Duckstation/src/core/gpu_hw_shadergen.cpp
2020-12-30 17:41:39 +10:00

1483 lines
52 KiB
C++

#include "gpu_hw_shadergen.h"
#include "common/assert.h"
#include <cstdio>
#include <glad.h>
GPU_HW_ShaderGen::GPU_HW_ShaderGen(HostDisplay::RenderAPI render_api, u32 resolution_scale, u32 multisamples,
bool per_sample_shading, bool true_color, bool scaled_dithering,
GPUTextureFilter texture_filtering, bool uv_limits, bool pgxp_depth,
bool supports_dual_source_blend)
: ShaderGen(render_api, supports_dual_source_blend), m_resolution_scale(resolution_scale),
m_multisamples(multisamples), m_true_color(true_color), m_per_sample_shading(per_sample_shading),
m_scaled_dithering(scaled_dithering), m_texture_filter(texture_filtering), m_uv_limits(uv_limits),
m_pgxp_depth(pgxp_depth)
{
}
GPU_HW_ShaderGen::~GPU_HW_ShaderGen() = default;
void GPU_HW_ShaderGen::WriteCommonFunctions(std::stringstream& ss)
{
DefineMacro(ss, "MULTISAMPLING", UsingMSAA());
ss << "CONSTANT uint RESOLUTION_SCALE = " << m_resolution_scale << "u;\n";
ss << "CONSTANT uint2 VRAM_SIZE = uint2(" << VRAM_WIDTH << ", " << VRAM_HEIGHT << ") * RESOLUTION_SCALE;\n";
ss << "CONSTANT float2 RCP_VRAM_SIZE = float2(1.0, 1.0) / float2(VRAM_SIZE);\n";
ss << "CONSTANT uint MULTISAMPLES = " << m_multisamples << "u;\n";
ss << "CONSTANT bool PER_SAMPLE_SHADING = " << (m_per_sample_shading ? "true" : "false") << ";\n";
ss << R"(
float fixYCoord(float y)
{
#if API_OPENGL || API_OPENGL_ES
return 1.0 - RCP_VRAM_SIZE.y - y;
#else
return y;
#endif
}
uint fixYCoord(uint y)
{
#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 * 31.0));
uint g = uint(roundEven(v.g * 31.0));
uint b = uint(roundEven(v.b * 31.0));
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);
return float4(float(r) / 31.0, float(g) / 31.0, float(b) / 31.0, float(a));
}
)";
}
void GPU_HW_ShaderGen::WriteBatchUniformBuffer(std::stringstream& ss)
{
DeclareUniformBuffer(ss,
{"uint2 u_texture_window_and", "uint2 u_texture_window_or", "float u_src_alpha_factor",
"float u_dst_alpha_factor", "uint u_interlaced_displayed_field",
"bool u_set_mask_while_drawing"},
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);
DefineMacro(ss, "PGXP_DEPTH", m_pgxp_depth);
WriteCommonFunctions(ss);
WriteBatchUniformBuffer(ss);
ss << R"(
// 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. V3D requires coordinates to be slightly offset even further.
#if API_OPENGL || API_OPENGL_ES
#ifdef DRIVER_V3D
CONSTANT float POS_EPSILON = 0.0001;
#else
CONSTANT float POS_EPSILON = 0.00001;
#endif
#endif
CONSTANT float TEX_EPSILON = 0.00001;
)";
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, "", UsingMSAA(),
UsingPerSampleShading());
}
else
{
DeclareVertexEntryPoint(ss, {"float4 a_pos", "float4 a_col0", "uint a_texcoord", "uint a_texpage"}, 1, 1,
{{"nointerpolation", "uint4 v_texpage"}}, false, "", UsingMSAA(),
UsingPerSampleShading());
}
}
else
{
DeclareVertexEntryPoint(ss, {"float4 a_pos", "float4 a_col0"}, 1, 0, {}, false, "", UsingMSAA(),
UsingPerSampleShading());
}
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 = ((a_pos.x + vertex_offset) / 512.0) - 1.0;
float pos_y = ((a_pos.y + vertex_offset) / -256.0) + 1.0;
#if PGXP_DEPTH
// Ignore mask Z when using PGXP depth.
