Duckstation/src/core/gpu_hw_shadergen.cpp

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#include "gpu_hw_shadergen.h"
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#include "common/assert.h"
#include "common/log.h"
#include <cstdio>
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#include <glad.h>
Log_SetChannel(GPU_HW_ShaderGen);
GPU_HW_ShaderGen::GPU_HW_ShaderGen(HostDisplay::RenderAPI render_api, u32 resolution_scale, bool true_color,
bool scaled_dithering, GPUTextureFilter texture_filtering, bool uv_limits,
bool supports_dual_source_blend)
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: m_render_api(render_api), m_resolution_scale(resolution_scale), m_true_color(true_color),
m_scaled_dithering(scaled_dithering), m_texture_filter(texture_filtering), m_uv_limits(uv_limits),
m_glsl(render_api != HostDisplay::RenderAPI::D3D11), m_supports_dual_source_blend(supports_dual_source_blend),
m_use_glsl_interface_blocks(false)
{
if (m_glsl)
{
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if (m_render_api == HostDisplay::RenderAPI::OpenGL || m_render_api == HostDisplay::RenderAPI::OpenGLES)
SetGLSLVersionString();
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m_use_glsl_interface_blocks = (IsVulkan() || GLAD_GL_ES_VERSION_3_2 || GLAD_GL_VERSION_3_2);
m_use_glsl_binding_layout = (IsVulkan() || UseGLSLBindingLayout());
}
}
GPU_HW_ShaderGen::~GPU_HW_ShaderGen() = default;
bool GPU_HW_ShaderGen::UseGLSLBindingLayout()
{
return (GLAD_GL_ES_VERSION_3_1 || GLAD_GL_VERSION_4_2 ||
(GLAD_GL_ARB_explicit_attrib_location && GLAD_GL_ARB_explicit_uniform_location &&
GLAD_GL_ARB_shading_language_420pack));
}
static void DefineMacro(std::stringstream& ss, const char* name, bool enabled)
{
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ss << "#define " << name << " " << BoolToUInt32(enabled) << "\n";
}
void GPU_HW_ShaderGen::SetGLSLVersionString()
{
const char* glsl_version = reinterpret_cast<const char*>(glGetString(GL_SHADING_LANGUAGE_VERSION));
const bool glsl_es = (m_render_api == HostDisplay::RenderAPI::OpenGLES);
Assert(glsl_version != nullptr);
// Skip any strings in front of the version code.
const char* glsl_version_start = glsl_version;
while (*glsl_version_start != '\0' && (*glsl_version_start < '0' || *glsl_version_start > '9'))
glsl_version_start++;
int major_version = 0, minor_version = 0;
if (std::sscanf(glsl_version_start, "%d.%d", &major_version, &minor_version) == 2)
{
// Cap at GLSL 4.3, we're not using anything newer for now.
if (!glsl_es && (major_version > 4 || (major_version == 4 && minor_version > 30)))
{
major_version = 4;
minor_version = 30;
}
else if (glsl_es && (major_version > 3 || (major_version == 3 && minor_version > 20)))
{
major_version = 3;
minor_version = 20;
}
}
else
{
Log_ErrorPrintf("Invalid GLSL version string: '%s' ('%s')", glsl_version, glsl_version_start);
if (glsl_es)
{
major_version = 3;
minor_version = 0;
}
m_glsl_version_string = glsl_es ? "300" : "130";
}
char buf[128];
std::snprintf(buf, sizeof(buf), "#version %d%02d%s", major_version, minor_version,
(glsl_es && major_version >= 3) ? " es" : "");
m_glsl_version_string = buf;
}
void GPU_HW_ShaderGen::WriteHeader(std::stringstream& ss)
{
if (m_render_api == HostDisplay::RenderAPI::OpenGL || m_render_api == HostDisplay::RenderAPI::OpenGLES)
ss << m_glsl_version_string << "\n\n";
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else if (m_render_api == HostDisplay::RenderAPI::Vulkan)
ss << "#version 450 core\n\n";
// Extension enabling for OpenGL.
if (m_render_api == HostDisplay::RenderAPI::OpenGLES)
{
// Enable EXT_blend_func_extended for dual-source blend on OpenGL ES.
if (GLAD_GL_EXT_blend_func_extended)
ss << "#extension GL_EXT_blend_func_extended : require\n";
}
else if (m_render_api == HostDisplay::RenderAPI::OpenGL)
{
// Need extensions for binding layout if GL<4.3.
if (m_use_glsl_binding_layout && !GLAD_GL_VERSION_4_3)
{
ss << "#extension GL_ARB_explicit_attrib_location : require\n";
ss << "#extension GL_ARB_explicit_uniform_location : require\n";
ss << "#extension GL_ARB_shading_language_420pack : require\n";
}
if (!GLAD_GL_VERSION_3_2)
ss << "#extension GL_ARB_uniform_buffer_object : require\n";
// Enable SSBOs if it's not required by the version.
if (!GLAD_GL_VERSION_4_3 && !GLAD_GL_ES_VERSION_3_1 && GLAD_GL_ARB_shader_storage_buffer_object)
ss << "#extension GL_ARB_shader_storage_buffer_object : require\n";
}
DefineMacro(ss, "API_OPENGL", m_render_api == HostDisplay::RenderAPI::OpenGL);
DefineMacro(ss, "API_OPENGL_ES", m_render_api == HostDisplay::RenderAPI::OpenGLES);
DefineMacro(ss, "API_D3D11", m_render_api == HostDisplay::RenderAPI::D3D11);
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DefineMacro(ss, "API_VULKAN", m_render_api == HostDisplay::RenderAPI::Vulkan);
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if (m_render_api == HostDisplay::RenderAPI::OpenGLES)
{
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ss << "precision highp float;\n";
ss << "precision highp int;\n";
ss << "precision highp sampler2D;\n";
if (GLAD_GL_ES_VERSION_3_2)
ss << "precision highp usamplerBuffer;\n";
ss << "\n";
}
if (m_glsl)
{
ss << "#define GLSL 1\n";
ss << "#define float2 vec2\n";
ss << "#define float3 vec3\n";
ss << "#define float4 vec4\n";
ss << "#define int2 ivec2\n";
ss << "#define int3 ivec3\n";
ss << "#define int4 ivec4\n";
ss << "#define uint2 uvec2\n";
ss << "#define uint3 uvec3\n";
ss << "#define uint4 uvec4\n";
ss << "#define nointerpolation flat\n";
ss << "#define frac fract\n";
ss << "#define lerp mix\n";
ss << "#define CONSTANT const\n";
ss << "#define VECTOR_EQ(a, b) ((a) == (b))\n";
ss << "#define VECTOR_NEQ(a, b) ((a) != (b))\n";
ss << "#define VECTOR_COMP_EQ(a, b) equal((a), (b))\n";
ss << "#define VECTOR_COMP_NEQ(a, b) notEqual((a), (b))\n";
ss << "#define SAMPLE_TEXTURE(name, coords) texture(name, coords)\n";
ss << "#define LOAD_TEXTURE(name, coords, mip) texelFetch(name, coords, mip)\n";
ss << "#define LOAD_TEXTURE_OFFSET(name, coords, mip, offset) texelFetchOffset(name, coords, mip, offset)\n";
ss << "#define LOAD_TEXTURE_BUFFER(name, index) texelFetch(name, index)\n";
}
else
{
ss << "#define HLSL 1\n";
ss << "#define roundEven round\n";
ss << "#define CONSTANT static const\n";
ss << "#define VECTOR_EQ(a, b) (all((a) == (b)))\n";
ss << "#define VECTOR_NEQ(a, b) (any((a) != (b)))\n";
ss << "#define VECTOR_COMP_EQ(a, b) ((a) == (b))\n";
ss << "#define VECTOR_COMP_NEQ(a, b) ((a) != (b))\n";
ss << "#define SAMPLE_TEXTURE(name, coords) name.Sample(name##_ss, coords)\n";
ss << "#define LOAD_TEXTURE(name, coords, mip) name.Load(int3(coords, mip))\n";
ss << "#define LOAD_TEXTURE_OFFSET(name, coords, mip, offset) name.Load(int3(coords, mip), offset)\n";
ss << "#define LOAD_TEXTURE_BUFFER(name, index) name.Load(index)\n";
}
ss << "\n";
}
void GPU_HW_ShaderGen::WriteCommonFunctions(std::stringstream& ss)
{
ss << "CONSTANT uint RESOLUTION_SCALE = " << m_resolution_scale << "u;\n";
ss << "CONSTANT uint2 VRAM_SIZE = uint2(" << GPU::VRAM_WIDTH << ", " << GPU::VRAM_HEIGHT << ") * RESOLUTION_SCALE;\n";
ss << "CONSTANT float2 RCP_VRAM_SIZE = float2(1.0, 1.0) / float2(VRAM_SIZE);\n";
ss << R"(
float fixYCoord(float y)
{
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#if API_OPENGL || API_OPENGL_ES
return 1.0 - RCP_VRAM_SIZE.y - y;
#else
return y;
#endif
}
uint fixYCoord(uint y)
{
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#if API_OPENGL || API_OPENGL_ES
return VRAM_SIZE.y - y - 1u;
#else
return y;
#endif
}
uint RGBA8ToRGBA5551(float4 v)
{
uint r = uint(roundEven(v.r * 255.0)) >> 3;
uint g = uint(roundEven(v.g * 255.0)) >> 3;
uint b = uint(roundEven(v.b * 255.0)) >> 3;
uint a = (v.a != 0.0) ? 1u : 0u;
return (r) | (g << 5) | (b << 10) | (a << 15);
}
float4 RGBA5551ToRGBA8(uint v)
{
uint r = (v & 31u);
uint g = ((v >> 5) & 31u);
uint b = ((v >> 10) & 31u);
uint a = ((v >> 15) & 1u);
// repeat lower bits
r = (r << 3) | (r & 7u);
g = (g << 3) | (g & 7u);
b = (b << 3) | (b & 7u);
return float4(float(r) / 255.0, float(g) / 255.0, float(b) / 255.0, float(a));
}
)";
}
