERTS, 0, 0 };
|
|
|
|
hr = D3D::device->CreateBuffer(&bd, &srd, &m_quad);
|
|
CHECK(SUCCEEDED(hr), "create efb encode quad vertex buffer");
|
|
D3D::SetDebugObjectName(m_quad, "efb encoder quad vertex buffer");
|
|
|
|
// Create vertex shader
|
|
|
|
D3DBlob* bytecode = NULL;
|
|
if (!D3D::CompileVertexShader(EFB_ENCODE_VS, sizeof(EFB_ENCODE_VS), &bytecode))
|
|
{
|
|
ERROR_LOG(VIDEO, "EFB encode vertex shader failed to compile");
|
|
return;
|
|
}
|
|
|
|
hr = D3D::device->CreateVertexShader(bytecode->Data(), bytecode->Size(), NULL, &m_vShader);
|
|
CHECK(SUCCEEDED(hr), "create efb encode vertex shader");
|
|
D3D::SetDebugObjectName(m_vShader, "efb encoder vertex shader");
|
|
|
|
// Create input layout for vertex quad using bytecode from vertex shader
|
|
|
|
hr = D3D::device->CreateInputLayout(QUAD_LAYOUT_DESC,
|
|
sizeof(QUAD_LAYOUT_DESC)/sizeof(D3D11_INPUT_ELEMENT_DESC),
|
|
bytecode->Data(), bytecode->Size(), &m_quadLayout);
|
|
CHECK(SUCCEEDED(hr), "create efb encode quad vertex layout");
|
|
D3D::SetDebugObjectName(m_quadLayout, "efb encoder quad layout");
|
|
|
|
bytecode->Release();
|
|
|
|
// Create pixel shader
|
|
|
|
#ifdef USE_DYNAMIC_MODE
|
|
if (!InitDynamicMode())
|
|
#else
|
|
if (!InitStaticMode())
|
|
#endif
|
|
return;
|
|
|
|
// Create blend state
|
|
|
|
D3D11_BLEND_DESC bld = CD3D11_BLEND_DESC(CD3D11_DEFAULT());
|
|
hr = D3D::device->CreateBlendState(&bld, &m_efbEncodeBlendState);
|
|
CHECK(SUCCEEDED(hr), "create efb encode blend state");
|
|
D3D::SetDebugObjectName(m_efbEncodeBlendState, "efb encoder blend state");
|
|
|
|
// Create depth state
|
|
|
|
D3D11_DEPTH_STENCIL_DESC dsd = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT());
|
|
dsd.DepthEnable = FALSE;
|
|
hr = D3D::device->CreateDepthStencilState(&dsd, &m_efbEncodeDepthState);
|
|
CHECK(SUCCEEDED(hr), "create efb encode depth state");
|
|
D3D::SetDebugObjectName(m_efbEncodeDepthState, "efb encoder depth state");
|
|
|
|
// Create rasterizer state
|
|
|
|
D3D11_RASTERIZER_DESC rd = CD3D11_RASTERIZER_DESC(CD3D11_DEFAULT());
|
|
rd.CullMode = D3D11_CULL_NONE;
|
|
rd.DepthClipEnable = FALSE;
|
|
hr = D3D::device->CreateRasterizerState(&rd, &m_efbEncodeRastState);
|
|
CHECK(SUCCEEDED(hr), "create efb encode rast state");
|
|
D3D::SetDebugObjectName(m_efbEncodeRastState, "efb encoder rast state");
|
|
|
|
// Create efb texture sampler
|
|
|
|
D3D11_SAMPLER_DESC sd = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT());
|
|
sd.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
|
|
hr = D3D::device->CreateSamplerState(&sd, &m_efbSampler);
|
|
CHECK(SUCCEEDED(hr), "create efb encode texture sampler");
