#include #include "Common/GPU/Shader.h" #include "Common/GPU/ShaderWriter.h" #include "Common/Log.h" #include "Common/GPU/thin3d.h" #include "Core/System.h" #include "GPU/Common/ReinterpretFramebuffer.h" #include "GPU/Common/FramebufferManagerCommon.h" #include "GPU/Common/TextureCacheCommon.h" static const VaryingDef varyings[1] = { { "vec2", "v_texcoord", Draw::SEM_TEXCOORD0, 0, "highp" }, }; static const SamplerDef samplers[1] = { { "tex" } }; // Requires full size integer math. It would be possible to make a floating point-only version with lots of // modulo and stuff, might do it one day. Draw2DPipelineInfo GenerateReinterpretFragmentShader(ShaderWriter &writer, GEBufferFormat from, GEBufferFormat to) { writer.HighPrecisionFloat(); writer.DeclareSamplers(samplers); writer.BeginFSMain(Slice::empty(), varyings, FSFLAG_NONE); writer.C(" vec4 val = ").SampleTexture2D("tex", "v_texcoord.xy").C(";\n"); if (writer.Lang().bitwiseOps) { switch (from) { case GE_FORMAT_4444: writer.C(" uint color = uint(val.r * 15.99) | (uint(val.g * 15.99) << 4u) | (uint(val.b * 15.99) << 8u) | (uint(val.a * 15.99) << 12u);\n"); break; case GE_FORMAT_5551: writer.C(" uint color = uint(val.r * 31.99) | (uint(val.g * 31.99) << 5u) | (uint(val.b * 31.99) << 10u);\n"); writer.C(" if (val.a >= 0.5) color |= 0x8000U;\n"); break; case GE_FORMAT_565: writer.C(" uint color = uint(val.r * 31.99) | (uint(val.g * 63.99) << 5u) | (uint(val.b * 31.99) << 11u);\n"); break; default: _assert_(false); break; } switch (to) { case GE_FORMAT_4444: writer.C(" vec4 outColor = vec4(float(color & 0xFU), float((color >> 4u) & 0xFU), float((color >> 8u) & 0xFU), float((color >> 12u) & 0xFU));\n"); writer.C(" outColor *= 1.0 / 15.0;\n"); break; case GE_FORMAT_5551: writer.C(" vec4 outColor = vec4(float(color & 0x1FU), float((color >> 5u) & 0x1FU), float((color >> 10u) & 0x1FU), 0.0);\n"); writer.C(" outColor.rgb *= 1.0 / 31.0;\n"); writer.C(" outColor.a = float(color >> 15);\n"); break; case GE_FORMAT_565: writer.C(" vec4 outColor = vec4(float(color & 0x1FU), float((color >> 5u) & 0x3FU), float((color >> 11u) & 0x1FU), 1.0);\n"); writer.C(" outColor.rb *= 1.0 / 31.0;\n"); writer.C(" outColor.g *= 1.0 / 63.0;\n"); break; default: _assert_(false); break; } } else { // Floating point can comfortably represent integers up to 16 million, we only need 65536 since these textures are 16-bit. switch (from) { case GE_FORMAT_4444: writer.C(" float color = (floor(val.r * 15.99) + floor(val.g * 15.99) * 16.0) + (floor(val.b * 15.99) * 256.0 + floor(val.a * 15.99) * 4096.0);\n"); break; case GE_FORMAT_5551: writer.C(" float color = floor(val.r * 31.99) + floor(val.g * 31.99) * 32.0 + floor(val.b * 31.99) * 1024.0;\n"); writer.C(" if (val.a >= 0.5) color += 32768.0;\n"); break; case GE_FORMAT_565: writer.C(" float color = floor(val.r * 31.99) + floor(val.g * 63.99) * 32.0 + floor(val.b * 31.99) * 2048.0;\n"); break; default: _assert_(false); break; } switch (to) { case GE_FORMAT_4444: writer.C(" vec4 outColor = vec4(mod(floor(color), 16.0), mod(floor(color / 16.0), 16.0),"); writer.C(" mod(floor(color / 256.0), 16.0), mod(floor(color / 4096.0), 16.0)); \n"); writer.C(" outColor *= 1.0 / 15.0;\n"); break; case GE_FORMAT_5551: writer.C(" vec4 outColor = vec4(mod(floor(color), 32.0), mod(floor(color / 32.0), 32.0), mod(floor(color / 1024.0), 32.0), 0.0);\n"); writer.C(" outColor.rgb *= 1.0 / 31.0;\n"); writer.C(" outColor.a = floor(color / 32768.0);\n"); break; case GE_FORMAT_565: writer.C(" vec4 outColor = vec4(mod(floor(color), 32.0), mod(floor(color / 32.0), 64.0), mod(floor(color / 2048.0), 32.0), 0.0);\n"); writer.C(" outColor.rb *= 1.0 / 31.0;\n"); writer.C(" outColor.g *= 1.0 / 63.0;\n"); writer.C(" outColor.a = 1.0;\n"); break; default: _assert_(false); break; } } writer.EndFSMain("outColor", FSFLAG_NONE); return Draw2DPipelineInfo{ RASTER_COLOR, RASTER_COLOR, }; }