mirror of
https://github.com/libretro/ppsspp.git
synced 2025-01-30 13:21:52 +00:00
Move depalettize-shader generator to Common
This commit is contained in:
parent
f45afb72c9
commit
0c9f541a43
@ -1378,6 +1378,9 @@ if(ARMV7)
|
||||
set(GPU_NEON GPU/Common/TextureDecoderNEON.cpp)
|
||||
endif()
|
||||
add_library(GPU OBJECT
|
||||
GPU/Common/DepalettizeShaderCommon.h
|
||||
GPU/Common/DepalettizeShaderCommon.cpp
|
||||
GPU/Common/FramebufferCommon.h
|
||||
GPU/Common/FramebufferCommon.cpp
|
||||
GPU/Common/FramebufferCommon.h
|
||||
GPU/Common/GPUDebugInterface.h
|
||||
|
261
GPU/Common/DepalettizeShaderCommon.cpp
Normal file
261
GPU/Common/DepalettizeShaderCommon.cpp
Normal file
@ -0,0 +1,261 @@
|
||||
// Copyright (c) 2014- PPSSPP Project.
|
||||
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU General Public License as published by
|
||||
// the Free Software Foundation, version 2.0 or later versions.
|
||||
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU General Public License 2.0 for more details.
|
||||
|
||||
// A copy of the GPL 2.0 should have been included with the program.
|
||||
// If not, see http://www.gnu.org/licenses/
|
||||
|
||||
// Official git repository and contact information can be found at
|
||||
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
#include "Common/Log.h"
|
||||
#include "Core/Reporting.h"
|
||||
#include "GPU/GPUState.h"
|
||||
#include "GPU/Common/DepalettizeShaderCommon.h"
|
||||
|
||||
|
||||
#define WRITE p+=sprintf
|
||||
|
||||
// Uses integer instructions available since OpenGL 3.0. Suitable for ES 3.0 as well.
|
||||
void GenerateDepalShader300(char *buffer, GEBufferFormat pixelFormat) {
|
||||
char *p = buffer;
|
||||
#ifdef USING_GLES2
|
||||
WRITE(p, "#version 300 es\n");
|
||||
WRITE(p, "precision mediump float;\n");
|
||||
#else
|
||||
WRITE(p, "#version 330\n");
|
||||
#endif
|
||||
WRITE(p, "in vec2 v_texcoord0;\n");
|
||||
WRITE(p, "out vec4 fragColor0;\n");
|
||||
WRITE(p, "uniform sampler2D tex;\n");
|
||||
WRITE(p, "uniform sampler2D pal;\n");
|
||||
|
||||
WRITE(p, "void main() {\n");
|
||||
WRITE(p, " vec4 color = texture(tex, v_texcoord0);\n");
|
||||
|
||||
int mask = gstate.getClutIndexMask();
|
||||
int shift = gstate.getClutIndexShift();
|
||||
int offset = gstate.getClutIndexStartPos();
|
||||
const GEPaletteFormat clutFormat = gstate.getClutPaletteFormat();
|
||||
// Unfortunately sampling turned our texture into floating point. To avoid this, might be able
|
||||
// to declare them as isampler2D objects, but these require integer textures, which needs more work.
|
||||
// Anyhow, we simply work around this by converting back to integer. Hopefully there will be no loss of precision.
|
||||
// Use the mask to skip reading some components.