|
|
D3D::SetDebugObjectName(m_efbSampler, "efb encoder texture sampler");
|
|
|
|
m_ready = true;
|
|
}
|
|
|
|
void PSTextureEncoder::Shutdown()
|
|
{
|
|
m_ready = false;
|
|
|
|
for (size_t i = 0; i < 4; ++i)
|
|
SAFE_RELEASE(m_fetchClass[i]);
|
|
for (size_t i = 0; i < 2; ++i)
|
|
SAFE_RELEASE(m_scaledFetchClass[i]);
|
|
for (size_t i = 0; i < 2; ++i)
|
|
SAFE_RELEASE(m_intensityClass[i]);
|
|
for (size_t i = 0; i < 16; ++i)
|
|
SAFE_RELEASE(m_generatorClass[i]);
|
|
m_linkageArray.clear();
|
|
|
|
SAFE_RELEASE(m_classLinkage);
|
|
SAFE_RELEASE(m_dynamicShader);
|
|
|
|
for (ComboMap::iterator it = m_staticShaders.begin();
|
|
it != m_staticShaders.end(); ++it)
|
|
{
|
|
SAFE_RELEASE(it->second);
|
|
}
|
|
m_staticShaders.clear();
|
|
|
|
SAFE_RELEASE(m_efbSampler);
|
|
SAFE_RELEASE(m_efbEncodeRastState);
|
|
SAFE_RELEASE(m_efbEncodeDepthState);
|
|
SAFE_RELEASE(m_efbEncodeBlendState);
|
|
SAFE_RELEASE(m_quadLayout);
|
|
SAFE_RELEASE(m_vShader);
|
|
SAFE_RELEASE(m_quad);
|
|
SAFE_RELEASE(m_encodeParams);
|
|
SAFE_RELEASE(m_outStage);
|
|
SAFE_RELEASE(m_outRTV);
|
|
SAFE_RELEASE(m_out);
|
|
}
|
|
|
|
size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
|
|
unsigned int srcFormat, const EFBRectangle& srcRect, bool isIntensity,
|
|
bool scaleByHalf)
|
|
{
|
|
if (!m_ready) // Make sure we initialized OK
|
|
return 0;
|
|
|
|
// Clamp srcRect to 640x528. BPS: The Strike tries to encode an 800x600
|
|
// texture, which is invalid.
|
|
EFBRectangle correctSrc = srcRect;
|
|
correctSrc.ClampUL(0, 0, EFB_WIDTH, EFB_HEIGHT);
|
|
|
|
// Validate source rect size
|
|
if (correctSrc.GetWidth() <= 0 || correctSrc.GetHeight() <= 0)
|
|
return 0;
|
|
|
|
HRESULT hr;
|
|
|
|
unsigned int blockW = BLOCK_WIDTHS[dstFormat];
|
|
unsigned int blockH = BLOCK_HEIGHTS[dstFormat];
|
|
|
|
// Round up source dims to multiple of block size
|
|
unsigned int actualWidth = correctSrc.GetWidth() / (scaleByHalf ? 2 : 1);
|
|
actualWidth = (actualWidth + blockW-1) & ~(blockW-1);
|
|
unsigned int actualHeight = correctSrc.GetHeight() / (scaleByHalf ? 2 : 1);
|
|
actualHeight = (actualHeight + blockH-1) & ~(blockH-1);
|
|
|
|
unsigned int numBlocksX = actualWidth/blockW;
|
|
unsigned int numBlocksY = actualHeight/blockH;
|
|
|
|
unsigned int cacheLinesPerRow;
|
|
if (dstFormat == 0x6) // RGBA takes two cache lines per block; all others take one
|
|
cacheLinesPerRow = numBlocksX*2;
|
|
else
|
|
cacheLinesPerRow = numBlocksX;
|
|
_assert_msg_(VIDEO, cacheLinesPerRow*32 <= MAX_BYTES_PER_BLOCK_ROW, "cache lines per row sanity check");
|
|
|
|
unsigned int totalCacheLines = cacheLinesPerRow * numBlocksY;
|
|
