// Copyright (C) 2003-2008 Dolphin Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #include "TextureConversionShader.h" #include "TextureDecoder.h" #include "PixelShaderManager.h" #include "PixelShaderGen.h" #include "BPMemory.h" #include #include #include "Common.h" #define WRITE p+=sprintf static char text[16384]; namespace TextureConversionShader { u16 GetBlockWidthInTexels(u32 format) { switch (format) { case GX_TF_I4: return 8; case GX_TF_I8: return 8; case GX_TF_IA4: return 8; case GX_TF_IA8: return 4; case GX_TF_RGB565: return 4; case GX_TF_RGB5A3: return 4; case GX_TF_RGBA8: return 4; case GX_CTF_R4: return 8; case GX_CTF_RA4: return 8; case GX_CTF_RA8: return 4; case GX_CTF_A8: return 8; case GX_CTF_R8: return 8; case GX_CTF_G8: return 8; case GX_CTF_B8: return 8; case GX_CTF_RG8: return 4; case GX_CTF_GB8: return 4; case GX_TF_Z8: return 8; case GX_TF_Z16: return 4; case GX_TF_Z24X8: return 4; case GX_CTF_Z4: return 8; case GX_CTF_Z8M: return 8; case GX_CTF_Z8L: return 8; case GX_CTF_Z16L: return 4; default: return 8; } } u16 GetBlockHeightInTexels(u32 format) { switch (format) { case GX_TF_I4: return 8; case GX_TF_I8: return 4; case GX_TF_IA4: return 4; case GX_TF_IA8: return 4; case GX_TF_RGB565: return 4; case GX_TF_RGB5A3: return 4; case GX_TF_RGBA8: return 4; case GX_CTF_R4: return 8; case GX_CTF_RA4: return 4; case GX_CTF_RA8: return 4; case GX_CTF_A8: return 4; case GX_CTF_R8: return 4; case GX_CTF_G8: return 4; case GX_CTF_B8: return 4; case GX_CTF_RG8: return 4; case GX_CTF_GB8: return 4; case GX_TF_Z8: return 4; case GX_TF_Z16: return 4; case GX_TF_Z24X8: return 4; case GX_CTF_Z4: return 8; case GX_CTF_Z8M: return 4; case GX_CTF_Z8L: return 4; case GX_CTF_Z16L: return 4; default: return 8; } } u16 GetEncodedSampleCount(u32 format) { switch (format) { case GX_TF_I4: return 8; case GX_TF_I8: return 4; case GX_TF_IA4: return 4; case GX_TF_IA8: return 2; case GX_TF_RGB565: return 2; case GX_TF_RGB5A3: return 2; case GX_TF_RGBA8: return 1; case GX_CTF_R4: return 8; case GX_CTF_RA4: return 4; case GX_CTF_RA8: return 2; case GX_CTF_A8: return 4; case GX_CTF_R8: return 4; case GX_CTF_G8: return 4; case GX_CTF_B8: return 4; case GX_CTF_RG8: return 2; case GX_CTF_GB8: return 2; case GX_TF_Z8: return 4; case GX_TF_Z16: return 2; case GX_TF_Z24X8: return 1; case GX_CTF_Z4: return 8; case GX_CTF_Z8M: return 4; case GX_CTF_Z8L: return 4; case GX_CTF_Z16L: return 2; default: return 1; } } // block dimensions : block width, block height, samples, pixelStride // texture dims : width, height, x offset, y offset void WriteSwizzler(char*& p) { WRITE(p, "uniform float4 blkDims : register(c%d);\n", C_COLORMATRIX); WRITE(p, "uniform float4 textureDims : register(c%d);\n", C_COLORMATRIX + 1); WRITE(p, "uniform samplerRECT samp0 : register(s0);\n" "void main(\n" " out float4 ocol0 : COLOR0,\n" " in float2 uv0 : TEXCOORD0)\n" "{\n" " float2 uv1 = floor(uv0);\n" " uv1.x = uv1.x * blkDims.z;\n" " float bw = blkDims.x;\n" " float bh = blkDims.y;\n" " float xl = floor(uv1.x / bw);\n" " float xib = uv1.x - (xl * bw);\n" " float yl = floor(uv1.y / bh);\n" " float yb = yl * bh;\n" " float yoff = uv1.y - yb;\n" " float xp = uv1.x + (yoff * textureDims.x);\n" " float xel = floor(xp / bw);\n" " float xb = floor(xel / bh);\n" " float xoff = xel - (xb * bh);\n" " float2 sampleUv;\n" " sampleUv.x = xib + (xb * bw);\n" " sampleUv.y = yb + xoff;\n" " sampleUv = sampleUv * blkDims.w;\n" " sampleUv.y = textureDims.y - sampleUv.y;\n" " sampleUv.x = sampleUv.x + textureDims.z;\n" " sampleUv.y = sampleUv.y + textureDims.w;\n"); } void WriteSampleColor(char*& p, const char* colorComp, const char* dest) { WRITE(p, " %s = texRECT(samp0, sampleUv).%s;\n", dest, colorComp); } void WriteColorToIntensity(char*& p, const char* src, const char* dest) { WRITE(p, " %s = (0.257f * %s.r) + (0.504f * %s.g) + (0.098f * %s.b) + 0.0625f;\n", dest, src, src, src); } void WriteIncrementSampleX(char*& p) { WRITE(p, " sampleUv.x = sampleUv.x + blkDims.w;\n"); } void WriteToBitDepth(char*& p, u8 depth, const char* src, const char* dest) { float result = pow(2.0f, depth) - 1.0f; WRITE(p, " %s = floor(%s * %ff);\n", dest, src, result); } void WriteI8Encoder(char* p) { WriteSwizzler(p); WRITE(p, " float3 texSample;\n"); WriteSampleColor(p, "rgb", "texSample"); WriteColorToIntensity(p, "texSample", "ocol0.b"); WriteIncrementSampleX(p); WriteSampleColor(p, "rgb", "texSample"); WriteColorToIntensity(p, "texSample", "ocol0.g"); WriteIncrementSampleX(p); WriteSampleColor(p, "rgb", "texSample"); WriteColorToIntensity(p, "texSample", "ocol0.r"); WriteIncrementSampleX(p); WriteSampleColor(p, "rgb", "texSample"); WriteColorToIntensity(p, "texSample", "ocol0.a"); WRITE(p, "}\n"); } void WriteI4Encoder(char* p) { WriteSwizzler(p); WRITE(p, " float3 texSample;\n"); WRITE(p, " float4 color0;\n"); WRITE(p, " float4 color1;\n"); WriteSampleColor(p, "rgb", "texSample"); WriteColorToIntensity(p, "texSample", "color0.b"); WriteIncrementSampleX(p); WriteSampleColor(p, "rgb", "texSample"); WriteColorToIntensity(p, "texSample", "color1.b"); WriteIncrementSampleX(p); WriteSampleColor(p, "rgb", "texSample"); WriteColorToIntensity(p, "texSample", "color0.g"); WriteIncrementSampleX(p); WriteSampleColor(p, "rgb", "texSample"); WriteColorToIntensity(p, "texSample", "color1.g"); WriteIncrementSampleX(p); WriteSampleColor(p, "rgb", "texSample"); WriteColorToIntensity(p, "texSample", "color0.r"); WriteIncrementSampleX(p); WriteSampleColor(p, "rgb", "texSample"); WriteColorToIntensity(p, "texSample", "color1.r"); WriteIncrementSampleX(p); WriteSampleColor(p, "rgb", "texSample"); WriteColorToIntensity(p, "texSample", "color0.a"); WriteIncrementSampleX(p); WriteSampleColor(p, "rgb", "texSample"); WriteColorToIntensity(p, "texSample", "color1.a"); WriteToBitDepth(p, 4, "color0", "color0"); WriteToBitDepth(p, 4, "color1", "color1"); WRITE(p, " ocol0 = (color0 * 16.0f + color1) / 255.0f;\n"); WRITE(p, "}\n"); } void WriteIA8Encoder(char* p) { WriteSwizzler(p); WRITE(p, " float4 texSample;\n"); WriteSampleColor(p, "rgba", "texSample"); WRITE(p, " ocol0.b = texSample.a;\n"); WriteColorToIntensity(p, "texSample", "ocol0.g"); WriteIncrementSampleX(p); WriteSampleColor(p, "rgba", "texSample"); WRITE(p, " ocol0.r = texSample.a;\n"); WriteColorToIntensity(p, "texSample", "ocol0.a"); WRITE(p, "}\n"); } void WriteIA4Encoder(char* p) { WriteSwizzler(p); WRITE(p, " float4 texSample;\n"); WRITE(p, " float4 color0;\n"); WRITE(p, " float4 color1;\n"); WriteSampleColor(p, "rgba", "texSample"); WRITE(p, " color0.b = texSample.a;\n"); WriteColorToIntensity(p, "texSample", "color1.b"); WriteIncrementSampleX(p); WriteSampleColor(p, "rgba", "texSample"); WRITE(p, " color0.g = texSample.a;\n"); WriteColorToIntensity(p, "texSample", "color1.g"); WriteIncrementSampleX(p); WriteSampleColor(p, "rgba", "texSample"); WRITE(p, " color0.r = texSample.a;\n"); WriteColorToIntensity(p, "texSample", "color1.r"); WriteIncrementSampleX(p); WriteSampleColor(p, "rgba", "texSample"); WRITE(p, " color0.a = texSample.a;\n"); WriteColorToIntensity(p, "texSample", "color1.a"); WriteToBitDepth(p, 4, "color0", "color0"); WriteToBitDepth(p, 4, "color1", "color1"); WRITE(p, " ocol0 = (color0 * 16.0f + color1) / 255.0f;\n"); WRITE(p, "}\n"); } void WriteRGB5X5Encoder(char* p, bool g6Bit) { s32 gBits; float rShift; char* msbString; if(g6Bit) { gBits = 6; rShift = 8.0f; msbString = ""; } else { gBits = 5; rShift = 4.0f; msbString = " + 128.0f"; } WriteSwizzler(p); WRITE(p, " float3 texSample;\n"); WRITE(p, " float gInt;\n"); WRITE(p, " float gUpper;\n"); WRITE(p, " float gLower;\n"); WriteSampleColor(p, "rgb", "texSample"); WriteToBitDepth(p, gBits, "texSample.g", "gInt"); WRITE(p, " gUpper = floor(gInt / 8.0f);\n"); WRITE(p, " gLower = gInt - gUpper * 8.0f;\n"); WriteToBitDepth(p, 5, "texSample.r", "ocol0.b"); WRITE(p, " ocol0.b = ocol0.b * %f + gUpper%s;\n", rShift, msbString); WriteToBitDepth(p, 5, "texSample.b", "ocol0.g"); WRITE(p, " ocol0.g = ocol0.g + gLower * 32.0f;\n"); WriteIncrementSampleX(p); WriteSampleColor(p, "rgb", "texSample"); WriteToBitDepth(p, gBits, "texSample.g", "gInt"); WRITE(p, " gUpper = floor(gInt / 8.0f);\n"); WRITE(p, " gLower = gInt - gUpper * 8.0f;\n"); WriteToBitDepth(p, 5, "texSample.r", "ocol0.r"); WRITE(p, " ocol0.r = ocol0.r * %f + gUpper%s;\n", rShift, msbString); WriteToBitDepth(p, 5, "texSample.b", "ocol0.a"); WRITE(p, " ocol0.a = ocol0.a + gLower * 32.0f;\n"); WRITE(p, " ocol0 = ocol0 / 255.0f;\n"); WRITE(p, "}\n"); } void WriteRGBA4443Encoder(char* p) { WriteSwizzler(p); WRITE(p, " float4 