|
||||
int shiftedMask = mask << shift;
|
||||
switch (pixelFormat) {
|
||||
case GE_FORMAT_8888:
|
||||
if (shiftedMask & 0xFF) WRITE(p, " int r = int(color.r * 255.99);\n"); else WRITE(p, " int r = 0;\n");
|
||||
if (shiftedMask & 0xFF00) WRITE(p, " int g = int(color.g * 255.99);\n"); else WRITE(p, " int g = 0;\n");
|
||||
if (shiftedMask & 0xFF0000) WRITE(p, " int b = int(color.b * 255.99);\n"); else WRITE(p, " int b = 0;\n");
|
||||
if (shiftedMask & 0xFF000000) WRITE(p, " int a = int(color.a * 255.99);\n"); else WRITE(p, " int a = 0;\n");
|
||||
WRITE(p, " int index = (a << 24) | (b << 16) | (g << 8) | (r);\n");
|
||||
break;
|
||||
case GE_FORMAT_4444:
|
||||
if (shiftedMask & 0xF) WRITE(p, " int r = int(color.r * 15.99);\n"); else WRITE(p, " int r = 0;\n");
|
||||
if (shiftedMask & 0xF0) WRITE(p, " int g = int(color.g * 15.99);\n"); else WRITE(p, " int g = 0;\n");
|
||||
if (shiftedMask & 0xF00) WRITE(p, " int b = int(color.b * 15.99);\n"); else WRITE(p, " int b = 0;\n");
|
||||
if (shiftedMask & 0xF000) WRITE(p, " int a = int(color.a * 15.99);\n"); else WRITE(p, " int a = 0;\n");
|
||||
WRITE(p, " int index = (a << 12) | (b << 8) | (g << 4) | (r);\n");
|
||||
break;
|
||||
case GE_FORMAT_565:
|
||||
if (shiftedMask & 0x1F) WRITE(p, " int r = int(color.r * 31.99);\n"); else WRITE(p, " int r = 0;\n");
|
||||
if (shiftedMask & 0x7E0) WRITE(p, " int g = int(color.g * 63.99);\n"); else WRITE(p, " int g = 0;\n");
|
||||
if (shiftedMask & 0xF800) WRITE(p, " int b = int(color.b * 31.99);\n"); else WRITE(p, " int b = 0;\n");
|
||||
WRITE(p, " int index = (b << 11) | (g << 5) | (r);\n");
|
||||
break;
|
||||
case GE_FORMAT_5551:
|
||||
if (shiftedMask & 0x1F) WRITE(p, " int r = int(color.r * 31.99);\n"); else WRITE(p, " int r = 0;\n");
|
||||
if (shiftedMask & 0x3E0) WRITE(p, " int g = int(color.g * 31.99);\n"); else WRITE(p, " int g = 0;\n");
|
||||
if (shiftedMask & 0x7C00) WRITE(p, " int b = int(color.b * 31.99);\n"); else WRITE(p, " int b = 0;\n");
|
||||
if (shiftedMask & 0x8000) WRITE(p, " int a = int(color.a);\n"); else WRITE(p, " int a = 0;\n");
|
||||
WRITE(p, " int index = (a << 15) | (b << 10) | (g << 5) | (r);\n");
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
float texturePixels = 256;
|
||||
if (clutFormat != GE_CMODE_32BIT_ABGR8888)
|
||||
texturePixels = 512;
|
||||
|
||||
if (shift) {
|
||||
WRITE(p, " index = ((index >> %i) & 0x%02x)", shift, mask);
|
||||
} else {
|
||||
WRITE(p, " index = (index & 0x%02x)", mask);
|
||||
}
|
||||
if (offset) {
|
||||
WRITE(p, " | %i;\n", offset); // '|' matches what we have in gstate.h
|
||||
} else {
|
||||
WRITE(p, ";\n");
|
||||
}
|
||||
|
||||
WRITE(p, " fragColor0 = texture(pal, vec2((float(index) + 0.5) * (1.0 / %f), 0.0));\n", texturePixels);
|
||||
WRITE(p, "}\n");
|
||||
}
|
||||
|
||||
// FP only, to suit GL(ES) 2.0
|
||||
void GenerateDepalShaderFloat(char *buffer, GEBufferFormat pixelFormat, ShaderLanguage lang) {
|
||||
char *p = buffer;
|
||||
|
||||
const char *modFunc = lang == HLSL_DX9 ? "fmod" : "mod";
|
||||
|
||||
char lookupMethod[128] = "index.r";
|
||||
char offset[128] = "";
|
||||
|
||||
const GEPaletteFormat clutFormat = gstate.getClutPaletteFormat();
|
||||
const u32 clutBase = gstate.getClutIndexStartPos();
|
||||
|
||||
const int shift = gstate.getClutIndexShift();
|
||||
const int mask = gstate.getClutIndexMask();
|
||||
|
||||
float index_multiplier = 1.0f;
|
||||
// pixelformat is the format of the texture we are sampling.
|
||||
bool formatOK = true;
|
||||
switch (pixelFormat) {
|
||||
case GE_FORMAT_8888:
|
||||
if ((mask & (mask + 1)) == 0) {
|
||||
// If the value has all bits contiguous (bitmask check above), we can mod by it + 1.
