Esempio n. 1
0
TextureCache::TCacheEntryBase* TextureCache::Load(const u32 stage)
{
	const FourTexUnits &tex = bpmem.tex[stage >> 2];
	const u32 id = stage & 3;
	const u32 address = (tex.texImage3[id].image_base/* & 0x1FFFFF*/) << 5;
	u32 width = tex.texImage0[id].width + 1;
	u32 height = tex.texImage0[id].height + 1;
	const int texformat = tex.texImage0[id].format;
	const u32 tlutaddr = tex.texTlut[id].tmem_offset << 9;
	const u32 tlutfmt = tex.texTlut[id].tlut_format;
	const bool use_mipmaps = (tex.texMode0[id].min_filter & 3) != 0;
	u32 tex_levels = use_mipmaps ? ((tex.texMode1[id].max_lod + 0xf) / 0x10 + 1) : 1;
	const bool from_tmem = tex.texImage1[id].image_type != 0;

	if (0 == address)
		return nullptr;

	// TexelSizeInNibbles(format) * width * height / 16;
	const unsigned int bsw = TexDecoder_GetBlockWidthInTexels(texformat);
	const unsigned int bsh = TexDecoder_GetBlockHeightInTexels(texformat);

	unsigned int expandedWidth = ROUND_UP(width, bsw);
	unsigned int expandedHeight = ROUND_UP(height, bsh);
	const unsigned int nativeW = width;
	const unsigned int nativeH = height;

	// Hash assigned to texcache entry (also used to generate filenames used for texture dumping and custom texture lookup)
	u64 base_hash = TEXHASH_INVALID;
	u64 full_hash = TEXHASH_INVALID;

	u32 full_format = texformat;

	const bool isPaletteTexture = (texformat == GX_TF_C4 || texformat == GX_TF_C8 || texformat == GX_TF_C14X2);

	// Reject invalid tlut format.
	if (isPaletteTexture && tlutfmt > GX_TL_RGB5A3)
		return nullptr;

	if (isPaletteTexture)
		full_format = texformat | (tlutfmt << 16);

	const u32 texture_size = TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, texformat);
	u32 additional_mips_size = 0; // not including level 0, which is texture_size

	// GPUs don't like when the specified mipmap count would require more than one 1x1-sized LOD in the mipmap chain
	// e.g. 64x64 with 7 LODs would have the mipmap chain 64x64,32x32,16x16,8x8,4x4,2x2,1x1,0x0, so we limit the mipmap count to 6 there
	tex_levels = std::min<u32>(IntLog2(std::max(width, height)) + 1, tex_levels);

	for (u32 level = 1; level != tex_levels; ++level)
	{
		// We still need to calculate the original size of the mips
		const u32 expanded_mip_width = ROUND_UP(CalculateLevelSize(width, level), bsw);
		const u32 expanded_mip_height = ROUND_UP(CalculateLevelSize(height, level), bsh);

		additional_mips_size += TexDecoder_GetTextureSizeInBytes(expanded_mip_width, expanded_mip_height, texformat);
	}

	// If we are recording a FifoLog, keep track of what memory we read.
	// FifiRecorder does it's own memory modification tracking independant of the texture hashing below.
	if (g_bRecordFifoData && !from_tmem)
		FifoRecorder::GetInstance().UseMemory(address, texture_size + additional_mips_size, MemoryUpdate::TEXTURE_MAP);

	const u8* src_data;
	if (from_tmem)
		src_data = &texMem[bpmem.tex[stage / 4].texImage1[stage % 4].tmem_even * TMEM_LINE_SIZE];
	else
		src_data = Memory::GetPointer(address);

	// TODO: This doesn't hash GB tiles for preloaded RGBA8 textures (instead, it's hashing more data from the low tmem bank than it should)
	base_hash = GetHash64(src_data, texture_size, g_ActiveConfig.iSafeTextureCache_ColorSamples);
	u32 palette_size = 0;
	if (isPaletteTexture)
	{
		palette_size = TexDecoder_GetPaletteSize(texformat);
		full_hash = base_hash ^ GetHash64(&texMem[tlutaddr], palette_size, g_ActiveConfig.iSafeTextureCache_ColorSamples);
	}
	else
	{
		full_hash = base_hash;
	}

	// Search the texture cache for textures by address
	//
	// Find all texture cache entries for the current texture address, and decide whether to use one of
	// them, or to create a new one
	//
	// In most cases, the fastest way is to use only one texture cache entry for the same address. Usually,
	// when a texture changes, the old version of the texture is unlikely to be used again. If there were
	// new cache entries created for normal texture updates, there would be a slowdown due to a huge amount
	// of unused cache entries. Also thanks to texture pooling, overwriting an existing cache entry is
	// faster than creating a new one from scratch.
	//
	// Some games use the same address for different textures though. If the same cache entry was used in
	// this case, it would be constantly overwritten, and effectively there wouldn't be any caching for
	// those textures. Examples for this are Metroid Prime and Castlevania 3. Metroid Prime has multiple
	// sets of fonts on each other stored in a single texture and uses the palette to make different
	// characters visible or invisible. In Castlevania 3 some textures are used for 2 different things or
	// at least in 2 different ways(size 1024x1024 vs 1024x256).
	//
	// To determine whether to use multiple cache entries or a single entry, use the following heuristic:
	// If the same texture address is used several times during the same frame, assume the address is used
	// for different purposes and allow creating an additional cache entry. If there's at least one entry
	// that hasn't been used for the same frame, then overwrite it, in order to keep the cache as small as
	// possible. If the current texture is found in the cache, use that entry.
	//
	// For efb copies, the entry created in CopyRenderTargetToTexture always has to be used, or else it was
	// done in vain.
	std::pair<TexCache::iterator, TexCache::iterator> iter_range = textures_by_address.equal_range((u64)address);
	TexCache::iterator iter = iter_range.first;
	TexCache::iterator oldest_entry = iter;
	int temp_frameCount = 0x7fffffff;
	TexCache::iterator unconverted_copy = textures_by_address.end();

	while (iter != iter_range.second)
	{
		TCacheEntryBase* entry = iter->second;
		// Do not load strided EFB copies, they are not meant to be used directly
		if (entry->IsEfbCopy() && entry->native_width == nativeW && entry->native_height == nativeH &&
			entry->memory_stride == entry->CacheLinesPerRow() * 32)
		{
			// EFB copies have slightly different rules as EFB copy formats have different
			// meanings from texture formats.
			if ((base_hash == entry->hash && (!isPaletteTexture || g_Config.backend_info.bSupportsPaletteConversion)) ||
				IsPlayingBackFifologWithBrokenEFBCopies)
			{
				// TODO: We should check format/width/height/levels for EFB copies. Checking
				// format is complicated because EFB copy formats don't exactly match
				// texture formats. I'm not sure what effect checking width/height/levels
				// would have.
				if (!isPaletteTexture || !g_Config.backend_info.bSupportsPaletteConversion)
					return ReturnEntry(stage, entry);

				// Note that we found an unconverted EFB copy, then continue.  We'll
				// perform the conversion later.  Currently, we only convert EFB copies to
				// palette textures; we could do other conversions if it proved to be
				// beneficial.
				unconverted_copy = iter;
			}
			else
			{
				// Aggressively prune EFB copies: if it isn't useful here, it will probably
				// never be useful again.  It's theoretically possible for a game to do
				// something weird where the copy could become useful in the future, but in
				// practice it doesn't happen.
				iter = FreeTexture(iter);
				continue;
			}
		}
		else
		{
			// For normal textures, all texture parameters need to match
			if (entry->hash == full_hash && entry->format == full_format && entry->native_levels >= tex_levels &&
				entry->native_width == nativeW && entry->native_height == nativeH)
			{
				entry = DoPartialTextureUpdates(iter);

				return ReturnEntry(stage, entry);
			}
		}

		// Find the texture which hasn't been used for the longest time. Count paletted
		// textures as the same texture here, when the texture itself is the same. This
		// improves the performance a lot in some games that use paletted textures.
		// Example: Sonic the Fighters (inside Sonic Gems Collection)
		// Skip EFB copies here, so they can be used for partial texture updates
		if (entry->frameCount != FRAMECOUNT_INVALID && entry->frameCount < temp_frameCount &&
			!entry->IsEfbCopy() && !(isPaletteTexture && entry->base_hash == base_hash))
		{
			temp_frameCount = entry->frameCount;
			oldest_entry = iter;
		}
		++iter;
	}

	if (unconverted_copy != textures_by_address.end())
	{
		// Perform palette decoding.
		TCacheEntryBase *entry = unconverted_copy->second;

		TCacheEntryConfig config;
		config.rendertarget = true;
		config.width = entry->config.width;
		config.height = entry->config.height;
		config.layers = FramebufferManagerBase::GetEFBLayers();
		TCacheEntryBase *decoded_entry = AllocateTexture(config);

		decoded_entry->SetGeneralParameters(address, texture_size, full_format);
		decoded_entry->SetDimensions(entry->native_width, entry->native_height, 1);
		decoded_entry->SetHashes(base_hash, full_hash);
		decoded_entry->frameCount = FRAMECOUNT_INVALID;
		decoded_entry->is_efb_copy = false;

		g_texture_cache->ConvertTexture(decoded_entry, entry, &texMem[tlutaddr], (TlutFormat)tlutfmt);
		textures_by_address.emplace((u64)address, decoded_entry);
		return ReturnEntry(stage, decoded_entry);
	}