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void GPU_HW_ShaderGen::DeclareUniformBuffer(std::stringstream& ss, const std::initializer_list<const char*>& members,
bool push_constant_on_vulkan)
{
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if (IsVulkan())
{
if (push_constant_on_vulkan)
ss << "layout(push_constant) uniform PushConstants\n";
else
ss << "layout(std140, set = 0, binding = 0) uniform UBOBlock\n";
}
else if (m_glsl)
{
if (m_use_glsl_binding_layout)
ss << "layout(std140, binding = 1) uniform UBOBlock\n";
else
ss << "layout(std140) uniform UBOBlock\n";
}
else
{
ss << "cbuffer UBOBlock : register(b0)\n";
}
ss << "{\n";
for (const char* member : members)
ss << member << ";\n";
ss << "};\n\n";
}
void GPU_HW_ShaderGen::DeclareTexture(std::stringstream& ss, const char* name, u32 index)
{
if (m_glsl)
{
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if (IsVulkan())
ss << "layout(set = 0, binding = " << (index + 1u) << ") ";
else if (m_use_glsl_binding_layout)
ss << "layout(binding = " << index << ") ";
ss << "uniform sampler2D " << name << ";\n";
}
else
{
ss << "Texture2D " << name << " : register(t" << index << ");\n";
ss << "SamplerState " << name << "_ss : register(s" << index << ");\n";
}
}
void GPU_HW_ShaderGen::DeclareTextureBuffer(std::stringstream& ss, const char* name, u32 index, bool is_int,
bool is_unsigned)
{
if (m_glsl)
{
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if (IsVulkan())
ss << "layout(set = 0, binding = " << index << ") ";
else if (m_use_glsl_binding_layout)
ss << "layout(binding = " << index << ") ";
ss << "uniform " << (is_int ? (is_unsigned ? "u" : "i") : "") << "samplerBuffer " << name << ";\n";
}
else
{
ss << "Buffer<" << (is_int ? (is_unsigned ? "uint4" : "int4") : "float4") << "> " << name << " : register(t"
<< index << ");\n";
}
}
void GPU_HW_ShaderGen::DeclareVertexEntryPoint(
std::stringstream& ss, const std::initializer_list<const char*>& attributes, u32 num_color_outputs,
u32 num_texcoord_outputs, const std::initializer_list<std::pair<const char*, const char*>>& additional_outputs,
bool declare_vertex_id, const char* output_block_suffix)
{
if (m_glsl)
{
if (m_use_glsl_binding_layout)
{
u32 attribute_counter = 0;
for (const char* attribute : attributes)
{
ss << "layout(location = " << attribute_counter << ") in " << attribute << ";\n";
attribute_counter++;
}
}
else
{
for (const char* attribute : attributes)
ss << "in " << attribute << ";\n";
}
if (m_use_glsl_interface_blocks)
{
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if (IsVulkan())
ss << "layout(location = 0) ";
ss << "out VertexData" << output_block_suffix << " {\n";
for (u32 i = 0; i < num_color_outputs; i++)
ss << " float4 v_col" << i << ";\n";
for (u32 i = 0; i < num_texcoord_outputs; i++)
ss << " float2 v_tex" << i << ";\n";
for (const auto [qualifiers, name] : additional_outputs)
ss << " " << qualifiers << " " << name << ";\n";
ss << "};\n";
}
else
{
for (u32 i = 0; i < num_color_outputs; i++)
ss << "out float4 v_col" << i << ";\n";
for (u32 i = 0; i < num_texcoord_outputs; i++)
ss << "out float2 v_tex" << i << ";\n";
for (const auto [qualifiers, name] : additional_outputs)
ss << qualifiers << " out " << name << ";\n";
}
ss << "#define v_pos gl_Position\n\n";
if (declare_vertex_id)
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{
if (IsVulkan())
ss << "#define v_id uint(gl_VertexIndex)\n";
else
ss << "#define v_id uint(gl_VertexID)\n";
}
ss << "\n";
ss << "void main()\n";
}
else
{
ss << "void main(\n";
if (declare_vertex_id)
ss << " in uint v_id : SV_VertexID,\n";
u32 attribute_counter = 0;
for (const char* attribute : attributes)
{
ss << " in " << attribute << " : ATTR" << attribute_counter << ",\n";
attribute_counter++;
}
for (u32 i = 0; i < num_color_outputs; i++)
ss << " out float4 v_col" << i << " : COLOR" << i << ",\n";
for (u32 i = 0; i < num_texcoord_outputs; i++)
ss << " out float2 v_tex" << i << " : TEXCOORD" << i << ",\n";
u32 additional_counter = num_texcoord_outputs;
for (const auto [qualifiers, name] : additional_outputs)
{
ss << " " << qualifiers << " out " << name << " : TEXCOORD" << additional_counter << ",\n";
additional_counter++;
}
ss << " out float4 v_pos : SV_Position)\n";
}
}
void GPU_HW_ShaderGen::DeclareFragmentEntryPoint(
std::stringstream& ss, u32 num_color_inputs, u32 num_texcoord_inputs,
const std::initializer_list<std::pair<const char*, const char*>>& additional_inputs,
bool declare_fragcoord /* = false */, u32 num_color_outputs /* = 1 */, bool depth_output /* = false */)
{
if (m_glsl)
{
if (m_use_glsl_interface_blocks)
{
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if (IsVulkan())
ss << "layout(location = 0) ";
ss << "in VertexData {\n";
for (u32 i = 0; i < num_color_inputs; i++)
ss << " float4 v_col" << i << ";\n";
for (u32 i = 0; i < num_texcoord_inputs; i++)
ss << " float2 v_tex" << i << ";\n";
for (const auto [qualifiers, name] : additional_inputs)
ss << " " << qualifiers << " " << name << ";\n";
ss << "};\n";
}
else
{
for (u32 i = 0; i < num_color_inputs; i++)
ss << "in float4 v_col" << i << ";\n";
for (u32 i = 0; i < num_texcoord_inputs; i++)
ss << "in float2 v_tex" << i << ";\n";
for (const auto [qualifiers, name] : additional_inputs)
ss << qualifiers << " in " << name << ";\n";
}
if (declare_fragcoord)
ss << "#define v_pos gl_FragCoord\n";
if (depth_output)
ss << "#define o_depth gl_FragDepth\n";
if (m_use_glsl_binding_layout)
{
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if (m_supports_dual_source_blend)
{
for (u32 i = 0; i < num_color_outputs; i++)
ss << "layout(location = 0, index = " << i << ") out float4 o_col" << i << ";\n";
}
else
{
Assert(num_color_outputs <= 1);
for (u32 i = 0; i < num_color_outputs; i++)
ss << "layout(location = 0" << i << ") out float4 o_col" << i << ";\n";
}
}
else
{
for (u32 i = 0; i < num_color_outputs; i++)
ss << "out float4 o_col" << i << ";\n";
}
ss << "\n";
ss << "void main()\n";
}
else
{
{
ss << "void main(\n";
for (u32 i = 0; i < num_color_inputs; i++)
ss << " in float4 v_col" << i << " : COLOR" << i << ",\n";
for (u32 i = 0; i < num_texcoord_inputs; i++)
ss << " in float2 v_tex" << i << " : TEXCOORD" << i << ",\n";
u32 additional_counter = num_texcoord_inputs;
for (const auto [qualifiers, name] : additional_inputs)
{
ss << " " << qualifiers << " in " << name << " : TEXCOORD" << additional_counter << ",\n";
additional_counter++;
}
if (declare_fragcoord)
ss << " in float4 v_pos : SV_Position,\n";
if (depth_output)
{
ss << " out float o_depth : SV_Depth";
if (num_color_outputs > 0)
ss << ",\n";
else
ss << ")\n";
}
for (u32 i = 0; i < num_color_outputs; i++)
{
ss << " out float4 o_col" << i << " : SV_Target" << i;
if (i == (num_color_outputs - 1))
ss << ")\n";
else
ss << ",\n";
}
}
}
}
void GPU_HW_ShaderGen::WriteBatchUniformBuffer(std::stringstream& ss)
{
DeclareUniformBuffer(ss,
{"uint2 u_texture_window_mask", "uint2 u_texture_window_offset", "float u_src_alpha_factor",
"float u_dst_alpha_factor", "uint u_interlaced_displayed_field",
"bool u_set_mask_while_drawing"},
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false);
}
std::string GPU_HW_ShaderGen::GenerateBatchVertexShader(bool textured)
{
std::stringstream ss;
WriteHeader(ss);
DefineMacro(ss, "TEXTURED", textured);
DefineMacro(ss, "UV_LIMITS", m_uv_limits);
WriteCommonFunctions(ss);
WriteBatchUniformBuffer(ss);
ss << "CONSTANT float EPSILON = 0.00001;\n";
if (textured)
{
if (m_uv_limits)
{
DeclareVertexEntryPoint(
ss, {"float4 a_pos", "float4 a_col0", "uint a_texcoord", "uint a_texpage", "float4 a_uv_limits"}, 1, 1,
{{"nointerpolation", "uint4 v_texpage"}, {"nointerpolation", "float4 v_uv_limits"}}, false);
}
else
{
DeclareVertexEntryPoint(ss, {"float4 a_pos", "float4 a_col0", "uint a_texcoord", "uint a_texpage"}, 1, 1,
{{"nointerpolation", "uint4 v_texpage"}}, false);
}
}
else
{
DeclareVertexEntryPoint(ss, {"float4 a_pos", "float4 a_col0"}, 1, 0, {}, false);
}
ss << R"(
{
// Offset the vertex position by 0.5 to ensure correct interpolation of texture coordinates
// at 1x resolution scale. This doesn't work at >1x, we adjust the texture coordinates before
// uploading there instead.