|
||||
const char *rgba = "rrrrrrrrggggggggbbbbbbbbaaaaaaaa";
|
||||
const u8 rgba_shift = shift & 7;
|
||||
if (rgba_shift == 0 && mask == 0xFF) {
|
||||
sprintf(lookupMethod, "index.%c", rgba[shift]);
|
||||
} else {
|
||||
sprintf(lookupMethod, "%s(index.%c * %f, %d.0)", modFunc, rgba[shift], 255.99f / (1 << rgba_shift), mask + 1);
|
||||
index_multiplier = 1.0f / 256.0f;
|
||||
// Format was OK if there weren't bits from another component.
|
||||
formatOK = mask <= 255 - (1 << rgba_shift);
|
||||
}
|
||||
} else {
|
||||
formatOK = false;
|
||||
}
|
||||
break;
|
||||
case GE_FORMAT_4444:
|
||||
if ((mask & (mask + 1)) == 0 && shift < 16) {
|
||||
const char *rgba = "rrrrggggbbbbaaaa";
|
||||
const u8 rgba_shift = shift & 3;
|
||||
if (rgba_shift == 0 && mask == 0xF) {
|
||||
sprintf(lookupMethod, "index.%c", rgba[shift]);
|
||||
index_multiplier = 15.0f / 256.0f;
|
||||
} else {
|
||||
// Let's divide and mod to get the right bits. A common case is shift=0, mask=01.
|
||||
sprintf(lookupMethod, "%s(index.%c * %f, %d.0)", modFunc, rgba[shift], 15.99f / (1 << rgba_shift), mask + 1);
|
||||
index_multiplier = 1.0f / 256.0f;
|
||||
formatOK = mask <= 15 - (1 << rgba_shift);
|
||||
}
|
||||
} else {
|
||||
formatOK = false;
|
||||
}
|
||||
break;
|
||||
case GE_FORMAT_565:
|
||||
if ((mask & (mask + 1)) == 0 && shift < 16) {
|
||||
const u8 shifts[16] = { 0, 1, 2, 3, 4, 0, 1, 2, 3, 4, 5, 0, 1, 2, 3, 4 };
|
||||
const int multipliers[16] = { 31, 31, 31, 31, 31, 63, 63, 63, 63, 63, 63, 31, 31, 31, 31, 31 };
|
||||
const char *rgba = "rrrrrggggggbbbbb";
|
||||
const u8 rgba_shift = shifts[shift];
|
||||
if (rgba_shift == 0 && mask == multipliers[shift]) {
|
||||
sprintf(lookupMethod, "index.%c", rgba[shift]);
|
||||
index_multiplier = multipliers[shift] / 256.0f;
|
||||
} else {
|
||||
// We just need to divide the right component by the right value, and then mod against the mask.
|
||||
// A common case is shift=1, mask=0f.
|
||||
sprintf(lookupMethod, "%s(index.%c * %f, %d.0)", modFunc, rgba[shift], ((float)multipliers[shift] + 0.99f) / (1 << rgba_shift), mask + 1);
|
||||
index_multiplier = 1.0f / 256.0f;
|
||||
formatOK = mask <= multipliers[shift] - (1 << rgba_shift);
|
||||
}
|
||||
} else {
|
||||
formatOK = false;
|
||||
}
|
||||
break;
|
||||
case GE_FORMAT_5551:
|
||||
if ((mask & (mask + 1)) == 0 && shift < 16) {
|
||||
const char *rgba = "rrrrrgggggbbbbba";
|
||||
const u8 rgba_shift = shift % 5;
|
||||
if (rgba_shift == 0 && mask == 0x1F) {
|
||||
sprintf(lookupMethod, "index.%c", rgba[shift]);
|
||||
index_multiplier = 31.0f / 256.0f;
|
||||
} else if (shift == 15 && mask == 1) {
|
||||
sprintf(lookupMethod, "index.%c", rgba[shift]);
|
||||
index_multiplier = 1.0f / 256.0f;
|
||||
} else {
|
||||
// A isn't possible here.