float pos_z = a_pos.w;
float pos_w = a_pos.w;
#else
float pos_z = a_pos.z;
float pos_w = a_pos.w;
#endif
#if API_OPENGL || API_OPENGL_ES
pos_y += POS_EPSILON;
// 0..1 to -1..1 depth range.
pos_z = (pos_z * 2.0) - 1.0;
#endif
// NDC space Y flip in Vulkan.
#if API_VULKAN
pos_y = -pos_y;
#endif
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) + TEX_EPSILON,
float((a_texcoord >> 16) * RESOLUTION_SCALE) + TEX_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 || texture_filter == GPUTextureFilter::BilinearBinAlpha)
{
DefineMacro(ss, "BINALPHA", texture_filter == GPUTextureFilter::BilinearBinAlpha);
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);
#if BINALPHA
ialpha = (ialpha >= 0.5) ? 1.0 : 0.0;
#endif
}
)";
}
else if (texture_filter == GPUTextureFilter::JINC2 || texture_filter == GPUTextureFilter::JINC2BinAlpha)
{
DefineMacro(ss, "BINALPHA", texture_filter == GPUTextureFilter::JINC2BinAlpha);
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);
#if BINALPHA
ialpha = (ialpha >= 0.5) ? 1.0 : 0.0;
#endif
}
)";
}
else if (texture_filter == GPUTextureFilter::xBR || texture_filter == GPUTextureFilter::xBRBinAlpha)
{
DefineMacro(ss, "BINALPHA", texture_filter == GPUTextureFilter::xBRBinAlpha);
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);
#if BINALPHA
ialpha = (ialpha >= 0.5) ? 1.0 : 0.0;
#endif
}
#undef P
)";
}
}
std::string GPU_HW_ShaderGen::GenerateBatchFragmentShader(GPU_HW::BatchRenderMode transparency,
GPUTextureMode texture_mode, bool dithering, bool interlacing)
{
const GPUTextureMode actual_texture_mode = texture_mode & ~GPUTextureMode::RawTextureBit;
const bool raw_texture = (texture_mode & GPUTextureMode::RawTextureBit) == GPUTextureMode::RawTextureBit;
const bool textured = (texture_mode != GPUTextureMode::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 == GPUTextureMode::Palette4Bit || actual_texture_mode == GPUTextureMode::Palette8Bit);
DefineMacro(ss, "PALETTE_4_BIT", actual_texture_mode == GPUTextureMode::Palette4Bit);
DefineMacro(ss, "PALETTE_8_BIT", actual_texture_mode == GPUTextureMode::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);
DefineMacro(ss, "PGXP_DEPTH", m_pgxp_depth);
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 << 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_and.x) | u_texture_window_or.x;
uint y = (uint(coords.y) & u_texture_window_and.y) | u_texture_window_or.y;
return uint2(x, y);
}
uint2 ApplyUpscaledTextureWindow(uint2 coords)
{
uint2 native_coords = coords / uint2(RESOLUTION_SCALE, RESOLUTION_SCALE);
uint2 coords_offset = coords % uint2(RESOLUTION_SCALE, RESOLUTION_SCALE);
return (ApplyTextureWindow(native_coords) * uint2(RESOLUTION_SCALE, RESOLUTION_SCALE)) + coords_offset;
}
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, !m_pgxp_depth, UsingMSAA(), UsingPerSampleShading());
}
else
{
DeclareFragmentEntryPoint(ss, 1, 1, {{"nointerpolation", "uint4 v_texpage"}}, true, use_dual_source ? 2 : 1,
!m_pgxp_depth, UsingMSAA(), UsingPerSampleShading());
}
}
else
{
DeclareFragmentEntryPoint(ss, 1, 0, {}, true, use_dual_source ? 2 : 1, !m_pgxp_depth, UsingMSAA(),
UsingPerSampleShading());
}
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
// Extend the UV range to all "upscaled" pixels. This means 1-pixel-high polygon-based
// framebuffer effects won't be downsampled. (e.g. Mega Man Legends 2 haze effect)
uv_limits.xy *= float(RESOLUTION_SCALE);
uv_limits.zw = (uv_limits.zw * float(RESOLUTION_SCALE + 1u)) - float(RESOLUTION_SCALE - 1u);
#endif
#endif
float4 texcol;
#if TEXTURE_FILTERING
FilteredSampleFromVRAM(v_texpage, coords, uv_limits, texcol, ialpha);
if (ialpha < 0.5)
discard;
#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
#if !PGXP_DEPTH
o_depth = oalpha * v_pos.z;
#endif
}
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
#if !PGXP_DEPTH
o_depth = oalpha * v_pos.z;
#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
#if !PGXP_DEPTH
o_depth = oalpha * v_pos.z;
#endif
#endif
}
)";
return ss.str();
}
std::string GPU_HW_ShaderGen::GenerateInterlacedFillFragmentShader()
{
std::stringstream ss;
WriteHeader(ss);
WriteCommonFunctions(ss);
DeclareUniformBuffer(ss, {"float4 u_fill_color", "uint u_interlaced_displayed_field"}, true);
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1, true);
ss << R"(
{
if ((fixYCoord(uint(v_pos.y)) & 1u) == u_interlaced_displayed_field)
discard;
o_col0 = u_fill_color;
o_depth = u_fill_color.a;
}
)";
return ss.str();
}
std::string GPU_HW_ShaderGen::GenerateDisplayFragmentShader(bool depth_24bit,
GPU_HW::InterlacedRenderMode interlace_mode,
bool smooth_chroma)
{
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);
DefineMacro(ss, "SMOOTH_CHROMA", smooth_chroma);
WriteCommonFunctions(ss);
DeclareUniformBuffer(ss, {"uint2 u_vram_offset", "uint u_crop_left", "uint u_field_offset"}, true);
DeclareTexture(ss, "samp0", 0, UsingMSAA());
ss << R"(
float3 RGBToYUV(float3 rgb)
{
return float3(dot(rgb.rgb, float3(0.299f, 0.587f, 0.114f)),
dot(rgb.rgb, float3(-0.14713f, -0.28886f, 0.436f)),
dot(rgb.rgb, float3(0.615f, -0.51499f, -0.10001f)));
}
float3 YUVToRGB(float3 yuv)
{
return float3(dot(yuv, float3(1.0f, 0.0f, 1.13983f)),
dot(yuv, float3(1.0f, -0.39465f, -0.58060f)),
dot(yuv, float3(1.0f, 2.03211f, 0.0f)));
}
float4 LoadVRAM(int2 coords)
{
#if MULTISAMPLING
float4 value = LOAD_TEXTURE_MS(samp0, coords, 0u);
for (uint sample_index = 1u; sample_index < MULTISAMPLES; sample_index++)
value += LOAD_TEXTURE_MS(samp0, coords, sample_index);
value /= float(MULTISAMPLES);
return value;
#else
return LOAD_TEXTURE(samp0, coords, 0);
#endif
}
float3 SampleVRAM24(uint2 icoords)
{
// load adjacent 16-bit texels
uint2 clamp_size = uint2(1024, 512);
// relative to start of scanout
uint2 vram_coords = u_vram_offset + uint2((icoords.x * 3u) / 2u, icoords.y);
