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, bool texture_filtering, 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_filering(texture_filtering),
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)
{
SetGLSLVersionString();
m_use_glsl_interface_blocks = (GLAD_GL_ES_VERSION_3_2 || GLAD_GL_VERSION_3_2);
}
}
GPU_HW_ShaderGen::~GPU_HW_ShaderGen() = default;
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 3.3, we're not using anything newer for now.
if (!glsl_es && major_version >= 4)
{
major_version = 3;
minor_version = 30;
}
else if (glsl_es && (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";
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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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 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 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(v.r * 255.0) >> 3;
uint g = uint(v.g * 255.0) >> 3;
uint b = uint(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));
}
)";
}
void GPU_HW_ShaderGen::DeclareUniformBuffer(std::stringstream& ss, const std::initializer_list<const char*>& members)
{
if (m_glsl)
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)
{
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)
{
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)
{
if (m_glsl)
{
for (const char* attribute : attributes)
ss << "in " << attribute << ";\n";
if (m_use_glsl_interface_blocks)
{
ss << "out VertexData {\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)
ss << "#define v_id uint(gl_VertexID)\n";
ss << "\n";
ss << "void main()\n";
}
else
{
ss << "void main(\n";
u32 attribute_counter = 0;
for (const char* attribute : attributes)
{
ss << " in " << attribute << " : ATTR" << attribute_counter << ",\n";
attribute_counter++;
}
if (declare_vertex_id)
ss << " in uint v_id : SV_VertexID,\n";
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 */, bool dual_color_output /* = false */)
{
if (m_glsl)
{
if (m_use_glsl_interface_blocks)
{
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";
ss << "out float4 o_col0;\n";
if (dual_color_output)
ss << "out float4 o_col1;\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 (dual_color_output)
{
ss << " out float4 o_col0 : SV_Target0,\n";
ss << " out float4 o_col1 : SV_Target1)\n";
}
else
{
ss << " out float4 o_col0 : SV_Target)";
}
}
}
}
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", "bool u_set_mask_while_drawing",
"uint u_interlaced_displayed_field"});
}
std::string GPU_HW_ShaderGen::GenerateBatchVertexShader(bool textured)
{
std::stringstream ss;
WriteHeader(ss);
DefineMacro(ss, "TEXTURED", textured);
WriteCommonFunctions(ss);
WriteBatchUniformBuffer(ss);
ss << "CONSTANT float EPSILON = 0.00001;\n";
if (textured)
{
DeclareVertexEntryPoint(ss, {"int2 a_pos", "float4 a_col0", "uint a_texcoord", "uint a_texpage"}, 1, 1,
{{"nointerpolation", "uint4 v_texpage"}});
}
else
{
DeclareVertexEntryPoint(ss, {"int2 a_pos", "float4 a_col0"}, 1, 0, {});
}
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
float pos_x = ((float(a_pos.x) + vertex_offset) / 512.0) - 1.0;
float pos_y = ((float(a_pos.y) + vertex_offset) / -256.0) + 1.0;
// 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...