	// Search the texture cache for normal textures by hash
	//
	// If the texture was fully hashed, the address does not need to match. Identical duplicate textures cause unnecessary slowdowns
	// Example: Tales of Symphonia (GC) uses over 500 small textures in menus, but only around 70 different ones
	if (g_ActiveConfig.iSafeTextureCache_ColorSamples == 0 ||
		std::max(texture_size, palette_size) <= (u32)g_ActiveConfig.iSafeTextureCache_ColorSamples * 8)
	{
		iter_range = textures_by_hash.equal_range(full_hash);
		iter = iter_range.first;
		while (iter != iter_range.second)
		{
			TCacheEntryBase* entry = iter->second;
			// All parameters, except the address, need to match here
			if (entry->format == full_format && entry->native_levels >= tex_levels &&
				entry->native_width == nativeW && entry->native_height == nativeH)
			{
				entry = DoPartialTextureUpdates(iter);

				return ReturnEntry(stage, entry);
			}
			++iter;
		}
	}

	// If at least one entry was not used for the same frame, overwrite the oldest one
	if (temp_frameCount != 0x7fffffff)
	{
		// pool this texture and make a new one later
		FreeTexture(oldest_entry);
	}

	std::shared_ptr<HiresTexture> hires_tex;
	if (g_ActiveConfig.bHiresTextures)
	{
		hires_tex = HiresTexture::Search(
			src_data, texture_size,
			&texMem[tlutaddr], palette_size,
			width, height,
			texformat, use_mipmaps
		);

		if (hires_tex)
		{
			auto& l = hires_tex->m_levels[0];
			if (l.width != width || l.height != height)
			{
				width = l.width;
				height = l.height;
			}
			expandedWidth = l.width;
			expandedHeight = l.height;
			CheckTempSize(l.data_size);
			memcpy(temp, l.data, l.data_size);
		}
	}

	if (!hires_tex)
	{
		if (!(texformat == GX_TF_RGBA8 && from_tmem))
		{
			const u8* tlut = &texMem[tlutaddr];
			TexDecoder_Decode(temp, src_data, expandedWidth, expandedHeight, texformat, tlut, (TlutFormat)tlutfmt);
		}
		else
		{
			u8* src_data_gb = &texMem[bpmem.tex[stage / 4].texImage2[stage % 4].tmem_odd * TMEM_LINE_SIZE];
			TexDecoder_DecodeRGBA8FromTmem(temp, src_data, src_data_gb, expandedWidth, expandedHeight);
		}
	}

	// how many levels the allocated texture shall have
	const u32 texLevels = hires_tex ? (u32)hires_tex->m_levels.size() : tex_levels;

	// create the entry/texture
	TCacheEntryConfig config;
	config.width = width;
	config.height = height;
	config.levels = texLevels;

	TCacheEntryBase* entry = AllocateTexture(config);
	GFX_DEBUGGER_PAUSE_AT(NEXT_NEW_TEXTURE, true);

	iter = textures_by_address.emplace((u64)address, entry);
	if (g_ActiveConfig.iSafeTextureCache_ColorSamples == 0 ||
		std::max(texture_size, palette_size) <= (u32)g_ActiveConfig.iSafeTextureCache_ColorSamples * 8)
	{
		entry->textures_by_hash_iter = textures_by_hash.emplace(full_hash, entry);
	}

	entry->SetGeneralParameters(address, texture_size, full_format);
	entry->SetDimensions(nativeW, nativeH, tex_levels);
	entry->SetHashes(base_hash, full_hash);
	entry->is_efb_copy = false;
	entry->is_custom_tex = hires_tex != nullptr;

	// load texture
	entry->Load(width, height, expandedWidth, 0);

	std::string basename = "";
	if (g_ActiveConfig.bDumpTextures && !hires_tex)
	{
		basename = HiresTexture::GenBaseName(
			src_data, texture_size,
			&texMem[tlutaddr], palette_size,
			width, height,
			texformat, use_mipmaps,
			true
		);
		DumpTexture(entry, basename, 0);
	}

	if (hires_tex)
	{
		for (u32 level = 1; level != texLevels; ++level)
		{
			auto& l = hires_tex->m_levels[level];
			CheckTempSize(l.data_size);
			memcpy(temp, l.data, l.data_size);
			entry->Load(l.width, l.height, l.width, level);
		}
	}
	else
	{
		// load mips - TODO: Loading mipmaps from tmem is untested!
		src_data += texture_size;

		const u8* ptr_even = nullptr;
		const u8* ptr_odd = nullptr;
		if (from_tmem)
		{
			ptr_even = &texMem[bpmem.tex[stage / 4].texImage1[stage % 4].tmem_even * TMEM_LINE_SIZE + texture_size];
			ptr_odd = &texMem[bpmem.tex[stage / 4].texImage2[stage % 4].tmem_odd * TMEM_LINE_SIZE];
		}

		for (u32 level = 1; level != texLevels; ++level)
		{
			const u32 mip_width = CalculateLevelSize(width, level);
			const u32 mip_height = CalculateLevelSize(height, level);
			const u32 expanded_mip_width = ROUND_UP(mip_width, bsw);
			const u32 expanded_mip_height = ROUND_UP(mip_height, bsh);

			const u8*& mip_src_data = from_tmem
				? ((level % 2) ? ptr_odd : ptr_even)
				: src_data;
			const u8* tlut = &texMem[tlutaddr];
			TexDecoder_Decode(temp, mip_src_data, expanded_mip_width, expanded_mip_height, texformat, tlut, (TlutFormat)tlutfmt);
			mip_src_data += TexDecoder_GetTextureSizeInBytes(expanded_mip_width, expanded_mip_height, texformat);

			entry->Load(mip_width, mip_height, expanded_mip_width, level);

			if (g_ActiveConfig.bDumpTextures)
				DumpTexture(entry, basename, level);
		}
	}

	INCSTAT(stats.numTexturesUploaded);
	SETSTAT(stats.numTexturesAlive, textures_by_address.size());

	entry = DoPartialTextureUpdates(iter);

	return ReturnEntry(stage, entry);
}
Esempio n. 2
0
TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int const stage,
	u32 const address, unsigned int width, unsigned int height, int const texformat,
	unsigned int const tlutaddr, int const tlutfmt, bool const use_mipmaps, unsigned int maxlevel, bool const from_tmem)
{
	if (0 == address)
		return nullptr;

	// TexelSizeInNibbles(format) * width * height / 16;
	const unsigned int bsw = TexDecoder_GetBlockWidthInTexels(texformat) - 1;
	const unsigned int bsh = TexDecoder_GetBlockHeightInTexels(texformat) - 1;

	unsigned int expandedWidth  = (width  + bsw) & (~bsw);
	unsigned int expandedHeight = (height + bsh) & (~bsh);
	const unsigned int nativeW = width;
	const unsigned int nativeH = height;

	u32 texID = address;
	// Hash assigned to texcache entry (also used to generate filenames used for texture dumping and custom texture lookup)
	u64 tex_hash = TEXHASH_INVALID;
	u64 tlut_hash = TEXHASH_INVALID;

	u32 full_format = texformat;
	PC_TexFormat pcfmt = PC_TEX_FMT_NONE;

	const bool isPaletteTexture = (texformat == GX_TF_C4 || texformat == GX_TF_C8 || texformat == GX_TF_C14X2);
	if (isPaletteTexture)
		full_format = texformat | (tlutfmt << 16);

	const u32 texture_size = TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, texformat);

	const u8* src_data;
	if (from_tmem)
		src_data = &texMem[bpmem.tex[stage / 4].texImage1[stage % 4].tmem_even * TMEM_LINE_SIZE];
	else
		src_data = Memory::GetPointer(address);

	// TODO: This doesn't hash GB tiles for preloaded RGBA8 textures (instead, it's hashing more data from the low tmem bank than it should)
	tex_hash = GetHash64(src_data, texture_size, g_ActiveConfig.iSafeTextureCache_ColorSamples);
	if (isPaletteTexture)
	{
		const u32 palette_size = TexDecoder_GetPaletteSize(texformat);
		tlut_hash = GetHash64(&texMem[tlutaddr], palette_size, g_ActiveConfig.iSafeTextureCache_ColorSamples);

		// NOTE: For non-paletted textures, texID is equal to the texture address.
		//       A paletted texture, however, may have multiple texIDs assigned though depending on the currently used tlut.
		//       This (changing texID depending on the tlut_hash) is a trick to get around
		//       an issue with Metroid Prime's fonts (it has multiple sets of fonts on each other
		//       stored in a single texture and uses the palette to make different characters
		//       visible or invisible. Thus, unless we want to recreate the textures for every drawn character,
		//       we must make sure that a paletted texture gets assigned multiple IDs for each tlut used.
		//
		// TODO: Because texID isn't always the same as the address now, CopyRenderTargetToTexture might be broken now
		texID ^= ((u32)tlut_hash) ^(u32)(tlut_hash >> 32);
		tex_hash ^= tlut_hash;
	}

	// D3D doesn't like when the specified mipmap count would require more than one 1x1-sized LOD in the mipmap chain
	// e.g. 64x64 with 7 LODs would have the mipmap chain 64x64,32x32,16x16,8x8,4x4,2x2,1x1,1x1, so we limit the mipmap count to 6 there
	while (g_ActiveConfig.backend_info.bUseMinimalMipCount && std::max(expandedWidth, expandedHeight) >> maxlevel == 0)
		--maxlevel;

	TCacheEntryBase *entry = textures[texID];
	if (entry)
	{
		// 1. Calculate reference hash:
		// calculated from RAM texture data for normal textures. Hashes for paletted textures are modified by tlut_hash. 0 for virtual EFB copies.
		if (g_ActiveConfig.bCopyEFBToTexture && entry->IsEfbCopy())
			tex_hash = TEXHASH_INVALID;

		// 2. a) For EFB copies, only the hash and the texture address need to match
		if (entry->IsEfbCopy() && tex_hash == entry->hash && address == entry->addr)
		{
			entry->type = TCET_EC_VRAM;

			// TODO: Print a warning if the format changes! In this case,
			// we could reinterpret the internal texture object data to the new pixel format
			// (similar to what is already being done in Renderer::ReinterpretPixelFormat())
			return ReturnEntry(stage, entry);
		}

		// 2. b) For normal textures, all texture parameters need to match
		if (address == entry->addr && tex_hash == entry->hash && full_format == entry->format &&
			entry->num_mipmaps > maxlevel && entry->native_width == nativeW && entry->native_height == nativeH)
		{
			return ReturnEntry(stage, entry);
		}