uint s0 = RGBA8ToRGBA5551(LoadVRAM(int2((vram_coords % clamp_size) * RESOLUTION_SCALE)));
uint s1 = RGBA8ToRGBA5551(LoadVRAM(int2(((vram_coords + uint2(1, 0)) % clamp_size) * RESOLUTION_SCALE)));
// select which part of the combined 16-bit texels we are currently shading
uint s1s0 = ((s1 << 16) | s0) >> ((icoords.x & 1u) * 8u);
// extract components and normalize
return float3(float(s1s0 & 0xFFu) / 255.0, float((s1s0 >> 8u) & 0xFFu) / 255.0,
float((s1s0 >> 16u) & 0xFFu) / 255.0);
}
float3 SampleVRAMAverage2x2(uint2 icoords)
{
float3 value = SampleVRAM24(icoords);
value += SampleVRAM24(icoords + uint2(0, 1));
value += SampleVRAM24(icoords + uint2(1, 0));
value += SampleVRAM24(icoords + uint2(1, 1));
return value * 0.25;
}
float3 SampleVRAM24Smoothed(uint2 icoords)
{
int2 base = int2(icoords) - 1;
uint2 low = uint2(max(base & ~1, int2(0, 0)));
uint2 high = low + 2u;
float2 coeff = vec2(base & 1) * 0.5 + 0.25;
float3 p = SampleVRAM24(icoords);
float3 p00 = SampleVRAMAverage2x2(low);
float3 p01 = SampleVRAMAverage2x2(uint2(low.x, high.y));
float3 p10 = SampleVRAMAverage2x2(uint2(high.x, low.y));
float3 p11 = SampleVRAMAverage2x2(high);
float3 s = lerp(lerp(p00, p10, coeff.x),
lerp(p01, p11, coeff.x),
coeff.y);
float y = RGBToYUV(p).x;
float2 uv = RGBToYUV(s).yz;
return YUVToRGB(float3(y, uv));
}
)";
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1);
ss << R"(
{
uint2 icoords = uint2(v_pos.xy) + uint2(u_crop_left, 0u);
#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
#if SMOOTH_CHROMA
o_col0 = float4(SampleVRAM24Smoothed(icoords), 1.0);
#else
o_col0 = float4(SampleVRAM24(icoords), 1.0);
#endif
#else
o_col0 = float4(LoadVRAM(int2((icoords + u_vram_offset) % VRAM_SIZE)).rgb, 1.0);
#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"}, true);
DeclareTexture(ss, "samp0", 0, UsingMSAA());
ss << R"(
float4 LoadVRAM(int2 coords)
{
#if MULTISAMPLING
float4 value = LOAD_TEXTURE_MS(samp0, coords, 0u);
for (uint sample_index = 1u; sample_index < MULTISAMPLES; sample_index++)
value += LOAD_TEXTURE_MS(samp0, coords, sample_index);
value /= float(MULTISAMPLES);
return value;
#else
return LOAD_TEXTURE(samp0, coords, 0);
#endif
}
uint SampleVRAM(uint2 coords)
{
if (RESOLUTION_SCALE == 1u)
return RGBA8ToRGBA5551(LoadVRAM(int2(coords)));
// 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 += LoadVRAM(int2(base_coords + uint2(offset_x, offset_y)));
}
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);
DefineMacro(ss, "PGXP_DEPTH", m_pgxp_depth);
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);
#if !PGXP_DEPTH
o_depth = (o_col0.a == 1.0) ? u_depth_value : 0.0;
#else
o_depth = 1.0;
#endif
})";
return ss.str();
}
std::string GPU_HW_ShaderGen::GenerateVRAMCopyFragmentShader()
{
// TODO: This won't currently work because we can't bind the texture to both the shader and framebuffer.