_assert_msg_(VIDEO, totalCacheLines*32 <= MAX_BYTES_PER_ENCODE, "total encode size sanity check");
|
|
|
|
size_t encodeSize = 0;
|
|
|
|
// Reset API
|
|
|
|
g_renderer->ResetAPIState();
|
|
|
|
// Set up all the state for EFB encoding
|
|
|
|
#ifdef USE_DYNAMIC_MODE
|
|
if (SetDynamicShader(dstFormat, srcFormat, isIntensity, scaleByHalf))
|
|
#else
|
|
if (SetStaticShader(dstFormat, srcFormat, isIntensity, scaleByHalf))
|
|
#endif
|
|
{
|
|
D3D::context->VSSetShader(m_vShader, NULL, 0);
|
|
|
|
D3D::stateman->PushBlendState(m_efbEncodeBlendState);
|
|
D3D::stateman->PushDepthState(m_efbEncodeDepthState);
|
|
D3D::stateman->PushRasterizerState(m_efbEncodeRastState);
|
|
D3D::stateman->Apply();
|
|
|
|
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(cacheLinesPerRow*2), FLOAT(numBlocksY));
|
|
D3D::context->RSSetViewports(1, &vp);
|
|
|
|
D3D::context->IASetInputLayout(m_quadLayout);
|
|
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
UINT stride = sizeof(QuadVertex);
|
|
UINT offset = 0;
|
|
D3D::context->IASetVertexBuffers(0, 1, &m_quad, &stride, &offset);
|
|
|
|
EFBRectangle fullSrcRect;
|
|
fullSrcRect.left = 0;
|
|
fullSrcRect.top = 0;
|
|
fullSrcRect.right = EFB_WIDTH;
|
|
fullSrcRect.bottom = EFB_HEIGHT;
|
|
TargetRectangle targetRect = g_renderer->ConvertEFBRectangle(fullSrcRect);
|
|
|
|
EFBEncodeParams params = { 0 };
|
|
params.NumHalfCacheLinesX = FLOAT(cacheLinesPerRow*2);
|
|
params.NumBlocksY = FLOAT(numBlocksY);
|
|
params.PosX = FLOAT(correctSrc.left);
|
|
params.PosY = FLOAT(correctSrc.top);
|
|
params.TexLeft = float(targetRect.left) / g_renderer->GetTargetWidth();
|
|
params.TexTop = float(targetRect.top) / g_renderer->GetTargetHeight();
|
|
params.TexRight = float(targetRect.right) / g_renderer->GetTargetWidth();
|
|
params.TexBottom = float(targetRect.bottom) / g_renderer->GetTargetHeight();
|
|
D3D::context->UpdateSubresource(m_encodeParams, 0, NULL, ¶ms, 0, 0);
|
|
|
|
D3D::context->VSSetConstantBuffers(0, 1, &m_encodeParams);
|
|
|
|
D3D::context->OMSetRenderTargets(1, &m_outRTV, NULL);
|
|
|
|
ID3D11ShaderResourceView* pEFB = (srcFormat == PIXELFMT_Z24) ?
|
|
FramebufferManager::GetEFBDepthTexture()->GetSRV() :
|
|
// FIXME: Instead of resolving EFB, it would be better to pick out a
|
|
// single sample from each pixel. The game may break if it isn't
|
|
// expecting the blurred edges around multisampled shapes.
|
|
FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
|
|
|
|
D3D::context->PSSetConstantBuffers(0, 1, &m_encodeParams);
|
|
D3D::context->PSSetShaderResources(0, 1, &pEFB);
|
|
D3D::context->PSSetSamplers(0, 1, &m_efbSampler);
|
|
|
|
// Encode!