texSample;\n"); WRITE(p, " float4 color0;\n"); WRITE(p, " float4 color1;\n"); WriteSampleColor(p, "rgba", "texSample"); 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); WriteSampleColor(p, "rgba", "texSample"); 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"); WRITE(p, "}\n"); } // block dimensions : block width, block height, samples, pixelStride // texture dims : width, height, x offset, y offset void WriteRGBA8Encoder(char* p, bool fromDepth) { WRITE(p, "uniform float4 blkDims : register(c%d);\n", C_COLORMATRIX); WRITE(p, "uniform float4 textureDims : register(c%d);\n", C_COLORMATRIX + 1); // Swizzling for RGBA8 format WRITE(p, "uniform samplerRECT samp0 : register(s0);\n" "void main(\n" " out float4 ocol0 : COLOR0,\n" " in float2 uv0 : TEXCOORD0)\n" "{\n" " float2 uv1 = floor(uv0);\n" " float bw = blkDims.x;\n" " float bh = blkDims.y;\n" " float yl = floor(uv1.y / bh);\n" " float yb = yl * bh;\n" " float yoff = uv1.y - yb;\n" " float xp = uv1.x + (yoff * textureDims.x);\n" " float xel = floor(xp / 2);\n" " float xb = floor(xel / bh);\n" " float xoff = xel - (xb * bh);\n" " float x2 = uv1.x * 2;\n" " float xl = floor(x2 / bw);\n" " float xib = x2 - (xl * bw);\n" " float halfxb = floor(xb / 2);\n" " float2 sampleUv;\n" " sampleUv.x = xib + (halfxb * bw);\n" " sampleUv.y = yb + xoff;\n" " sampleUv = sampleUv * blkDims.w;\n" " sampleUv.y = textureDims.y - sampleUv.y;\n" " sampleUv.x = sampleUv.x + textureDims.z;\n" " sampleUv.y = sampleUv.y + textureDims.w;\n"); 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"); if(fromDepth) WRITE(p, " color0.b = 1.0f;\n"); else 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); WriteSampleColor(p, "rgba", "texSample"); if(fromDepth) WRITE(p, " color0.r = 1.0f;\n"); else 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"); WRITE(p, "}\n"); } void WriteC4Encoder(char* p, const char* comp) { WriteSwizzler(p); WRITE(p, " float4 color0;\n"); WRITE(p, " float4 color1;\n"); WriteSampleColor(p, comp, "color0.b"); WriteIncrementSampleX(p); WriteSampleColor(p, comp, "color1.b"); WriteIncrementSampleX(p); WriteSampleColor(p, comp, "color0.g"); WriteIncrementSampleX(p); WriteSampleColor(p, comp, "color1.g"); WriteIncrementSampleX(p); WriteSampleColor(p, comp, "color0.r"); WriteIncrementSampleX(p); WriteSampleColor(p, comp, "color1.r"); WriteIncrementSampleX(p); WriteSampleColor(p, comp, "color0.a"); WriteIncrementSampleX(p); WriteSampleColor(p, comp, "color1.a"); WriteToBitDepth(p, 4, "color0", "color0"); WriteToBitDepth(p, 4, "color1", "color1"); WRITE(p, " ocol0 = (color0 * 16.0f + color1) / 255.0f;\n"); WRITE(p, "}\n"); } void WriteC8Encoder(char* p, const char* comp) { WriteSwizzler(p); WriteSampleColor(p, comp, "ocol0.b"); WriteIncrementSampleX(p); WriteSampleColor(p, comp, "ocol0.g"); WriteIncrementSampleX(p); WriteSampleColor(p, comp, "ocol0.r"); WriteIncrementSampleX(p); WriteSampleColor(p, comp, "ocol0.a"); WRITE(p, "}\n"); } void