float vertex_offset = (RESOLUTION_SCALE == 1u) ? 0.5 : 0.0;
// 0..+1023 -> -1..1
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float pos_x = ((a_pos.x + vertex_offset) / 512.0) - 1.0;
float pos_y = ((a_pos.y + vertex_offset) / -256.0) + 1.0;
float pos_z = a_pos.z;
float pos_w = a_pos.w;
#if API_OPENGL || API_OPENGL_ES
// OpenGL seems to be off by one pixel in the Y direction due to lower-left origin, but only on
// Intel and NVIDIA drivers. AMD is fine...
pos_y += EPSILON;
// 0..1 to -1..1 depth range.
pos_z = (pos_z * 2.0) - 1.0;
#endif
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// NDC space Y flip in Vulkan.
#if API_VULKAN
pos_y = -pos_y;
#endif
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v_pos = float4(pos_x * pos_w, pos_y * pos_w, pos_z * pos_w, pos_w);
v_col0 = a_col0;
#if TEXTURED
// Fudge the texture coordinates by half a pixel in screen-space.
// This fixes the rounding/interpolation error on NVIDIA GPUs with shared edges between triangles.
v_tex0 = float2(float((a_texcoord & 0xFFFFu) * RESOLUTION_SCALE) + EPSILON,
float((a_texcoord >> 16) * RESOLUTION_SCALE) + EPSILON);
// base_x,base_y,palette_x,palette_y
v_texpage.x = (a_texpage & 15u) * 64u * RESOLUTION_SCALE;
v_texpage.y = ((a_texpage >> 4) & 1u) * 256u * RESOLUTION_SCALE;
v_texpage.z = ((a_texpage >> 16) & 63u) * 16u * RESOLUTION_SCALE;
v_texpage.w = ((a_texpage >> 22) & 511u) * RESOLUTION_SCALE;
#if UV_LIMITS
v_uv_limits = a_uv_limits * float4(255.0, 255.0, 255.0, 255.0);
#endif
#endif
}
)";
return ss.str();
}
void GPU_HW_ShaderGen::WriteBatchTextureFilter(std::stringstream& ss, GPUTextureFilter texture_filter)
{
// JINC2 and xBRZ shaders originally from beetle-psx, modified to support filtering mask channel.
if (texture_filter == GPUTextureFilter::Bilinear)
{
ss << R"(
void FilteredSampleFromVRAM(uint4 texpage, float2 coords, float4 uv_limits,
out float4 texcol, out float ialpha)
{
// Compute the coordinates of the four texels we will be interpolating between.
// Clamp this to the triangle texture coordinates.
float2 texel_top_left = frac(coords) - float2(0.5, 0.5);
float2 texel_offset = sign(texel_top_left);
float4 fcoords = max(coords.xyxy + float4(0.0, 0.0, texel_offset.x, texel_offset.y),
float4(0.0, 0.0, 0.0, 0.0));
// Load four texels.
float4 s00 = SampleFromVRAM(texpage, clamp(fcoords.xy, uv_limits.xy, uv_limits.zw));
float4 s10 = SampleFromVRAM(texpage, clamp(fcoords.zy, uv_limits.xy, uv_limits.zw));
float4 s01 = SampleFromVRAM(texpage, clamp(fcoords.xw, uv_limits.xy, uv_limits.zw));
float4 s11 = SampleFromVRAM(texpage, clamp(fcoords.zw, uv_limits.xy, uv_limits.zw));
// Compute alpha from how many texels aren't pixel color 0000h.
float a00 = float(VECTOR_NEQ(s00, TRANSPARENT_PIXEL_COLOR));
float a10 = float(VECTOR_NEQ(s10, TRANSPARENT_PIXEL_COLOR));
float a01 = float(VECTOR_NEQ(s01, TRANSPARENT_PIXEL_COLOR));
float a11 = float(VECTOR_NEQ(s11, TRANSPARENT_PIXEL_COLOR));
// Bilinearly interpolate.
float2 weights = abs(texel_top_left);
texcol = lerp(lerp(s00, s10, weights.x), lerp(s01, s11, weights.x), weights.y);
ialpha = lerp(lerp(a00, a10, weights.x), lerp(a01, a11, weights.x), weights.y);
// Compensate for partially transparent sampling.
if (ialpha > 0.0)
texcol.rgb /= float3(ialpha, ialpha, ialpha);
}
)";
}
else if (texture_filter == GPUTextureFilter::JINC2)
{
ss << R"(
CONSTANT float JINC2_WINDOW_SINC = 0.44;
CONSTANT float JINC2_SINC = 0.82;
CONSTANT float JINC2_AR_STRENGTH = 0.8;
CONSTANT float halfpi = 1.5707963267948966192313216916398;
CONSTANT float pi = 3.1415926535897932384626433832795;
CONSTANT float wa = 1.382300768;
CONSTANT float wb = 2.576105976;
// Calculates the distance between two points
float d(float2 pt1, float2 pt2)
{
float2 v = pt2 - pt1;
return sqrt(dot(v,v));
}
float min4(float a, float b, float c, float d)
{
return min(a, min(b, min(c, d)));
}
float4 min4(float4 a, float4 b, float4 c, float4 d)
{
return min(a, min(b, min(c, d)));
}
float max4(float a, float b, float c, float d)
{
return max(a, max(b, max(c, d)));
}
float4 max4(float4 a, float4 b, float4 c, float4 d)
{
return max(a, max(b, max(c, d)));
}
float4 resampler(float4 x)
{
float4 res;
// res = (x==float4(0.0, 0.0, 0.0, 0.0)) ? float4(wa*wb) : sin(x*wa)*sin(x*wb)/(x*x);
// Need to use mix(.., equal(..)) since we want zero check to be component wise
res = lerp(sin(x*wa)*sin(x*wb)/(x*x), float4(wa*wb, wa*wb, wa*wb, wa*wb), VECTOR_COMP_EQ(x,float4(0.0, 0.0, 0.0, 0.0)));
return res;
}
void FilteredSampleFromVRAM(uint4 texpage, float2 coords, float4 uv_limits,
out float4 texcol, out float ialpha)
{
float4 weights[4];
float2 dx = float2(1.0, 0.0);
float2 dy = float2(0.0, 1.0);
float2 pc = coords.xy;
float2 tc = (floor(pc-float2(0.5,0.5))+float2(0.5,0.5));
weights[0] = resampler(float4(d(pc, tc -dx -dy), d(pc, tc -dy), d(pc, tc +dx -dy), d(pc, tc+2.0*dx -dy)));
weights[1] = resampler(float4(d(pc, tc -dx ), d(pc, tc ), d(pc, tc +dx ), d(pc, tc+2.0*dx )));
weights[2] = resampler(float4(d(pc, tc -dx +dy), d(pc, tc +dy), d(pc, tc +dx +dy), d(pc, tc+2.0*dx +dy)));
weights[3] = resampler(float4(d(pc, tc -dx+2.0*dy), d(pc, tc +2.0*dy), d(pc, tc +dx+2.0*dy), d(pc, tc+2.0*dx+2.0*dy)));
dx = dx;
dy = dy;
tc = tc;
#define sample_texel(coords) SampleFromVRAM(texpage, clamp((coords), uv_limits.xy, uv_limits.zw))
float4 c00 = sample_texel(tc -dx -dy);
float a00 = float(VECTOR_NEQ(c00, TRANSPARENT_PIXEL_COLOR));
float4 c10 = sample_texel(tc -dy);
float a10 = float(VECTOR_NEQ(c10, TRANSPARENT_PIXEL_COLOR));
float4 c20 = sample_texel(tc +dx -dy);
float a20 = float(VECTOR_NEQ(c20, TRANSPARENT_PIXEL_COLOR));
float4 c30 = sample_texel(tc+2.0*dx -dy);
float a30 = float(VECTOR_NEQ(c30, TRANSPARENT_PIXEL_COLOR));
float4 c01 = sample_texel(tc -dx );
float a01 = float(VECTOR_NEQ(c01, TRANSPARENT_PIXEL_COLOR));
