From beb35320f6d73d063ad7b957692ffe591eb33c70 Mon Sep 17 00:00:00 2001 From: Stenzek Date: Wed, 6 Dec 2017 03:00:40 +1000 Subject: [PATCH] TextureConverterShaderGen: Make generated shaders HLSL-compatible --- .../VideoCommon/TextureConverterShaderGen.cpp | 68 +++++++++++-------- 1 file changed, 41 insertions(+), 27 deletions(-) diff --git a/Source/Core/VideoCommon/TextureConverterShaderGen.cpp b/Source/Core/VideoCommon/TextureConverterShaderGen.cpp index 6bf0eaef78..5133555980 100644 --- a/Source/Core/VideoCommon/TextureConverterShaderGen.cpp +++ b/Source/Core/VideoCommon/TextureConverterShaderGen.cpp @@ -32,35 +32,49 @@ TCShaderUid GetShaderUid(EFBCopyFormat dst_format, bool is_depth_copy, bool is_i ShaderCode GenerateShader(APIType api_type, const UidData* uid_data) { - ShaderCode out; + const bool mono_depth = uid_data->is_depth_copy && g_ActiveConfig.bStereoEFBMonoDepth; + ShaderCode out; if (api_type == APIType::OpenGL) + { out.Write("SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n" "#define samp0 samp9\n" "#define uv0 f_uv0\n" "in vec3 uv0;\n" - "out vec4 ocol0;\n"); - + "out vec4 ocol0;\n" + "void main(){\n" + " vec4 texcol = texture(samp0, %s);\n", + mono_depth ? "vec3(uv0.xy, 0.0)" : "uv0"); + } else if (api_type == APIType::Vulkan) + { out.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n" "layout(location = 0) in vec3 uv0;\n" "layout(location = 1) in vec4 col0;\n" - "layout(location = 0) out vec4 ocol0;"); - - bool mono_depth = uid_data->is_depth_copy && g_ActiveConfig.bStereoEFBMonoDepth; - out.Write("void main(){\n" - " vec4 texcol = texture(samp0, %s);\n", - mono_depth ? "vec3(uv0.xy, 0.0)" : "uv0"); + "layout(location = 0) out vec4 ocol0;" + "void main(){\n" + " vec4 texcol = texture(samp0, %s);\n", + mono_depth ? "vec3(uv0.xy, 0.0)" : "uv0"); + } + else if (api_type == APIType::D3D) + { + out.Write("Texture2DArray tex0 : register(t0);\n" + "SamplerState samp0 : register(s0);\n" + "void main(out float4 ocol0 : SV_Target,\n" + " in float4 pos : SV_Position,\n" + " in float3 uv0 : TEXCOORD0) {\n" + " float4 texcol = tex0.Sample(samp0, uv0);\n"); + } if (uid_data->is_depth_copy) { - if (api_type == APIType::Vulkan) + if (api_type == APIType::D3D || api_type == APIType::Vulkan) out.Write("texcol.x = 1.0 - texcol.x;\n"); out.Write(" int depth = int(texcol.x * 16777216.0);\n" // Convert to Z24 format - " ivec4 workspace;\n" + " int4 workspace;\n" " workspace.r = (depth >> 16) & 255;\n" " workspace.g = (depth >> 8) & 255;\n" " workspace.b = depth & 255;\n" @@ -69,7 +83,7 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data) " workspace.a = (depth >> 16) & 0xF0;\n" // Normalize components to [0.0..1.0] - " texcol = vec4(workspace) / 255.0;\n"); + " texcol = float4(workspace) / 255.0;\n"); switch (uid_data->dst_format) { case EFBCopyFormat::R4: // Z4 @@ -90,7 +104,7 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data) break; case EFBCopyFormat::RGBA8: // Z24X8 - out.Write(" ocol0 = vec4(texcol.rgb, 0.0);\n"); + out.Write(" ocol0 = float4(texcol.rgb, 0.0);\n"); break; case EFBCopyFormat::G8: // Z8M @@ -110,7 +124,7 