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Shader depal: Implement bilinear filtering.
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29c41c6a35
commit
69bd427ca2
@ -161,7 +161,7 @@ const CommonCommandTableEntry commonCommandTable[] = {
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// These must flush on change, so that LoadClut doesn't have to always flush.
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{ GE_CMD_CLUTADDR, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_CLUTADDRUPPER, FLAG_FLUSHBEFOREONCHANGE },
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{ GE_CMD_CLUTFORMAT, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_CLUTFORMAT, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS | DIRTY_DEPAL },
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// Morph weights. TODO: Remove precomputation?
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{ GE_CMD_MORPHWEIGHT0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight },
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@ -177,8 +177,18 @@ bool GenerateVulkanGLSLFragmentShader(const FShaderID &id, char *buffer) {
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if (doTextureProjection) {
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WRITE(p, " vec4 t = textureProj(tex, %s);\n", texcoord);
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if (shaderDepal) {
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WRITE(p, " vec4 t1 = textureProjOffset(tex, %s, ivec2(1, 0));\n", texcoord);
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WRITE(p, " vec4 t2 = textureProjOffset(tex, %s, ivec2(0, 1));\n", texcoord);
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WRITE(p, " vec4 t3 = textureProjOffset(tex, %s, ivec2(1, 1));\n", texcoord);
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}
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} else {
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WRITE(p, " vec4 t = texture(tex, %s.xy);\n", texcoord);
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if (shaderDepal) {
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WRITE(p, " vec4 t1 = textureOffset(tex, %s.xy, ivec2(1, 0));\n", texcoord);
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WRITE(p, " vec4 t2 = textureOffset(tex, %s.xy, ivec2(0, 1));\n", texcoord);
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WRITE(p, " vec4 t3 = textureOffset(tex, %s.xy, ivec2(1, 1));\n", texcoord);
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}
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}
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if (shaderDepal) {
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@ -186,29 +196,72 @@ bool GenerateVulkanGLSLFragmentShader(const FShaderID &id, char *buffer) {
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WRITE(p, " uint depalShift = (base.depal_mask_shift_off_fmt >> 8) & 0xFF;\n");
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WRITE(p, " uint depalOffset = ((base.depal_mask_shift_off_fmt >> 16) & 0xFF) << 4;\n");
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WRITE(p, " uint depalFmt = (base.depal_mask_shift_off_fmt >> 24) & 0x3;\n");
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WRITE(p, " bool bilinear = (base.depal_mask_shift_off_fmt >> 31) == 0;\n");
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WRITE(p, " bool bilinear = (base.depal_mask_shift_off_fmt >> 31) != 0;\n");
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WRITE(p, " vec2 fraction = fract(%s.xy);\n", texcoord);
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WRITE(p, " uvec4 col; uint index0; uint index1; uint index2; uint index3;\n");
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WRITE(p, " switch (depalFmt) {\n"); // We might want to include fmt in the shader ID if this is a performance issue.
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WRITE(p, " case 0:\n"); // 565
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WRITE(p, " col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0);\n");
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WRITE(p, " index0 = (col.b << 11) | (col.g << 5) | (col.r);\n");
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WRITE(p, " if (bilinear) {\n");
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WRITE(p, " col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0);\n");
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WRITE(p, " index1 = (col.b << 11) | (col.g << 5) | (col.r);\n");
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WRITE(p, " col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0);\n");
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WRITE(p, " index2 = (col.b << 11) | (col.g << 5) | (col.r);\n");
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WRITE(p, " col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0);\n");
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WRITE(p, " index3 = (col.b << 11) | (col.g << 5) | (col.r);\n");
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WRITE(p, " }\n");
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WRITE(p, " break;\n");
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WRITE(p, " case 1:\n"); // 5551
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WRITE(p, " col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0));\n");
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WRITE(p, " index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r);\n");
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WRITE(p, " if (bilinear) {\n");
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WRITE(p, " col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0));\n");
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WRITE(p, " index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r);\n");
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WRITE(p, " col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0));\n");
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WRITE(p, " index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r);\n");
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WRITE(p, " col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0));\n");
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WRITE(p, " index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r);\n");
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WRITE(p, " }\n");
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WRITE(p, " break;\n");
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WRITE(p, " case 2:\n"); // 4444
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WRITE(p, " col = uvec4(t.rgba * vec4(15.99, 15.99, 15.99, 15.99));\n");
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WRITE(p, " index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r);\n");
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WRITE(p, " if (bilinear) {\n");
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WRITE(p, " col = uvec4(t1.rgba * vec4(15.99, 15.99, 15.99, 15.99));\n");
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WRITE(p, " index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r);\n");
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WRITE(p, " col = uvec4(t2.rgba * vec4(15.99, 15.99, 15.99, 15.99));\n");
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WRITE(p, " index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r);\n");
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WRITE(p, " col = uvec4(t3.rgba * vec4(15.99, 15.99, 15.99, 15.99));\n");
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WRITE(p, " index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r);\n");
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WRITE(p, " }\n");
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WRITE(p, " break;\n");
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WRITE(p, " case 3:\n"); // 8888
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WRITE(p, " col = uvec4(t.rgba * vec4(255.99, 255.99, 255.99, 255.99));\n");
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WRITE(p, " index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r);\n");
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WRITE(p, " if (bilinear) {\n");
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WRITE(p, " col = uvec4(t1.rgba * vec4(255.99, 255.99, 255.99, 255.99));\n");
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WRITE(p, " index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r);\n");
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WRITE(p, " col = uvec4(t2.rgba * vec4(255.99, 255.99, 255.99, 255.99));\n");
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WRITE(p, " index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r);\n");
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WRITE(p, " col = uvec4(t3.rgba * vec4(255.99, 255.99, 255.99, 255.99));\n");
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WRITE(p, " index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r);\n");
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WRITE(p, " }\n");
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WRITE(p, " break;\n");
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WRITE(p, " };\n");
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WRITE(p, " index0 = ((index0 >> depalShift) & depalMask) | depalOffset;\n");
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WRITE(p, " t = texelFetch(pal, ivec2(index0, 0), 0);\n");
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WRITE(p, " if (bilinear) {\n");
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WRITE(p, " index1 = ((index1 >> depalShift) & depalMask) | depalOffset;\n");
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WRITE(p, " index2 = ((index2 >> depalShift) & depalMask) | depalOffset;\n");
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WRITE(p, " index3 = ((index3 >> depalShift) & depalMask) | depalOffset;\n");
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WRITE(p, " t1 = texelFetch(pal, ivec2(index1, 0), 0);\n");
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WRITE(p, " t2 = texelFetch(pal, ivec2(index2, 0), 0);\n");
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WRITE(p, " t3 = texelFetch(pal, ivec2(index3, 0), 0);\n");
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WRITE(p, " t = mix(t, t1, fraction.x);\n");
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WRITE(p, " t2 = mix(t2, t3, fraction.x);\n");
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WRITE(p, " t = mix(t, t2, fraction.y);\n");
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WRITE(p, " }\n");
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}
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if (texFunc != GE_TEXFUNC_REPLACE || !doTextureAlpha)
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