dolphin/Source/Core/VideoCommon/TextureConverterShaderGen.cpp
Emmanuel Gil Peyrot 85bb1d7bb0 VideoCommon: Reimplement texture format conversion
This fixes the rendering of the scan visor in Metroid Prime 2: Echoes,
as seen in https://fifoci.dolphin-emu.org/dff/mp2-scanner/

The alpha channel was off-by-one on Ivy Bridge due to the rounding
after multiplication with colmat.  This commit removes this matrix
altogether in most cases, making them simple GLSL swizzles.
2017-12-02 19:29:01 +01:00

267 lines
8.3 KiB
C++

// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <array>
#include <cstring>
#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/TextureConverterShaderGen.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)
{
TCShaderUid out;
UidData* uid_data = out.GetUidData<UidData>();
memset(uid_data, 0, sizeof(*uid_data));
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;
return out;
}
ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
{
ShaderCode out;
if (api_type == APIType::OpenGL)
out.Write("SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
"#define samp0 samp9\n"
"#define uv0 f_uv0\n"
"in vec3 uv0;\n"
"out vec4 ocol0;\n");
else if (api_type == APIType::Vulkan)
out.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n"
"layout(location = 0) in vec3 uv0;\n"
"layout(location = 1) in vec4 col0;\n"
"layout(location = 0) out vec4 ocol0;");
bool mono_depth = uid_data->is_depth_copy && g_ActiveConfig.bStereoEFBMonoDepth;
out.Write("void main(){\n"
" vec4 texcol = texture(samp0, %s);\n",
mono_depth ? "vec3(uv0.xy, 0.0)" : "uv0");
if (uid_data->is_depth_copy)
{
if (api_type == APIType::Vulkan)
out.Write("texcol.x = 1.0 - texcol.x;\n");
out.Write(" int depth = int(texcol.x * 16777216.0);\n"
// Convert to Z24 format
" ivec4 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 = vec4(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 = vec4(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 = vec4(texcol.bgr, 0.0);\n");
break;
}
}
else if (uid_data->is_intensity)
{
std::array<float, 28> colmat = {};
float* const const_add = &colmat[16];
float* const color_mask = &colmat[20];
color_mask[0] = color_mask[1] = color_mask[2] = color_mask[3] = 255.0f;
color_mask[4] = color_mask[5] = color_mask[6] = color_mask[7] = 1.0f / 255.0f;
const_add[0] = const_add[1] = const_add[2] = 16.0f / 255.0f;
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
// TODO - verify these coefficients
colmat[0] = 0.257f;
colmat[1] = 0.504f;
colmat[2] = 0.098f;
colmat[4] = 0.257f;
colmat[5] = 0.504f;
colmat[6] = 0.098f;
colmat[8] = 0.257f;
colmat[9] = 0.504f;
colmat[10] = 0.098f;
if (uid_data->dst_format == EFBCopyFormat::R4 ||
uid_data->dst_format == EFBCopyFormat::R8_0x1 ||
uid_data->dst_format == EFBCopyFormat::R8)
{
colmat[12] = 0.257f;
colmat[13] = 0.504f;
colmat[14] = 0.098f;
const_add[3] = 16.0f / 255.0f;
if (uid_data->dst_format == EFBCopyFormat::R4)
{
color_mask[0] = color_mask[1] = color_mask[2] = 255.0f / 16.0f;
color_mask[4] = color_mask[5] = color_mask[6] = 1.0f / 15.0f;
}
}
else // alpha
{
colmat[15] = 1;
if (uid_data->dst_format == EFBCopyFormat::RA4)
{
color_mask[0] = color_mask[1] = color_mask[2] = color_mask[3] = 255.0f / 16.0f;
color_mask[4] = color_mask[5] = color_mask[6] = color_mask[7] = 1.0f / 15.0f;
}
}
out.Write(" const vec4 colmat[7] = {\n");
for (size_t i = 0; i < colmat.size() / 4; i++)
{
out.Write(" vec4(%f, %f, %f, %f)%s\n", colmat[i * 4 + 0], colmat[i * 4 + 1],
colmat[i * 4 + 2], colmat[i * 4 + 3], i < 7 ? "," : "");
}
out.Write(
" };\n"
" texcol = floor(texcol * colmat[5]) * colmat[6];\n"
" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n");
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 = vec4(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(" vec2 red_alpha = vec2(ivec2(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(" vec2 red_blue = vec2(ivec2(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 = vec4(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(" vec3 color = vec3(ivec3(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 = vec4(color, alpha);\n");
break;
case EFBCopyFormat::RGBA8: // RGBA8
out.Write(" ocol0 = texcol;\n");
break;
case EFBCopyFormat::XFB: // XFB copy, we just pretend it's an RGBX copy
out.Write(" ocol0 = vec4(texcol.rgb, 1.0);\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