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data) default: ERROR_LOG(VIDEO, "Unknown copy zbuf format: 0x%X", static_cast(uid_data->dst_format)); - out.Write(" ocol0 = vec4(texcol.bgr, 0.0);\n"); + out.Write(" ocol0 = float4(texcol.bgr, 0.0);\n"); break; } } @@ -165,16 +179,16 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data) color_mask[4] = color_mask[5] = color_mask[6] = color_mask[7] = 1.0f / 15.0f; } } - out.Write(" const vec4 colmat[7] = {\n"); + out.Write(" const float4 colmat[7] = {\n"); for (size_t i = 0; i < colmat.size() / 4; i++) { - out.Write(" vec4(%f, %f, %f, %f)%s\n", colmat[i * 4 + 0], colmat[i * 4 + 1], + out.Write(" float4(%f, %f, %f, %f)%s\n", colmat[i * 4 + 0], colmat[i * 4 + 1], colmat[i * 4 + 2], colmat[i * 4 + 3], i < 7 ? "," : ""); } - out.Write( - " };\n" - " texcol = floor(texcol * colmat[5]) * colmat[6];\n" - " ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"); + out.Write(" };\n" + " texcol = floor(texcol * colmat[5]) * colmat[6];\n" + " ocol0 = float4(dot(texcol, colmat[0]), dot(texcol, colmat[1]), dot(texcol, " + "colmat[2]), dot(texcol, colmat[3])) + colmat[4];\n"); break; default: @@ -193,7 +207,7 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data) { case EFBCopyFormat::R4: // R4 out.Write(" float red = float(int(texcol.r * 255.0) & 0xF0) * (1.0 / 240.0);\n" - " ocol0 = vec4(red, red, red, red);\n"); + " ocol0 = float4(red, red, red, red);\n"); break; case EFBCopyFormat::R8_0x1: // R8 @@ -202,7 +216,7 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data) break; case EFBCopyFormat::RA4: // RA4 - out.Write(" vec2 red_alpha = vec2(ivec2(texcol.ra * 255.0) & 0xF0) * (1.0 / 240.0);\n" + out.Write(" float2 red_alpha = float2(int2(texcol.ra * 255.0) & 0xF0) * (1.0 / 240.0);\n" " ocol0 = red_alpha.rrrg;\n"); break; @@ -231,17 +245,17 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data) break; case EFBCopyFormat::RGB565: // RGB565 - out.Write(" vec2 red_blue = vec2(ivec2(texcol.rb * 255.0) & 0xF8) * (1.0 / 248.0);\n" + out.Write(" float2 red_blue = float2(int2(texcol.rb * 255.0) & 0xF8) * (1.0 / 248.0);\n" " float green = float(int(texcol.g * 255.0) & 0xFC) * (1.0 / 252.0);\n" - " ocol0 = vec4(red_blue.r, green, red_blue.g, 1.0);\n"); + " ocol0 = float4(red_blue.r, green, red_blue.g, 1.0);\n"); break; case EFBCopyFormat::RGB5A3: // RGB5A3 // TODO: The MSB controls whether we have RGB5 or RGB4A3, this selection // will need to be implemented once we move away from floats. - out.Write(" vec3 color = vec3(ivec3(texcol.rgb * 255.0) & 0xF8) * (1.0 / 248.0);\n" + out.Write(" float3 color = float3(int3(texcol.rgb * 255.0) & 0xF8) * (1.0 / 248.0);\n" " float alpha = float(int(texcol.a * 255.0) & 0xE0) * (1.0 / 224.0);\n" - " ocol0 = vec4(color, alpha);\n"); + " ocol0 = float4(color, alpha);\n"); break; case EFBCopyFormat::RGBA8: // RGBA8 @@ -249,7 +263,7 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data) break; case EFBCopyFormat::XFB: // XFB copy, we just pretend it's an RGBX copy - out.Write(" ocol0 = vec4(texcol.rgb, 1.0);\n"); + out.Write(" ocol0 = float4(texcol.rgb, 1.0);\n"); break; default: