Duckstation/src/core/gpu_shadergen.cpp

85 lines
2.4 KiB
C++
Raw Normal View History

// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: GPL-3.0
#include "gpu_shadergen.h"
GPUShaderGen::GPUShaderGen(RenderAPI render_api, bool supports_dual_source_blend)
: ShaderGen(render_api, supports_dual_source_blend)
{
}
GPUShaderGen::~GPUShaderGen() = default;
void GPUShaderGen::WriteDisplayUniformBuffer(std::stringstream& ss)
{
DeclareUniformBuffer(ss, {"float4 u_src_rect", "float4 u_src_size", "float4 u_clamp_rect", "float4 u_params"}, true);
ss << R"(
float2 ClampUV(float2 uv) {
return clamp(uv, u_clamp_rect.xy, u_clamp_rect.zw);
})";
}
std::string GPUShaderGen::GenerateDisplayVertexShader()
{
std::stringstream ss;
WriteHeader(ss);
WriteDisplayUniformBuffer(ss);
DeclareVertexEntryPoint(ss, {}, 0, 1, {}, true);
ss << R"(
{
float2 pos = float2(float((v_id << 1) & 2u), float(v_id & 2u));
v_tex0 = u_src_rect.xy + pos * u_src_rect.zw;
v_pos = float4(pos * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);
#if API_VULKAN
v_pos.y = -v_pos.y;
#endif
}
)";
return ss.str();
}
std::string GPUShaderGen::GenerateDisplayFragmentShader(bool clamp_uv)
{
std::stringstream ss;
WriteHeader(ss);
WriteDisplayUniformBuffer(ss);
DeclareTexture(ss, "samp0", 0);
DeclareFragmentEntryPoint(ss, 0, 1, {}, false, 1);
if (clamp_uv)
ss << "{\n o_col0 = float4(SAMPLE_TEXTURE(samp0, ClampUV(v_tex0)).rgb, 1.0f);\n }";
else
ss << "{\n o_col0 = float4(SAMPLE_TEXTURE(samp0, v_tex0).rgb, 1.0f);\n }";
return ss.str();
}
std::string GPUShaderGen::GenerateDisplaySharpBilinearFragmentShader()
{
std::stringstream ss;
WriteHeader(ss);
WriteDisplayUniformBuffer(ss);
DeclareTexture(ss, "samp0", 0, false);
// Based on https://github.com/rsn8887/Sharp-Bilinear-Shaders/blob/master/Copy_To_RetroPie/shaders/sharp-bilinear-simple.glsl
DeclareFragmentEntryPoint(ss, 0, 1, {}, false, 1, false, false, false, false);
ss << R"(
{
float2 scale = u_params.xy;
float2 region_range = u_params.zw;
float2 texel = v_tex0 * u_src_size.xy;
float2 texel_floored = floor(texel);
float2 s = frac(texel);
float2 center_dist = s - 0.5;
float2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * scale + 0.5;
float2 mod_texel = texel_floored + f;
o_col0 = float4(SAMPLE_TEXTURE(samp0, ClampUV(mod_texel * u_src_size.zw)).rgb, 1.0f);
})";
return ss.str();
}