		// 3. If we reach this line, we'll have to upload the new texture data to VRAM.
		//    If we're lucky, the texture parameters didn't change and we can reuse the internal texture object instead of destroying and recreating it.
		//
		// TODO: Don't we need to force texture decoding to RGBA8 for dynamic EFB copies?
		// TODO: Actually, it should be enough if the internal texture format matches...
		if ((entry->type == TCET_NORMAL &&
		     width == entry->virtual_width &&
		     height == entry->virtual_height &&
		     full_format == entry->format &&
		     entry->num_mipmaps > maxlevel) ||
		    (entry->type == TCET_EC_DYNAMIC &&
		     entry->native_width == width &&
		     entry->native_height == height))
		{
			// reuse the texture
		}
		else
		{
			// delete the texture and make a new one
			delete entry;
			entry = nullptr;
		}
	}

	bool using_custom_texture = false;

	if (g_ActiveConfig.bHiresTextures)
	{
		// This function may modify width/height.
		pcfmt = LoadCustomTexture(tex_hash, texformat, 0, width, height);
		if (pcfmt != PC_TEX_FMT_NONE)
		{
			if (expandedWidth != width || expandedHeight != height)
			{
				expandedWidth = width;
				expandedHeight = height;

				// If we thought we could reuse the texture before, make sure to pool it now!
				if (entry)
				{
					delete entry;
					entry = nullptr;
				}
			}
			using_custom_texture = true;
		}
	}

	if (!using_custom_texture)
	{
		if (!(texformat == GX_TF_RGBA8 && from_tmem))
		{
			pcfmt = TexDecoder_Decode(temp, src_data, expandedWidth,
						expandedHeight, texformat, tlutaddr, tlutfmt, g_ActiveConfig.backend_info.bUseRGBATextures);
		}
		else
		{
			u8* src_data_gb = &texMem[bpmem.tex[stage/4].texImage2[stage%4].tmem_odd * TMEM_LINE_SIZE];
			pcfmt = TexDecoder_DecodeRGBA8FromTmem(temp, src_data, src_data_gb, expandedWidth, expandedHeight);
		}
	}

	u32 texLevels = use_mipmaps ? (maxlevel + 1) : 1;
	const bool using_custom_lods = using_custom_texture && CheckForCustomTextureLODs(tex_hash, texformat, texLevels);
	// Only load native mips if their dimensions fit to our virtual texture dimensions
	const bool use_native_mips = use_mipmaps && !using_custom_lods && (width == nativeW && height == nativeH);
	texLevels = (use_native_mips || using_custom_lods) ? texLevels : 1; // TODO: Should be forced to 1 for non-pow2 textures (e.g. efb copies with automatically adjusted IR)

	// create the entry/texture
	if (nullptr == entry)
	{
		textures[texID] = entry = g_texture_cache->CreateTexture(width, height, expandedWidth, texLevels, pcfmt);

		// Sometimes, we can get around recreating a texture if only the number of mip levels changes
		// e.g. if our texture cache entry got too many mipmap levels we can limit the number of used levels by setting the appropriate render states
		// Thus, we don't update this member for every Load, but just whenever the texture gets recreated

		// TODO: This is the wrong value. We should be storing the number of levels our actual texture has.
		// But that will currently make the above "existing entry" tests fail as "texLevels" is not calculated until after.
		// Currently, we might try to reuse a texture which appears to have more levels than actual, maybe..
		entry->num_mipmaps = maxlevel + 1;
		entry->type = TCET_NORMAL;

		GFX_DEBUGGER_PAUSE_AT(NEXT_NEW_TEXTURE, true);
	}
	else
	{
		// load texture (CreateTexture also loads level 0)
		entry->Load(width, height, expandedWidth, 0);
	}

	entry->SetGeneralParameters(address, texture_size, full_format, entry->num_mipmaps);
	entry->SetDimensions(nativeW, nativeH, width, height);
	entry->hash = tex_hash;

	if (entry->IsEfbCopy() && !g_ActiveConfig.bCopyEFBToTexture)
		entry->type = TCET_EC_DYNAMIC;
	else
		entry->type = TCET_NORMAL;

	if (g_ActiveConfig.bDumpTextures && !using_custom_texture)
		DumpTexture(entry, 0);

	u32 level = 1;
	// load mips - TODO: Loading mipmaps from tmem is untested!
	if (pcfmt != PC_TEX_FMT_NONE)
	{
		if (use_native_mips)
		{
			src_data += texture_size;

			const u8* ptr_even = nullptr;
			const u8* ptr_odd = nullptr;
			if (from_tmem)
			{
				ptr_even = &texMem[bpmem.tex[stage/4].texImage1[stage%4].tmem_even * TMEM_LINE_SIZE + texture_size];
				ptr_odd = &texMem[bpmem.tex[stage/4].texImage2[stage%4].tmem_odd * TMEM_LINE_SIZE];
			}

			for (; level != texLevels; ++level)
			{
				const u32 mip_width = CalculateLevelSize(width, level);
				const u32 mip_height = CalculateLevelSize(height, level);
				const u32 expanded_mip_width = (mip_width + bsw) & (~bsw);
				const u32 expanded_mip_height = (mip_height + bsh) & (~bsh);

				const u8*& mip_src_data = from_tmem
					? ((level % 2) ? ptr_odd : ptr_even)
					: src_data;
				TexDecoder_Decode(temp, mip_src_data, expanded_mip_width, expanded_mip_height, texformat, tlutaddr, tlutfmt, g_ActiveConfig.backend_info.bUseRGBATextures);
				mip_src_data += TexDecoder_GetTextureSizeInBytes(expanded_mip_width, expanded_mip_height, texformat);

				entry->Load(mip_width, mip_height, expanded_mip_width, level);

				if (g_ActiveConfig.bDumpTextures)
					DumpTexture(entry, level);
			}
		}
		else if (using_custom_lods)
		{
			for (; level != texLevels; ++level)
			{
				unsigned int mip_width = CalculateLevelSize(width, level);
				unsigned int mip_height = CalculateLevelSize(height, level);

				LoadCustomTexture(tex_hash, texformat, level, mip_width, mip_height);
				entry->Load(mip_width, mip_height, mip_width, level);
			}
		}
	}

	INCSTAT(stats.numTexturesCreated);
	SETSTAT(stats.numTexturesAlive, textures.size());

	return ReturnEntry(stage, entry);
}
Esempio n. 3
0
namespace TextureConversionShader
{
u16 GetEncodedSampleCount(EFBCopyFormat format)
{
  switch (format)
  {
  case EFBCopyFormat::R4:
    return 8;
  case EFBCopyFormat::RA4:
    return 4;
  case EFBCopyFormat::RA8:
    return 2;
  case EFBCopyFormat::RGB565:
    return 2;
  case EFBCopyFormat::RGB5A3:
    return 2;
  case EFBCopyFormat::RGBA8:
    return 1;
  case EFBCopyFormat::A8:
  case EFBCopyFormat::R8_0x1:
  case EFBCopyFormat::R8:
  case EFBCopyFormat::G8:
  case EFBCopyFormat::B8:
    return 4;
  case EFBCopyFormat::RG8:
  case EFBCopyFormat::GB8:
    return 2;
  default:
    PanicAlert("Invalid EFB Copy Format (0x%X)! (GetEncodedSampleCount)", static_cast<int>(format));
    return 1;
  }
}

// block dimensions : widthStride, heightStride
// texture dims : width, height, x offset, y offset
static void WriteSwizzler(char*& p, EFBCopyFormat format, APIType ApiType)
{
  // left, top, of source rectangle within source texture
  // width of the destination rectangle, scale_factor (1 or 2)
  if (ApiType == APIType::Vulkan)
    WRITE(p, "layout(std140, push_constant) uniform PCBlock { int4 position; } PC;\n");
  else
    WRITE(p, "uniform int4 position;\n");

  // Alpha channel in the copy is set to 1 the EFB format does not have an alpha channel.
  WRITE(p, "float4 RGBA8ToRGB8(float4 src)\n");
  WRITE(p, "{\n");
  WRITE(p, "  return float4(src.xyz, 1.0);\n");
  WRITE(p, "}\n");

  WRITE(p, "float4 RGBA8ToRGBA6(float4 src)\n");
  WRITE(p, "{\n");
  WRITE(p, "  int4 val = int4(src * 255.0) >> 2;\n");
  WRITE(p, "  return float4(val) / 63.0;\n");
  WRITE(p, "}\n");

  WRITE(p, "float4 RGBA8ToRGB565(float4 src)\n");
  WRITE(p, "{\n");
  WRITE(p, "  int4 val = int4(src * 255.0);\n");
  WRITE(p, "  val = int4(val.r >> 3, val.g >> 2, val.b >> 3, 1);\n");
  WRITE(p, "  return float4(val) / float4(31.0, 63.0, 31.0, 1.0);\n");
  WRITE(p, "}\n");

  int blkW = TexDecoder_GetEFBCopyBlockWidthInTexels(format);
  int blkH = TexDecoder_GetEFBCopyBlockHeightInTexels(format);
  int samples = GetEncodedSampleCount(format);

  if (ApiType == APIType::OpenGL)
  {
    WRITE(p, "#define samp0 samp9\n");
    WRITE(p, "SAMPLER_BINDING(9) uniform sampler2DArray samp0;\n");

    WRITE(p, "FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
    WRITE(p, "void main()\n");
    WRITE(p, "{\n"
             "  int2 sampleUv;\n"
             "  int2 uv1 = int2(gl_FragCoord.xy);\n");
  }
  else if (ApiType == APIType::Vulkan)
  {
    WRITE(p, "SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n");
    WRITE(p, "FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");

    WRITE(p, "void main()\n");
    WRITE(p, "{\n"
             "  int2 sampleUv;\n"
             "  int2 uv1 = int2(gl_FragCoord.xy);\n"
             "  int4 position = PC.position;\n");
  }
  else  // D3D
  {
    WRITE(p, "sampler samp0 : register(s0);\n");
    WRITE(p, "Texture2DArray Tex0 : register(t0);\n");