const bool msaa = false;
std::stringstream ss;
WriteHeader(ss);
WriteCommonFunctions(ss);
DefineMacro(ss, "PGXP_DEPTH", m_pgxp_depth);
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, msaa);
DefineMacro(ss, "MSAA_COPY", msaa);
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1, true, false, false, msaa);
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
#if MSAA_COPY
float4 color = LOAD_TEXTURE_MS(samp0, int2(src_coords), f_sample_index);
#else
float4 color = LOAD_TEXTURE(samp0, int2(src_coords), 0);
#endif
o_col0 = float4(color.xyz, u_set_mask_bit ? 1.0 : color.a);
#if !PGXP_DEPTH
o_depth = (u_set_mask_bit ? 1.0f : ((o_col0.a == 1.0) ? u_depth_value : 0.0));
#else
o_depth = 1.0f;
#endif
})";
return ss.str();
}
std::string GPU_HW_ShaderGen::GenerateVRAMUpdateDepthFragmentShader()
{
std::stringstream ss;
WriteHeader(ss);
WriteCommonFunctions(ss);
DeclareTexture(ss, "samp0", 0, UsingMSAA());
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 0, true, false, false, UsingMSAA());
ss << R"(
{
#if MULTISAMPLING
o_depth = LOAD_TEXTURE_MS(samp0, int2(v_pos.xy), f_sample_index).a;
#else
o_depth = LOAD_TEXTURE(samp0, int2(v_pos.xy), 0).a;
#endif
}
)";
return ss.str();
}
std::string GPU_HW_ShaderGen::GenerateAdaptiveDownsampleMipFragmentShader(bool first_pass)
{
std::stringstream ss;
WriteHeader(ss);
WriteCommonFunctions(ss);
DeclareTexture(ss, "samp0", 0, false);
DeclareUniformBuffer(ss, { "float2 u_uv_min", "float2 u_uv_max", "float2 u_rcp_resolution" }, true);
DefineMacro(ss, "FIRST_PASS", first_pass);
// mipmap_energy.glsl ported from parallel-rsx.
ss << R"(
float4 get_bias(float3 c00, float3 c01, float3 c10, float3 c11)
{
// Measure the "energy" (variance) in the pixels.
// If the pixels are all the same (2D content), use maximum bias, otherwise, taper off quickly back to 0 (edges)
float3 avg = 0.25 * (c00 + c01 + c10 + c11);
float s00 = dot(c00 - avg, c00 - avg);
float s01 = dot(c01 - avg, c01 - avg);
float s10 = dot(c10 - avg, c10 - avg);
float s11 = dot(c11 - avg, c11 - avg);
return float4(avg, 1.0 - log2(1000.0 * (s00 + s01 + s10 + s11) + 1.0));
}
float4 get_bias(float4 c00, float4 c01, float4 c10, float4 c11)
{
// Measure the "energy" (variance) in the pixels.
// If the pixels are all the same (2D content), use maximum bias, otherwise, taper off quickly back to 0 (edges)
float avg = 0.25 * (c00.a + c01.a + c10.a + c11.a);
float4 bias = get_bias(c00.rgb, c01.rgb, c10.rgb, c11.rgb);
bias.a *= avg;
return bias;
}
)";
DeclareFragmentEntryPoint(ss, 0, 1, {}, false, 1, false, false, false, false);
ss << R"(
{
float2 uv = v_tex0 - (u_rcp_resolution * 0.25);
#ifdef FIRST_PASS
vec3 c00 = SAMPLE_TEXTURE_OFFSET(samp0, uv, int2(0, 0)).rgb;
vec3 c01 = SAMPLE_TEXTURE_OFFSET(samp0, uv, int2(0, 1)).rgb;
vec3 c10 = SAMPLE_TEXTURE_OFFSET(samp0, uv, int2(1, 0)).rgb;
vec3 c11 = SAMPLE_TEXTURE_OFFSET(samp0, uv, int2(1, 1)).rgb;
o_col0 = get_bias(c00, c01, c10, c11);
#else
vec4 c00 = SAMPLE_TEXTURE_OFFSET(samp0, uv, int2(0, 0));
vec4 c01 = SAMPLE_TEXTURE_OFFSET(samp0, uv, int2(0, 1));
vec4 c10 = SAMPLE_TEXTURE_OFFSET(samp0, uv, int2(1, 0));
vec4 c11 = SAMPLE_TEXTURE_OFFSET(samp0, uv, int2(1, 1));
o_col0 = get_bias(c00, c01, c10, c11);
#endif
}
)";
return ss.str();
}
std::string GPU_HW_ShaderGen::GenerateAdaptiveDownsampleBlurFragmentShader()
{
std::stringstream ss;
WriteHeader(ss);
WriteCommonFunctions(ss);
DeclareTexture(ss, "samp0", 0, false);
DeclareUniformBuffer(ss, {"float2 u_uv_min", "float2 u_uv_max", "float2 u_rcp_resolution", "float sample_level"}, true);
// mipmap_blur.glsl ported from parallel-rsx.
