dolphin/Source/Core/VideoCommon/TextureConversionShader.cpp
Ryan Houdek fd37a768a6 Fix texture conversion shaders for GLSL ES.
Noticed this while messing with EFB to RAM.
We were having an implicit conversion from integer to float, GLSL ES doesn't allow implicit conversion.
Changes it to a explicit conversion to float.
2014-04-22 15:48:26 -05:00

700 lines
20 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <cmath>
#include <cstdio>
#include <locale.h>
#ifdef __APPLE__
#include <xlocale.h>
#endif
#include "Common/MathUtil.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/TextureConversionShader.h"
#include "VideoCommon/TextureDecoder.h"
#include "VideoCommon/VideoConfig.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, API_TYPE ApiType)
{
// left, top, of source rectangle within source texture
// width of the destination rectangle, scale_factor (1 or 2)
WRITE(p, "uniform int4 position;\n");
int blkW = TexDecoder_GetBlockWidthInTexels(format);
int blkH = TexDecoder_GetBlockHeightInTexels(format);
int samples = GetEncodedSampleCount(format);
if (ApiType == API_OPENGL)
{
WRITE(p, "#define samp0 samp9\n");
WRITE(p, "uniform sampler2D samp0;\n");
WRITE(p, " out vec4 ocol0;\n");
WRITE(p, "void main()\n");
}
else // D3D
{
WRITE(p,"sampler samp0 : register(s0);\n");
WRITE(p, "Texture2D Tex0 : register(t0);\n");
WRITE(p,"void main(\n");
WRITE(p," out float4 ocol0 : SV_Target)\n");
}
WRITE(p, "{\n"
" int2 sampleUv;\n"
" int2 uv1 = int2(gl_FragCoord.xy);\n"
);
WRITE(p, " int y_block_position = uv1.y & %d;\n", ~(blkH - 1));
WRITE(p, " int y_offset_in_block = uv1.y & %d;\n", blkH - 1);
WRITE(p, " int x_virtual_position = (uv1.x << %d) + y_offset_in_block * position.z;\n", Log2(samples));
WRITE(p, " int x_block_position = (x_virtual_position >> %d) & %d;\n", Log2(blkH), ~(blkW - 1));
if (samples == 1)
{
// 32 bit textures (RGBA8 and Z24) are stored in 2 cache line increments
WRITE(p, " bool first = 0 == (x_virtual_position & %d);\n", 8 * samples); // first cache line, used in the encoders
WRITE(p, " x_virtual_position = x_virtual_position << 1;\n");
}
WRITE(p, " int x_offset_in_block = x_virtual_position & %d;\n", blkW - 1);
WRITE(p, " int y_offset = (x_virtual_position >> %d) & %d;\n", Log2(blkW), blkH - 1);
WRITE(p, " sampleUv.x = x_offset_in_block + x_block_position;\n");
WRITE(p, " sampleUv.y = y_block_position + y_offset;\n");
WRITE(p, " float2 uv0 = float2(sampleUv);\n"); // sampleUv is the sample position in (int)gx_coords
WRITE(p, " uv0 += float2(0.5, 0.5);\n"); // move to center of pixel
WRITE(p, " uv0 *= float(position.w);\n"); // scale by two if needed (also move to pixel borders so that linear filtering will average adjacent pixel)
WRITE(p, " uv0 += float2(position.xy);\n"); // move to copied rect
WRITE(p, " uv0 /= float2(%d, %d);\n", EFB_WIDTH, EFB_HEIGHT); // normalize to [0:1]
if (ApiType == API_OPENGL) // ogl has to flip up and down
{
WRITE(p, " uv0.y = 1.0-uv0.y;\n");
}
