dolphin/Source/Core/VideoCommon/Src/TextureConversionShader.cpp
Rodolfo Osvaldo Bogado 802c112ad9 Well this commit has 2 parts:
first part if fixing, fixed, i thing, the flickering that everyone has reported, at least in my case i only have flickering in the one texture in one game and now is fixed. The other fix is not for an reported issue, is more a correctness fix, running dolphin with pix to review debug errors, result in a ton of warnings and error, now with this commit, at least for ati, there no more error or warnings, this means, correct management and state change, no accurate emulation, for this still a lot of work to do.
for this part of the commit please give me feedback and let me know of remaining issues

Te second part is the partial implementation of efb to ram copy in d3d, this won't brake anything because is commented but i commit this to ask for help from ector and donko in some errors remaining in the implementation related to differences between opengl an d3d.
if you want to test this you have to uncomment line 150 to 155 of bpstruct.cpp

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4594 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-11-20 18:46:30 +00:00

777 lines
22 KiB
C++

// Copyright (C) 2003-2000 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 <stdio.h>
#include <math.h>
#include <locale.h>
#include "Common.h"
#include "TextureConversionShader.h"
#include "TextureDecoder.h"
#include "PixelShaderManager.h"
#include "PixelShaderGen.h"
#include "BPMemory.h"
#define WRITE p+=sprintf
static char text[16384];
static bool IntensityConstantAdded = false;
namespace TextureConversionShader
{
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 : widthStride, heightStride
// texture dims : width, height, x offset, y offset
void WriteSwizzler(char*& p, u32 format,bool HLSL)
{
WRITE(p, "uniform float4 blkDims : register(c%d);\n", C_COLORMATRIX);
WRITE(p, "uniform float4 textureDims : register(c%d);\n", C_COLORMATRIX + 1);
float blkW = (float)TexDecoder_GetBlockWidthInTexels(format);
float blkH = (float)TexDecoder_GetBlockHeightInTexels(format);
float samples = (float)GetEncodedSampleCount(format);
if(HLSL)
WRITE(p,"uniform sampler samp0 : register(s0);\n");
else
WRITE(p,"uniform samplerRECT samp0 : register(s0);\n");
WRITE(p,
"void main(\n"
" out float4 ocol0 : COLOR0,\n"
" in float2 uv0 : TEXCOORD0)\n"
"{\n"
" float2 sampleUv;\n"
" float2 uv1 = floor(uv0);\n");
WRITE(p, " uv1.x = uv1.x * %f;\n", samples);
WRITE(p, " float xl = floor(uv1.x / %f);\n", blkW);
WRITE(p, " float xib = uv1.x - (xl * %f);\n", blkW);
WRITE(p, " float yl = floor(uv1.y / %f);\n", blkH);
WRITE(p, " float yb = yl * %f;\n", blkH);
WRITE(p, " float yoff = uv1.y - yb;\n");
WRITE(p, " float xp = uv1.x + (yoff * textureDims.x);\n");
WRITE(p, " float xel = floor(xp / %f);\n", blkW);
WRITE(p, " float xb = floor(xel / %f);\n", blkH);
WRITE(p, " float xoff = xel - (xb * %f);\n", blkH);
WRITE(p, " sampleUv.x = xib + (xb * %f);\n", blkW);
WRITE(p, " sampleUv.y = yb + xoff;\n");
WRITE(p, " sampleUv = sampleUv * blkDims.xy;\n");
if(!HLSL)
WRITE(p," sampleUv.y = textureDims.y - sampleUv.y;\n");