|
||||
sprintf(lookupMethod, "%s(index.%c * %f, %d.0)", modFunc, rgba[shift], 31.99f / (1 << rgba_shift), mask + 1);
|
||||
index_multiplier = 1.0f / 256.0f;
|
||||
formatOK = mask <= 31 - (1 << rgba_shift);
|
||||
}
|
||||
} else {
|
||||
formatOK = false;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
float texturePixels = 256.f;
|
||||
if (clutFormat != GE_CMODE_32BIT_ABGR8888) {
|
||||
texturePixels = 512.f;
|
||||
index_multiplier *= 0.5f;
|
||||
}
|
||||
|
||||
// Adjust index_multiplier, similar to the use of 15.99 instead of 16 in the ES 3 path.
|
||||
// index_multiplier -= 0.01f / texturePixels;
|
||||
|
||||
if (!formatOK) {
|
||||
ERROR_LOG_REPORT_ONCE(depal, G3D, "%i depal unsupported: shift=%i mask=%02x offset=%d", pixelFormat, shift, mask, clutBase);
|
||||
}
|
||||
|
||||
// Offset by half a texel (plus clutBase) to turn NEAREST filtering into FLOOR.
|
||||
float texel_offset = ((float)clutBase + 0.5f) / texturePixels;
|
||||
sprintf(offset, " + %f", texel_offset);
|
||||
|
||||
if (lang == GLSL_140) {
|
||||
#ifdef USING_GLES2
|
||||
WRITE(p, "#version 100\n");
|
||||
WRITE(p, "precision mediump float;\n");
|
||||
#else
|
||||
WRITE(p, "#version 110\n");
|
||||
#endif
|
||||
WRITE(p, "varying vec2 v_texcoord0;\n");
|
||||
WRITE(p, "uniform sampler2D tex;\n");
|
||||
WRITE(p, "uniform sampler2D pal;\n");
|
||||
WRITE(p, "void main() {\n");
|
||||
WRITE(p, " vec4 index = texture2D(tex, v_texcoord0);\n");
|
||||
WRITE(p, " float coord = (%s * %f)%s;\n", lookupMethod, index_multiplier, offset);
|
||||
WRITE(p, " gl_FragColor = texture2D(pal, vec2(coord, 0.0));\n");
|
||||
WRITE(p, "}\n");
|
||||
} else if (lang == HLSL_DX9) {
|
||||
WRITE(p, "sampler tex: register(s0);\n");
|
||||
WRITE(p, "sampler pal: register(s1);\n");
|
||||
WRITE(p, "float4 main(float2 v_texcoord0 : TEXCOORD0) {\n");
|
||||
WRITE(p, " float4 index = tex2D(tex, v_texcoord0);\n");
|
||||
WRITE(p, " float coord = (%s * %f)%s;\n", lookupMethod, index_multiplier, offset);
|
||||
WRITE(p, " gl_FragColor = tex2D(pal, float2(coord, 0.0));\n");
|
||||
WRITE(p, "}\n");
|
||||
}
|
||||
}
|
||||
|
||||
void GenerateDepalShader(char *buffer, GEBufferFormat pixelFormat, ShaderLanguage language) {
|
||||
switch (language) {
|
||||
case GLSL_140:
|
||||
GenerateDepalShaderFloat(buffer, pixelFormat, language);
|
||||
break;
|
||||
case GLSL_300:
|
||||
GenerateDepalShader300(buffer, pixelFormat);
|
||||
break;
|
||||
case HLSL_DX9:
|
||||
GenerateDepalShaderFloat(buffer, pixelFormat, language);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
#undef WRITE
|
28
GPU/Common/DepalettizeShaderCommon.h
Normal file
28
GPU/Common/DepalettizeShaderCommon.h
Normal file
@ -0,0 +1,28 @@
|
||||
// Copyright (c) 2014- PPSSPP Project.
|
||||
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU General Public License as published by
|
||||
// the Free Software Foundation, version 2.0 or later versions.
|
||||
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU General Public License 2.0 for more details.
|
||||
|
||||
// A copy of the GPL 2.0 should have been included with the program.