|
|
|
|
D3D::context->Draw(4, 0);
|
|
|
|
// Copy to staging buffer
|
|
|
|
D3D11_BOX srcBox = CD3D11_BOX(0, 0, 0, cacheLinesPerRow*2, numBlocksY, 1);
|
|
D3D::context->CopySubresourceRegion(m_outStage, 0, 0, 0, 0, m_out, 0, &srcBox);
|
|
|
|
// Clean up state
|
|
|
|
IUnknown* nullDummy = NULL;
|
|
|
|
D3D::context->PSSetSamplers(0, 1, (ID3D11SamplerState**)&nullDummy);
|
|
D3D::context->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&nullDummy);
|
|
D3D::context->PSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy);
|
|
|
|
D3D::context->OMSetRenderTargets(0, NULL, NULL);
|
|
|
|
D3D::context->VSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy);
|
|
|
|
D3D::stateman->PopRasterizerState();
|
|
D3D::stateman->PopDepthState();
|
|
D3D::stateman->PopBlendState();
|
|
|
|
D3D::context->PSSetShader(NULL, NULL, 0);
|
|
D3D::context->VSSetShader(NULL, NULL, 0);
|
|
|
|
// Transfer staging buffer to GameCube/Wii RAM
|
|
|
|
D3D11_MAPPED_SUBRESOURCE map = { 0 };
|
|
hr = D3D::context->Map(m_outStage, 0, D3D11_MAP_READ, 0, &map);
|
|
CHECK(SUCCEEDED(hr), "map staging buffer (0x%x)", hr);
|
|
|
|
u8* src = (u8*)map.pData;
|
|
for (unsigned int y = 0; y < numBlocksY; ++y)
|
|
{
|
|
memcpy(dst, src, cacheLinesPerRow*32);
|
|
dst += bpmem.copyMipMapStrideChannels*32;
|
|
src += map.RowPitch;
|
|
}
|
|
|
|
D3D::context->Unmap(m_outStage, 0);
|
|
|
|
encodeSize = bpmem.copyMipMapStrideChannels*32 * numBlocksY;
|
|
}
|
|
|
|
// Restore API
|
|
|
|
g_renderer->RestoreAPIState();
|
|
D3D::context->OMSetRenderTargets(1,
|
|
&FramebufferManager::GetEFBColorTexture()->GetRTV(),
|
|
FramebufferManager::GetEFBDepthTexture()->GetDSV());
|
|
|
|
return encodeSize;
|
|
}
|
|
|
|
bool PSTextureEncoder::InitStaticMode()
|
|
{
|
|
// Nothing to really do.
|
|
return true;
|
|
}
|
|
|
|
static const char* FETCH_FUNC_NAMES[4] = {
|
|
"Fetch_0", "Fetch_1", "Fetch_2", "Fetch_3"
|
|
};
|
|
|
|
static const char* SCALEDFETCH_FUNC_NAMES[2] = {
|
|
"ScaledFetch_0", "ScaledFetch_1"
|
|
};
|
|
|
|
static const char* INTENSITY_FUNC_NAMES[2] = {
|
|
"Intensity_0", "Intensity_1"
|
|
};
|
|
|
|
bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, unsigned int srcFormat,
|
|
bool isIntensity, bool scaleByHalf)
|
|
{
|
|
size_t fetchNum = srcFormat;
|
|
size_t scaledFetchNum = scaleByHalf ? 1 : 0;
|
|
size_t intensityNum = isIntensity ? 1 : 0;
|
|
size_t generatorNum = dstFormat;
|
|
|
|
ComboKey key = MakeComboKey(dstFormat, srcFormat, isIntensity, scaleByHalf);
|
|
|
|
ComboMap::iterator it = m_staticShaders.find(key);
|
|
if (it == m_staticShaders.end())
|
|
{
|
|
const char* generatorFuncName = NULL;
|
|
switch (generatorNum)
|
|
{
|
|
case 0x0: generatorFuncName = "Generate_0"; break;
