dolphin/Source/Core/VideoCommon/TextureConverterShaderGen.cpp
Lioncash 149a97e396 VideoCommon: Remove unnecessary memset on ShaderUid instances.
Zero-initialization zeroes out all members and padding bits, so this is
safe to do. While we're at it, also add static assertions that enforce
the necessary requirements of a UID type explicitly within the ShaderUid
class.

This way, we can remove several memset calls around the shader
generation code that makes sure the underlying UID data is zeroed out.
Now our ShaderUid class enforces this for us, so we don't need to care about
it at the usage sites.
2019-05-30 06:41:54 -04:00

329 lines
11 KiB
C++

// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoCommon/TextureConverterShaderGen.h"
#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
namespace TextureConversionShaderGen
{
TCShaderUid GetShaderUid(EFBCopyFormat dst_format, bool is_depth_copy, bool is_intensity,
bool scale_by_half, bool copy_filter)
{
TCShaderUid out;
UidData* const uid_data = out.GetUidData();
uid_data->dst_format = dst_format;
uid_data->efb_has_alpha = bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24;
uid_data->is_depth_copy = is_depth_copy;
uid_data->is_intensity = is_intensity;
uid_data->scale_by_half = scale_by_half;
uid_data->copy_filter = copy_filter;
return out;
}
static void WriteHeader(APIType api_type, ShaderCode& out)
{
if (api_type == APIType::D3D)
{
out.Write("cbuffer PSBlock : register(b0) {\n"
" float2 src_offset, src_size;\n"
" float3 filter_coefficients;\n"
" float gamma_rcp;\n"
" float2 clamp_tb;\n"
" float pixel_height;\n"
"};\n\n");
}
else if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
{
out.Write("UBO_BINDING(std140, 1) uniform PSBlock {\n"
" float2 src_offset, src_size;\n"
" float3 filter_coefficients;\n"
" float gamma_rcp;\n"
" float2 clamp_tb;\n"
" float pixel_height;\n"
"};\n");
}
}
ShaderCode GenerateVertexShader(APIType api_type)
{
ShaderCode out;
WriteHeader(api_type, out);
if (api_type == APIType::D3D)
{
out.Write("void main(in uint id : SV_VertexID, out float3 v_tex0 : TEXCOORD0,\n"
" out float4 opos : SV_Position) {\n");
}
else if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
{
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
{
out.Write("VARYING_LOCATION(0) out VertexData {\n");
out.Write(" float3 v_tex0;\n");
out.Write("};\n");
}
else
{
out.Write("VARYING_LOCATION(0) out float3 v_tex0;\n");
}
out.Write("#define id gl_VertexID\n"
"#define opos gl_Position\n"
"void main() {\n");
}
out.Write(" v_tex0 = float3(float((id << 1) & 2), float(id & 2), 0.0f);\n");
out.Write(
" opos = float4(v_tex0.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);\n");
out.Write(" v_tex0 = float3(src_offset + (src_size * v_tex0.xy), 0.0f);\n");
// NDC space is flipped in Vulkan
if (api_type == APIType::Vulkan)
out.Write(" opos.y = -opos.y;\n");
out.Write("}\n");
return out;
}
ShaderCode GeneratePixelShader(APIType api_type, const UidData* uid_data)
{
const bool mono_depth = uid_data->is_depth_copy && g_ActiveConfig.bStereoEFBMonoDepth;
ShaderCode out;
WriteHeader(api_type, out);
if (api_type == APIType::D3D)
{
out.Write("Texture2DArray tex0 : register(t0);\n"
"SamplerState samp0 : register(s0);\n"
"float4 SampleEFB(float3 uv, float y_offset) {\n"
" return tex0.Sample(samp0, float3(uv.x, clamp(uv.y + (y_offset * pixel_height), "
"clamp_tb.x, clamp_tb.y), %s));\n"
"}\n\n",
mono_depth ? "0.0" : "uv.z");
out.Write("void main(in float3 v_tex0 : TEXCOORD0, out float4 ocol0 : SV_Target)\n{\n");
}
else if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
{
out.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n");
out.Write("float4 SampleEFB(float3 uv, float y_offset) {\n"
" return texture(samp0, float3(uv.x, clamp(uv.y + (y_offset * pixel_height), "
"clamp_tb.x, clamp_tb.y), %s));\n"
"}\n",
mono_depth ? "0.0" : "uv.z");
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
{
out.Write("VARYING_LOCATION(0) in VertexData {\n");
out.Write(" float3 v_tex0;\n");
out.Write("};\n");
}
else
{
out.Write("VARYING_LOCATION(0) in vec3 v_tex0;\n");
}
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;"
"void main()\n{\n");
}
// The copy filter applies to both color and depth copies. This has been verified on hardware.
