dolphin/Source/Core/VideoCommon/Src/TextureConversionShader.cpp
Rodolfo Osvaldo Bogado 227d363881 small code clean up:
d3d: remove the depth texture path it will not work so for now only lockable textures were available. i thing the only way will be a use a secondary render target and do a depth pass to mimic depth textures.
opengl: minor cleanup here and there and a possible fix to issue 1509, but not tested because in my system the errors remarked in the issue don't show.
commond: code reorganization an optimization in the pixel shader  generator, trying to understand the tev stages, make some changes to make the generator faster (not much only started for the alpha test and fog).
this changes try start solving the diferences bethen the hardware plugins and the soft plugin.
i hope with i don't brake nothing but please test this a lot.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4465 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-25 02:35:21 +00:00

753 lines
20 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)
{
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);
WRITE(p,
"uniform samplerRECT samp0 : register(s0);\n"
"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"
" sampleUv.y = textureDims.y - sampleUv.y;\n"
" sampleUv.x = sampleUv.x + textureDims.z;\n"
" sampleUv.y = sampleUv.y + textureDims.w;\n");
}
// block dimensions : widthStride, heightStride
// texture dims : width, height, x offset, y offset
void Write32BitSwizzler(char*& p, u32 format)
{
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
WRITE(p,
"uniform samplerRECT samp0 : register(s0);\n"
"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");
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");
}
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)
{
if(!IntensityConstantAdded)
{
WRITE(p, " float4 IntensityConst = float4(0.257f,0.504f,0.098f,0.0625f);\n");
IntensityConstantAdded = true;
}
//WRITE(p, " %s = (0.257f * %s.r) + (0.504f * %s.g) + (0.098f * %s.b) + 0.0625f;\n", dest, src, src, src);
WRITE(p, " %s = dot(IntensityConst.rgb, %s.rgb) + IntensityConst.a;\n", dest, src);
}
void WriteIncrementSampleX(char*& p)
{
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)
{
WriteSwizzler(p, GX_TF_I8);
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");
WriteEncoderEnd(p);
}
void WriteI4Encoder(char* p)
{
WriteSwizzler(p, GX_TF_I4);
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");
WriteEncoderEnd(p);
}
void WriteIA8Encoder(char* p)
{
WriteSwizzler(p, GX_TF_IA8);
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");
WriteEncoderEnd(p);
}
void WriteIA4Encoder(char* p)
{
WriteSwizzler(p, GX_TF_IA4);
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");
WriteEncoderEnd(p);
}
void WriteRGB565Encoder(char* p)
{
WriteSwizzler(p, GX_TF_RGB565);
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, 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);
WriteSampleColor(p, "rgb", "texSample");
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)
{
WriteSwizzler(p, GX_TF_RGB5A3);
WRITE(p, " float4 texSample;\n");
WRITE(p, " float color0;\n");
WRITE(p, " float gUpper;\n");
WRITE(p, " float gLower;\n");
WriteSampleColor(p, "rgba", "texSample");
// 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);
WriteSampleColor(p, "rgba", "texSample");
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)
{
WriteSwizzler(p, GX_TF_RGB5A3);
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");
WriteEncoderEnd(p);
}
void WriteRGBA8Encoder(char* p)
{
Write32BitSwizzler(p, GX_TF_RGBA8);
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");
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");
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)
{
WriteSwizzler(p, GX_CTF_R4);
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");
WriteEncoderEnd(p);
}
void WriteC8Encoder(char* p, const char* comp)
{
WriteSwizzler(p, GX_CTF_R8);
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");
WriteEncoderEnd(p);
}
void WriteCC4Encoder(char* p, const char* comp)
{
WriteSwizzler(p, GX_CTF_RA4);
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");
WriteEncoderEnd(p);
}
void WriteCC8Encoder(char* p, const char* comp)
{
WriteSwizzler(p, GX_CTF_RA8);
WriteSampleColor(p, comp, "ocol0.bg");
WriteIncrementSampleX(p);
WriteSampleColor(p, comp, "ocol0.ra");
WriteEncoderEnd(p);
}
void WriteZ8Encoder(char* p, const char* multiplier)
{
WriteSwizzler(p, GX_CTF_Z8M);
WRITE(p, " float depth;\n");
WriteSampleColor(p, "b", "depth");
WRITE(p, "ocol0.b = frac(depth * %s);\n", multiplier);
WriteIncrementSampleX(p);
WriteSampleColor(p, "b", "depth");
WRITE(p, "ocol0.g = frac(depth * %s);\n", multiplier);
WriteIncrementSampleX(p);
WriteSampleColor(p, "b", "depth");
WRITE(p, "ocol0.r = frac(depth * %s);\n", multiplier);
WriteIncrementSampleX(p);
WriteSampleColor(p, "b", "depth");
WRITE(p, "ocol0.a = frac(depth * %s);\n", multiplier);
WriteEncoderEnd(p);
}
void WriteZ16Encoder(char* p)
{
WriteSwizzler(p, GX_TF_Z16);
WRITE(p, " float depth;\n");
// byte order is reversed
WriteSampleColor(p, "b", "depth");
WRITE(p, " ocol0.b = frac(depth * 256.0f);\n");
WRITE(p, " ocol0.g = depth;\n");
WriteIncrementSampleX(p);
WriteSampleColor(p, "b", "depth");
WRITE(p, " ocol0.r = frac(depth * 256.0f);\n");
WRITE(p, " ocol0.a = depth;\n");
WriteEncoderEnd(p);
}
void WriteZ16LEncoder(char* p)
{
WriteSwizzler(p, GX_CTF_Z16L);
WRITE(p, " float depth;\n");
// byte order is reversed
WriteSampleColor(p, "b", "depth");
WRITE(p, " ocol0.b = frac(depth * 65536.0f);\n");
WRITE(p, " ocol0.g = frac(depth * 256.0f);\n");
WriteIncrementSampleX(p);
WriteSampleColor(p, "b", "depth");
WRITE(p, " ocol0.r = frac(depth * 65536.0f);\n");
WRITE(p, " ocol0.a = frac(depth * 256.0f);\n");
WriteEncoderEnd(p);
}
void WriteZ24Encoder(char* p)
{
Write32BitSwizzler(p, GX_TF_Z24X8);
WRITE(p, " float cl = xb - (halfxb * 2);\n");
WRITE(p, " float depth0;\n");
WRITE(p, " float depth1;\n");
WriteSampleColor(p, "b", "depth0");
WriteIncrementSampleX(p);
WriteSampleColor(p, "b", "depth1");
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)
{
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);
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:
WriteRGB565Encoder(p);
break;
case GX_TF_RGB5A3:
WriteRGB5A3Encoder(p);
break;
case GX_TF_RGBA8:
WriteRGBA8Encoder(p);
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:
WriteZ16Encoder(p);
break;
case GX_TF_Z24X8:
WriteZ24Encoder(p);
break;
case GX_CTF_Z4:
WriteC4Encoder(p, "b");
break;
case GX_CTF_Z8M:
WriteZ8Encoder(p, "256.0f");
break;
case GX_CTF_Z8L:
WriteZ8Encoder(p, "65536.0f" );
break;
case GX_CTF_Z16L:
WriteZ16LEncoder(p);
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)
{
SetPSConstant4f(C_COLORMATRIX, widthStride, heightStride, 0.0f, 0.0f);
SetPSConstant4f(C_COLORMATRIX + 1, width, (height - 1), offsetX, offsetY);
}
} // namespace