    WRITE(p, "void main(\n");
    WRITE(p, "  out float4 ocol0 : SV_Target, in float4 rawpos : SV_Position)\n");
    WRITE(p, "{\n"
             "  int2 sampleUv;\n"
             "  int2 uv1 = int2(rawpos.xy);\n");
  }

  WRITE(p, "  int x_block_position = (uv1.x >> %d) << %d;\n", IntLog2(blkH * blkW / samples),
        IntLog2(blkW));
  WRITE(p, "  int y_block_position = uv1.y << %d;\n", IntLog2(blkH));
  if (samples == 1)
  {
    // With samples == 1, we write out pairs of blocks; one A8R8, one G8B8.
    WRITE(p, "  bool first = (uv1.x & %d) == 0;\n", blkH * blkW / 2);
    samples = 2;
  }
  WRITE(p, "  int offset_in_block = uv1.x & %d;\n", (blkH * blkW / samples) - 1);
  WRITE(p, "  int y_offset_in_block = offset_in_block >> %d;\n", IntLog2(blkW / samples));
  WRITE(p, "  int x_offset_in_block = (offset_in_block & %d) << %d;\n", (blkW / samples) - 1,
        IntLog2(samples));

  WRITE(p, "  sampleUv.x = x_block_position + x_offset_in_block;\n");
  WRITE(p, "  sampleUv.y = y_block_position + y_offset_in_block;\n");

  WRITE(p,
        "  float2 uv0 = float2(sampleUv);\n");  // sampleUv is the sample position in (int)gx_coords
  WRITE(p, "  uv0 += float2(0.5, 0.5);\n");     // move to center of pixel
  WRITE(p, "  uv0 *= float(position.w);\n");  // scale by two if needed (also move to pixel borders
                                              // so that linear filtering will average adjacent
                                              // pixel)
  WRITE(p, "  uv0 += float2(position.xy);\n");                    // move to copied rect
  WRITE(p, "  uv0 /= float2(%d, %d);\n", EFB_WIDTH, EFB_HEIGHT);  // normalize to [0:1]
  if (ApiType == APIType::OpenGL)                                 // ogl has to flip up and down
  {
    WRITE(p, "  uv0.y = 1.0-uv0.y;\n");
  }

  WRITE(p, "  float sample_offset = float(position.w) / float(%d);\n", EFB_WIDTH);
}

static void WriteSampleColor(char*& p, const char* colorComp, const char* dest, int xoffset,
                             APIType ApiType, const EFBCopyParams& params)
{
  WRITE(p, "  %s = ", dest);

  if (!params.depth)
  {
    switch (params.efb_format)
    {
    case PEControl::RGB8_Z24:
      WRITE(p, "RGBA8ToRGB8(");
      break;
    case PEControl::RGBA6_Z24:
      WRITE(p, "RGBA8ToRGBA6(");
      break;
    case PEControl::RGB565_Z16:
      WRITE(p, "RGBA8ToRGB565(");
      break;
    default:
      WRITE(p, "(");
      break;
    }
  }
  else
  {
    // Handle D3D depth inversion.
    if (ApiType == APIType::D3D || ApiType == APIType::Vulkan)
      WRITE(p, "1.0 - (");
    else
      WRITE(p, "(");
  }

  if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
  {
    WRITE(p, "texture(samp0, float3(uv0 + float2(%d, 0) * sample_offset, 0.0))).%s;\n", xoffset,
          colorComp);
  }
  else
  {
    WRITE(p, "Tex0.Sample(samp0, float3(uv0 + float2(%d, 0) * sample_offset, 0.0))).%s;\n", xoffset,
          colorComp);
  }
}

static void WriteColorToIntensity(char*& p, const char* src, const char* dest)
{
  if (!IntensityConstantAdded)
  {
    WRITE(p, "  float4 IntensityConst = float4(0.257f,0.504f,0.098f,0.0625f);\n");
    IntensityConstantAdded = true;
  }
  WRITE(p, "  %s = dot(IntensityConst.rgb, %s.rgb);\n", dest, src);
  // don't add IntensityConst.a yet, because doing it later is faster and uses less instructions,
  // due to vectorization
}

static void WriteToBitDepth(char*& p, u8 depth, const char* src, const char* dest)
{
  WRITE(p, "  %s = floor(%s * 255.0 / exp2(8.0 - %d.0));\n", dest, src, depth);
}

static void WriteEncoderEnd(char*& p)
{
  WRITE(p, "}\n");
  IntensityConstantAdded = false;
}

static void WriteI8Encoder(char*& p, APIType ApiType, const EFBCopyParams& params)
{
  WriteSwizzler(p, EFBCopyFormat::R8, ApiType);
  WRITE(p, "  float3 texSample;\n");

  WriteSampleColor(p, "rgb", "texSample", 0, ApiType, params);
  WriteColorToIntensity(p, "texSample", "ocol0.b");

  WriteSampleColor(p, "rgb", "texSample", 1, ApiType, params);
  WriteColorToIntensity(p, "texSample", "ocol0.g");

  WriteSampleColor(p, "rgb", "texSample", 2, ApiType, params);
  WriteColorToIntensity(p, "texSample", "ocol0.r");

  WriteSampleColor(p, "rgb", "texSample", 3, ApiType, params);
  WriteColorToIntensity(p, "texSample", "ocol0.a");

  WRITE(p, "  ocol0.rgba += IntensityConst.aaaa;\n");  // see WriteColorToIntensity

  WriteEncoderEnd(p);
}

static void WriteI4Encoder(char*& p, APIType ApiType, const EFBCopyParams& params)
{
  WriteSwizzler(p, EFBCopyFormat::R4, ApiType);
  WRITE(p, "  float3 texSample;\n");
  WRITE(p, "  float4 color0;\n");
  WRITE(p, "  float4 color1;\n");

  WriteSampleColor(p, "rgb", "texSample", 0, ApiType, params);
  WriteColorToIntensity(p, "texSample", "color0.b");

  WriteSampleColor(p, "rgb", "texSample", 1, ApiType, params);
  WriteColorToIntensity(p, "texSample", "color1.b");

  WriteSampleColor(p, "rgb", "texSample", 2, ApiType, params);
  WriteColorToIntensity(p, "texSample", "color0.g");

  WriteSampleColor(p, "rgb", "texSample", 3, ApiType, params);
  WriteColorToIntensity(p, "texSample", "color1.g");

  WriteSampleColor(p, "rgb", "texSample", 4, ApiType, params);
  WriteColorToIntensity(p, "texSample", "color0.r");

  WriteSampleColor(p, "rgb", "texSample", 5, ApiType, params);
  WriteColorToIntensity(p, "texSample", "color1.r");

  WriteSampleColor(p, "rgb", "texSample", 6, ApiType, params);
  WriteColorToIntensity(p, "texSample", "color0.a");

  WriteSampleColor(p, "rgb", "texSample", 7, ApiType, params);
  WriteColorToIntensity(p, "texSample", "color1.a");

  WRITE(p, "  color0.rgba += IntensityConst.aaaa;\n");
  WRITE(p, "  color1.rgba += IntensityConst.aaaa;\n");

  WriteToBitDepth(p, 4, "color0", "color0");
  WriteToBitDepth(p, 4, "color1", "color1");

  WRITE(p, "  ocol0 = (color0 * 16.0 + color1) / 255.0;\n");
  WriteEncoderEnd(p);
}

static void WriteIA8Encoder(char*& p, APIType ApiType, const EFBCopyParams& params)
{
  WriteSwizzler(p, EFBCopyFormat::RA8, ApiType);
  WRITE(p, "  float4 texSample;\n");

  WriteSampleColor(p, "rgba", "texSample", 0, ApiType, params);
  WRITE(p, "  ocol0.b = texSample.a;\n");
  WriteColorToIntensity(p, "texSample", "ocol0.g");

  WriteSampleColor(p, "rgba", "texSample", 1, ApiType, params);
  WRITE(p, "  ocol0.r = texSample.a;\n");
  WriteColorToIntensity(p, "texSample", "ocol0.a");

  WRITE(p, "  ocol0.ga += IntensityConst.aa;\n");

  WriteEncoderEnd(p);
}

static void WriteIA4Encoder(char*& p, APIType ApiType, const EFBCopyParams& params)
{
  WriteSwizzler(p, EFBCopyFormat::RA4, ApiType);
  WRITE(p, "  float4 texSample;\n");
  WRITE(p, "  float4 color0;\n");
  WRITE(p, "  float4 color1;\n");

  WriteSampleColor(p, "rgba", "texSample", 0, ApiType, params);
  WRITE(p, "  color0.b = texSample.a;\n");
  WriteColorToIntensity(p, "texSample", "color1.b");

  WriteSampleColor(p, "rgba", "texSample", 1, ApiType, params);
  WRITE(p, "  color0.g = texSample.a;\n");
  WriteColorToIntensity(p, "texSample", "color1.g");

  WriteSampleColor(p, "rgba", "texSample", 2, ApiType, params);
  WRITE(p, "  color0.r = texSample.a;\n");
  WriteColorToIntensity(p, "texSample", "color1.r");

  WriteSampleColor(p, "rgba", "texSample", 3, ApiType, params);
  WRITE(p, "  color0.a = texSample.a;\n");
  WriteColorToIntensity(p, "texSample", "color1.a");

  WRITE(p, "  color1.rgba += IntensityConst.aaaa;\n");

  WriteToBitDepth(p, 4, "color0", "color0");
  WriteToBitDepth(p, 4, "color1", "color1");

  WRITE(p, "  ocol0 = (color0 * 16.0 + color1) / 255.0;\n");
  WriteEncoderEnd(p);
}

static void WriteRGB565Encoder(char*& p, APIType ApiType, const EFBCopyParams& params)
{
  WriteSwizzler(p, EFBCopyFormat::RGB565, ApiType);
  WRITE(p, "  float3 texSample0;\n");
  WRITE(p, "  float3 texSample1;\n");