float4 c11 = sample_texel(tc );
float a11 = float(VECTOR_NEQ(c11, TRANSPARENT_PIXEL_COLOR));
float4 c21 = sample_texel(tc +dx );
float a21 = float(VECTOR_NEQ(c21, TRANSPARENT_PIXEL_COLOR));
float4 c31 = sample_texel(tc+2.0*dx );
float a31 = float(VECTOR_NEQ(c31, TRANSPARENT_PIXEL_COLOR));
float4 c02 = sample_texel(tc -dx +dy);
float a02 = float(VECTOR_NEQ(c02, TRANSPARENT_PIXEL_COLOR));
float4 c12 = sample_texel(tc +dy);
float a12 = float(VECTOR_NEQ(c12, TRANSPARENT_PIXEL_COLOR));
float4 c22 = sample_texel(tc +dx +dy);
float a22 = float(VECTOR_NEQ(c22, TRANSPARENT_PIXEL_COLOR));
float4 c32 = sample_texel(tc+2.0*dx +dy);
float a32 = float(VECTOR_NEQ(c32, TRANSPARENT_PIXEL_COLOR));
float4 c03 = sample_texel(tc -dx+2.0*dy);
float a03 = float(VECTOR_NEQ(c03, TRANSPARENT_PIXEL_COLOR));
float4 c13 = sample_texel(tc +2.0*dy);
float a13 = float(VECTOR_NEQ(c13, TRANSPARENT_PIXEL_COLOR));
float4 c23 = sample_texel(tc +dx+2.0*dy);
float a23 = float(VECTOR_NEQ(c23, TRANSPARENT_PIXEL_COLOR));
float4 c33 = sample_texel(tc+2.0*dx+2.0*dy);
float a33 = float(VECTOR_NEQ(c33, TRANSPARENT_PIXEL_COLOR));
#undef sample_texel
// Get min/max samples
float4 min_sample = min4(c11, c21, c12, c22);
float min_sample_alpha = min4(a11, a21, a12, a22);
float4 max_sample = max4(c11, c21, c12, c22);
float max_sample_alpha = max4(a11, a21, a12, a22);
float4 color;
color = float4(dot(weights[0], float4(c00.x, c10.x, c20.x, c30.x)), dot(weights[0], float4(c00.y, c10.y, c20.y, c30.y)), dot(weights[0], float4(c00.z, c10.z, c20.z, c30.z)), dot(weights[0], float4(c00.w, c10.w, c20.w, c30.w)));
color+= float4(dot(weights[1], float4(c01.x, c11.x, c21.x, c31.x)), dot(weights[1], float4(c01.y, c11.y, c21.y, c31.y)), dot(weights[1], float4(c01.z, c11.z, c21.z, c31.z)), dot(weights[1], float4(c01.w, c11.w, c21.w, c31.w)));
color+= float4(dot(weights[2], float4(c02.x, c12.x, c22.x, c32.x)), dot(weights[2], float4(c02.y, c12.y, c22.y, c32.y)), dot(weights[2], float4(c02.z, c12.z, c22.z, c32.z)), dot(weights[2], float4(c02.w, c12.w, c22.w, c32.w)));
color+= float4(dot(weights[3], float4(c03.x, c13.x, c23.x, c33.x)), dot(weights[3], float4(c03.y, c13.y, c23.y, c33.y)), dot(weights[3], float4(c03.z, c13.z, c23.z, c33.z)), dot(weights[3], float4(c03.w, c13.w, c23.w, c33.w)));
color = color/(dot(weights[0], float4(1,1,1,1)) + dot(weights[1], float4(1,1,1,1)) + dot(weights[2], float4(1,1,1,1)) + dot(weights[3], float4(1,1,1,1)));
float alpha;
alpha = dot(weights[0], float4(a00, a10, a20, a30));
alpha+= dot(weights[1], float4(a01, a11, a21, a31));
alpha+= dot(weights[2], float4(a02, a12, a22, a32));
alpha+= dot(weights[3], float4(a03, a13, a23, a33));
//alpha = alpha/(weights[0].w + weights[1].w + weights[2].w + weights[3].w);
alpha = alpha/(dot(weights[0], float4(1,1,1,1)) + dot(weights[1], float4(1,1,1,1)) + dot(weights[2], float4(1,1,1,1)) + dot(weights[3], float4(1,1,1,1)));
// Anti-ringing
float4 aux = color;
float aux_alpha = alpha;
color = clamp(color, min_sample, max_sample);
alpha = clamp(alpha, min_sample_alpha, max_sample_alpha);
color = lerp(aux, color, JINC2_AR_STRENGTH);
alpha = lerp(aux_alpha, alpha, JINC2_AR_STRENGTH);
// final sum and weight normalization
ialpha = alpha;
texcol = color;
// Compensate for partially transparent sampling.
if (ialpha > 0.0)
texcol.rgb /= float3(ialpha, ialpha, ialpha);
}
)";
}
else if (texture_filter == GPUTextureFilter::xBRZ)
{
ss << R"(
CONSTANT int BLEND_NONE = 0;
CONSTANT int BLEND_NORMAL = 1;
CONSTANT int BLEND_DOMINANT = 2;
CONSTANT float LUMINANCE_WEIGHT = 1.0;
CONSTANT float EQUAL_COLOR_TOLERANCE = 0.1176470588235294;
CONSTANT float STEEP_DIRECTION_THRESHOLD = 2.2;
CONSTANT float DOMINANT_DIRECTION_THRESHOLD = 3.6;
CONSTANT float4 w = float4(0.2627, 0.6780, 0.0593, 0.5);
float DistYCbCr(float4 pixA, float4 pixB)
{
const float scaleB = 0.5 / (1.0 - w.b);
const float scaleR = 0.5 / (1.0 - w.r);
float4 diff = pixA - pixB;
float Y = dot(diff, w);
float Cb = scaleB * (diff.b - Y);
float Cr = scaleR * (diff.r - Y);
return sqrt(((LUMINANCE_WEIGHT * Y) * (LUMINANCE_WEIGHT * Y)) + (Cb * Cb) + (Cr * Cr));
}
bool IsPixEqual(const float4 pixA, const float4 pixB)
{
return (DistYCbCr(pixA, pixB) < EQUAL_COLOR_TOLERANCE);
}
float get_left_ratio(float2 center, float2 origin, float2 direction, float2 scale)
{
float2 P0 = center - origin;
float2 proj = direction * (dot(P0, direction) / dot(direction, direction));
float2 distv = P0 - proj;
float2 orth = float2(-direction.y, direction.x);
float side = sign(dot(P0, orth));
float v = side * length(distv * scale);
// return step(0, v);
return smoothstep(-sqrt(2.0)/2.0, sqrt(2.0)/2.0, v);
}
#define P(coord, xoffs, yoffs) SampleFromVRAM(texpage, clamp(coords + float2((xoffs), (yoffs)), uv_limits.xy, uv_limits.zw))
void FilteredSampleFromVRAM(uint4 texpage, float2 coords, float4 uv_limits,
out float4 texcol, out float ialpha)
{
//---------------------------------------
// Input Pixel Mapping: -|x|x|x|-
// x|A|B|C|x
// x|D|E|F|x
// x|G|H|I|x
// -|x|x|x|-
float2 scale = float2(8.0, 8.0);
float2 pos = frac(coords.xy) - float2(0.5, 0.5);
float2 coord = coords.xy - pos;
float4 A = P(coord, -1,-1);
float Aw = A.w;
A.w = float(VECTOR_NEQ(A, TRANSPARENT_PIXEL_COLOR));
float4 B = P(coord, 0,-1);
float Bw = B.w;
B.w = float(VECTOR_NEQ(B, TRANSPARENT_PIXEL_COLOR));
float4 C = P(coord, 1,-1);
float Cw = C.w;
C.w = float(VECTOR_NEQ(C, TRANSPARENT_PIXEL_COLOR));
float4 D = P(coord, -1, 0);
float Dw = D.w;
D.w = float(VECTOR_NEQ(D, TRANSPARENT_PIXEL_COLOR));
float4 E = P(coord, 0, 0);
float Ew = E.w;
E.w = float(VECTOR_NEQ(E, TRANSPARENT_PIXEL_COLOR));
float4 F = P(coord, 1, 0);
float Fw = F.w;
F.w = float(VECTOR_NEQ(F, TRANSPARENT_PIXEL_COLOR));
float4 G = P(coord, -1, 1);
float Gw = G.w;
G.w = float(VECTOR_NEQ(G, TRANSPARENT_PIXEL_COLOR));