#if API_OPENGL || API_OPENGL_ES
pos_y += EPSILON;
#endif
v_pos = float4(pos_x, pos_y, 0.0, 1.0);
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) + EPSILON, float(a_texcoord >> 16) + 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;
#endif
}
)";
return ss.str();
}
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_filering);
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_TRANSPARENCY", 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_filering);
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"(
int3 ApplyDithering(uint2 coord, int3 icol)
{
uint2 fc = coord & uint2(3u, 3u);
int offset = s_dither_values[fc.y * 4u + fc.x];
return icol + int3(offset, offset, offset);
}
int3 TruncateTo15Bit(int3 icol)
{
icol = clamp(icol, int3(0, 0, 0), int3(255, 255, 255));
return (icol & int3(~7, ~7, ~7)) | ((icol >> 3) & int3(7, 7, 7));
}
#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);
}
float4 SampleFromVRAM(uint4 texpage, uint2 icoord)
{
icoord = ApplyTextureWindow(icoord);
// adjust for tightly packed palette formats
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 color = LOAD_TEXTURE(samp0, int2(vicoord), 0);
// apply palette
#if PALETTE
#if PALETTE_4_BIT
uint subpixel = icoord.x & 3u;
uint vram_value = RGBA8ToRGBA5551(color);
uint palette_index = (vram_value >> (subpixel * 4u)) & 0x0Fu;
#elif PALETTE_8_BIT
uint subpixel = icoord.x & 1u;
uint vram_value = RGBA8ToRGBA5551(color);
uint palette_index = (vram_value >> (subpixel * 8u)) & 0xFFu;
#endif
uint2 palette_icoord = uint2(texpage.z + (palette_index * RESOLUTION_SCALE), fixYCoord(texpage.w));
color = LOAD_TEXTURE(samp0, int2(palette_icoord), 0);
#endif
return color;
}
#endif
)";
if (textured)
{
DeclareFragmentEntryPoint(ss, 1, 1, {{"nointerpolation", "uint4 v_texpage"}}, true, use_dual_source);
}
else
{
DeclareFragmentEntryPoint(ss, 1, 0, {}, true, use_dual_source);
}
ss << R"(
{
int3 vertcol = int3(v_col0.rgb * float3(255.0, 255.0, 255.0));
bool semitransparent;
int3 icolor;
float ialpha;
float oalpha;
#if INTERLACING
if (((fixYCoord(uint(v_pos.y)) / RESOLUTION_SCALE) & 1u) == u_interlaced_displayed_field)
discard;
#endif
#if TEXTURED
#if TEXTURE_FILTERING
// Compute the coordinates of the four texels we will be interpolating between.
// TODO: Find some way to clamp this to the triangle texture coordinates?
float2 texel_top_left = frac(v_tex0) - float2(0.5, 0.5);
float2 texel_offset = sign(texel_top_left);
float4 fcoords = max(v_tex0.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(v_texpage, uint2(fcoords.xy));
float4 s10 = SampleFromVRAM(v_texpage, uint2(fcoords.zy));
float4 s01 = SampleFromVRAM(v_texpage, uint2(fcoords.xw));
float4 s11 = SampleFromVRAM(v_texpage, uint2(fcoords.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);
float4 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);
if (ialpha < 0.5)
discard;
texcol.rgb /= float3(ialpha, ialpha, ialpha);
semitransparent = (texcol.a != 0.0);
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#else
// 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.
float4 texcol = SampleFromVRAM(v_texpage, uint2((RESOLUTION_SCALE == 1u) ? roundEven(v_tex0) : floor(v_tex0)));
if (VECTOR_EQ(texcol, TRANSPARENT_PIXEL_COLOR))
discard;
semitransparent = (texcol.a != 0.0);
ialpha = 1.0;
#endif
#if RAW_TEXTURE
icolor = int3(texcol.rgb * float3(255.0, 255.0, 255.0));
#else
icolor = (vertcol * int3(texcol.rgb * float3(255.0, 255.0, 255.0))) >> 7;
#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;
// However, the mask bit is cleared if set mask bit is false.
oalpha = float(u_set_mask_while_drawing);
#endif
// Apply dithering
#if DITHERING
#if DITHERING_SCALED
icolor = ApplyDithering(uint2(v_pos.xy), icolor);
#else
icolor = ApplyDithering(uint2(v_pos.xy) / uint2(RESOLUTION_SCALE, RESOLUTION_SCALE), icolor);
#endif
#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.
icolor = int3(((float3(icolor) / float3(255.0, 255.0, 255.0)) * premultiply_alpha) * float3(255.0, 255.0, 255.0));
color = (float3(icolor >> 3) / float3(31.0, 31.0, 31.0));
#else
// True color is actually simpler here since we want to preserve the precision.