  WriteSampleColor(p, "rgb", "texSample0", 0, ApiType, params);
  WriteSampleColor(p, "rgb", "texSample1", 1, ApiType, params);
  WRITE(p, "  float2 texRs = float2(texSample0.r, texSample1.r);\n");
  WRITE(p, "  float2 texGs = float2(texSample0.g, texSample1.g);\n");
  WRITE(p, "  float2 texBs = float2(texSample0.b, texSample1.b);\n");

  WriteToBitDepth(p, 6, "texGs", "float2 gInt");
  WRITE(p, "  float2 gUpper = floor(gInt / 8.0);\n");
  WRITE(p, "  float2 gLower = gInt - gUpper * 8.0;\n");

  WriteToBitDepth(p, 5, "texRs", "ocol0.br");
  WRITE(p, "  ocol0.br = ocol0.br * 8.0 + gUpper;\n");
  WriteToBitDepth(p, 5, "texBs", "ocol0.ga");
  WRITE(p, "  ocol0.ga = ocol0.ga + gLower * 32.0;\n");

  WRITE(p, "  ocol0 = ocol0 / 255.0;\n");
  WriteEncoderEnd(p);
}

static void WriteRGB5A3Encoder(char*& p, APIType ApiType, const EFBCopyParams& params)
{
  WriteSwizzler(p, EFBCopyFormat::RGB5A3, ApiType);

  WRITE(p, "  float4 texSample;\n");
  WRITE(p, "  float color0;\n");
  WRITE(p, "  float gUpper;\n");
  WRITE(p, "  float gLower;\n");

  WriteSampleColor(p, "rgba", "texSample", 0, ApiType, params);

  // 0.8784 = 224 / 255 which is the maximum alpha value that can be represented in 3 bits
  WRITE(p, "if(texSample.a > 0.878f) {\n");

  WriteToBitDepth(p, 5, "texSample.g", "color0");
  WRITE(p, "  gUpper = floor(color0 / 8.0);\n");
  WRITE(p, "  gLower = color0 - gUpper * 8.0;\n");

  WriteToBitDepth(p, 5, "texSample.r", "ocol0.b");
  WRITE(p, "  ocol0.b = ocol0.b * 4.0 + gUpper + 128.0;\n");
  WriteToBitDepth(p, 5, "texSample.b", "ocol0.g");
  WRITE(p, "  ocol0.g = ocol0.g + gLower * 32.0;\n");

  WRITE(p, "} else {\n");

  WriteToBitDepth(p, 4, "texSample.r", "ocol0.b");
  WriteToBitDepth(p, 4, "texSample.b", "ocol0.g");

  WriteToBitDepth(p, 3, "texSample.a", "color0");
  WRITE(p, "ocol0.b = ocol0.b + color0 * 16.0;\n");
  WriteToBitDepth(p, 4, "texSample.g", "color0");
  WRITE(p, "ocol0.g = ocol0.g + color0 * 16.0;\n");

  WRITE(p, "}\n");

  WriteSampleColor(p, "rgba", "texSample", 1, ApiType, params);

  WRITE(p, "if(texSample.a > 0.878f) {\n");

  WriteToBitDepth(p, 5, "texSample.g", "color0");
  WRITE(p, "  gUpper = floor(color0 / 8.0);\n");
  WRITE(p, "  gLower = color0 - gUpper * 8.0;\n");

  WriteToBitDepth(p, 5, "texSample.r", "ocol0.r");
  WRITE(p, "  ocol0.r = ocol0.r * 4.0 + gUpper + 128.0;\n");
  WriteToBitDepth(p, 5, "texSample.b", "ocol0.a");
  WRITE(p, "  ocol0.a = ocol0.a + gLower * 32.0;\n");

  WRITE(p, "} else {\n");

  WriteToBitDepth(p, 4, "texSample.r", "ocol0.r");
  WriteToBitDepth(p, 4, "texSample.b", "ocol0.a");

  WriteToBitDepth(p, 3, "texSample.a", "color0");
  WRITE(p, "ocol0.r = ocol0.r + color0 * 16.0;\n");
  WriteToBitDepth(p, 4, "texSample.g", "color0");
  WRITE(p, "ocol0.a = ocol0.a + color0 * 16.0;\n");

  WRITE(p, "}\n");

  WRITE(p, "  ocol0 = ocol0 / 255.0;\n");
  WriteEncoderEnd(p);
}

static void WriteRGBA8Encoder(char*& p, APIType ApiType, const EFBCopyParams& params)
{
  WriteSwizzler(p, EFBCopyFormat::RGBA8, ApiType);

  WRITE(p, "  float4 texSample;\n");
  WRITE(p, "  float4 color0;\n");
  WRITE(p, "  float4 color1;\n");

  WriteSampleColor(p, "rgba", "texSample", 0, ApiType, params);
  WRITE(p, "  color0.b = texSample.a;\n");
  WRITE(p, "  color0.g = texSample.r;\n");
  WRITE(p, "  color1.b = texSample.g;\n");
  WRITE(p, "  color1.g = texSample.b;\n");

  WriteSampleColor(p, "rgba", "texSample", 1, ApiType, params);
  WRITE(p, "  color0.r = texSample.a;\n");
  WRITE(p, "  color0.a = texSample.r;\n");
  WRITE(p, "  color1.r = texSample.g;\n");
  WRITE(p, "  color1.a = texSample.b;\n");

  WRITE(p, "  ocol0 = first ? color0 : color1;\n");

  WriteEncoderEnd(p);
}

static void WriteC4Encoder(char*& p, const char* comp, APIType ApiType, const EFBCopyParams& params)
{
  WriteSwizzler(p, EFBCopyFormat::R4, ApiType);
  WRITE(p, "  float4 color0;\n");
  WRITE(p, "  float4 color1;\n");

  WriteSampleColor(p, comp, "color0.b", 0, ApiType, params);
  WriteSampleColor(p, comp, "color1.b", 1, ApiType, params);
  WriteSampleColor(p, comp, "color0.g", 2, ApiType, params);
  WriteSampleColor(p, comp, "color1.g", 3, ApiType, params);
  WriteSampleColor(p, comp, "color0.r", 4, ApiType, params);
  WriteSampleColor(p, comp, "color1.r", 5, ApiType, params);
  WriteSampleColor(p, comp, "color0.a", 6, ApiType, params);
  WriteSampleColor(p, comp, "color1.a", 7, ApiType, params);

  WriteToBitDepth(p, 4, "color0", "color0");
  WriteToBitDepth(p, 4, "color1", "color1");

  WRITE(p, "  ocol0 = (color0 * 16.0 + color1) / 255.0;\n");
  WriteEncoderEnd(p);
}

static void WriteC8Encoder(char*& p, const char* comp, APIType ApiType, const EFBCopyParams& params)
{
  WriteSwizzler(p, EFBCopyFormat::R8, ApiType);

  WriteSampleColor(p, comp, "ocol0.b", 0, ApiType, params);
  WriteSampleColor(p, comp, "ocol0.g", 1, ApiType, params);
  WriteSampleColor(p, comp, "ocol0.r", 2, ApiType, params);
  WriteSampleColor(p, comp, "ocol0.a", 3, ApiType, params);

  WriteEncoderEnd(p);
}

static void WriteCC4Encoder(char*& p, const char* comp, APIType ApiType,
                            const EFBCopyParams& params)
{
  WriteSwizzler(p, EFBCopyFormat::RA4, ApiType);
  WRITE(p, "  float2 texSample;\n");
  WRITE(p, "  float4 color0;\n");
  WRITE(p, "  float4 color1;\n");

  WriteSampleColor(p, comp, "texSample", 0, ApiType, params);
  WRITE(p, "  color0.b = texSample.x;\n");
  WRITE(p, "  color1.b = texSample.y;\n");

  WriteSampleColor(p, comp, "texSample", 1, ApiType, params);
  WRITE(p, "  color0.g = texSample.x;\n");
  WRITE(p, "  color1.g = texSample.y;\n");

  WriteSampleColor(p, comp, "texSample", 2, ApiType, params);
  WRITE(p, "  color0.r = texSample.x;\n");
  WRITE(p, "  color1.r = texSample.y;\n");

  WriteSampleColor(p, comp, "texSample", 3, ApiType, params);
  WRITE(p, "  color0.a = texSample.x;\n");
  WRITE(p, "  color1.a = texSample.y;\n");

  WriteToBitDepth(p, 4, "color0", "color0");
  WriteToBitDepth(p, 4, "color1", "color1");

  WRITE(p, "  ocol0 = (color0 * 16.0 + color1) / 255.0;\n");
  WriteEncoderEnd(p);
}

static void WriteCC8Encoder(char*& p, const char* comp, APIType ApiType,
                            const EFBCopyParams& params)
{
  WriteSwizzler(p, EFBCopyFormat::RA8, ApiType);

  WriteSampleColor(p, comp, "ocol0.bg", 0, ApiType, params);
  WriteSampleColor(p, comp, "ocol0.ra", 1, ApiType, params);

  WriteEncoderEnd(p);
}

static void WriteZ8Encoder(char*& p, const char* multiplier, APIType ApiType,
                           const EFBCopyParams& params)
{
  WriteSwizzler(p, EFBCopyFormat::G8, ApiType);

  WRITE(p, " float depth;\n");

  WriteSampleColor(p, "r", "depth", 0, ApiType, params);
  WRITE(p, "ocol0.b = frac(depth * %s);\n", multiplier);

  WriteSampleColor(p, "r", "depth", 1, ApiType, params);
  WRITE(p, "ocol0.g = frac(depth * %s);\n", multiplier);

  WriteSampleColor(p, "r", "depth", 2, ApiType, params);
  WRITE(p, "ocol0.r = frac(depth * %s);\n", multiplier);