|
||||
// If not, see http://www.gnu.org/licenses/
|
||||
|
||||
// Official git repository and contact information can be found at
|
||||
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "GPU/ge_constants.h"
|
||||
|
||||
enum ShaderLanguage {
|
||||
GLSL_140,
|
||||
GLSL_300,
|
||||
HLSL_DX9,
|
||||
};
|
||||
|
||||
void GenerateDepalShader(char *buffer, GEBufferFormat pixelFormat, ShaderLanguage language);
|
@ -23,6 +23,7 @@
|
||||
#include "DepalettizeShader.h"
|
||||
#include "GPU/GPUState.h"
|
||||
#include "GPU/GLES/TextureCache.h"
|
||||
#include "GPU/Common/DepalettizeShaderCommon.h"
|
||||
|
||||
static const int DEPAL_TEXTURE_OLD_AGE = 120;
|
||||
|
||||
@ -107,216 +108,6 @@ DepalShaderCache::~DepalShaderCache() {
|
||||
glDeleteShader(vertexShader_);
|
||||
}
|
||||
|
||||
#define WRITE p+=sprintf
|
||||
|
||||
// Uses integer instructions available since OpenGL 3.0. Suitable for ES 3.0 as well.
|
||||
void GenerateDepalShader300(char *buffer, GEBufferFormat pixelFormat) {
|
||||
char *p = buffer;
|
||||
#ifdef USING_GLES2
|
||||
WRITE(p, "#version 300 es\n");
|
||||
WRITE(p, "precision mediump float;\n");
|
||||
#else
|
||||
WRITE(p, "#version 330\n");
|
||||
#endif
|
||||
WRITE(p, "in vec2 v_texcoord0;\n");
|
||||
WRITE(p, "out vec4 fragColor0;\n");
|
||||
WRITE(p, "uniform sampler2D tex;\n");
|
||||
WRITE(p, "uniform sampler2D pal;\n");
|
||||
|
||||
WRITE(p, "void main() {\n");
|
||||
WRITE(p, " vec4 color = texture(tex, v_texcoord0);\n");
|
||||
|
||||
int mask = gstate.getClutIndexMask();
|
||||
int shift = gstate.getClutIndexShift();
|
||||
int offset = gstate.getClutIndexStartPos();
|
||||
const GEPaletteFormat clutFormat = gstate.getClutPaletteFormat();
|
||||
// Unfortunately sampling turned our texture into floating point. To avoid this, might be able
|
||||
// to declare them as isampler2D objects, but these require integer textures, which needs more work.
|
||||
// Anyhow, we simply work around this by converting back to integer. Hopefully there will be no loss of precision.
|
||||
// Use the mask to skip reading some components.
|
||||
int shiftedMask = mask << shift;
|
||||
switch (pixelFormat) {
|
||||
case GE_FORMAT_8888:
|
||||
if (shiftedMask & 0xFF) WRITE(p, " int r = int(color.r * 255.99);\n"); else WRITE(p, " int r = 0;\n");
|
||||
if (shiftedMask & 0xFF00) WRITE(p, " int g = int(color.g * 255.99);\n"); else WRITE(p, " int g = 0;\n");
|
||||
if (shiftedMask & 0xFF0000) WRITE(p, " int b = int(color.b * 255.99);\n"); else WRITE(p, " int b = 0;\n");
|
||||
if (shiftedMask & 0xFF000000) WRITE(p, " int a = int(color.a * 255.99);\n"); else WRITE(p, " int a = 0;\n");
|
||||
WRITE(p, " int index = (a << 24) | (b << 16) | (g << 8) | (r);\n");
|
||||
break;
|
||||
case GE_FORMAT_4444:
|
||||
if (shiftedMask & 0xF) WRITE(p, " int r = int(color.r * 15.99);\n"); else WRITE(p, " int r = 0;\n");
|
||||
if (shiftedMask & 0xF0) WRITE(p, " int g = int(color.g * 15.99);\n"); else WRITE(p, " int g = 0;\n");
|
||||
if (shiftedMask & 0xF00) WRITE(p, " int b = int(color.b * 15.99);\n"); else WRITE(p, " int b = 0;\n");
|
||||
if (shiftedMask & 0xF000) WRITE(p, " int a = int(color.a * 15.99);\n"); else WRITE(p, " int a = 0;\n");
|
||||
WRITE(p, " int index = (a << 12) | (b << 8) | (g << 4) | (r);\n");
|
||||
break;
|
||||
case GE_FORMAT_565:
|
||||