// The filter is only applied to the RGB channels, the alpha channel is left intact.
if (uid_data->copy_filter)
{
out.Write(" float4 prev_row = SampleEFB(v_tex0, -1.0f);\n"
" float4 current_row = SampleEFB(v_tex0, 0.0f);\n"
" float4 next_row = SampleEFB(v_tex0, 1.0f);\n"
" float4 texcol = float4(min(prev_row.rgb * filter_coefficients[0] +\n"
" current_row.rgb * filter_coefficients[1] +\n"
" next_row.rgb * filter_coefficients[2], \n"
" float3(1, 1, 1)), current_row.a);\n");
}
else
{
out.Write(
" float4 current_row = SampleEFB(v_tex0, 0.0f);\n"
" float4 texcol = float4(min(current_row.rgb * filter_coefficients[1], float3(1, 1, 1)),\n"
" current_row.a);\n");
}
if (uid_data->is_depth_copy)
{
if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
out.Write("texcol.x = 1.0 - texcol.x;\n");
out.Write(" int depth = int(texcol.x * 16777216.0);\n"
// Convert to Z24 format
" int4 workspace;\n"
" workspace.r = (depth >> 16) & 255;\n"
" workspace.g = (depth >> 8) & 255;\n"
" workspace.b = depth & 255;\n"
// Convert to Z4 format
" workspace.a = (depth >> 16) & 0xF0;\n"
// Normalize components to [0.0..1.0]
" texcol = float4(workspace) / 255.0;\n");
switch (uid_data->dst_format)
{
case EFBCopyFormat::R4: // Z4
out.Write(" ocol0 = texcol.aaaa;\n");
break;
case EFBCopyFormat::R8_0x1: // Z8
case EFBCopyFormat::R8: // Z8H
out.Write(" ocol0 = texcol.rrrr;\n");
break;
case EFBCopyFormat::RA8: // Z16
out.Write(" ocol0 = texcol.gggr;\n");
break;
case EFBCopyFormat::RG8: // Z16 (reverse order)
out.Write(" ocol0 = texcol.rrrg;\n");
break;
case EFBCopyFormat::RGBA8: // Z24X8
out.Write(" ocol0 = float4(texcol.rgb, 0.0);\n");
break;
case EFBCopyFormat::G8: // Z8M
out.Write(" ocol0 = texcol.gggg;\n");
break;
case EFBCopyFormat::B8: // Z8L
out.Write(" ocol0 = texcol.bbbb;\n");
break;
case EFBCopyFormat::GB8: // Z16L - copy lower 16 depth bits
// expected to be used as an IA8 texture (upper 8 bits stored as intensity, lower 8 bits
// stored as alpha)
// Used e.g. in Zelda: Skyward Sword
out.Write(" ocol0 = texcol.gggb;\n");
break;
default:
ERROR_LOG(VIDEO, "Unknown copy zbuf format: 0x%X", static_cast<int>(uid_data->dst_format));
out.Write(" ocol0 = float4(texcol.bgr, 0.0);\n");
break;
}
}
else if (uid_data->is_intensity)
{
bool has_four_bits =
(uid_data->dst_format == EFBCopyFormat::R4 || uid_data->dst_format == EFBCopyFormat::RA4);
bool has_alpha =
(uid_data->dst_format == EFBCopyFormat::RA4 || uid_data->dst_format == EFBCopyFormat::RA8);
switch (uid_data->dst_format)
{
case EFBCopyFormat::R4: // I4
case EFBCopyFormat::R8_0x1: // I8
case EFBCopyFormat::R8: // I8
case EFBCopyFormat::RA4: // IA4