color = (float3(icolor) / float3(255.0, 255.0, 255.0)) * premultiply_alpha;
#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
}
else
{
#if TRANSPARENCY_ONLY_TRANSPARENCY
discard;
#endif
#if TRANSPARENCY_ONLY_OPAQUE
// We don't output the second color here because it's not used.
o_col0 = float4(color, oalpha);
#elif 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
}
#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
#endif
}
)";
return ss.str();
}
std::string GPU_HW_ShaderGen::GenerateBatchLineExpandGeometryShader()
{
std::stringstream ss;
WriteHeader(ss);
WriteCommonFunctions(ss);
ss << R"(
CONSTANT float2 WIDTH = (1.0 / float2(VRAM_SIZE)) * float2(RESOLUTION_SCALE, RESOLUTION_SCALE);
)";
// GS is a pain, too different between HLSL and GLSL...
if (m_glsl)
{
ss << R"(
in VertexData {
float4 v_col0;
} in_data[];
out VertexData {
float4 v_col0;
} out_data;
layout(lines) in;
layout(triangle_strip, max_vertices = 4) out;
void main() {
float2 dir = normalize(gl_in[1].gl_Position.xy - gl_in[0].gl_Position.xy);
float2 normal = cross(float3(dir, 0.0), float3(0.0, 0.0, 1.0)).xy * WIDTH;
float4 offset = float4(normal, 0.0, 0.0);
// top-left
out_data.v_col0 = in_data[0].v_col0;
gl_Position = gl_in[0].gl_Position - offset;
EmitVertex();
// top-right
out_data.v_col0 = in_data[0].v_col0;
gl_Position = gl_in[0].gl_Position + offset;
EmitVertex();
// bottom-left
out_data.v_col0 = in_data[1].v_col0;
gl_Position = gl_in[1].gl_Position - offset;
EmitVertex();
// bottom-right
out_data.v_col0 = in_data[1].v_col0;
gl_Position = gl_in[1].gl_Position + offset;
EmitVertex();
EndPrimitive();
}
)";
}
else
{
ss << R"(
struct Vertex
{
float4 col0 : COLOR0;
float4 pos : SV_Position;
};
[maxvertexcount(4)]
void main(line Vertex input[2], inout TriangleStream<Vertex> output)
{
Vertex v;
float2 dir = normalize(input[1].pos.xy - input[0].pos.xy);
float2 normal = cross(float3(dir, 0.0), float3(0.0, 0.0, 1.0)).xy * WIDTH;
float4 offset = float4(normal, 0.0, 0.0);
// top-left
v.col0 = input[0].col0;
v.pos = input[0].pos - offset;
output.Append(v);
// top-right
v.col0 = input[0].col0;
v.pos = input[0].pos + offset;
output.Append(v);
// bottom-left
v.col0 = input[1].col0;
v.pos = input[1].pos - offset;
output.Append(v);
// bottom-right
v.col0 = input[1].col0;
v.pos = input[1].pos + offset;
output.Append(v);
output.RestartStrip();
}
)";
}
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);
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#if API_OPENGL || API_OPENGL_ES
v_pos.y = -gl_Position.y;
#endif
}
)";
return ss.str();
}
std::string GPU_HW_ShaderGen::GenerateFillFragmentShader()
{
std::stringstream ss;
WriteHeader(ss);
DeclareUniformBuffer(ss, {"float4 u_fill_color"});
DeclareFragmentEntryPoint(ss, 0, 1, {}, false, false);
ss << R"(
{
o_col0 = u_fill_color;
}
)";
return ss.str();
}
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std::string GPU_HW_ShaderGen::GenerateInterlacedFillFragmentShader()
{
std::stringstream ss;
WriteHeader(ss);
WriteCommonFunctions(ss);
DeclareUniformBuffer(ss, {"float4 u_fill_color", "uint u_interlaced_displayed_field"});
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DeclareFragmentEntryPoint(ss, 0, 1, {}, true, false);
ss << R"(