DeclareFragmentEntryPoint(ss, 0, 1, {}, false, 1, false, false, false, false);
ss << R"(
{
float bias = 0.0;
const float w0 = 0.25;
const float w1 = 0.125;
const float w2 = 0.0625;
#define UV(x, y) clamp((v_tex0 + float2(x, y) * u_rcp_resolution), u_uv_min, u_uv_max)
bias += w2 * SAMPLE_TEXTURE(samp0, UV(-1.0, -1.0)).a;
bias += w2 * SAMPLE_TEXTURE(samp0, UV(+1.0, -1.0)).a;
bias += w2 * SAMPLE_TEXTURE(samp0, UV(-1.0, +1.0)).a;
bias += w2 * SAMPLE_TEXTURE(samp0, UV(+1.0, +1.0)).a;
bias += w1 * SAMPLE_TEXTURE(samp0, UV( 0.0, -1.0)).a;
bias += w1 * SAMPLE_TEXTURE(samp0, UV(-1.0, 0.0)).a;
bias += w1 * SAMPLE_TEXTURE(samp0, UV(+1.0, 0.0)).a;
bias += w1 * SAMPLE_TEXTURE(samp0, UV( 0.0, +1.0)).a;
bias += w0 * SAMPLE_TEXTURE(samp0, UV( 0.0, 0.0)).a;
o_col0 = float4(bias, bias, bias, bias);
}
)";
return ss.str();
}
std::string GPU_HW_ShaderGen::GenerateAdaptiveDownsampleCompositeFragmentShader()
{
std::stringstream ss;
WriteHeader(ss);
WriteCommonFunctions(ss);
DeclareTexture(ss, "samp0", 0, false);
DeclareTexture(ss, "samp1", 1, false);
// mipmap_resolve.glsl ported from parallel-rsx.
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1, false, false, false, false);
ss << R"(
{
float2 uv = v_pos.xy * RCP_VRAM_SIZE;
float bias = SAMPLE_TEXTURE(samp1, uv).r;
float mip = float(RESOLUTION_SCALE - 1u) * bias;
float3 color = SAMPLE_TEXTURE_LEVEL(samp0, uv, mip).rgb;
o_col0 = float4(color, 1.0);
}
)";
return ss.str();
}
std::string GPU_HW_ShaderGen::GenerateBoxSampleDownsampleFragmentShader()
{
std::stringstream ss;
WriteHeader(ss);
WriteCommonFunctions(ss);
DeclareTexture(ss, "samp0", 0, false);
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1, false, false, false, false);
ss << R"(
{
float3 color = float3(0.0, 0.0, 0.0);
uint2 base_coords = uint2(v_pos.xy) * 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++)
color += LOAD_TEXTURE(samp0, int2(base_coords + uint2(offset_x, offset_y)), 0).rgb;
}
color /= float(RESOLUTION_SCALE * RESOLUTION_SCALE);
o_col0 = float4(color, 1.0);
}
)";
return ss.str();
}