  WriteSampleColor(p, "r", "depth", 3, ApiType, params);
  WRITE(p, "ocol0.a = frac(depth * %s);\n", multiplier);

  WriteEncoderEnd(p);
}

static void WriteZ16Encoder(char*& p, APIType ApiType, const EFBCopyParams& params)
{
  WriteSwizzler(p, EFBCopyFormat::RA8, ApiType);

  WRITE(p, "  float depth;\n");
  WRITE(p, "  float3 expanded;\n");

  // byte order is reversed

  WriteSampleColor(p, "r", "depth", 0, ApiType, params);

  WRITE(p, "  depth *= 16777216.0;\n");
  WRITE(p, "  expanded.r = floor(depth / (256.0 * 256.0));\n");
  WRITE(p, "  depth -= expanded.r * 256.0 * 256.0;\n");
  WRITE(p, "  expanded.g = floor(depth / 256.0);\n");

  WRITE(p, "  ocol0.b = expanded.g / 255.0;\n");
  WRITE(p, "  ocol0.g = expanded.r / 255.0;\n");

  WriteSampleColor(p, "r", "depth", 1, ApiType, params);

  WRITE(p, "  depth *= 16777216.0;\n");
  WRITE(p, "  expanded.r = floor(depth / (256.0 * 256.0));\n");
  WRITE(p, "  depth -= expanded.r * 256.0 * 256.0;\n");
  WRITE(p, "  expanded.g = floor(depth / 256.0);\n");

  WRITE(p, "  ocol0.r = expanded.g / 255.0;\n");
  WRITE(p, "  ocol0.a = expanded.r / 255.0;\n");

  WriteEncoderEnd(p);
}

static void WriteZ16LEncoder(char*& p, APIType ApiType, const EFBCopyParams& params)
{
  WriteSwizzler(p, EFBCopyFormat::GB8, ApiType);

  WRITE(p, "  float depth;\n");
  WRITE(p, "  float3 expanded;\n");

  // byte order is reversed

  WriteSampleColor(p, "r", "depth", 0, ApiType, params);

  WRITE(p, "  depth *= 16777216.0;\n");
  WRITE(p, "  expanded.r = floor(depth / (256.0 * 256.0));\n");
  WRITE(p, "  depth -= expanded.r * 256.0 * 256.0;\n");
  WRITE(p, "  expanded.g = floor(depth / 256.0);\n");
  WRITE(p, "  depth -= expanded.g * 256.0;\n");
  WRITE(p, "  expanded.b = depth;\n");

  WRITE(p, "  ocol0.b = expanded.b / 255.0;\n");
  WRITE(p, "  ocol0.g = expanded.g / 255.0;\n");

  WriteSampleColor(p, "r", "depth", 1, ApiType, params);

  WRITE(p, "  depth *= 16777216.0;\n");
  WRITE(p, "  expanded.r = floor(depth / (256.0 * 256.0));\n");
  WRITE(p, "  depth -= expanded.r * 256.0 * 256.0;\n");
  WRITE(p, "  expanded.g = floor(depth / 256.0);\n");
  WRITE(p, "  depth -= expanded.g * 256.0;\n");
  WRITE(p, "  expanded.b = depth;\n");

  WRITE(p, "  ocol0.r = expanded.b / 255.0;\n");
  WRITE(p, "  ocol0.a = expanded.g / 255.0;\n");

  WriteEncoderEnd(p);
}

static void WriteZ24Encoder(char*& p, APIType ApiType, const EFBCopyParams& params)
{
  WriteSwizzler(p, EFBCopyFormat::RGBA8, ApiType);

  WRITE(p, "  float depth0;\n");
  WRITE(p, "  float depth1;\n");
  WRITE(p, "  float3 expanded0;\n");
  WRITE(p, "  float3 expanded1;\n");

  WriteSampleColor(p, "r", "depth0", 0, ApiType, params);
  WriteSampleColor(p, "r", "depth1", 1, ApiType, params);

  for (int i = 0; i < 2; i++)
  {
    WRITE(p, "  depth%i *= 16777216.0;\n", i);

    WRITE(p, "  expanded%i.r = floor(depth%i / (256.0 * 256.0));\n", i, i);
    WRITE(p, "  depth%i -= expanded%i.r * 256.0 * 256.0;\n", i, i);
    WRITE(p, "  expanded%i.g = floor(depth%i / 256.0);\n", i, i);
    WRITE(p, "  depth%i -= expanded%i.g * 256.0;\n", i, i);
    WRITE(p, "  expanded%i.b = depth%i;\n", i, i);
  }

  WRITE(p, "  if (!first) {\n");
  // upper 16
  WRITE(p, "     ocol0.b = expanded0.g / 255.0;\n");
  WRITE(p, "     ocol0.g = expanded0.b / 255.0;\n");
  WRITE(p, "     ocol0.r = expanded1.g / 255.0;\n");
  WRITE(p, "     ocol0.a = expanded1.b / 255.0;\n");
  WRITE(p, "  } else {\n");
  // lower 8
  WRITE(p, "     ocol0.b = 1.0;\n");
  WRITE(p, "     ocol0.g = expanded0.r / 255.0;\n");
  WRITE(p, "     ocol0.r = 1.0;\n");
  WRITE(p, "     ocol0.a = expanded1.r / 255.0;\n");
  WRITE(p, "  }\n");

  WriteEncoderEnd(p);
}

const char* GenerateEncodingShader(const EFBCopyParams& params, APIType api_type)
{
  text[sizeof(text) - 1] = 0x7C;  // canary

  char* p = text;

  switch (params.copy_format)
  {
  case EFBCopyFormat::R4:
    if (params.yuv)
      WriteI4Encoder(p, api_type, params);
    else
      WriteC4Encoder(p, "r", api_type, params);
    break;
  case EFBCopyFormat::RA4:
    if (params.yuv)
      WriteIA4Encoder(p, api_type, params);
    else
      WriteCC4Encoder(p, "ar", api_type, params);
    break;
  case EFBCopyFormat::RA8:
    if (params.yuv)
      WriteIA8Encoder(p, api_type, params);
    else
      WriteCC8Encoder(p, "ar", api_type, params);
    break;
  case EFBCopyFormat::RGB565:
    WriteRGB565Encoder(p, api_type, params);
    break;
  case EFBCopyFormat::RGB5A3:
    WriteRGB5A3Encoder(p, api_type, params);
    break;
  case EFBCopyFormat::RGBA8:
    if (params.depth)
      WriteZ24Encoder(p, api_type, params);
    else
      WriteRGBA8Encoder(p, api_type, params);
    break;
  case EFBCopyFormat::A8:
    WriteC8Encoder(p, "a", api_type, params);
    break;
  case EFBCopyFormat::R8_0x1:
  case EFBCopyFormat::R8:
    if (params.yuv)
      WriteI8Encoder(p, api_type, params);
    else
      WriteC8Encoder(p, "r", api_type, params);
    break;
  case EFBCopyFormat::G8:
    if (params.depth)
      WriteZ8Encoder(p, "256.0", api_type, params);  // Z8M
    else
      WriteC8Encoder(p, "g", api_type, params);
    break;
  case EFBCopyFormat::B8:
    if (params.depth)
      WriteZ8Encoder(p, "65536.0", api_type, params);  // Z8L
    else
      WriteC8Encoder(p, "b", api_type, params);
    break;
  case EFBCopyFormat::RG8:
    if (params.depth)
      WriteZ16Encoder(p, api_type, params);  // Z16H
    else
      WriteCC8Encoder(p, "rg", api_type, params);
    break;
  case EFBCopyFormat::GB8:
    if (params.depth)
      WriteZ16LEncoder(p, api_type, params);  // Z16L
    else
      WriteCC8Encoder(p, "gb", api_type, params);
    break;
  default:
    PanicAlert("Invalid EFB Copy Format (0x%X)! (GenerateEncodingShader)",
               static_cast<int>(params.copy_format));
    break;
  }

  if (text[sizeof(text) - 1] != 0x7C)
    PanicAlert("TextureConversionShader generator - buffer too small, canary has been eaten!");

  return text;
}

// NOTE: In these uniforms, a row refers to a row of blocks, not texels.
static const char decoding_shader_header[] = R"(
#ifdef VULKAN

layout(std140, push_constant) uniform PushConstants {
  uvec2 dst_size;
  uvec2 src_size;
  uint src_offset;
  uint src_row_stride;
  uint palette_offset;
} push_constants;
#define u_dst_size (push_constants.dst_size)
#define u_src_size (push_constants.src_size)
#define u_src_offset (push_constants.src_offset)
#define u_src_row_stride (push_constants.src_row_stride)
#define u_palette_offset (push_constants.palette_offset)

TEXEL_BUFFER_BINDING(0) uniform usamplerBuffer s_input_buffer;
TEXEL_BUFFER_BINDING(1) uniform usamplerBuffer s_palette_buffer;

IMAGE_BINDING(rgba8, 0) uniform writeonly image2DArray output_image;

#else

uniform uvec2 u_dst_size;
uniform uvec2 u_src_size;
uniform uint u_src_offset;
uniform uint u_src_row_stride;
uniform uint u_palette_offset;

SAMPLER_BINDING(9) uniform usamplerBuffer s_input_buffer;
SAMPLER_BINDING(10) uniform usamplerBuffer s_palette_buffer;

layout(rgba8, binding = 0) uniform writeonly image2DArray output_image;