{
if (((fixYCoord(uint(v_pos.y)) / RESOLUTION_SCALE) & 1u) == u_interlaced_displayed_field)
2020-04-03 14:11:39 +00:00
discard;
o_col0 = u_fill_color;
}
)";
return ss.str();
}
std::string GPU_HW_ShaderGen::GenerateCopyFragmentShader()
{
std::stringstream ss;
WriteHeader(ss);
DeclareUniformBuffer(ss, {"float4 u_src_rect"});
DeclareTexture(ss, "samp0", 0);
DeclareFragmentEntryPoint(ss, 0, 1, {}, false, false);
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, bool interlaced)
{
std::stringstream ss;
WriteHeader(ss);
DefineMacro(ss, "DEPTH_24BIT", depth_24bit);
DefineMacro(ss, "INTERLACED", interlaced);
WriteCommonFunctions(ss);
DeclareUniformBuffer(ss, {"uint2 u_vram_offset", "uint u_field_offset"});
DeclareTexture(ss, "samp0", 0);
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, false);
ss << R"(
{
uint2 icoords = uint2(v_pos.xy) + u_vram_offset;
#if INTERLACED
if (((icoords.y / RESOLUTION_SCALE) & 1u) != u_field_offset)
discard;
#endif
#if DEPTH_24BIT
// relative to start of scanout
uint relative_x = (icoords.x - u_vram_offset.x) / RESOLUTION_SCALE;
icoords.x = u_vram_offset.x + ((relative_x * 3u) / 2u) * RESOLUTION_SCALE;
// load adjacent 16-bit texels
uint s0 = RGBA8ToRGBA5551(LOAD_TEXTURE(samp0, int2(icoords % VRAM_SIZE), 0));
uint s1 = RGBA8ToRGBA5551(LOAD_TEXTURE(samp0, int2((icoords + 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
o_col0 = LOAD_TEXTURE(samp0, int2(icoords % VRAM_SIZE), 0);
#endif
}
)";
return ss.str();
}
std::string GPU_HW_ShaderGen::GenerateVRAMReadFragmentShader()
{
std::stringstream ss;
WriteHeader(ss);
WriteCommonFunctions(ss);
DeclareUniformBuffer(ss, {"uint2 u_base_coords", "uint2 u_size"});
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, false);
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()
{
std::stringstream ss;
WriteHeader(ss);
WriteCommonFunctions(ss);
DeclareUniformBuffer(ss, {"uint2 u_base_coords", "uint2 u_size", "uint u_buffer_base_offset"});
DeclareTextureBuffer(ss, "samp0", 0, true, true);
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, false);
ss << R"(
{
uint2 coords = uint2(v_pos.xy) / uint2(RESOLUTION_SCALE, RESOLUTION_SCALE);
uint2 offset = coords - u_base_coords;
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#if API_OPENGL || API_OPENGL_ES
// Lower-left origin flip for OpenGL
offset.y = u_size.y - offset.y - 1u;
#endif
uint buffer_offset = u_buffer_base_offset + (offset.y * u_size.x) + offset.x;
uint value = LOAD_TEXTURE_BUFFER(samp0, int(buffer_offset)).r;
o_col0 = RGBA5551ToRGBA8(value);
})";
return ss.str();
}
std::string GPU_HW_ShaderGen::GenerateVRAMCopyFragmentShader()
{
std::stringstream ss;
WriteHeader(ss);
WriteCommonFunctions(ss);
DeclareUniformBuffer(ss, {"uint2 u_src_coords", "uint2 u_dst_coords", "uint2 u_size", "bool u_set_mask_bit"});
DeclareTexture(ss, "samp0", 0);
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, false);
ss << R"(
{
uint2 dst_coords = uint2(v_pos.xy);
// find offset from the start of the row/column
uint2 offset;
offset.x = (dst_coords.x < u_dst_coords.x) ? ((VRAM_SIZE.x - 1u) - 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 - 1u) - 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);
})";
return ss.str();
}