|
|
case 0x1: generatorFuncName = "Generate_1"; break;
|
|
case 0x2: generatorFuncName = "Generate_2"; break;
|
|
case 0x3: generatorFuncName = "Generate_3"; break;
|
|
case 0x4: generatorFuncName = "Generate_4"; break;
|
|
case 0x5: generatorFuncName = "Generate_5"; break;
|
|
case 0x6: generatorFuncName = "Generate_6"; break;
|
|
case 0x7: generatorFuncName = "Generate_7"; break;
|
|
case 0x8: generatorFuncName = "Generate_8"; break;
|
|
case 0x9: generatorFuncName = "Generate_9"; break;
|
|
case 0xA: generatorFuncName = "Generate_A"; break;
|
|
case 0xB: generatorFuncName = "Generate_B"; break;
|
|
case 0xC: generatorFuncName = "Generate_C"; break;
|
|
default:
|
|
WARN_LOG(VIDEO, "No generator available for dst format 0x%X; aborting", generatorNum);
|
|
m_staticShaders[key] = NULL;
|
|
return false;
|
|
}
|
|
|
|
INFO_LOG(VIDEO, "Compiling efb encoding shader for dstFormat 0x%X, srcFormat %d, isIntensity %d, scaleByHalf %d",
|
|
dstFormat, srcFormat, isIntensity ? 1 : 0, scaleByHalf ? 1 : 0);
|
|
|
|
// Shader permutation not found, so compile it
|
|
D3DBlob* bytecode = NULL;
|
|
D3D_SHADER_MACRO macros[] = {
|
|
{ "IMP_FETCH", FETCH_FUNC_NAMES[fetchNum] },
|
|
{ "IMP_SCALEDFETCH", SCALEDFETCH_FUNC_NAMES[scaledFetchNum] },
|
|
{ "IMP_INTENSITY", INTENSITY_FUNC_NAMES[intensityNum] },
|
|
{ "IMP_GENERATOR", generatorFuncName },
|
|
{ NULL, NULL }
|
|
};
|
|
if (!D3D::CompilePixelShader(EFB_ENCODE_PS, sizeof(EFB_ENCODE_PS), &bytecode, macros))
|
|
{
|
|
WARN_LOG(VIDEO, "EFB encoder shader for dstFormat 0x%X, srcFormat %d, isIntensity %d, scaleByHalf %d failed to compile",
|
|
dstFormat, srcFormat, isIntensity ? 1 : 0, scaleByHalf ? 1 : 0);
|
|
// Add dummy shader to map to prevent trying to compile over and
|
|
// over again
|
|
m_staticShaders[key] = NULL;
|
|
return false;
|
|
}
|
|
|
|
ID3D11PixelShader* newShader;
|
|
HRESULT hr = D3D::device->CreatePixelShader(bytecode->Data(), bytecode->Size(), NULL, &newShader);
|
|
CHECK(SUCCEEDED(hr), "create efb encoder pixel shader");
|
|
|
|
it = m_staticShaders.insert(std::make_pair(key, newShader)).first;
|
|
bytecode->Release();
|
|
}
|
|
|
|
if (it != m_staticShaders.end())
|
|
{
|
|
if (it->second)
|
|
{
|
|
D3D::context->PSSetShader(it->second, NULL, 0);
|
|
return true;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
|
|
bool PSTextureEncoder::InitDynamicMode()
|
|
{
|
|
HRESULT hr;
|
|
|
|
D3D_SHADER_MACRO macros[] = {
|
|
{ "DYNAMIC_MODE", NULL },
|
|
{ NULL, NULL }
|
|
};
|
|
|
|
D3DBlob* bytecode = NULL;
|
|
if (!D3D::CompilePixelShader(EFB_ENCODE_PS, sizeof(EFB_ENCODE_PS), &bytecode, macros))
|
|
{
|
|
ERROR_LOG(VIDEO, "EFB encode pixel shader failed to compile");