#endif

uint Swap16(uint v)
{
  // Convert BE to LE.
  return ((v >> 8) | (v << 8)) & 0xFFFFu;
}

uint Convert3To8(uint v)
{
  // Swizzle bits: 00000123 -> 12312312
  return (v << 5) | (v << 2) | (v >> 1);
}
uint Convert4To8(uint v)
{
  // Swizzle bits: 00001234 -> 12341234
  return (v << 4) | v;
}
uint Convert5To8(uint v)
{
  // Swizzle bits: 00012345 -> 12345123
  return (v << 3) | (v >> 2);
}
uint Convert6To8(uint v)
{
  // Swizzle bits: 00123456 -> 12345612
  return (v << 2) | (v >> 4);
}

uint GetTiledTexelOffset(uvec2 block_size, uvec2 coords)
{
  uvec2 block = coords / block_size;
  uvec2 offset = coords % block_size;
  uint buffer_pos = u_src_offset;
  buffer_pos += block.y * u_src_row_stride;
  buffer_pos += block.x * (block_size.x * block_size.y);
  buffer_pos += offset.y * block_size.x;
  buffer_pos += offset.x;
  return buffer_pos;
}

uvec4 GetPaletteColor(uint index)
{
  // Fetch and swap BE to LE.
  uint val = Swap16(texelFetch(s_palette_buffer, int(u_palette_offset + index)).x);

  uvec4 color;
#if defined(PALETTE_FORMAT_IA8)
  uint a = bitfieldExtract(val, 8, 8);
  uint i = bitfieldExtract(val, 0, 8);
  color = uvec4(i, i, i, a);
#elif defined(PALETTE_FORMAT_RGB565)
  color.x = Convert5To8(bitfieldExtract(val, 11, 5));
  color.y = Convert6To8(bitfieldExtract(val, 5, 6));
  color.z = Convert5To8(bitfieldExtract(val, 0, 5));
  color.a = 255u;

#elif defined(PALETTE_FORMAT_RGB5A3)
  if ((val & 0x8000u) != 0u)
  {
    color.x = Convert5To8(bitfieldExtract(val, 10, 5));
    color.y = Convert5To8(bitfieldExtract(val, 5, 5));
    color.z = Convert5To8(bitfieldExtract(val, 0, 5));
    color.a = 255u;
  }
  else
  {
    color.a = Convert3To8(bitfieldExtract(val, 12, 3));
    color.r = Convert4To8(bitfieldExtract(val, 8, 4));
    color.g = Convert4To8(bitfieldExtract(val, 4, 4));
    color.b = Convert4To8(bitfieldExtract(val, 0, 4));
  }
#else
  // Not used.
  color = uvec4(0, 0, 0, 0);
#endif

  return color;
}

vec4 GetPaletteColorNormalized(uint index)
{
  uvec4 color = GetPaletteColor(index);
  return vec4(color) / 255.0;
}

)";

static const std::map<TextureFormat, DecodingShaderInfo> s_decoding_shader_info{
    {TextureFormat::I4,
     {BUFFER_FORMAT_R8_UINT, 0, 8, 8, false,
      R"(
      layout(local_size_x = 8, local_size_y = 8) in;

      void main()
      {
        uvec2 coords = gl_GlobalInvocationID.xy;

        // Tiled in 8x8 blocks, 4 bits per pixel
        // We need to do the tiling manually here because the texel size is smaller than
        // the size of the buffer elements.
        uint2 block = coords.xy / 8u;
        uint2 offset = coords.xy % 8u;
        uint buffer_pos = u_src_offset;
        buffer_pos += block.y * u_src_row_stride;
        buffer_pos += block.x * 32u;
        buffer_pos += offset.y * 4u;
        buffer_pos += offset.x / 2u;

        // Select high nibble for odd texels, low for even.
        uint val = texelFetch(s_input_buffer, int(buffer_pos)).x;
        uint i;
        if ((coords.x & 1u) == 0u)
          i = Convert4To8((val >> 4));
        else
          i = Convert4To8((val & 0x0Fu));

        uvec4 color = uvec4(i, i, i, i);
        vec4 norm_color = vec4(color) / 255.0;

        imageStore(output_image, ivec3(ivec2(coords), 0), norm_color);
      }

      )"}},
    {TextureFormat::IA4,
     {BUFFER_FORMAT_R8_UINT, 0, 8, 8, false,
      R"(
      layout(local_size_x = 8, local_size_y = 8) in;

      void main()
      {
        uvec2 coords = gl_GlobalInvocationID.xy;

        // Tiled in 8x4 blocks, 8 bits per pixel
        uint buffer_pos = GetTiledTexelOffset(uvec2(8u, 4u), coords);
        uint val = texelFetch(s_input_buffer, int(buffer_pos)).x;
        uint i = Convert4To8((val & 0x0Fu));
        uint a = Convert4To8((val >> 4));
        uvec4 color = uvec4(i, i, i, a);
        vec4 norm_color = vec4(color) / 255.0;

        imageStore(output_image, ivec3(ivec2(coords), 0), norm_color);
      }
      )"}},
    {TextureFormat::I8,
     {BUFFER_FORMAT_R8_UINT, 0, 8, 8, false,
      R"(
      layout(local_size_x = 8, local_size_y = 8) in;

      void main()
      {
        uvec2 coords = gl_GlobalInvocationID.xy;

        // Tiled in 8x4 blocks, 8 bits per pixel
        uint buffer_pos = GetTiledTexelOffset(uvec2(8u, 4u), coords);
        uint i = texelFetch(s_input_buffer, int(buffer_pos)).x;
        uvec4 color = uvec4(i, i, i, i);
        vec4 norm_color = vec4(color) / 255.0;

        imageStore(output_image, ivec3(ivec2(coords), 0), norm_color);
      }
      )"}},
    {TextureFormat::IA8,
     {BUFFER_FORMAT_R16_UINT, 0, 8, 8, false,
      R"(
      layout(local_size_x = 8, local_size_y = 8) in;

      void main()
      {
        uvec2 coords = gl_GlobalInvocationID.xy;

        // Tiled in 4x4 blocks, 16 bits per pixel
        uint buffer_pos = GetTiledTexelOffset(uvec2(4u, 4u), coords);
        uint val = texelFetch(s_input_buffer, int(buffer_pos)).x;
        uint a = (val & 0xFFu);
        uint i = (val >> 8);
        uvec4 color = uvec4(i, i, i, a);
        vec4 norm_color = vec4(color) / 255.0;
        imageStore(output_image, ivec3(ivec2(coords), 0), norm_color);
      }
      )"}},
    {TextureFormat::RGB565,
     {BUFFER_FORMAT_R16_UINT, 0, 8, 8, false,
      R"(
      layout(local_size_x = 8, local_size_y = 8) in;

      void main()
      {
        uvec2 coords = gl_GlobalInvocationID.xy;

        // Tiled in 4x4 blocks
        uint buffer_pos = GetTiledTexelOffset(uvec2(4u, 4u), coords);
        uint val = Swap16(texelFetch(s_input_buffer, int(buffer_pos)).x);

        uvec4 color;
        color.x = Convert5To8(bitfieldExtract(val, 11, 5));
        color.y = Convert6To8(bitfieldExtract(val, 5, 6));
        color.z = Convert5To8(bitfieldExtract(val, 0, 5));
        color.a = 255u;

        vec4 norm_color = vec4(color) / 255.0;
        imageStore(output_image, ivec3(ivec2(coords), 0), norm_color);
      }

      )"}},
    {TextureFormat::RGB5A3,
     {BUFFER_FORMAT_R16_UINT, 0, 8, 8, false,
      R"(
      layout(local_size_x = 8, local_size_y = 8) in;

      void main()
      {
        uvec2 coords = gl_GlobalInvocationID.xy;

        // Tiled in 4x4 blocks
        uint buffer_pos = GetTiledTexelOffset(uvec2(4u, 4u), coords);
        uint val = Swap16(texelFetch(s_input_buffer, int(buffer_pos)).x);

        uvec4 color;
        if ((val & 0x8000u) != 0u)
        {
          color.x = Convert5To8(bitfieldExtract(val, 10, 5));
          color.y = Convert5To8(bitfieldExtract(val, 5, 5));
          color.z = Convert5To8(bitfieldExtract(val, 0, 5));
          color.a = 255u;
        }
        else
        {
          color.a = Convert3To8(bitfieldExtract(val, 12, 3));
          color.r = Convert4To8(bitfieldExtract(val, 8, 4));
          color.g = Convert4To8(bitfieldExtract(val, 4, 4));
          color.b = Convert4To8(bitfieldExtract(val, 0, 4));
        }

        vec4 norm_color = vec4(color) / 255.0;
        imageStore(output_image, ivec3(ivec2(coords), 0), norm_color);
      }

      )"}},
    {TextureFormat::RGBA8,
     {BUFFER_FORMAT_R16_UINT, 0, 8, 8, false,
      R"(
      layout(local_size_x = 8, local_size_y = 8) in;

      void main()
      {
        uvec2 coords = gl_GlobalInvocationID.xy;

        // Tiled in 4x4 blocks
        // We can't use the normal calculation function, as these are packed as the AR channels
        // for the entire block, then the GB channels afterwards.
        uint2 block = coords.xy / 4u;
        uint2 offset = coords.xy % 4u;
        uint buffer_pos = u_src_offset;

        // Our buffer has 16-bit elements, so the offsets here are half what they would be in bytes.
        buffer_pos += block.y * u_src_row_stride;
        buffer_pos += block.x * 32u;
        buffer_pos += offset.y * 4u;
        buffer_pos += offset.x;

        // The two GB channels follow after the block's AR channels.
        uint val1 = texelFetch(s_input_buffer, int(buffer_pos + 0u)).x;
        uint val2 = texelFetch(s_input_buffer, int(buffer_pos + 16u)).x;

        uvec4 color;
        color.a = (val1 & 0xFFu);
        color.r = (val1 >> 8);
        color.g = (val2 & 0xFFu);
        color.b = (val2 >> 8);

        vec4 norm_color = vec4(color) / 255.0;
        imageStore(output_image, ivec3(ivec2(coords), 0), norm_color);
      }
      )"}},
    {TextureFormat::CMPR,
     {BUFFER_FORMAT_R32G32_UINT, 0, 64, 1, true,
      R"(
      // In the compute version of this decoder, we flatten the blocks to a one-dimension array.
      // Each group is subdivided into 16, and the first thread in each group fetches the DXT data.
      // All threads then calculate the possible colors for the block and write to the output image.