if (shiftedMask & 0x1F) WRITE(p, " int r = int(color.r * 31.99);\n"); else WRITE(p, " int r = 0;\n");
|
||||
if (shiftedMask & 0x7E0) WRITE(p, " int g = int(color.g * 63.99);\n"); else WRITE(p, " int g = 0;\n");
|
||||
if (shiftedMask & 0xF800) WRITE(p, " int b = int(color.b * 31.99);\n"); else WRITE(p, " int b = 0;\n");
|
||||
WRITE(p, " int index = (b << 11) | (g << 5) | (r);\n");
|
||||
break;
|
||||
case GE_FORMAT_5551:
|
||||
if (shiftedMask & 0x1F) WRITE(p, " int r = int(color.r * 31.99);\n"); else WRITE(p, " int r = 0;\n");
|
||||
if (shiftedMask & 0x3E0) WRITE(p, " int g = int(color.g * 31.99);\n"); else WRITE(p, " int g = 0;\n");
|
||||
if (shiftedMask & 0x7C00) WRITE(p, " int b = int(color.b * 31.99);\n"); else WRITE(p, " int b = 0;\n");
|
||||
if (shiftedMask & 0x8000) WRITE(p, " int a = int(color.a);\n"); else WRITE(p, " int a = 0;\n");
|
||||
WRITE(p, " int index = (a << 15) | (b << 10) | (g << 5) | (r);\n");
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
float texturePixels = 256;
|
||||
if (clutFormat != GE_CMODE_32BIT_ABGR8888)
|
||||
texturePixels = 512;
|
||||
|
||||
if (shift) {
|
||||
WRITE(p, " index = ((index >> %i) & 0x%02x)", shift, mask);
|
||||
} else {
|
||||
WRITE(p, " index = (index & 0x%02x)", mask);
|
||||
}
|
||||
if (offset) {
|
||||
WRITE(p, " | %i;\n", offset); // '|' matches what we have in gstate.h
|
||||
} else {
|
||||
WRITE(p, ";\n");
|
||||
}
|
||||
|
||||
WRITE(p, " fragColor0 = texture(pal, vec2((float(index) + 0.5) * (1.0 / %f), 0.0));\n", texturePixels);
|
||||
WRITE(p, "}\n");
|
||||
}
|
||||
|
||||
// FP only, to suit GL(ES) 2.0
|
||||
void GenerateDepalShader100(char *buffer, GEBufferFormat pixelFormat) {
|
||||
char *p = buffer;
|
||||
|
||||
char lookupMethod[128] = "index.r";
|
||||
char offset[128] = "";
|
||||
|
||||
const GEPaletteFormat clutFormat = gstate.getClutPaletteFormat();
|
||||
const u32 clutBase = gstate.getClutIndexStartPos();
|
||||
|
||||
const int shift = gstate.getClutIndexShift();
|
||||
const int mask = gstate.getClutIndexMask();
|
||||
|
||||
float index_multiplier = 1.0f;
|
||||
// pixelformat is the format of the texture we are sampling.
|
||||
bool formatOK = true;
|
||||
switch (pixelFormat) {
|
||||
case GE_FORMAT_8888:
|
||||
if ((mask & (mask + 1)) == 0) {
|
||||
// If the value has all bits contiguous (bitmask check above), we can mod by it + 1.
|
||||
const char *rgba = "rrrrrrrrggggggggbbbbbbbbaaaaaaaa";
|
||||
const u8 rgba_shift = shift & 7;
|
||||
if (rgba_shift == 0 && mask == 0xFF) {
|
||||
sprintf(lookupMethod, "index.%c", rgba[shift]);
|
||||
} else {
|
||||
sprintf(lookupMethod, "mod(index.%c * %f, %d.0)", rgba[shift], 255.99f / (1 << rgba_shift), mask + 1);
|
||||
index_multiplier = 1.0f / 256.0f;
|
||||
// Format was OK if there weren't bits from another component.
|
||||
formatOK = mask <= 255 - (1 << rgba_shift);
|
||||
}
|
||||
} else {
|
||||
formatOK = false;
|
||||
}
|
||||
break;
|
||||
case GE_FORMAT_4444:
|
||||
if ((mask & (mask + 1)) == 0 && shift < 16) {
|
||||
const char *rgba = "rrrrggggbbbbaaaa";
|
||||
const u8 rgba_shift = shift & 3;
|
||||
if (rgba_shift == 0 && mask == 0xF) {
|
||||
sprintf(lookupMethod, "index.%c", rgba[shift]);
|
||||
index_multiplier = 15.0f / 256.0f;
|
||||
} else {
|
||||
// Let's divide and mod to get the right bits. A common case is shift=0, mask=01.
