// 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); }
// block dimensions : widthStride, heightStride // texture dims : width, height, x offset, y offset static void WriteSwizzler(char*& p, const EFBCopyParams& params, EFBCopyFormat format, APIType ApiType) { WriteHeader(p, ApiType); WriteSampleFunction(p, params, ApiType); if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan) { WRITE(p, "void main()\n"); WRITE(p, "{\n" " int2 sampleUv;\n" " int2 uv1 = int2(gl_FragCoord.xy);\n"); } else // D3D { WRITE(p, "void main(\n"); WRITE(p, " in float3 v_tex0 : TEXCOORD0,\n"); WRITE(p, " in float4 rawpos : SV_Position,\n"); WRITE(p, " out float4 ocol0 : SV_Target)\n"); WRITE(p, "{\n" " int2 sampleUv;\n" " int2 uv1 = int2(rawpos.xy);\n"); } int blkW = TexDecoder_GetEFBCopyBlockWidthInTexels(format); int blkH = TexDecoder_GetEFBCopyBlockHeightInTexels(format); int samples = GetEncodedSampleCount(format); 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] WRITE(p, " uv0 /= float2(1, y_scale);\n"); // apply the y scaling if (ApiType == APIType::OpenGL) // ogl has to flip up and down { WRITE(p, " uv0.y = 1.0-uv0.y;\n"); } WRITE(p, " float2 pixel_size = float2(position.w, position.w) / float2(%d, %d);\n", EFB_WIDTH, EFB_HEIGHT); }