float4 H = P(coord, 0, 1);
float Hw = H.w;
H.w = float(VECTOR_NEQ(H, TRANSPARENT_PIXEL_COLOR));
float4 I = P(coord, 1, 1);
float Iw = I.w;
I.w = float(VECTOR_NEQ(H, TRANSPARENT_PIXEL_COLOR));
// blendResult Mapping: x|y|
// w|z|
int4 blendResult = int4(BLEND_NONE,BLEND_NONE,BLEND_NONE,BLEND_NONE);
// Preprocess corners
// Pixel Tap Mapping: -|-|-|-|-
// -|-|B|C|-
// -|D|E|F|x
// -|G|H|I|x
// -|-|x|x|-
if (!((VECTOR_EQ(E,F) && VECTOR_EQ(H,I)) || (VECTOR_EQ(E,H) && VECTOR_EQ(F,I))))
{
float dist_H_F = DistYCbCr(G, E) + DistYCbCr(E, C) + DistYCbCr(P(coord, 0,2), I) + DistYCbCr(I, P(coord, 2,0)) + (4.0 * DistYCbCr(H, F));
float dist_E_I = DistYCbCr(D, H) + DistYCbCr(H, P(coord, 1,2)) + DistYCbCr(B, F) + DistYCbCr(F, P(coord, 2,1)) + (4.0 * DistYCbCr(E, I));
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_H_F) < dist_E_I;
blendResult.z = ((dist_H_F < dist_E_I) && VECTOR_NEQ(E,F) && VECTOR_NEQ(E,H)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
}
// Pixel Tap Mapping: -|-|-|-|-
// -|A|B|-|-
// x|D|E|F|-
// x|G|H|I|-
// -|x|x|-|-
if (!((VECTOR_EQ(D,E) && VECTOR_EQ(G,H)) || (VECTOR_EQ(D,G) && VECTOR_EQ(E,H))))
{
float dist_G_E = DistYCbCr(P(coord, -2,1) , D) + DistYCbCr(D, B) + DistYCbCr(P(coord, -1,2), H) + DistYCbCr(H, F) + (4.0 * DistYCbCr(G, E));
float dist_D_H = DistYCbCr(P(coord, -2,0) , G) + DistYCbCr(G, P(coord, 0,2)) + DistYCbCr(A, E) + DistYCbCr(E, I) + (4.0 * DistYCbCr(D, H));
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_D_H) < dist_G_E;
blendResult.w = ((dist_G_E > dist_D_H) && VECTOR_NEQ(E,D) && VECTOR_NEQ(E,H)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
}
// Pixel Tap Mapping: -|-|x|x|-
// -|A|B|C|x
// -|D|E|F|x
// -|-|H|I|-
// -|-|-|-|-
if (!((VECTOR_EQ(B,C) && VECTOR_EQ(E,F)) || (VECTOR_EQ(B,E) && VECTOR_EQ(C,F))))
{
float dist_E_C = DistYCbCr(D, B) + DistYCbCr(B, P(coord, 1,-2)) + DistYCbCr(H, F) + DistYCbCr(F, P(coord, 2,-1)) + (4.0 * DistYCbCr(E, C));
float dist_B_F = DistYCbCr(A, E) + DistYCbCr(E, I) + DistYCbCr(P(coord, 0,-2), C) + DistYCbCr(C, P(coord, 2,0)) + (4.0 * DistYCbCr(B, F));
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_B_F) < dist_E_C;
blendResult.y = ((dist_E_C > dist_B_F) && VECTOR_NEQ(E,B) && VECTOR_NEQ(E,F)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
}
// Pixel Tap Mapping: -|x|x|-|-
// x|A|B|C|-
// x|D|E|F|-
// -|G|H|-|-
// -|-|-|-|-
if (!((VECTOR_EQ(A,B) && VECTOR_EQ(D,E)) || (VECTOR_EQ(A,D) && VECTOR_EQ(B,E))))
{
float dist_D_B = DistYCbCr(P(coord, -2,0), A) + DistYCbCr(A, P(coord, 0,-2)) + DistYCbCr(G, E) + DistYCbCr(E, C) + (4.0 * DistYCbCr(D, B));
float dist_A_E = DistYCbCr(P(coord, -2,-1), D) + DistYCbCr(D, H) + DistYCbCr(P(coord, -1,-2), B) + DistYCbCr(B, F) + (4.0 * DistYCbCr(A, E));
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_D_B) < dist_A_E;
blendResult.x = ((dist_D_B < dist_A_E) && VECTOR_NEQ(E,D) && VECTOR_NEQ(E,B)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
}
float4 res = E;
float resW = Ew;
// Pixel Tap Mapping: -|-|-|-|-
// -|-|B|C|-
// -|D|E|F|x
// -|G|H|I|x
// -|-|x|x|-
if(blendResult.z != BLEND_NONE)
{
float dist_F_G = DistYCbCr(F, G);
float dist_H_C = DistYCbCr(H, C);
bool doLineBlend = (blendResult.z == BLEND_DOMINANT ||
!((blendResult.y != BLEND_NONE && !IsPixEqual(E, G)) || (blendResult.w != BLEND_NONE && !IsPixEqual(E, C)) ||
(IsPixEqual(G, H) && IsPixEqual(H, I) && IsPixEqual(I, F) && IsPixEqual(F, C) && !IsPixEqual(E, I))));
float2 origin = float2(0.0, 1.0 / sqrt(2.0));
float2 direction = float2(1.0, -1.0);
if(doLineBlend)
{
bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_F_G <= dist_H_C) && VECTOR_NEQ(E,G) && VECTOR_NEQ(D,G);
bool haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_H_C <= dist_F_G) && VECTOR_NEQ(E,C) && VECTOR_NEQ(B,C);
origin = haveShallowLine? float2(0.0, 0.25) : float2(0.0, 0.5);
direction.x += haveShallowLine? 1.0: 0.0;
direction.y -= haveSteepLine? 1.0: 0.0;
}
float4 blendPix = lerp(H,F, step(DistYCbCr(E, F), DistYCbCr(E, H)));
float blendW = lerp(Hw,Fw, step(DistYCbCr(E, F), DistYCbCr(E, H)));
res = lerp(res, blendPix, get_left_ratio(pos, origin, direction, scale));
resW = lerp(resW, blendW, get_left_ratio(pos, origin, direction, scale));
}
// Pixel Tap Mapping: -|-|-|-|-
// -|A|B|-|-
// x|D|E|F|-
// x|G|H|I|-
// -|x|x|-|-
if(blendResult.w != BLEND_NONE)
{
float dist_H_A = DistYCbCr(H, A);
float dist_D_I = DistYCbCr(D, I);
bool doLineBlend = (blendResult.w == BLEND_DOMINANT ||
!((blendResult.z != BLEND_NONE && !IsPixEqual(E, A)) || (blendResult.x != BLEND_NONE && !IsPixEqual(E, I)) ||
(IsPixEqual(A, D) && IsPixEqual(D, G) && IsPixEqual(G, H) && IsPixEqual(H, I) && !IsPixEqual(E, G))));
float2 origin = float2(-1.0 / sqrt(2.0), 0.0);
float2 direction = float2(1.0, 1.0);
if(doLineBlend)
{
bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_H_A <= dist_D_I) && VECTOR_NEQ(E,A) && VECTOR_NEQ(B,A);
bool haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_D_I <= dist_H_A) && VECTOR_NEQ(E,I) && VECTOR_NEQ(F,I);
origin = haveShallowLine? float2(-0.25, 0.0) : float2(-0.5, 0.0);
direction.y += haveShallowLine? 1.0: 0.0;
direction.x += haveSteepLine? 1.0: 0.0;
}
origin = origin;
direction = direction;
float4 blendPix = lerp(H,D, step(DistYCbCr(E, D), DistYCbCr(E, H)));
float blendW = lerp(Hw,Dw, step(DistYCbCr(E, D), DistYCbCr(E, H)));
res = lerp(res, blendPix, get_left_ratio(pos, origin, direction, scale));
resW = lerp(resW, blendW, get_left_ratio(pos, origin, direction, scale));
}
// Pixel Tap Mapping: -|-|x|x|-
// -|A|B|C|x
// -|D|E|F|x
// -|-|H|I|-
// -|-|-|-|-
if(blendResult.y != BLEND_NONE)
{
float dist_B_I = DistYCbCr(B, I);
float dist_F_A = DistYCbCr(F, A);
bool doLineBlend = (blendResult.y == BLEND_DOMINANT ||
!((blendResult.x != BLEND_NONE && !IsPixEqual(E, I)) || (blendResult.z != BLEND_NONE && !IsPixEqual(E, A)) ||