WRITE(p, " float sample_offset = float(position.w) / float(%d);\n", EFB_WIDTH);
}
void WriteSampleColor(char*& p, const char* colorComp, const char* dest, int xoffset, API_TYPE ApiType)
{
WRITE(p, " %s = texture(samp0, uv0 + float2(%d, 0) * sample_offset).%s;\n",
dest, xoffset, 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);\n", dest, src);
// don't add IntensityConst.a yet, because doing it later is faster and uses less instructions, due to vectorization
}
void WriteToBitDepth(char*& p, u8 depth, const char* src, const char* dest)
{
WRITE(p, " %s = floor(%s * 255.0 / exp2(8.0 - %d.0));\n", dest, src, depth);
}
void WriteEncoderEnd(char*& p, API_TYPE ApiType)
{
WRITE(p, "}\n");
IntensityConstantAdded = false;
}
void WriteI8Encoder(char*& p, API_TYPE ApiType)
{
WriteSwizzler(p, GX_TF_I8, ApiType);
WRITE(p, " float3 texSample;\n");
WriteSampleColor(p, "rgb", "texSample", 0, ApiType);
WriteColorToIntensity(p, "texSample", "ocol0.b");
WriteSampleColor(p, "rgb", "texSample", 1, ApiType);
WriteColorToIntensity(p, "texSample", "ocol0.g");
WriteSampleColor(p, "rgb", "texSample", 2, ApiType);
WriteColorToIntensity(p, "texSample", "ocol0.r");
WriteSampleColor(p, "rgb", "texSample", 3, ApiType);
WriteColorToIntensity(p, "texSample", "ocol0.a");
WRITE(p, " ocol0.rgba += IntensityConst.aaaa;\n"); // see WriteColorToIntensity
WriteEncoderEnd(p, ApiType);
}
void WriteI4Encoder(char*& p, API_TYPE ApiType)
{
WriteSwizzler(p, GX_TF_I4, ApiType);
WRITE(p, " float3 texSample;\n");
WRITE(p, " float4 color0;\n");
WRITE(p, " float4 color1;\n");
WriteSampleColor(p, "rgb", "texSample", 0, ApiType);
WriteColorToIntensity(p, "texSample", "color0.b");
WriteSampleColor(p, "rgb", "texSample", 1, ApiType);
WriteColorToIntensity(p, "texSample", "color1.b");
WriteSampleColor(p, "rgb", "texSample", 2, ApiType);
WriteColorToIntensity(p, "texSample", "color0.g");
WriteSampleColor(p, "rgb", "texSample", 3, ApiType);
WriteColorToIntensity(p, "texSample", "color1.g");
WriteSampleColor(p, "rgb", "texSample", 4, ApiType);
WriteColorToIntensity(p, "texSample", "color0.r");
WriteSampleColor(p, "rgb", "texSample", 5, ApiType);
WriteColorToIntensity(p, "texSample", "color1.r");
WriteSampleColor(p, "rgb", "texSample", 6, ApiType);
WriteColorToIntensity(p, "texSample", "color0.a");
WriteSampleColor(p, "rgb", "texSample", 7, ApiType);
WriteColorToIntensity(p, "texSample", "color1.a");
WRITE(p, " color0.rgba += IntensityConst.aaaa;\n");
WRITE(p, " color1.rgba += IntensityConst.aaaa;\n");
WriteToBitDepth(p, 4, "color0", "color0");
WriteToBitDepth(p, 4, "color1", "color1");
WRITE(p, " ocol0 = (color0 * 16.0 + color1) / 255.0;\n");
WriteEncoderEnd(p, ApiType);
}
void WriteIA8Encoder(char*& p,API_TYPE ApiType)
{
WriteSwizzler(p, GX_TF_IA8, ApiType);
WRITE(p, " float4 texSample;\n");
WriteSampleColor(p, "rgba", "texSample", 0, ApiType);
WRITE(p, " ocol0.b = texSample.a;\n");
WriteColorToIntensity(p, "texSample", "ocol0.g");
WriteSampleColor(p, "rgba", "texSample", 1, ApiType);