|
||||
sprintf(lookupMethod, "mod(index.%c * %f, %d.0)", rgba[shift], 15.99f / (1 << rgba_shift), mask + 1);
|
||||
index_multiplier = 1.0f / 256.0f;
|
||||
formatOK = mask <= 15 - (1 << rgba_shift);
|
||||
}
|
||||
} else {
|
||||
formatOK = false;
|
||||
}
|
||||
break;
|
||||
case GE_FORMAT_565:
|
||||
if ((mask & (mask + 1)) == 0 && shift < 16) {
|
||||
const u8 shifts[16] = {0, 1, 2, 3, 4, 0, 1, 2, 3, 4, 5, 0, 1, 2, 3, 4};
|
||||
const int multipliers[16] = {31, 31, 31, 31, 31, 63, 63, 63, 63, 63, 63, 31, 31, 31, 31, 31};
|
||||
const char *rgba = "rrrrrggggggbbbbb";
|
||||
const u8 rgba_shift = shifts[shift];
|
||||
if (rgba_shift == 0 && mask == multipliers[shift]) {
|
||||
sprintf(lookupMethod, "index.%c", rgba[shift]);
|
||||
index_multiplier = multipliers[shift] / 256.0f;
|
||||
} else {
|
||||
// We just need to divide the right component by the right value, and then mod against the mask.
|
||||
// A common case is shift=1, mask=0f.
|
||||
sprintf(lookupMethod, "mod(index.%c * %f, %d.0)", rgba[shift], ((float)multipliers[shift] + 0.99f) / (1 << rgba_shift), mask + 1);
|
||||
index_multiplier = 1.0f / 256.0f;
|
||||
formatOK = mask <= multipliers[shift] - (1 << rgba_shift);
|
||||
}
|
||||
} else {
|
||||
formatOK = false;
|
||||
}
|
||||
break;
|
||||
case GE_FORMAT_5551:
|
||||
if ((mask & (mask + 1)) == 0 && shift < 16) {
|
||||
const char *rgba = "rrrrrgggggbbbbba";
|
||||
const u8 rgba_shift = shift % 5;
|
||||
if (rgba_shift == 0 && mask == 0x1F) {
|
||||
sprintf(lookupMethod, "index.%c", rgba[shift]);
|
||||
index_multiplier = 31.0f / 256.0f;
|
||||
} else if (shift == 15 && mask == 1) {
|
||||
sprintf(lookupMethod, "index.%c", rgba[shift]);
|
||||
index_multiplier = 1.0f / 256.0f;
|
||||
} else {
|
||||
// A isn't possible here.
|
||||
sprintf(lookupMethod, "mod(index.%c * %f, %d.0)", rgba[shift], 31.99f / (1 << rgba_shift), mask + 1);
|
||||
index_multiplier = 1.0f / 256.0f;
|
||||
formatOK = mask <= 31 - (1 << rgba_shift);
|
||||
}
|
||||
} else {
|
||||
formatOK = false;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
float texturePixels = 256.f;
|
||||
if (clutFormat != GE_CMODE_32BIT_ABGR8888) {
|
||||
texturePixels = 512.f;
|
||||
index_multiplier *= 0.5f;
|
||||
}
|
||||
|
||||
// Adjust index_multiplier, similar to the use of 15.99 instead of 16 in the ES 3 path.
|
||||
// index_multiplier -= 0.01f / texturePixels;
|
||||
|
||||
if (!formatOK) {
|
||||
ERROR_LOG_REPORT_ONCE(depal, G3D, "%i depal unsupported: shift=%i mask=%02x offset=%d", pixelFormat, shift, mask, clutBase);
|
||||
}
|
||||
|
||||
// Offset by half a texel (plus clutBase) to turn NEAREST filtering into FLOOR.
