mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-12-04 19:45:41 +00:00
86 lines
2.4 KiB
C++
86 lines
2.4 KiB
C++
// 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, 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();
|
|
}
|