WRITE(p, " ocol0.r = texSample.a;\n");
WriteColorToIntensity(p, "texSample", "ocol0.a");
WRITE(p, " ocol0.ga += IntensityConst.aa;\n");
WriteEncoderEnd(p, ApiType);
}
void WriteIA4Encoder(char*& p,API_TYPE ApiType)
{
WriteSwizzler(p, GX_TF_IA4, ApiType);
WRITE(p, " float4 texSample;\n");
WRITE(p, " float4 color0;\n");
WRITE(p, " float4 color1;\n");
WriteSampleColor(p, "rgba", "texSample", 0, ApiType);
WRITE(p, " color0.b = texSample.a;\n");
WriteColorToIntensity(p, "texSample", "color1.b");
WriteSampleColor(p, "rgba", "texSample", 1, ApiType);
WRITE(p, " color0.g = texSample.a;\n");
WriteColorToIntensity(p, "texSample", "color1.g");
WriteSampleColor(p, "rgba", "texSample", 2, ApiType);
WRITE(p, " color0.r = texSample.a;\n");
WriteColorToIntensity(p, "texSample", "color1.r");
WriteSampleColor(p, "rgba", "texSample", 3, ApiType);
WRITE(p, " color0.a = texSample.a;\n");
WriteColorToIntensity(p, "texSample", "color1.a");
WRITE(p, " color1.rgba += IntensityConst.aaaa;\n");
WriteToBitDepth(p, 4, "color0", "color0");
WriteToBitDepth(p, 4, "color1", "color1");
WRITE(p, " ocol0 = (color0 * 16.0 + color1) / 255.0;\n");
WriteEncoderEnd(p, ApiType);
}
void WriteRGB565Encoder(char*& p,API_TYPE ApiType)
{
WriteSwizzler(p, GX_TF_RGB565, ApiType);
WriteSampleColor(p, "rgb", "float3 texSample0", 0, ApiType);
WriteSampleColor(p, "rgb", "float3 texSample1", 1, ApiType);
WRITE(p, " float2 texRs = float2(texSample0.r, texSample1.r);\n");
WRITE(p, " float2 texGs = float2(texSample0.g, texSample1.g);\n");
WRITE(p, " float2 texBs = float2(texSample0.b, texSample1.b);\n");
WriteToBitDepth(p, 6, "texGs", "float2 gInt");
WRITE(p, " float2 gUpper = floor(gInt / 8.0);\n");
WRITE(p, " float2 gLower = gInt - gUpper * 8.0;\n");
WriteToBitDepth(p, 5, "texRs", "ocol0.br");
WRITE(p, " ocol0.br = ocol0.br * 8.0 + gUpper;\n");
WriteToBitDepth(p, 5, "texBs", "ocol0.ga");
WRITE(p, " ocol0.ga = ocol0.ga + gLower * 32.0;\n");
WRITE(p, " ocol0 = ocol0 / 255.0;\n");
WriteEncoderEnd(p, ApiType);
}
void WriteRGB5A3Encoder(char*& p,API_TYPE ApiType)
{
WriteSwizzler(p, GX_TF_RGB5A3, ApiType);
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, ApiType);
// 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 / 8.0);\n");
WRITE(p, " gLower = color0 - gUpper * 8.0;\n");
WriteToBitDepth(p, 5, "texSample.r", "ocol0.b");
WRITE(p, " ocol0.b = ocol0.b * 4.0 + gUpper + 128.0;\n");
WriteToBitDepth(p, 5, "texSample.b", "ocol0.g");
WRITE(p, " ocol0.g = ocol0.g + gLower * 32.0;\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 * 16.0;\n");
WriteToBitDepth(p, 4, "texSample.g", "color0");
WRITE(p, "ocol0.g = ocol0.g + color0 * 16.0;\n");
WRITE(p, "}\n");
WriteSampleColor(p, "rgba", "texSample", 1, ApiType);
WRITE(p, "if(texSample.a > 0.878f) {\n");
WriteToBitDepth(p, 5, "texSample.g", "color0");
WRITE(p, " gUpper = floor(color0 / 8.0);\n");
WRITE(p, " gLower = color0 - gUpper * 8.0;\n");
WriteToBitDepth(p, 5, "texSample.r", "ocol0.r");