|
||||
float texel_offset = ((float)clutBase + 0.5f) / texturePixels;
|
||||
sprintf(offset, " + %f", texel_offset);
|
||||
|
||||
#ifdef USING_GLES2
|
||||
WRITE(p, "#version 100\n");
|
||||
WRITE(p, "precision mediump float;\n");
|
||||
#else
|
||||
WRITE(p, "#version 110\n");
|
||||
#endif
|
||||
WRITE(p, "varying vec2 v_texcoord0;\n");
|
||||
WRITE(p, "uniform sampler2D tex;\n");
|
||||
WRITE(p, "uniform sampler2D pal;\n");
|
||||
WRITE(p, "void main() {\n");
|
||||
WRITE(p, " vec4 index = texture2D(tex, v_texcoord0);\n");
|
||||
WRITE(p, " float coord = (%s * %f)%s;\n", lookupMethod, index_multiplier, offset);
|
||||
WRITE(p, " gl_FragColor = texture2D(pal, vec2(coord, 0.0));\n");
|
||||
WRITE(p, "}\n");
|
||||
}
|
||||
|
||||
#undef WRITE
|
||||
|
||||
|
||||
u32 DepalShaderCache::GenerateShaderID(GEBufferFormat pixelFormat) {
|
||||
return (gstate.clutformat & 0xFFFFFF) | (pixelFormat << 24);
|
||||
}
|
||||
@ -394,11 +185,7 @@ GLuint DepalShaderCache::GetDepalettizeShader(GEBufferFormat pixelFormat) {
|
||||
|
||||
char *buffer = new char[2048];
|
||||
|
||||
if (useGL3_) {
|
||||
GenerateDepalShader300(buffer, pixelFormat);
|
||||
} else {
|
||||
GenerateDepalShader100(buffer, pixelFormat);
|
||||
}
|
||||
GenerateDepalShader(buffer, pixelFormat, useGL3_ ? GLSL_300 : GLSL_140);
|
||||
|
||||
GLuint fragShader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
|
||||
|
@ -181,6 +181,7 @@
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\ext\xbrz\xbrz.h" />
|
||||
<ClInclude Include="Common\DepalettizeShaderCommon.h" />
|
||||
<ClInclude Include="Common\DrawEngineCommon.h" />
|
||||
<ClInclude Include="Common\FramebufferCommon.h" />
|
||||
<ClInclude Include="Common\GPUDebugInterface.h" />
|
||||
@ -239,6 +240,7 @@
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\ext\xbrz\xbrz.cpp" />
|
||||
<ClCompile Include="Common\DepalettizeShaderCommon.cpp" />
|
||||
<ClCompile Include="Common\DrawEngineCommon.cpp" />
|
||||
<ClCompile Include="Common\FramebufferCommon.cpp" />
|
||||
<ClCompile Include="Common\IndexGenerator.cpp" />
|
||||
|
@ -177,6 +177,9 @@
|
||||
<ClInclude Include="Common\DrawEngineCommon.h">
|
||||
<Filter>Common</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Common\DepalettizeShaderCommon.h">
|
||||
<Filter>Common</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="Math3D.cpp">
|
||||
@ -338,6 +341,9 @@
|
||||
<ClCompile Include="Directx9\StencilBufferDX9.cpp">
|
||||
<Filter>DirectX9</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Common\DepalettizeShaderCommon.cpp">
|
||||
<Filter>Common</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="CMakeLists.txt" />
|
||||
|
@ -41,6 +41,7 @@ SOURCES += $$P/GPU/GeDisasm.cpp \ # GPU
|
||||
$$P/GPU/GLES/VertexShaderGenerator.cpp \
|
||||
$$P/GPU/Software/*.cpp \
|
||||
$$P/GPU/Debugger/*.cpp \
|
||||
$$P/GPU/Common/DepalettizeShaderCommon.cpp \
|
||||
$$P/GPU/Common/IndexGenerator.cpp \
|
||||
$$P/GPU/Common/TextureDecoder.cpp \
|
||||
$$P/GPU/Common/VertexDecoderCommon.cpp \
|
||||
|
@ -148,6 +148,7 @@ EXEC_AND_LIB_FILES := \
|
||||
$(SRC)/GPU/GPUCommon.cpp \
|
||||
$(SRC)/GPU/GPUState.cpp \
|
||||
$(SRC)/GPU/GeDisasm.cpp \
|
||||
$(SRC)/GPU/Common/DepalettizeShaderCommon.cpp \
|
||||
$(SRC)/GPU/Common/FramebufferCommon.cpp \
|
||||
$(SRC)/GPU/Common/IndexGenerator.cpp.arm \
|
||||
$(SRC)/GPU/Common/SoftwareTransformCommon.cpp.arm \
|
||||
|
Loading…
x
Reference in New Issue
Block a user