GPU/HW: Simplify 24-bit scanout and interlacing shader
Has the added bonus of being faster (no downscale copy) and fixes the edge case where the image is cropped in VRAM.
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@ -750,7 +750,7 @@ std::string GPU_HW_ShaderGen::GenerateDisplayFragmentShader(bool depth_24bit, bo
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DefineMacro(ss, "INTERLACED", interlaced);
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WriteCommonFunctions(ss);
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DeclareUniformBuffer(ss, {"int3 u_base_coords"});
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DeclareUniformBuffer(ss, {"int u_field_offset", "int u_vram_start_x"});
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DeclareTexture(ss, "samp0", 0);
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DeclareFragmentEntryPoint(ss, 0, 1, {}, true, false);
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@ -759,55 +759,28 @@ std::string GPU_HW_ShaderGen::GenerateDisplayFragmentShader(bool depth_24bit, bo
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int2 icoords = int2(v_pos.xy);
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#if INTERLACED
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if (((icoords.y - u_base_coords.z) & 1) != 0)
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if (((icoords.y / RESOLUTION_SCALE) & 1) != u_field_offset)
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discard;
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#endif
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#if DEPTH_24BIT
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// compute offset in dwords from the start of the 24-bit values
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int2 base = int2(u_base_coords.x, u_base_coords.y + icoords.y);
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int xoff = int(icoords.x);
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int dword_index = (xoff / 2) + (xoff / 4);
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// relative to start of scanout
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int relative_x = (icoords.x - u_vram_start_x) / RESOLUTION_SCALE;
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icoords.x = u_vram_start_x + ((relative_x * 3) / 2) * RESOLUTION_SCALE;
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// sample two adjacent dwords, or four 16-bit values as the 24-bit value will lie somewhere between these
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uint s0 = RGBA8ToRGBA5551(LOAD_TEXTURE(samp0, int2(base.x + dword_index * 2 + 0, base.y), 0));
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uint s1 = RGBA8ToRGBA5551(LOAD_TEXTURE(samp0, int2(base.x + dword_index * 2 + 1, base.y), 0));
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uint s2 = RGBA8ToRGBA5551(LOAD_TEXTURE(samp0, int2(base.x + (dword_index + 1) * 2 + 0, base.y), 0));
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uint s3 = RGBA8ToRGBA5551(LOAD_TEXTURE(samp0, int2(base.x + (dword_index + 1) * 2 + 1, base.y), 0));
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// select the bit for this pixel depending on its offset in the 4-pixel block
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uint r, g, b;
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int block_offset = xoff & 3;
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if (block_offset == 0)
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{
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r = s0 & 0xFFu;
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g = s0 >> 8;
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b = s1 & 0xFFu;
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}
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else if (block_offset == 1)
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{
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r = s1 >> 8;
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g = s2 & 0xFFu;
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b = s2 >> 8;
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}
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else if (block_offset == 2)
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{
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r = s1 & 0xFFu;
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g = s1 >> 8;
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b = s2 & 0xFFu;
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}
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else
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{
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r = s2 >> 8;
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g = s3 & 0xFFu;
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b = s3 >> 8;
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}
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// and normalize
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o_col0 = float4(float(r) / 255.0, float(g) / 255.0, float(b) / 255.0, 1.0);
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// load adjacent 16-bit texels
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uint s0 = RGBA8ToRGBA5551(LOAD_TEXTURE(samp0, icoords, 0));
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uint s1 = RGBA8ToRGBA5551(LOAD_TEXTURE(samp0, icoords + int2(RESOLUTION_SCALE, 0), 0));
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// select which part of the combined 16-bit texels we are currently shading
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uint s1s0 = ((s1 << 16) | s0) >> ((relative_x & 1) * 8);
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// extract components and normalize
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o_col0 = float4(float(s1s0 & 0xFFu) / 255.0, float((s1s0 >> 8u) & 0xFFu) / 255.0,
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float((s1s0 >> 16u) & 0xFFu) / 255.0, 1.0);
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#else
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// load and return
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o_col0 = LOAD_TEXTURE(samp0, u_base_coords.xy + icoords, 0);
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o_col0 = LOAD_TEXTURE(samp0, icoords, 0);
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#endif
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}
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)";
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