WRITE(p, " sampleUv.x = sampleUv.x + textureDims.z;\n"
" sampleUv.y = sampleUv.y + textureDims.w;\n");
if(HLSL)
{
WRITE(p, " sampleUv.x = sampleUv.x / blkDims.z;\n"
" sampleUv.y = sampleUv.y / blkDims.w;\n");
}
}
// block dimensions : widthStride, heightStride
// texture dims : width, height, x offset, y offset
void Write32BitSwizzler(char*& p, u32 format, bool HLSL)
{
WRITE(p, "uniform float4 blkDims : register(c%d);\n", C_COLORMATRIX);
WRITE(p, "uniform float4 textureDims : register(c%d);\n", C_COLORMATRIX + 1);
float blkW = (float)TexDecoder_GetBlockWidthInTexels(format);
float blkH = (float)TexDecoder_GetBlockHeightInTexels(format);
// 32 bit textures (RGBA8 and Z24) are store in 2 cache line increments
if(HLSL)
WRITE(p,"uniform sampler samp0 : register(s0);\n");
else
WRITE(p,"uniform samplerRECT samp0 : register(s0);\n");
WRITE(p,
"void main(\n"
" out float4 ocol0 : COLOR0,\n"
" in float2 uv0 : TEXCOORD0)\n"
"{\n"
" float2 sampleUv;\n"
" float2 uv1 = floor(uv0);\n");
WRITE(p, " float yl = floor(uv1.y / %f);\n", blkH);
WRITE(p, " float yb = yl * %f;\n", blkH);
WRITE(p, " float yoff = uv1.y - yb;\n");
WRITE(p, " float xp = uv1.x + (yoff * textureDims.x);\n");
WRITE(p, " float xel = floor(xp / 2);\n");
WRITE(p, " float xb = floor(xel / %f);\n", blkH);
WRITE(p, " float xoff = xel - (xb * %f);\n", blkH);
WRITE(p, " float x2 = uv1.x * 2;\n");
WRITE(p, " float xl = floor(x2 / %f);\n", blkW);
WRITE(p, " float xib = x2 - (xl * %f);\n", blkW);
WRITE(p, " float halfxb = floor(xb / 2);\n");
WRITE(p, " sampleUv.x = xib + (halfxb * %f);\n", blkW);
WRITE(p, " sampleUv.y = yb + xoff;\n");
WRITE(p, " sampleUv = sampleUv * blkDims.xy;\n");
if(!HLSL)
WRITE(p, " sampleUv.y = textureDims.y - sampleUv.y;\n");
WRITE(p, " sampleUv.x = sampleUv.x + textureDims.z;\n");
WRITE(p, " sampleUv.y = sampleUv.y + textureDims.w;\n");
if(HLSL)
{
WRITE(p, " sampleUv.x = sampleUv.x / blkDims.z;\n"
" sampleUv.y = sampleUv.y / blkDims.w;\n");
}
}
void WriteSampleColor(char*& p, const char* colorComp, const char* dest,bool HLSL)
{
if(HLSL)
WRITE(p, " %s = tex2D(samp0, sampleUv).%s;\n", dest, colorComp);
else
WRITE(p, " %s = texRECT(samp0, sampleUv).%s;\n", dest, colorComp);
}
void WriteColorToIntensity(char*& p, const char* src, const char* dest)
{
if(!IntensityConstantAdded)
{
WRITE(p, " float4 IntensityConst = float4(0.257f,0.504f,0.098f,0.0625f);\n");
IntensityConstantAdded = true;
}
WRITE(p, " %s = dot(IntensityConst.rgb, %s.rgb) + IntensityConst.a;\n", dest, src);
}
void WriteIncrementSampleX(char*& p,bool HLSL)
{
if(HLSL)
WRITE(p, " sampleUv.x = sampleUv.x + blkDims.x / blkDims.z;\n");
else
WRITE(p, " sampleUv.x = sampleUv.x + blkDims.x;\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 WriteEncoderEnd(char* p)
{
WRITE(p, "}\n");
IntensityConstantAdded = false;
}
void WriteI8Encoder(char* p, bool HLSL)
{
WriteSwizzler(p, GX_TF_I8,HLSL);
WRITE(p, " float3 texSample;\n");
WriteSampleColor(p, "rgb", "texSample",HLSL);
WriteColorToIntensity(p, "texSample", "ocol0.b");
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "rgb", "texSample",HLSL);
WriteColorToIntensity(p, "texSample", "ocol0.g");
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "rgb", "texSample",HLSL);