WRITE(p, " ocol0.r = ocol0.r * 4.0 + gUpper + 128.0;\n");
WriteToBitDepth(p, 5, "texSample.b", "ocol0.a");
WRITE(p, " ocol0.a = ocol0.a + gLower * 32.0;\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 * 16.0;\n");
WriteToBitDepth(p, 4, "texSample.g", "color0");
WRITE(p, "ocol0.a = ocol0.a + color0 * 16.0;\n");
WRITE(p, "}\n");
WRITE(p, " ocol0 = ocol0 / 255.0;\n");
WriteEncoderEnd(p, ApiType);
}
void WriteRGBA4443Encoder(char*& p,API_TYPE ApiType)
{
WriteSwizzler(p, GX_TF_RGB5A3, ApiType);
WRITE(p, " float4 texSample;\n");
WRITE(p, " float4 color0;\n");
WRITE(p, " float4 color1;\n");
WriteSampleColor(p, "rgba", "texSample", 0, ApiType);
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");
WriteSampleColor(p, "rgba", "texSample", 1, ApiType);
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 * 16.0 + color1) / 255.0;\n");
WriteEncoderEnd(p, ApiType);
}
void WriteRGBA8Encoder(char*& p,API_TYPE ApiType)
{
WriteSwizzler(p, GX_TF_RGBA8, ApiType);
WRITE(p, " float4 texSample;\n");
WRITE(p, " float4 color0;\n");
WRITE(p, " float4 color1;\n");
WriteSampleColor(p, "rgba", "texSample", 0, ApiType);
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");
WriteSampleColor(p, "rgba", "texSample", 1, ApiType);
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 = first ? color0 : color1;\n");
WriteEncoderEnd(p, ApiType);
}
void WriteC4Encoder(char*& p, const char* comp,API_TYPE ApiType)
{
WriteSwizzler(p, GX_CTF_R4, ApiType);
WRITE(p, " float4 color0;\n");
WRITE(p, " float4 color1;\n");
WriteSampleColor(p, comp, "color0.b", 0, ApiType);
WriteSampleColor(p, comp, "color1.b", 1, ApiType);
WriteSampleColor(p, comp, "color0.g", 2, ApiType);
WriteSampleColor(p, comp, "color1.g", 3, ApiType);
WriteSampleColor(p, comp, "color0.r", 4, ApiType);
WriteSampleColor(p, comp, "color1.r", 5, ApiType);
WriteSampleColor(p, comp, "color0.a", 6, ApiType);
WriteSampleColor(p, comp, "color1.a", 7, ApiType);
WriteToBitDepth(p, 4, "color0", "color0");
WriteToBitDepth(p, 4, "color1", "color1");
WRITE(p, " ocol0 = (color0 * 16.0 + color1) / 255.0;\n");
WriteEncoderEnd(p, ApiType);
}
void WriteC8Encoder(char*& p, const char* comp,API_TYPE ApiType)
{
WriteSwizzler(p, GX_CTF_R8, ApiType);
WriteSampleColor(p, comp, "ocol0.b", 0, ApiType);
WriteSampleColor(p, comp, "ocol0.g", 1, ApiType);
WriteSampleColor(p, comp, "ocol0.r", 2, ApiType);
WriteSampleColor(p, comp, "ocol0.a", 3, ApiType);
WriteEncoderEnd(p, ApiType);
}
void WriteCC4Encoder(char*& p, const char* comp,API_TYPE ApiType)
{
WriteSwizzler(p, GX_CTF_RA4, ApiType);
WRITE(p, " float2 texSample;\n");
WRITE(p, " float4 color0;\n");
WRITE(p, " float4 color1;\n");
WriteSampleColor(p, comp, "texSample", 0, ApiType);
WRITE(p, " color0.b = texSample.x;\n");
WRITE(p, " color1.b = texSample.y;\n");
WriteSampleColor(p, comp, "texSample", 1, ApiType);
WRITE(p, " color0.g = texSample.x;\n");
WRITE(p, " color1.g = texSample.y;\n");
WriteSampleColor(p, comp, "texSample", 2, ApiType);
WRITE(p, " color0.r = texSample.x;\n");