(IsPixEqual(I, F) && IsPixEqual(F, C) && IsPixEqual(C, B) && IsPixEqual(B, A) && !IsPixEqual(E, C))));
float2 origin = float2(1.0 / sqrt(2.0), 0.0);
float2 direction = float2(-1.0, -1.0);
if(doLineBlend)
{
bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_B_I <= dist_F_A) && VECTOR_NEQ(E,I) && VECTOR_NEQ(H,I);
bool haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_F_A <= dist_B_I) && VECTOR_NEQ(E,A) && VECTOR_NEQ(D,A);
origin = haveShallowLine? float2(0.25, 0.0) : float2(0.5, 0.0);
direction.y -= haveShallowLine? 1.0: 0.0;
direction.x -= haveSteepLine? 1.0: 0.0;
}
float4 blendPix = lerp(F,B, step(DistYCbCr(E, B), DistYCbCr(E, F)));
float blendW = lerp(Fw,Bw, step(DistYCbCr(E, B), DistYCbCr(E, F)));
res = lerp(res, blendPix, get_left_ratio(pos, origin, direction, scale));
resW = lerp(resW, blendW, get_left_ratio(pos, origin, direction, scale));
}
// Pixel Tap Mapping: -|x|x|-|-
// x|A|B|C|-
// x|D|E|F|-
// -|G|H|-|-
// -|-|-|-|-
if(blendResult.x != BLEND_NONE)
{
float dist_D_C = DistYCbCr(D, C);
float dist_B_G = DistYCbCr(B, G);
bool doLineBlend = (blendResult.x == BLEND_DOMINANT ||
!((blendResult.w != BLEND_NONE && !IsPixEqual(E, C)) || (blendResult.y != BLEND_NONE && !IsPixEqual(E, G)) ||
(IsPixEqual(C, B) && IsPixEqual(B, A) && IsPixEqual(A, D) && IsPixEqual(D, G) && !IsPixEqual(E, A))));
float2 origin = float2(0.0, -1.0 / sqrt(2.0));
float2 direction = float2(-1.0, 1.0);
if(doLineBlend)
{
bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_D_C <= dist_B_G) && VECTOR_NEQ(E,C) && VECTOR_NEQ(F,C);
bool haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_B_G <= dist_D_C) && VECTOR_NEQ(E,G) && VECTOR_NEQ(H,G);
origin = haveShallowLine? float2(0.0, -0.25) : float2(0.0, -0.5);
direction.x -= haveShallowLine? 1.0: 0.0;
direction.y += haveSteepLine? 1.0: 0.0;
}
float4 blendPix = lerp(D,B, step(DistYCbCr(E, B), DistYCbCr(E, D)));
float blendW = lerp(Dw,Bw, step(DistYCbCr(E, B), DistYCbCr(E, D)));
res = lerp(res, blendPix, get_left_ratio(pos, origin, direction, scale));
resW = lerp(resW, blendW, get_left_ratio(pos, origin, direction, scale));
}
ialpha = res.w;
texcol = float4(res.xyz, resW);
// Compensate for partially transparent sampling.
if (ialpha > 0.0)
texcol.rgb /= float3(ialpha, ialpha, ialpha);
}
#undef P
)";
}
}
std::string GPU_HW_ShaderGen::GenerateBatchFragmentShader(GPU_HW::BatchRenderMode transparency,
GPU::TextureMode texture_mode, bool dithering,
bool interlacing)
{
const GPU::TextureMode actual_texture_mode = texture_mode & ~GPU::TextureMode::RawTextureBit;
const bool raw_texture = (texture_mode & GPU::TextureMode::RawTextureBit) == GPU::TextureMode::RawTextureBit;
const bool textured = (texture_mode != GPU::TextureMode::Disabled);
const bool use_dual_source =
m_supports_dual_source_blend && ((transparency != GPU_HW::BatchRenderMode::TransparencyDisabled &&
transparency != GPU_HW::BatchRenderMode::OnlyOpaque) ||
m_texture_filter != GPUTextureFilter::Nearest);
std::stringstream ss;
WriteHeader(ss);
DefineMacro(ss, "TRANSPARENCY", transparency != GPU_HW::BatchRenderMode::TransparencyDisabled);
DefineMacro(ss, "TRANSPARENCY_ONLY_OPAQUE", transparency == GPU_HW::BatchRenderMode::OnlyOpaque);
DefineMacro(ss, "TRANSPARENCY_ONLY_TRANSPARENT", transparency == GPU_HW::BatchRenderMode::OnlyTransparent);
DefineMacro(ss, "TEXTURED", textured);
DefineMacro(ss, "PALETTE",
actual_texture_mode == GPU::TextureMode::Palette4Bit ||
actual_texture_mode == GPU::TextureMode::Palette8Bit);
DefineMacro(ss, "PALETTE_4_BIT", actual_texture_mode == GPU::TextureMode::Palette4Bit);
DefineMacro(ss, "PALETTE_8_BIT", actual_texture_mode == GPU::TextureMode::Palette8Bit);
DefineMacro(ss, "RAW_TEXTURE", raw_texture);
DefineMacro(ss, "DITHERING", dithering);
DefineMacro(ss, "DITHERING_SCALED", m_scaled_dithering);
DefineMacro(ss, "INTERLACING", interlacing);
DefineMacro(ss, "TRUE_COLOR", m_true_color);
DefineMacro(ss, "TEXTURE_FILTERING", m_texture_filter != GPUTextureFilter::Nearest);
DefineMacro(ss, "UV_LIMITS", m_uv_limits);
DefineMacro(ss, "USE_DUAL_SOURCE", use_dual_source);
WriteCommonFunctions(ss);
WriteBatchUniformBuffer(ss);
DeclareTexture(ss, "samp0", 0);
if (m_glsl)
ss << "CONSTANT int[16] s_dither_values = int[16]( ";
else
ss << "CONSTANT int s_dither_values[] = {";
for (u32 i = 0; i < 16; i++)
{
if (i > 0)
ss << ", ";
ss << GPU::DITHER_MATRIX[i / 4][i % 4];
}
if (m_glsl)
ss << " );\n";
else
ss << "};\n";
ss << R"(
uint3 ApplyDithering(uint2 coord, uint3 icol)
{
#if DITHERING_SCALED
uint2 fc = coord & uint2(3u, 3u);
#else
uint2 fc = (coord / uint2(RESOLUTION_SCALE, RESOLUTION_SCALE)) & uint2(3u, 3u);
#endif
int offset = s_dither_values[fc.y * 4u + fc.x];
#if !TRUE_COLOR
return uint3(clamp((int3(icol) + int3(offset, offset, offset)) >> 3, 0, 31));
#else
return uint3(clamp(int3(icol) + int3(offset, offset, offset), 0, 255));
#endif
}
#if TEXTURED
CONSTANT float4 TRANSPARENT_PIXEL_COLOR = float4(0.0, 0.0, 0.0, 0.0);
uint2 ApplyTextureWindow(uint2 coords)
{
uint x = (uint(coords.x) & ~(u_texture_window_mask.x * 8u)) | ((u_texture_window_offset.x & u_texture_window_mask.x) * 8u);
uint y = (uint(coords.y) & ~(u_texture_window_mask.y * 8u)) | ((u_texture_window_offset.y & u_texture_window_mask.y) * 8u);
return uint2(x, y);
}
uint2 ApplyUpscaledTextureWindow(uint2 coords)
{
uint x = (uint(coords.x) & ~(u_texture_window_mask.x * 8u * RESOLUTION_SCALE)) | ((u_texture_window_offset.x & u_texture_window_mask.x) * 8u * RESOLUTION_SCALE);
uint y = (uint(coords.y) & ~(u_texture_window_mask.y * 8u * RESOLUTION_SCALE)) | ((u_texture_window_offset.y & u_texture_window_mask.y) * 8u * RESOLUTION_SCALE);
return uint2(x, y);
}
uint2 FloatToIntegerCoords(float2 coords)
{
// With the vertex offset applied at 1x resolution scale, we want to round the texture coordinates.