WriteColorToIntensity(p, "texSample", "ocol0.r");
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "rgb", "texSample",HLSL);
WriteColorToIntensity(p, "texSample", "ocol0.a");
WriteEncoderEnd(p);
}
void WriteI4Encoder(char* p, bool HLSL)
{
WriteSwizzler(p, GX_TF_I4,HLSL);
WRITE(p, " float3 texSample;\n");
WRITE(p, " float4 color0;\n");
WRITE(p, " float4 color1;\n");
WriteSampleColor(p, "rgb", "texSample",HLSL);
WriteColorToIntensity(p, "texSample", "color0.b");
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "rgb", "texSample",HLSL);
WriteColorToIntensity(p, "texSample", "color1.b");
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "rgb", "texSample",HLSL);
WriteColorToIntensity(p, "texSample", "color0.g");
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "rgb", "texSample",HLSL);
WriteColorToIntensity(p, "texSample", "color1.g");
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "rgb", "texSample",HLSL);
WriteColorToIntensity(p, "texSample", "color0.r");
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "rgb", "texSample",HLSL);
WriteColorToIntensity(p, "texSample", "color1.r");
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "rgb", "texSample",HLSL);
WriteColorToIntensity(p, "texSample", "color0.a");
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "rgb", "texSample",HLSL);
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");
WriteEncoderEnd(p);
}
void WriteIA8Encoder(char* p,bool HLSL)
{
WriteSwizzler(p, GX_TF_IA8,HLSL);
WRITE(p, " float4 texSample;\n");
WriteSampleColor(p, "rgba", "texSample",HLSL);
WRITE(p, " ocol0.b = texSample.a;\n");
WriteColorToIntensity(p, "texSample", "ocol0.g");
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "rgba", "texSample",HLSL);
WRITE(p, " ocol0.r = texSample.a;\n");
WriteColorToIntensity(p, "texSample", "ocol0.a");
WriteEncoderEnd(p);
}
void WriteIA4Encoder(char* p,bool HLSL)
{
WriteSwizzler(p, GX_TF_IA4,HLSL);
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");
WriteColorToIntensity(p, "texSample", "color1.b");
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "rgba", "texSample",HLSL);
WRITE(p, " color0.g = texSample.a;\n");
WriteColorToIntensity(p, "texSample", "color1.g");
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "rgba", "texSample",HLSL);
WRITE(p, " color0.r = texSample.a;\n");
WriteColorToIntensity(p, "texSample", "color1.r");
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "rgba", "texSample",HLSL);
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");
WriteEncoderEnd(p);
}
void WriteRGB565Encoder(char* p,bool HLSL)
{
WriteSwizzler(p, GX_TF_RGB565,HLSL);
WRITE(p, " float3 texSample;\n");
WRITE(p, " float gInt;\n");
WRITE(p, " float gUpper;\n");
WRITE(p, " float gLower;\n");
WriteSampleColor(p, "rgb", "texSample",HLSL);
WriteToBitDepth(p, 6, "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 * 8.0f + gUpper;\n");
WriteToBitDepth(p, 5, "texSample.b", "ocol0.g");
WRITE(p, " ocol0.g = ocol0.g + gLower * 32.0f;\n");
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "rgb", "texSample",HLSL);
WriteToBitDepth(p, 6, "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 * 8.0f + gUpper;\n");