WRITE(p, " color1.r = texSample.y;\n");
WriteSampleColor(p, comp, "texSample", 3, ApiType);
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 * 16.0 + color1) / 255.0;\n");
WriteEncoderEnd(p, ApiType);
}
void WriteCC8Encoder(char*& p, const char* comp, API_TYPE ApiType)
{
WriteSwizzler(p, GX_CTF_RA8, ApiType);
WriteSampleColor(p, comp, "ocol0.bg", 0, ApiType);
WriteSampleColor(p, comp, "ocol0.ra", 1, ApiType);
WriteEncoderEnd(p, ApiType);
}
void WriteZ8Encoder(char*& p, const char* multiplier,API_TYPE ApiType)
{
WriteSwizzler(p, GX_CTF_Z8M, ApiType);
WRITE(p, " float depth;\n");
WriteSampleColor(p, "b", "depth", 0, ApiType);
WRITE(p, "ocol0.b = frac(depth * %s);\n", multiplier);
WriteSampleColor(p, "b", "depth", 1, ApiType);
WRITE(p, "ocol0.g = frac(depth * %s);\n", multiplier);
WriteSampleColor(p, "b", "depth", 2, ApiType);
WRITE(p, "ocol0.r = frac(depth * %s);\n", multiplier);
WriteSampleColor(p, "b", "depth", 3, ApiType);
WRITE(p, "ocol0.a = frac(depth * %s);\n", multiplier);
WriteEncoderEnd(p, ApiType);
}
void WriteZ16Encoder(char*& p,API_TYPE ApiType)
{
WriteSwizzler(p, GX_TF_Z16, ApiType);
WRITE(p, " float depth;\n");
WRITE(p, " float3 expanded;\n");
// byte order is reversed
WriteSampleColor(p, "b", "depth", 0, ApiType);
WRITE(p, " depth *= 16777215.0;\n");
WRITE(p, " expanded.r = floor(depth / (256.0 * 256.0));\n");
WRITE(p, " depth -= expanded.r * 256.0 * 256.0;\n");
WRITE(p, " expanded.g = floor(depth / 256.0);\n");
WRITE(p, " ocol0.b = expanded.g / 255.0;\n");
WRITE(p, " ocol0.g = expanded.r / 255.0;\n");
WriteSampleColor(p, "b", "depth", 1, ApiType);
WRITE(p, " depth *= 16777215.0;\n");
WRITE(p, " expanded.r = floor(depth / (256.0 * 256.0));\n");
WRITE(p, " depth -= expanded.r * 256.0 * 256.0;\n");
WRITE(p, " expanded.g = floor(depth / 256.0);\n");
WRITE(p, " ocol0.r = expanded.g / 255.0;\n");
WRITE(p, " ocol0.a = expanded.r / 255.0;\n");
WriteEncoderEnd(p, ApiType);
}
void WriteZ16LEncoder(char*& p,API_TYPE ApiType)
{
WriteSwizzler(p, GX_CTF_Z16L, ApiType);
WRITE(p, " float depth;\n");
WRITE(p, " float3 expanded;\n");
// byte order is reversed
WriteSampleColor(p, "b", "depth", 0, ApiType);
WRITE(p, " depth *= 16777215.0;\n");
WRITE(p, " expanded.r = floor(depth / (256.0 * 256.0));\n");
WRITE(p, " depth -= expanded.r * 256.0 * 256.0;\n");
WRITE(p, " expanded.g = floor(depth / 256.0);\n");
WRITE(p, " depth -= expanded.g * 256.0;\n");
WRITE(p, " expanded.b = depth;\n");
WRITE(p, " ocol0.b = expanded.b / 255.0;\n");
WRITE(p, " ocol0.g = expanded.g / 255.0;\n");
WriteSampleColor(p, "b", "depth", 1, ApiType);
WRITE(p, " depth *= 16777215.0;\n");
WRITE(p, " expanded.r = floor(depth / (256.0 * 256.0));\n");
WRITE(p, " depth -= expanded.r * 256.0 * 256.0;\n");
WRITE(p, " expanded.g = floor(depth / 256.0);\n");
WRITE(p, " depth -= expanded.g * 256.0;\n");
WRITE(p, " expanded.b = depth;\n");
WRITE(p, " ocol0.r = expanded.b / 255.0;\n");
WRITE(p, " ocol0.a = expanded.g / 255.0;\n");