      #define GROUP_SIZE 64u
      #define BLOCK_SIZE_X 4u
      #define BLOCK_SIZE_Y 4u
      #define BLOCK_SIZE (BLOCK_SIZE_X * BLOCK_SIZE_Y)
      #define BLOCKS_PER_GROUP (GROUP_SIZE / BLOCK_SIZE)

      layout(local_size_x = GROUP_SIZE, local_size_y = 1) in;

      shared uvec2 shared_temp[BLOCKS_PER_GROUP];

      uint DXTBlend(uint v1, uint v2)
      {
        // 3/8 blend, which is close to 1/3
        return ((v1 * 3u + v2 * 5u) >> 3);
      }

      void main()
      {
        uint local_thread_id = gl_LocalInvocationID.x;
        uint block_in_group = local_thread_id / BLOCK_SIZE;
        uint thread_in_block = local_thread_id % BLOCK_SIZE;
        uint block_index = gl_WorkGroupID.x * BLOCKS_PER_GROUP + block_in_group;

        // Annoyingly, we can't precalculate this as a uniform because the DXT block size differs
        // from the block size of the overall texture (4 vs 8). We can however use a multiply and
        // subtraction to avoid the modulo for calculating the block's X coordinate.
        uint blocks_wide = u_src_size.x / BLOCK_SIZE_X;
        uvec2 block_coords;
        block_coords.y = block_index / blocks_wide;
        block_coords.x = block_index - (block_coords.y * blocks_wide);

        // Only the first thread for each block reads from the texel buffer.
        if (thread_in_block == 0u)
        {
          // Calculate tiled block coordinates.
          uvec2 tile_block_coords = block_coords / 2u;
          uvec2 subtile_block_coords = block_coords % 2u;
          uint buffer_pos = u_src_offset;
          buffer_pos += tile_block_coords.y * u_src_row_stride;
          buffer_pos += tile_block_coords.x * 4u;
          buffer_pos += subtile_block_coords.y * 2u;
          buffer_pos += subtile_block_coords.x;

          // Read the entire DXT block to shared memory.
          uvec2 raw_data = texelFetch(s_input_buffer, int(buffer_pos)).xy;
          shared_temp[block_in_group] = raw_data;
        }

        // Ensure store is completed before the remaining threads in the block continue.
        memoryBarrierShared();
        barrier();

        // Unpack colors and swap BE to LE.
        uvec2 raw_data = shared_temp[block_in_group];
        uint swapped = ((raw_data.x & 0xFF00FF00u) >> 8) | ((raw_data.x & 0x00FF00FFu) << 8);
        uint c1 = swapped & 0xFFFFu;
        uint c2 = swapped >> 16;

        // Expand 5/6 bit channels to 8-bits per channel.
        uint blue1 = Convert5To8(bitfieldExtract(c1, 0, 5));
        uint blue2 = Convert5To8(bitfieldExtract(c2, 0, 5));
        uint green1 = Convert6To8(bitfieldExtract(c1, 5, 6));
        uint green2 = Convert6To8(bitfieldExtract(c2, 5, 6));
        uint red1 = Convert5To8(bitfieldExtract(c1, 11, 5));
        uint red2 = Convert5To8(bitfieldExtract(c2, 11, 5));

        // Determine the four colors the block can use.
        // It's quicker to just precalculate all four colors rather than branching on the index.
        // NOTE: These must be masked with 0xFF. This is done at the normalization stage below.
        uvec4 color0, color1, color2, color3;
        color0 = uvec4(red1, green1, blue1, 255u);
        color1 = uvec4(red2, green2, blue2, 255u);
        if (c1 > c2)
        {
          color2 = uvec4(DXTBlend(red2, red1), DXTBlend(green2, green1), DXTBlend(blue2, blue1), 255u);
          color3 = uvec4(DXTBlend(red1, red2), DXTBlend(green1, green2), DXTBlend(blue1, blue2), 255u);
        }
        else
        {
          color2 = uvec4((red1 + red2) / 2u, (green1 + green2) / 2u, (blue1 + blue2) / 2u, 255u);
          color3 = uvec4((red1 + red2) / 2u, (green1 + green2) / 2u, (blue1 + blue2) / 2u, 0u);
        }

        // Calculate the texel coordinates that we will write to.
        // The divides/modulo here should be turned into a shift/binary AND.
        uint local_y = thread_in_block / BLOCK_SIZE_X;
        uint local_x = thread_in_block % BLOCK_SIZE_X;
        uint global_x = block_coords.x * BLOCK_SIZE_X + local_x;
        uint global_y = block_coords.y * BLOCK_SIZE_Y + local_y;

        // Use the coordinates within the block to shift the 32-bit value containing
        // all 16 indices to a single 2-bit index.
        uint index = bitfieldExtract(raw_data.y, int((local_y * 8u) + (6u - local_x * 2u)), 2);

        // Select the un-normalized color from the precalculated color array.
        // Using a switch statement here removes the need for dynamic indexing of an array.
        uvec4 color;
        switch (index)
        {
        case 0u:  color = color0;   break;
        case 1u:  color = color1;   break;
        case 2u:  color = color2;   break;
        case 3u:  color = color3;   break;
        default:  color = color0;   break;
        }

        // Normalize and write to the output image.
        vec4 norm_color = vec4(color & 0xFFu) / 255.0;
        imageStore(output_image, ivec3(ivec2(uvec2(global_x, global_y)), 0), norm_color);
      }
      )"}},
    {TextureFormat::C4,
     {BUFFER_FORMAT_R8_UINT, static_cast<u32>(TexDecoder_GetPaletteSize(TextureFormat::C4)), 8, 8,
      false,
      R"(
      layout(local_size_x = 8, local_size_y = 8) in;

      void main()
      {
        uvec2 coords = gl_GlobalInvocationID.xy;

        // Tiled in 8x8 blocks, 4 bits per pixel
        // We need to do the tiling manually here because the texel size is smaller than
        // the size of the buffer elements.
        uint2 block = coords.xy / 8u;
        uint2 offset = coords.xy % 8u;
        uint buffer_pos = u_src_offset;
        buffer_pos += block.y * u_src_row_stride;
        buffer_pos += block.x * 32u;
        buffer_pos += offset.y * 4u;
        buffer_pos += offset.x / 2u;

        // Select high nibble for odd texels, low for even.
        uint val = texelFetch(s_input_buffer, int(buffer_pos)).x;
        uint index = ((coords.x & 1u) == 0u) ? (val >> 4) : (val & 0x0Fu);
        vec4 norm_color = GetPaletteColorNormalized(index);
        imageStore(output_image, ivec3(ivec2(coords), 0), norm_color);
      }

      )"}},
    {TextureFormat::C8,
     {BUFFER_FORMAT_R8_UINT, static_cast<u32>(TexDecoder_GetPaletteSize(TextureFormat::C8)), 8, 8,
      false,
      R"(
      layout(local_size_x = 8, local_size_y = 8) in;

      void main()
      {
        uvec2 coords = gl_GlobalInvocationID.xy;

        // Tiled in 8x4 blocks, 8 bits per pixel
        uint buffer_pos = GetTiledTexelOffset(uvec2(8u, 4u), coords);
        uint index = texelFetch(s_input_buffer, int(buffer_pos)).x;
        vec4 norm_color = GetPaletteColorNormalized(index);
        imageStore(output_image, ivec3(ivec2(coords), 0), norm_color);
      }
      )"}},
    {TextureFormat::C14X2,
     {BUFFER_FORMAT_R16_UINT, static_cast<u32>(TexDecoder_GetPaletteSize(TextureFormat::C14X2)), 8,
      8, false,
      R"(
      layout(local_size_x = 8, local_size_y = 8) in;

      void main()
      {
        uvec2 coords = gl_GlobalInvocationID.xy;

        // Tiled in 4x4 blocks, 16 bits per pixel
        uint buffer_pos = GetTiledTexelOffset(uvec2(4u, 4u), coords);
        uint index = Swap16(texelFetch(s_input_buffer, int(buffer_pos)).x) & 0x3FFFu;
        vec4 norm_color = GetPaletteColorNormalized(index);
        imageStore(output_image, ivec3(ivec2(coords), 0), norm_color);
      }
      )"}}};

static const std::array<u32, BUFFER_FORMAT_COUNT> s_buffer_bytes_per_texel = {{
    1,  // BUFFER_FORMAT_R8_UINT
    2,  // BUFFER_FORMAT_R16_UINT
    8,  // BUFFER_FORMAT_R32G32_UINT
}};

const DecodingShaderInfo* GetDecodingShaderInfo(TextureFormat format)
{
  auto iter = s_decoding_shader_info.find(format);
  return iter != s_decoding_shader_info.end() ? &iter->second : nullptr;
}

u32 GetBytesPerBufferElement(BufferFormat buffer_format)
{
  return s_buffer_bytes_per_texel[buffer_format];
}

std::pair<u32, u32> GetDispatchCount(const DecodingShaderInfo* info, u32 width, u32 height)
{
  // Flatten to a single dimension?
  if (info->group_flatten)
    return {(width * height + (info->group_size_x - 1)) / info->group_size_x, 1};

  return {(width + (info->group_size_x - 1)) / info->group_size_x,
          (height + (info->group_size_y - 1)) / info->group_size_y};
}

std::string GenerateDecodingShader(TextureFormat format, TLUTFormat palette_format,
                                   APIType api_type)
{
  const DecodingShaderInfo* info = GetDecodingShaderInfo(format);
  if (!info)
    return "";

  std::stringstream ss;
  switch (palette_format)
  {
  case TLUTFormat::IA8:
    ss << "#define PALETTE_FORMAT_IA8 1\n";
    break;
  case TLUTFormat::RGB565:
    ss << "#define PALETTE_FORMAT_RGB565 1\n";
    break;
  case TLUTFormat::RGB5A3:
    ss << "#define PALETTE_FORMAT_RGB5A3 1\n";
    break;
  }

  ss << decoding_shader_header;
  ss << info->shader_body;

  return ss.str();
}

}  // namespace