// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin // SPDX-License-Identifier: GPL-3.0 #include "gpu_shadergen.h" GPUShaderGen::GPUShaderGen(RenderAPI render_api, bool supports_dual_source_blend, bool supports_framebuffer_fetch) : ShaderGen(render_api, supports_dual_source_blend, supports_framebuffer_fetch) { } 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(); }