|
|
return false;
|
|
}
|
|
|
|
hr = D3D::device->CreateClassLinkage(&m_classLinkage);
|
|
CHECK(SUCCEEDED(hr), "create efb encode class linkage");
|
|
D3D::SetDebugObjectName(m_classLinkage, "efb encoder class linkage");
|
|
|
|
hr = D3D::device->CreatePixelShader(bytecode->Data(), bytecode->Size(), m_classLinkage, &m_dynamicShader);
|
|
CHECK(SUCCEEDED(hr), "create efb encode pixel shader");
|
|
D3D::SetDebugObjectName(m_dynamicShader, "efb encoder pixel shader");
|
|
|
|
// Use D3DReflect
|
|
|
|
ID3D11ShaderReflection* reflect = NULL;
|
|
hr = PD3DReflect(bytecode->Data(), bytecode->Size(), IID_ID3D11ShaderReflection, (void**)&reflect);
|
|
CHECK(SUCCEEDED(hr), "reflect on efb encoder shader");
|
|
|
|
// Get number of slots and create dynamic linkage array
|
|
|
|
UINT numSlots = reflect->GetNumInterfaceSlots();
|
|
m_linkageArray.resize(numSlots, NULL);
|
|
|
|
// Get interface slots
|
|
|
|
ID3D11ShaderReflectionVariable* var = reflect->GetVariableByName("g_fetch");
|
|
m_fetchSlot = var->GetInterfaceSlot(0);
|
|
|
|
var = reflect->GetVariableByName("g_scaledFetch");
|
|
m_scaledFetchSlot = var->GetInterfaceSlot(0);
|
|
|
|
var = reflect->GetVariableByName("g_intensity");
|
|
m_intensitySlot = var->GetInterfaceSlot(0);
|
|
|
|
var = reflect->GetVariableByName("g_generator");
|
|
m_generatorSlot = var->GetInterfaceSlot(0);
|
|
|
|
INFO_LOG(VIDEO, "Fetch slot %d, scaledFetch slot %d, intensity slot %d, generator slot %d",
|
|
m_fetchSlot, m_scaledFetchSlot, m_intensitySlot, m_generatorSlot);
|
|
|
|
// Class instances will be created at the time they are used
|
|
|
|
for (size_t i = 0; i < 4; ++i)
|
|
m_fetchClass[i] = NULL;
|
|
for (size_t i = 0; i < 2; ++i)
|
|
m_scaledFetchClass[i] = NULL;
|
|
for (size_t i = 0; i < 2; ++i)
|
|
m_intensityClass[i] = NULL;
|
|
for (size_t i = 0; i < 16; ++i)
|
|
m_generatorClass[i] = NULL;
|
|
|
|
reflect->Release();
|
|
bytecode->Release();
|
|
|
|
return true;
|
|
}
|
|
|
|
static const char* FETCH_CLASS_NAMES[4] = {
|
|
"cFetch_0", "cFetch_1", "cFetch_2", "cFetch_3"
|
|
};
|
|
|
|
static const char* SCALEDFETCH_CLASS_NAMES[2] = {
|
|
"cScaledFetch_0", "cScaledFetch_1"
|
|
};
|
|
|
|
static const char* INTENSITY_CLASS_NAMES[2] = {
|
|
"cIntensity_0", "cIntensity_1"
|
|
};
|
|
|
|
bool PSTextureEncoder::SetDynamicShader(unsigned int dstFormat,
|
|
unsigned int srcFormat, bool isIntensity, bool scaleByHalf)
|
|
{
|
|
size_t fetchNum = srcFormat;
|
|
size_t scaledFetchNum = scaleByHalf ? 1 : 0;
|
|
size_t intensityNum = isIntensity ? 1 : 0;
|
|
size_t generatorNum = dstFormat;
|
|
|
|
// FIXME: Not all the possible generators are available as classes yet.
|
|
// When dynamic mode is usable, implement them.
|
|
const char* generatorName = NULL;
|
|
switch (generatorNum)
|
|
{
|
|
case 0x4: generatorName = "cGenerator_4"; break;
|
|
case 0x5: generatorName = "cGenerator_5"; break;
|
|
case 0x6: generatorName = "cGenerator_6"; break;
|
|
case 0x8: generatorName = "cGenerator_8"; break;
|
|
case 0xB: generatorName = "cGenerator_B"; break;
|
|
default:
|
|
WARN_LOG(VIDEO, "No generator available for dst format 0x%X; aborting", generatorNum);
|
|
return false;
|
|
}
|
|
|
|
// Make sure class instances are available
|
|
if (!m_fetchClass[fetchNum])
|
|
{
|
|
INFO_LOG(VIDEO, "Creating %s class instance for encoder 0x%X",
|
|
FETCH_CLASS_NAMES[fetchNum], dstFormat);
|
|
HRESULT hr = m_classLinkage->CreateClassInstance(
|
|
FETCH_CLASS_NAMES[fetchNum], 0, 0, 0, 0, &m_fetchClass[fetchNum]);
|
|
CHECK(SUCCEEDED(hr), "create fetch class instance");
|
|
}
|
|
if (!m_scaledFetchClass[scaledFetchNum])
|
|
{
|
|
INFO_LOG(VIDEO, "Creating %s class instance for encoder 0x%X",
|
|
SCALEDFETCH_CLASS_NAMES[scaledFetchNum], dstFormat);
|
|
HRESULT hr = m_classLinkage->CreateClassInstance(
|
|
SCALEDFETCH_CLASS_NAMES[scaledFetchNum], 0, 0, 0, 0,
|
|
&m_scaledFetchClass[scaledFetchNum]);
|
|
CHECK(SUCCEEDED(hr), "create scaled fetch class instance");
|
|
}
|
|
if (!m_intensityClass[intensityNum])
|
|
{
|
|
INFO_LOG(VIDEO, "Creating %s class instance for encoder 0x%X",
|
|
INTENSITY_CLASS_NAMES[intensityNum], dstFormat);
|
|
HRESULT hr = m_classLinkage->CreateClassInstance(
|
|
INTENSITY_CLASS_NAMES[intensityNum], 0, 0, 0, 0,
|
|
&m_intensityClass[intensityNum]);
|
|
CHECK(SUCCEEDED(hr), "create intensity class instance");
|
|
}
|
|
if (!m_generatorClass[generatorNum])
|
|
{
|
|
INFO_LOG(VIDEO, "Creating %s class instance for encoder 0x%X",
|
|
generatorName, dstFormat);
|
|
HRESULT hr = m_classLinkage->CreateClassInstance(
|
|
generatorName, 0, 0, 0, 0, &m_generatorClass[generatorNum]);
|
|
CHECK(SUCCEEDED(hr), "create generator class instance");
|
|
}
|
|
|
|
// Assemble dynamic linkage array
|
|
if (m_fetchSlot != UINT(-1))
|
|
m_linkageArray[m_fetchSlot] = m_fetchClass[fetchNum];
|
|
if (m_scaledFetchSlot != UINT(-1))
|
|
m_linkageArray[m_scaledFetchSlot] = m_scaledFetchClass[scaledFetchNum];
|
|
if (m_intensitySlot != UINT(-1))
|
|
m_linkageArray[m_intensitySlot] = m_intensityClass[intensityNum];
|
|
if (m_generatorSlot != UINT(-1))
|
|
m_linkageArray[m_generatorSlot] = m_generatorClass[generatorNum];
|
|
|
|
D3D::context->PSSetShader(m_dynamicShader,
|
|
m_linkageArray.empty() ? NULL : &m_linkageArray[0],
|
|
(UINT)m_linkageArray.size());
|
|
|
|
return true;
|
|
}
|
|
|
|
}
|