WriteToBitDepth(p, 5, "texSample.b", "ocol0.a");
WRITE(p, " ocol0.a = ocol0.a + gLower * 32.0f;\n");
WRITE(p, " ocol0 = ocol0 / 255.0f;\n");
WriteEncoderEnd(p);
}
void WriteRGB5A3Encoder(char* p,bool HLSL)
{
WriteSwizzler(p, GX_TF_RGB5A3,HLSL);
WRITE(p, " float4 texSample;\n");
WRITE(p, " float color0;\n");
WRITE(p, " float gUpper;\n");
WRITE(p, " float gLower;\n");
WriteSampleColor(p, "rgba", "texSample",HLSL);
// 0.8784 = 224 / 255 which is the maximum alpha value that can be represented in 3 bits
WRITE(p, "if(texSample.a > 0.878f) {\n");
WriteToBitDepth(p, 5, "texSample.g", "color0");
WRITE(p, " gUpper = floor(color0 / 8.0f);\n");
WRITE(p, " gLower = color0 - gUpper * 8.0f;\n");
WriteToBitDepth(p, 5, "texSample.r", "ocol0.b");
WRITE(p, " ocol0.b = ocol0.b * 4.0f + gUpper + 128.0f;\n");
WriteToBitDepth(p, 5, "texSample.b", "ocol0.g");
WRITE(p, " ocol0.g = ocol0.g + gLower * 32.0f;\n");
WRITE(p, "} else {\n");
WriteToBitDepth(p, 4, "texSample.r", "ocol0.b");
WriteToBitDepth(p, 4, "texSample.b", "ocol0.g");
WriteToBitDepth(p, 3, "texSample.a", "color0");
WRITE(p, "ocol0.b = ocol0.b + color0 * 16.0f;\n");
WriteToBitDepth(p, 4, "texSample.g", "color0");
WRITE(p, "ocol0.g = ocol0.g + color0 * 16.0f;\n");
WRITE(p, "}\n");
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "rgba", "texSample",HLSL);
WRITE(p, "if(texSample.a > 0.878f) {\n");
WriteToBitDepth(p, 5, "texSample.g", "color0");
WRITE(p, " gUpper = floor(color0 / 8.0f);\n");
WRITE(p, " gLower = color0 - gUpper * 8.0f;\n");
WriteToBitDepth(p, 5, "texSample.r", "ocol0.r");
WRITE(p, " ocol0.r = ocol0.r * 4.0f + gUpper + 128.0f;\n");
WriteToBitDepth(p, 5, "texSample.b", "ocol0.a");
WRITE(p, " ocol0.a = ocol0.a + gLower * 32.0f;\n");
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");
// byte order is reversed
WriteSampleColor(p, "b", "depth",HLSL);
WRITE(p, " ocol0.b = frac(depth * 256.0f);\n");
WRITE(p, " ocol0.g = depth;\n");
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "b", "depth",HLSL);
WRITE(p, " ocol0.r = frac(depth * 256.0f);\n");
WRITE(p, " ocol0.a = depth;\n");
WriteEncoderEnd(p);
}
void WriteZ16LEncoder(char* p,bool HLSL)
{
WriteSwizzler(p, GX_CTF_Z16L,HLSL);
WRITE(p, " float depth;\n");
// byte order is reversed
WriteSampleColor(p, "b", "depth",HLSL);
WRITE(p, " ocol0.b = frac(depth * 65536.0f);\n");
WRITE(p, " ocol0.g = frac(depth * 256.0f);\n");
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "b", "depth",HLSL);
WRITE(p, " ocol0.r = frac(depth * 65536.0f);\n");
WRITE(p, " ocol0.a = frac(depth * 256.0f);\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");
WriteSampleColor(p, "b", "depth0",HLSL);
WriteIncrementSampleX(p,HLSL);
WriteSampleColor(p, "b", "depth1",HLSL);
WRITE(p, " if(cl > 0.5f) {\n");
// upper 16
WRITE(p, " ocol0.b = frac(depth0 * 256.0f);\n");
WRITE(p, " ocol0.g = depth0;\n");
WRITE(p, " ocol0.r = frac(depth1 * 256.0f);\n");
WRITE(p, " ocol0.a = depth1;\n");
WRITE(p, " } else {\n");
// lower 8
WRITE(p, " ocol0.b = 1.0f;\n");
WRITE(p, " ocol0.g = frac(depth0 * 65536.0f);\n");
WRITE(p, " ocol0.r = 1.0f;\n");
WRITE(p, " ocol0.a = frac(depth0 * 65536.0f);\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