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2479d52202
In many places, string, map, or Common.h were included but not needed.
88 lines
3.0 KiB
C++
88 lines
3.0 KiB
C++
#include <cstdarg>
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#include "Common/GPU/Shader.h"
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#include "Common/GPU/ShaderWriter.h"
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#include "Common/Log.h"
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#include "GPU/Common/ReinterpretFramebuffer.h"
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static const VaryingDef varyings[1] = {
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{ "vec2", "v_texcoord", "TEXCOORD0", 0, "highp" },
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};
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// TODO: We could possibly have an option to preserve any extra color precision? But gonna start without it.
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// Requires full size integer math. It would be possible to make a floating point-only version with lots of
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// modulo and stuff, might do it one day.
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bool GenerateReinterpretFragmentShader(char *buffer, GEBufferFormat from, GEBufferFormat to, const ShaderLanguageDesc &lang) {
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if (!lang.bitwiseOps) {
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return false;
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}
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ShaderWriter writer(buffer, lang, ShaderStage::Fragment, nullptr, 0);
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writer.HighPrecisionFloat();
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writer.DeclareSampler2D("samp", 0);
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writer.DeclareTexture2D("tex", 0);
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writer.BeginFSMain(Slice<UniformDef>::empty(), varyings);
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writer.C(" vec4 val = ").SampleTexture2D("tex", "samp", "v_texcoord.xy").C(";\n");
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switch (from) {
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case GE_FORMAT_4444:
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writer.C(" uint color = uint(val.r * 15.99) | (uint(val.g * 15.99) << 4u) | (uint(val.b * 15.99) << 8u) | (uint(val.a * 15.99) << 12u);\n");
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break;
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case GE_FORMAT_5551:
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writer.C(" uint color = uint(val.r * 31.99) | (uint(val.g * 31.99) << 5u) | (uint(val.b * 31.99) << 10u);\n");
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writer.C(" if (val.a >= 0.5) color |= 0x8000U;\n");
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break;
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case GE_FORMAT_565:
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writer.C(" uint color = uint(val.r * 31.99) | (uint(val.g * 63.99) << 5u) | (uint(val.b * 31.99) << 11u);\n");
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break;
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default:
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_assert_(false);
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break;
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}
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switch (to) {
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case GE_FORMAT_4444:
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writer.C(" vec4 outColor = vec4(float(color & 0xFU), float((color >> 4u) & 0xFU), float((color >> 8u) & 0xFU), float((color >> 12u) & 0xFU));\n");
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writer.C(" outColor *= 1.0 / 15.0;\n");
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break;
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case GE_FORMAT_5551:
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writer.C(" vec4 outColor = vec4(float(color & 0x1FU), float((color >> 5u) & 0x1FU), float((color >> 10u) & 0x1FU), 0.0);\n");
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writer.C(" outColor.rgb *= 1.0 / 31.0;\n");
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writer.C(" outColor.a = float(color >> 15);\n");
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break;
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case GE_FORMAT_565:
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writer.C(" vec4 outColor = vec4(float(color & 0x1FU), float((color >> 5u) & 0x3FU), float((color >> 11u) & 0x1FU), 1.0);\n");
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writer.C(" outColor.rb *= 1.0 / 31.0;\n");
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writer.C(" outColor.g *= 1.0 / 63.0;\n");
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break;
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default:
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_assert_(false);
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break;
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}
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writer.EndFSMain("outColor");
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return true;
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}
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bool GenerateReinterpretVertexShader(char *buffer, const ShaderLanguageDesc &lang) {
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if (!lang.bitwiseOps) {
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return false;
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}
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ShaderWriter writer(buffer, lang, ShaderStage::Vertex, nullptr, 0);
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writer.BeginVSMain(Slice<InputDef>::empty(), Slice<UniformDef>::empty(), varyings);
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writer.C(" float x = -1.0 + float((gl_VertexIndex & 1) << 2);\n");
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writer.C(" float y = -1.0 + float((gl_VertexIndex & 2) << 1);\n");
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writer.C(" v_texcoord = (vec2(x, y) + vec2(1.0, 1.0)) * 0.5;\n");
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writer.F(" y *= %s1.0;\n", lang.viewportYSign);
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writer.C(" gl_Position = vec4(x, y, 0.0, 1.0);\n");
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writer.EndVSMain(varyings);
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return true;
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}
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