// Floor them otherwise, as it currently breaks when upscaling as the vertex offset is not applied.
return uint2((RESOLUTION_SCALE == 1u) ? roundEven(coords) : floor(coords));
}
float4 SampleFromVRAM(uint4 texpage, float2 coords)
{
#if PALETTE
uint2 icoord = ApplyTextureWindow(FloatToIntegerCoords(coords));
uint2 index_coord = icoord;
#if PALETTE_4_BIT
index_coord.x /= 4u;
#elif PALETTE_8_BIT
index_coord.x /= 2u;
#endif
// fixup coords
uint2 vicoord = uint2(texpage.x + index_coord.x * RESOLUTION_SCALE, fixYCoord(texpage.y + index_coord.y * RESOLUTION_SCALE));
// load colour/palette
float4 texel = SAMPLE_TEXTURE(samp0, float2(vicoord) * RCP_VRAM_SIZE);
uint vram_value = RGBA8ToRGBA5551(texel);
// apply palette
#if PALETTE_4_BIT
uint subpixel = icoord.x & 3u;
uint palette_index = (vram_value >> (subpixel * 4u)) & 0x0Fu;
#elif PALETTE_8_BIT
uint subpixel = icoord.x & 1u;
uint palette_index = (vram_value >> (subpixel * 8u)) & 0xFFu;
#endif
// sample palette
uint2 palette_icoord = uint2(texpage.z + (palette_index * RESOLUTION_SCALE), fixYCoord(texpage.w));
return SAMPLE_TEXTURE(samp0, float2(palette_icoord) * RCP_VRAM_SIZE);
#else
// Direct texturing. Render-to-texture effects. Use upscaled coordinates.
uint2 icoord = ApplyUpscaledTextureWindow(FloatToIntegerCoords(coords));
uint2 direct_icoord = uint2(texpage.x + icoord.x, fixYCoord(texpage.y + icoord.y));
return SAMPLE_TEXTURE(samp0, float2(direct_icoord) * RCP_VRAM_SIZE);
#endif
}
#endif
)";
if (textured)
{
if (m_texture_filter != GPUTextureFilter::Nearest)
WriteBatchTextureFilter(ss, m_texture_filter);
if (m_uv_limits)
{
DeclareFragmentEntryPoint(ss, 1, 1,
{{"nointerpolation", "uint4 v_texpage"}, {"nointerpolation", "float4 v_uv_limits"}},
true, use_dual_source ? 2 : 1, true);
}
else
{
DeclareFragmentEntryPoint(ss, 1, 1, {{"nointerpolation", "uint4 v_texpage"}}, true, use_dual_source ? 2 : 1,
true);
}
}
else
{
DeclareFragmentEntryPoint(ss, 1, 0, {}, true, use_dual_source ? 2 : 1, true);
}
ss << R"(
{
uint3 vertcol = uint3(v_col0.rgb * float3(255.0, 255.0, 255.0));
bool semitransparent;
uint3 icolor;
float ialpha;
float oalpha;
#if INTERLACING
if ((fixYCoord(uint(v_pos.y)) & 1u) == u_interlaced_displayed_field)
discard;
#endif
#if TEXTURED
// We can't currently use upscaled coordinate for palettes because of how they're packed.
// Not that it would be any benefit anyway, render-to-texture effects don't use palettes.
float2 coords = v_tex0;
#if PALETTE
coords /= float2(RESOLUTION_SCALE, RESOLUTION_SCALE);
#endif
#if UV_LIMITS
float4 uv_limits = v_uv_limits;
#if !PALETTE
uv_limits *= float4(RESOLUTION_SCALE, RESOLUTION_SCALE, RESOLUTION_SCALE, RESOLUTION_SCALE);
#endif
#endif
float4 texcol;
#if TEXTURE_FILTERING
FilteredSampleFromVRAM(v_texpage, coords, uv_limits, texcol, ialpha);
if (ialpha < 0.5)
discard;
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#else
#if UV_LIMITS
texcol = SampleFromVRAM(v_texpage, clamp(coords, uv_limits.xy, uv_limits.zw));
#else
texcol = SampleFromVRAM(v_texpage, coords);
#endif
if (VECTOR_EQ(texcol, TRANSPARENT_PIXEL_COLOR))
discard;
ialpha = 1.0;
#endif
semitransparent = (texcol.a >= 0.5);
// If not using true color, truncate the framebuffer colors to 5-bit.
#if !TRUE_COLOR
icolor = uint3(texcol.rgb * float3(255.0, 255.0, 255.0)) >> 3;
#if !RAW_TEXTURE
icolor = (icolor * vertcol) >> 4;
#if DITHERING
icolor = ApplyDithering(uint2(v_pos.xy), icolor);
#else
icolor = min(icolor >> 3, uint3(31u, 31u, 31u));
#endif
#endif
#else
icolor = uint3(texcol.rgb * float3(255.0, 255.0, 255.0));
#if !RAW_TEXTURE
icolor = (icolor * vertcol) >> 7;
#if DITHERING
icolor = ApplyDithering(uint2(v_pos.xy), icolor);
#else
icolor = min(icolor, uint3(255u, 255u, 255u));
#endif
#endif
#endif
// Compute output alpha (mask bit)
oalpha = float(u_set_mask_while_drawing ? 1 : int(semitransparent));
#else
// All pixels are semitransparent for untextured polygons.
semitransparent = true;
icolor = vertcol;
ialpha = 1.0;
#if DITHERING
icolor = ApplyDithering(uint2(v_pos.xy), icolor);
#else
#if !TRUE_COLOR
icolor >>= 3;
#endif
#endif
// However, the mask bit is cleared if set mask bit is false.
oalpha = float(u_set_mask_while_drawing);
#endif
// Premultiply alpha so we don't need to use a colour output for it.
float premultiply_alpha = ialpha;
#if TRANSPARENCY
premultiply_alpha = ialpha * (semitransparent ? u_src_alpha_factor : 1.0);
#endif
float3 color;
#if !TRUE_COLOR
// We want to apply the alpha before the truncation to 16-bit, otherwise we'll be passing a 32-bit precision color
// into the blend unit, which can cause a small amount of error to accumulate.
color = floor(float3(icolor) * premultiply_alpha) / float3(31.0, 31.0, 31.0);
#else
// True color is actually simpler here since we want to preserve the precision.
color = (float3(icolor) * premultiply_alpha) / float3(255.0, 255.0, 255.0);
#endif
#if TRANSPARENCY
// Apply semitransparency. If not a semitransparent texel, destination alpha is ignored.
if (semitransparent)
{
#if TRANSPARENCY_ONLY_OPAQUE
discard;
#endif
#if USE_DUAL_SOURCE
o_col0 = float4(color, oalpha);
o_col1 = float4(0.0, 0.0, 0.0, u_dst_alpha_factor / ialpha);
#else
o_col0 = float4(color, u_dst_alpha_factor / ialpha);
#endif
o_depth = oalpha * v_pos.z;
}
else
{
#if TRANSPARENCY_ONLY_TRANSPARENT
discard;
#endif
#if TRANSPARENCY_ONLY_OPAQUE
// We don't output the second color here because it's not used (except for filtering).
o_col0 = float4(color, oalpha);
#if USE_DUAL_SOURCE
o_col1 = float4(0.0, 0.0, 0.0, 1.0 - ialpha);
#endif
#else
#if USE_DUAL_SOURCE
o_col0 = float4(color, oalpha);
o_col1 = float4(0.0, 0.0, 0.0, 1.0 - ialpha);
#else
o_col0 = float4(color, 1.0 - ialpha);
#endif
#endif
o_depth = oalpha * v_pos.z;
}
#else
// Non-transparency won't enable blending so we can write the mask here regardless.