WriteEncoderEnd(p, ApiType);
}
void WriteZ24Encoder(char*& p, API_TYPE ApiType)
{
WriteSwizzler(p, GX_TF_Z24X8, ApiType);
WRITE(p, " float depth0;\n");
WRITE(p, " float depth1;\n");
WRITE(p, " float3 expanded0;\n");
WRITE(p, " float3 expanded1;\n");
WriteSampleColor(p, "b", "depth0", 0, ApiType);
WriteSampleColor(p, "b", "depth1", 1, ApiType);
for (int i = 0; i < 2; i++)
{
WRITE(p, " depth%i *= 16777215.0;\n", i);
WRITE(p, " expanded%i.r = floor(depth%i / (256.0 * 256.0));\n", i, i);
WRITE(p, " depth%i -= expanded%i.r * 256.0 * 256.0;\n", i, i);
WRITE(p, " expanded%i.g = floor(depth%i / 256.0);\n", i, i);
WRITE(p, " depth%i -= expanded%i.g * 256.0;\n", i, i);
WRITE(p, " expanded%i.b = depth%i;\n", i, i);
}
WRITE(p, " if (!first) {\n");
// upper 16
WRITE(p, " ocol0.b = expanded0.g / 255.0;\n");
WRITE(p, " ocol0.g = expanded0.b / 255.0;\n");
WRITE(p, " ocol0.r = expanded1.g / 255.0;\n");
WRITE(p, " ocol0.a = expanded1.b / 255.0;\n");
WRITE(p, " } else {\n");
// lower 8
WRITE(p, " ocol0.b = 1.0;\n");
WRITE(p, " ocol0.g = expanded0.r / 255.0;\n");
WRITE(p, " ocol0.r = 1.0;\n");
WRITE(p, " ocol0.a = expanded1.r / 255.0;\n");
WRITE(p, " }\n");
WriteEncoderEnd(p, ApiType);
}
const char *GenerateEncodingShader(u32 format,API_TYPE ApiType)
{
#ifndef ANDROID
locale_t locale = newlocale(LC_NUMERIC_MASK, "C", nullptr); // New locale for compilation
locale_t old_locale = uselocale(locale); // Apply the locale for this thread
#endif
text[sizeof(text) - 1] = 0x7C; // canary
char *p = text;
switch (format)
{
case GX_TF_I4:
WriteI4Encoder(p, ApiType);
break;
case GX_TF_I8:
WriteI8Encoder(p, ApiType);
break;
case GX_TF_IA4:
WriteIA4Encoder(p, ApiType);
break;
case GX_TF_IA8:
WriteIA8Encoder(p, ApiType);
break;
case GX_TF_RGB565:
WriteRGB565Encoder(p, ApiType);
break;
case GX_TF_RGB5A3:
WriteRGB5A3Encoder(p, ApiType);
break;
case GX_TF_RGBA8:
WriteRGBA8Encoder(p, ApiType);
break;
case GX_CTF_R4:
WriteC4Encoder(p, "r", ApiType);
break;
case GX_CTF_RA4:
WriteCC4Encoder(p, "ar", ApiType);
break;
case GX_CTF_RA8:
WriteCC8Encoder(p, "ar", ApiType);
break;
case GX_CTF_A8:
WriteC8Encoder(p, "a", ApiType);
break;
case GX_CTF_R8:
WriteC8Encoder(p, "r", ApiType);
break;
case GX_CTF_G8:
WriteC8Encoder(p, "g", ApiType);
break;
case GX_CTF_B8:
WriteC8Encoder(p, "b", ApiType);
break;
case GX_CTF_RG8:
WriteCC8Encoder(p, "rg", ApiType);
break;
case GX_CTF_GB8:
WriteCC8Encoder(p, "gb", ApiType);
break;
case GX_TF_Z8:
WriteC8Encoder(p, "b", ApiType);
break;
case GX_TF_Z16:
WriteZ16Encoder(p, ApiType);
break;
case GX_TF_Z24X8:
WriteZ24Encoder(p, ApiType);
break;
case GX_CTF_Z4:
WriteC4Encoder(p, "b", ApiType);
break;
case GX_CTF_Z8M:
WriteZ8Encoder(p, "256.0", ApiType);
break;
case GX_CTF_Z8L:
WriteZ8Encoder(p, "65536.0" , ApiType);
break;
case GX_CTF_Z16L:
WriteZ16LEncoder(p, ApiType);
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!");
#ifndef ANDROID
uselocale(old_locale); // restore locale
freelocale(locale);
#endif
return text;
}
} // namespace