WriteCC4Encoder(char* p, const char* comp) { WriteSwizzler(p); WRITE(p, " float2 texSample;\n"); WRITE(p, " float4 color0;\n"); WRITE(p, " float4 color1;\n"); WriteSampleColor(p, comp, "texSample"); WRITE(p, " color0.b = texSample.x;\n"); WRITE(p, " color1.b = texSample.y;\n"); WriteIncrementSampleX(p); WriteSampleColor(p, comp, "texSample"); WRITE(p, " color0.g = texSample.x;\n"); WRITE(p, " color1.g = texSample.y;\n"); WriteIncrementSampleX(p); WriteSampleColor(p, comp, "texSample"); WRITE(p, " color0.r = texSample.x;\n"); WRITE(p, " color1.r = texSample.y;\n"); WriteIncrementSampleX(p); WriteSampleColor(p, comp, "texSample"); 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"); WRITE(p, "}\n"); } void WriteCC8Encoder(char* p, const char* comp) { WriteSwizzler(p); WriteSampleColor(p, comp, "ocol0.bg"); WriteIncrementSampleX(p); WriteSampleColor(p, comp, "ocol0.ra"); WRITE(p, "}\n"); } const char *GenerateEncodingShader(u32 format) { text[sizeof(text) - 1] = 0x7C; // canary char *p = text; switch(format) { case GX_TF_I4: WriteI4Encoder(p); break; case GX_TF_I8: WriteI8Encoder(p); break; case GX_TF_IA4: WriteIA4Encoder(p); break; case GX_TF_IA8: WriteIA8Encoder(p); break; case GX_TF_RGB565: WriteRGB5X5Encoder(p, true); break; case GX_TF_RGB5A3: if(bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24) WriteRGBA4443Encoder(p); else WriteRGB5X5Encoder(p, false); break; case GX_TF_RGBA8: WriteRGBA8Encoder(p, false); break; case GX_CTF_R4: WriteC4Encoder(p, "r"); break; case GX_CTF_RA4: WriteCC4Encoder(p, "ar"); break; case GX_CTF_RA8: WriteCC8Encoder(p, "ar"); break; case GX_CTF_A8: WriteC8Encoder(p, "a"); break; case GX_CTF_R8: WriteC8Encoder(p, "r"); break; case GX_CTF_G8: WriteC8Encoder(p, "g"); break; case GX_CTF_B8: WriteC8Encoder(p, "b"); break; case GX_CTF_RG8: WriteCC8Encoder(p, "rg"); break; case GX_CTF_GB8: WriteCC8Encoder(p, "gb"); break; case GX_TF_Z8: WriteC8Encoder(p, "b"); break; case GX_TF_Z16: // byte order is reversed WriteCC8Encoder(p, "gb"); break; case GX_TF_Z24X8: WriteRGBA8Encoder(p, true); break; case GX_CTF_Z4: WriteC4Encoder(p, "b"); break; case GX_CTF_Z8M: WriteC8Encoder(p, "g"); break; case GX_CTF_Z8L: WriteC8Encoder(p, "r"); break; case GX_CTF_Z16L: // byte order is reversed WriteCC8Encoder(p, "rg"); 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!"); return text; } void SetShaderParameters(u32 width, u32 height, u32 offsetX, u32 offsetY, float pixelStride, u32 format) { u16 blkW = GetBlockWidthInTexels(format); u16 blkH = GetBlockHeightInTexels(format); u16 samples = GetEncodedSampleCount(format); SetPSConstant4f(C_COLORMATRIX, (float)blkW, (float)blkH, (float)samples, pixelStride); SetPSConstant4f(C_COLORMATRIX + 1, (float)width, (float)(height - 1), (float)offsetX, (float)offsetY); } } // namespace