o_col0 = float4(color, oalpha);
#if USE_DUAL_SOURCE
o_col1 = float4(0.0, 0.0, 0.0, 1.0 - ialpha);
#endif
o_depth = oalpha * v_pos.z;
#endif
}
)";
return ss.str();
}
std::string GPU_HW_ShaderGen::GenerateScreenQuadVertexShader()
{
std::stringstream ss;
WriteHeader(ss);
DeclareVertexEntryPoint(ss, {}, 0, 1, {}, true);
ss << R"(
{
v_tex0 = float2(float((v_id << 1) & 2u), float(v_id & 2u));
v_pos = float4(v_tex0 * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);
2020-06-18 14:18:17 +00:00
#if API_OPENGL || API_OPENGL_ES || API_VULKAN
v_pos.y = -v_pos.y;
#endif
}
)";
return ss.str();
}
std::string GPU_HW_ShaderGen::GenerateFillFragmentShader()
{
std::stringstream ss;
WriteHeader(ss);
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DeclareUniformBuffer(ss, {"float4 u_fill_color"}, true);
DeclareFragmentEntryPoint(ss, 0, 1, {}, false, 1, true);
ss << R"(
{
o_col0 = u_fill_color;
o_depth = u_fill_color.a;
}
)";
return ss.str();
}
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std::string GPU_HW_ShaderGen::GenerateInterlacedFillFragmentShader()
{
std::stringstream ss;
WriteHeader(ss);
WriteCommonFunctions(ss);
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DeclareUniformBuffer(ss, {"float4 u_fill_color", "uint u_interlaced_displayed_field"}, true);
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1, true);
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ss << R"(
{
if ((fixYCoord(uint(v_pos.y)) & 1u) == u_interlaced_displayed_field)
2020-04-03 14:11:39 +00:00
discard;
o_col0 = u_fill_color;
o_depth = u_fill_color.a;
2020-04-03 14:11:39 +00:00
}
)";
return ss.str();
}
std::string GPU_HW_ShaderGen::GenerateCopyFragmentShader()
{
std::stringstream ss;
WriteHeader(ss);
2020-06-18 14:18:17 +00:00
DeclareUniformBuffer(ss, {"float4 u_src_rect"}, true);
DeclareTexture(ss, "samp0", 0);
DeclareFragmentEntryPoint(ss, 0, 1, {}, false, 1);
ss << R"(
{
float2 coords = u_src_rect.xy + v_tex0 * u_src_rect.zw;
o_col0 = SAMPLE_TEXTURE(samp0, coords);
}
)";
return ss.str();
}
std::string GPU_HW_ShaderGen::GenerateDisplayFragmentShader(bool depth_24bit,
GPU_HW::InterlacedRenderMode interlace_mode)
{
std::stringstream ss;
WriteHeader(ss);
DefineMacro(ss, "DEPTH_24BIT", depth_24bit);
DefineMacro(ss, "INTERLACED", interlace_mode != GPU_HW::InterlacedRenderMode::None);
DefineMacro(ss, "INTERLEAVED", interlace_mode == GPU_HW::InterlacedRenderMode::InterleavedFields);
WriteCommonFunctions(ss);
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DeclareUniformBuffer(ss, {"uint2 u_vram_offset", "uint u_crop_left", "uint u_field_offset"}, true);
DeclareTexture(ss, "samp0", 0);
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1);
ss << R"(
{
uint2 icoords = uint2(v_pos.xy);
#if INTERLACED
if ((fixYCoord(icoords.y) & 1u) != u_field_offset)
discard;
#if !INTERLEAVED
icoords.y /= 2u;
#else
icoords.y &= ~1u;
#endif
#endif
#if DEPTH_24BIT
// relative to start of scanout
uint relative_x = (icoords.x + u_crop_left) / RESOLUTION_SCALE;
uint2 vram_coords = u_vram_offset + uint2(((relative_x * 3u) / 2u) * RESOLUTION_SCALE, icoords.y);
// load adjacent 16-bit texels
uint s0 = RGBA8ToRGBA5551(LOAD_TEXTURE(samp0, int2(vram_coords % VRAM_SIZE), 0));
uint s1 = RGBA8ToRGBA5551(LOAD_TEXTURE(samp0, int2((vram_coords + uint2(RESOLUTION_SCALE, 0)) % VRAM_SIZE), 0));
// select which part of the combined 16-bit texels we are currently shading
uint s1s0 = ((s1 << 16) | s0) >> ((relative_x & 1u) * 8u);
// extract components and normalize
o_col0 = float4(float(s1s0 & 0xFFu) / 255.0, float((s1s0 >> 8u) & 0xFFu) / 255.0,
float((s1s0 >> 16u) & 0xFFu) / 255.0, 1.0);
#else
// load and return
uint2 vram_coords = u_vram_offset + uint2(icoords.x + u_crop_left, icoords.y);
o_col0 = LOAD_TEXTURE(samp0, int2(vram_coords % VRAM_SIZE), 0);
#endif
}
)";
return ss.str();
}
std::string GPU_HW_ShaderGen::GenerateVRAMReadFragmentShader()
{
std::stringstream ss;
WriteHeader(ss);
WriteCommonFunctions(ss);
2020-06-18 14:18:17 +00:00
DeclareUniformBuffer(ss, {"uint2 u_base_coords", "uint2 u_size"}, true);
DeclareTexture(ss, "samp0", 0);
ss << R"(
uint SampleVRAM(uint2 coords)
{
if (RESOLUTION_SCALE == 1u)
return RGBA8ToRGBA5551(LOAD_TEXTURE(samp0, int2(coords), 0));
// Box filter for downsampling.
float4 value = float4(0.0, 0.0, 0.0, 0.0);
uint2 base_coords = coords * uint2(RESOLUTION_SCALE, RESOLUTION_SCALE);
for (uint offset_x = 0u; offset_x < RESOLUTION_SCALE; offset_x++)
{
for (uint offset_y = 0u; offset_y < RESOLUTION_SCALE; offset_y++)
value += LOAD_TEXTURE(samp0, int2(base_coords + uint2(offset_x, offset_y)), 0);
}
value /= float(RESOLUTION_SCALE * RESOLUTION_SCALE);
return RGBA8ToRGBA5551(value);
}
)";
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1);
ss << R"(
{
uint2 sample_coords = uint2(uint(v_pos.x) * 2u, uint(v_pos.y));
#if API_OPENGL || API_OPENGL_ES
// Lower-left origin flip for OpenGL.
// We want to write the image out upside-down so we can read it top-to-bottom.
sample_coords.y = u_size.y - sample_coords.y - 1u;
#endif
sample_coords += u_base_coords;
// We're encoding as 32-bit, so the output width is halved and we pack two 16-bit pixels in one 32-bit pixel.
uint left = SampleVRAM(sample_coords);
uint right = SampleVRAM(uint2(sample_coords.x + 1u, sample_coords.y));
o_col0 = float4(float(left & 0xFFu), float((left >> 8) & 0xFFu),
float(right & 0xFFu), float((right >> 8) & 0xFFu))
/ float4(255.0, 255.0, 255.0, 255.0);
})";
return ss.str();
}
std::string GPU_HW_ShaderGen::GenerateVRAMWriteFragmentShader(bool use_ssbo)
{
std::stringstream ss;
WriteHeader(ss);
WriteCommonFunctions(ss);
DeclareUniformBuffer(ss,
{"uint2 u_base_coords", "uint2 u_end_coords", "uint2 u_size", "uint u_buffer_base_offset",
"uint u_mask_or_bits", "float u_depth_value"},
true);
if (use_ssbo && m_glsl)
{
ss << "layout(std430";
if (IsVulkan())
ss << ", set = 0, binding = 0";
else if (m_use_glsl_binding_layout)
ss << ", binding = 0";
ss << ") buffer SSBO {\n";
ss << " uint ssbo_data[];\n";
ss << "};\n\n";
ss << "#define GET_VALUE(buffer_offset) (ssbo_data[(buffer_offset) / 2u] >> (((buffer_offset) % 2u) * 16u))\n\n";
}
else
{
DeclareTextureBuffer(ss, "samp0", 0, true, true);
ss << "#define GET_VALUE(buffer_offset) (LOAD_TEXTURE_BUFFER(samp0, int(buffer_offset)).r)\n\n";
}
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1, true);
ss << R"(
{
uint2 coords = uint2(uint(v_pos.x) / RESOLUTION_SCALE, fixYCoord(uint(v_pos.y)) / RESOLUTION_SCALE);
// make sure it's not oversized and out of range
if ((coords.x < u_base_coords.x && coords.x >= u_end_coords.x) ||
(coords.y < u_base_coords.y && coords.y >= u_end_coords.y))
{
discard;
}
// find offset from the start of the row/column
uint2 offset;
offset.x = (coords.x < u_base_coords.x) ? ((VRAM_SIZE.x / RESOLUTION_SCALE) - u_base_coords.x + coords.x) : (coords.x - u_base_coords.x);
offset.y = (coords.y < u_base_coords.y) ? ((VRAM_SIZE.y / RESOLUTION_SCALE) - u_base_coords.y + coords.y) : (coords.y - u_base_coords.y);
uint buffer_offset = u_buffer_base_offset + (offset.y * u_size.x) + offset.x;
uint value = GET_VALUE(buffer_offset) | u_mask_or_bits;
o_col0 = RGBA5551ToRGBA8(value);
o_depth = (o_col0.a == 1.0) ? u_depth_value : 0.0;
})";
return ss.str();
}
std::string GPU_HW_ShaderGen::GenerateVRAMCopyFragmentShader()
{
std::stringstream ss;
WriteHeader(ss);
WriteCommonFunctions(ss);
2020-06-18 14:18:17 +00:00
DeclareUniformBuffer(ss,
{"uint2 u_src_coords", "uint2 u_dst_coords", "uint2 u_end_coords", "uint2 u_size",
"bool u_set_mask_bit", "float u_depth_value"},
true);
DeclareTexture(ss, "samp0", 0);
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1, true);
ss << R"(
{
uint2 dst_coords = uint2(v_pos.xy);
// make sure it's not oversized and out of range
if ((dst_coords.x < u_dst_coords.x && dst_coords.x >= u_end_coords.x) ||
(dst_coords.y < u_dst_coords.y && dst_coords.y >= u_end_coords.y))
{
discard;
}
// find offset from the start of the row/column
uint2 offset;
offset.x = (dst_coords.x < u_dst_coords.x) ? (VRAM_SIZE.x - u_dst_coords.x + dst_coords.x) : (dst_coords.x - u_dst_coords.x);
offset.y = (dst_coords.y < u_dst_coords.y) ? (VRAM_SIZE.y - u_dst_coords.y + dst_coords.y) : (dst_coords.y - u_dst_coords.y);
// find the source coordinates to copy from
uint2 src_coords = (u_src_coords + offset) % VRAM_SIZE;
// sample and apply mask bit
float4 color = LOAD_TEXTURE(samp0, int2(src_coords), 0);
o_col0 = float4(color.xyz, u_set_mask_bit ? 1.0 : color.a);
o_depth = (u_set_mask_bit ? 1.0f : ((o_col0.a == 1.0) ? u_depth_value : 0.0));
})";
return ss.str();
}
std::string GPU_HW_ShaderGen::GenerateVRAMUpdateDepthFragmentShader()
{
std::stringstream ss;
WriteHeader(ss);
DeclareTexture(ss, "samp0", 0);
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 0, true);
ss << R"(
{
o_depth = LOAD_TEXTURE(samp0, int2(v_pos.xy), 0).a;
}
)";
return ss.str();
}