case EFBCopyFormat::RA8: // IA8
if (has_four_bits)
out.Write(" texcol = float4(int4(texcol * 255.0) & 0xF0) * (1.0 / 240.0);\n");
// TODO - verify these coefficients
out.Write(" const float3 coefficients = float3(0.257, 0.504, 0.098);\n"
" float intensity = dot(texcol.rgb, coefficients) + 16.0 / 255.0;\n"
" ocol0 = float4(intensity, intensity, intensity, %s);\n",
has_alpha ? "texcol.a" : "intensity");
break;
default:
ERROR_LOG(VIDEO, "Unknown copy intensity format: 0x%X",
static_cast<int>(uid_data->dst_format));
out.Write(" ocol0 = texcol;\n");
break;
}
}
else
{
if (!uid_data->efb_has_alpha)
out.Write(" texcol.a = 1.0;\n");
switch (uid_data->dst_format)
{
case EFBCopyFormat::R4: // R4
out.Write(" float red = float(int(texcol.r * 255.0) & 0xF0) * (1.0 / 240.0);\n"
" ocol0 = float4(red, red, red, red);\n");
break;
case EFBCopyFormat::R8_0x1: // R8
case EFBCopyFormat::R8: // R8
out.Write(" ocol0 = texcol.rrrr;\n");
break;
case EFBCopyFormat::RA4: // RA4
out.Write(" float2 red_alpha = float2(int2(texcol.ra * 255.0) & 0xF0) * (1.0 / 240.0);\n"
" ocol0 = red_alpha.rrrg;\n");
break;
case EFBCopyFormat::RA8: // RA8
out.Write(" ocol0 = texcol.rrra;\n");
break;
case EFBCopyFormat::A8: // A8
out.Write(" ocol0 = texcol.aaaa;\n");
break;
case EFBCopyFormat::G8: // G8
out.Write(" ocol0 = texcol.gggg;\n");
break;
case EFBCopyFormat::B8: // B8
out.Write(" ocol0 = texcol.bbbb;\n");
break;
case EFBCopyFormat::RG8: // RG8
out.Write(" ocol0 = texcol.rrrg;\n");
break;
case EFBCopyFormat::GB8: // GB8
out.Write(" ocol0 = texcol.gggb;\n");
break;
case EFBCopyFormat::RGB565: // RGB565
out.Write(" float2 red_blue = float2(int2(texcol.rb * 255.0) & 0xF8) * (1.0 / 248.0);\n"
" float green = float(int(texcol.g * 255.0) & 0xFC) * (1.0 / 252.0);\n"
" ocol0 = float4(red_blue.r, green, red_blue.g, 1.0);\n");
break;
case EFBCopyFormat::RGB5A3: // RGB5A3
// TODO: The MSB controls whether we have RGB5 or RGB4A3, this selection
// will need to be implemented once we move away from floats.
out.Write(" float3 color = float3(int3(texcol.rgb * 255.0) & 0xF8) * (1.0 / 248.0);\n"
" float alpha = float(int(texcol.a * 255.0) & 0xE0) * (1.0 / 224.0);\n"
" ocol0 = float4(color, alpha);\n");
break;
case EFBCopyFormat::RGBA8: // RGBA8
out.Write(" ocol0 = texcol;\n");
break;
case EFBCopyFormat::XFB:
out.Write(
" ocol0 = float4(pow(texcol.rgb, float3(gamma_rcp, gamma_rcp, gamma_rcp)), 1.0f);\n");
break;
default:
ERROR_LOG(VIDEO, "Unknown copy color format: 0x%X", static_cast<int>(uid_data->dst_format));
out.Write(" ocol0 = texcol;\n");
break;
}
}
out.Write("}\n");
return out;
}
} // namespace TextureConversionShaderGen