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mirror of https://github.com/blawar/GLideN64.git synced 2024-07-04 10:03:36 +00:00

Code refactor: simplify texture fetching shader parts.

This commit is contained in:
Sergey Lipskiy 2017-12-15 19:54:42 +07:00
parent dfada113d3
commit 509ee7ed10
3 changed files with 248 additions and 188 deletions

View File

@ -24,6 +24,14 @@ public:
return (m_mode & 2) != 0;
}
bool useYUVCoversion() const {
return (m_mode & 3) != 3;
}
bool useTextureFiltering() const {
return (m_mode & 3) != 0;
}
private:
u32 m_mode;
};
@ -901,14 +909,23 @@ public:
class ShaderFragmentHeaderReadMSTex : public ShaderPart
{
public:
ShaderFragmentHeaderReadMSTex(const opengl::GLInfo & _glinfo)
ShaderFragmentHeaderReadMSTex(const opengl::GLInfo & _glinfo) : m_glinfo(_glinfo)
{
if (!_glinfo.isGLES2 && config.video.multisampling > 0) {
m_part =
}
void write(std::stringstream & shader) const override
{
if (!m_glinfo.isGLES2 &&
config.video.multisampling > 0 &&
(g_cycleType == G_CYC_COPY || g_textureConvert.useTextureFiltering()))
{
shader <<
"lowp vec4 readTexMS(in lowp sampler2DMS mstex, in mediump vec2 texCoord, in lowp int fbMonochrome, in lowp int fbFixedAlpha);\n";
;
}
}
private:
const opengl::GLInfo& m_glinfo;
};
class ShaderFragmentHeaderDither : public ShaderPart
@ -945,100 +962,131 @@ public:
class ShaderFragmentHeaderReadTex : public ShaderPart
{
public:
ShaderFragmentHeaderReadTex (const opengl::GLInfo & _glinfo)
ShaderFragmentHeaderReadTex(const opengl::GLInfo & _glinfo) : m_glinfo(_glinfo)
{
if (!_glinfo.isGLES2) {
m_part =
"uniform lowp ivec2 uTextureFormat; \n"
"uniform lowp ivec2 uTextureConvert; \n"
"uniform mediump ivec4 uConvertParams; \n"
"uniform lowp int uTextureFilterMode; \n"
"#define YUVCONVERT_TEX(name, tex, texCoord, convert, format, prev) \\\n"
" { \\\n"
" if (convert != 0) name = prev; \\\n"
" else name = texture(tex, texCoord); \\\n"
" mediump ivec4 icolor = ivec4(name*255.0); \\\n"
" if (format == 1) \\\n"
" icolor.rg -= 128; \\\n"
" mediump ivec4 iconvert; \\\n"
" iconvert.r = icolor.b + (uConvertParams[0]*icolor.g + 128)/256; \\\n"
" iconvert.g = icolor.b + (uConvertParams[1]*icolor.r + uConvertParams[2]*icolor.g + 128)/256; \\\n"
" iconvert.b = icolor.b + (uConvertParams[3]*icolor.r + 128)/256; \\\n"
" iconvert.a = icolor.b; \\\n"
" name = vec4(iconvert)/255.0; \\\n"
" } \n"
;
if (config.texture.bilinearMode == BILINEAR_3POINT) {
// 3 point texture filtering.
// Original author: ArthurCarvalho
// GLSL implementation: twinaphex, mupen64plus-libretro project.
m_part +=
"#define TEX_OFFSET(off, tex, texCoord) texture(tex, texCoord - (off)/texSize) \n"
"#define TEX_FILTER(name, tex, texCoord) \\\n"
" { \\\n"
" mediump vec2 texSize = vec2(textureSize(tex,0)); \\\n"
" mediump vec2 offset = fract(texCoord*texSize - vec2(0.5)); \\\n"
" offset -= step(1.0, offset.x + offset.y); \\\n"
" lowp vec4 c0 = TEX_OFFSET(offset, tex, texCoord); \\\n"
" lowp vec4 c1 = TEX_OFFSET(vec2(offset.x - sign(offset.x), offset.y), tex, texCoord); \\\n"
" lowp vec4 c2 = TEX_OFFSET(vec2(offset.x, offset.y - sign(offset.y)), tex, texCoord); \\\n"
" name = c0 + abs(offset.x)*(c1-c0) + abs(offset.y)*(c2-c0); \\\n"
" } \n"
;
} else {
m_part +=
"#define TEX_OFFSET(off, tex, texCoord) texture(tex, texCoord - (off)/texSize) \n"
"#define TEX_FILTER(name, tex, texCoord) \\\n"
"{ \\\n"
" mediump vec2 texSize = vec2(textureSize(tex,0)); \\\n"
" mediump vec2 offset = fract(texCoord*texSize - vec2(0.5)); \\\n"
" offset -= step(1.0, offset.x + offset.y); \\\n"
" lowp vec4 zero = vec4(0.0); \\\n"
" \\\n"
" lowp vec4 p0q0 = TEX_OFFSET(offset, tex, texCoord); \\\n"
" lowp vec4 p1q0 = TEX_OFFSET(vec2(offset.x - sign(offset.x), offset.y), tex, texCoord); \\\n"
" \\\n"
" lowp vec4 p0q1 = TEX_OFFSET(vec2(offset.x, offset.y - sign(offset.y)), tex, texCoord); \\\n"
" lowp vec4 p1q1 = TEX_OFFSET(vec2(offset.x - sign(offset.x), offset.y - sign(offset.y)), tex, texCoord); \\\n"
" \\\n"
" mediump vec2 interpolationFactor = abs(offset); \\\n"
" lowp vec4 pInterp_q0 = mix( p0q0, p1q0, interpolationFactor.x ); \\\n" // Interpolates top row in X direction.
" lowp vec4 pInterp_q1 = mix( p0q1, p1q1, interpolationFactor.x ); \\\n" // Interpolates bottom row in X direction.
" name = mix( pInterp_q0, pInterp_q1, interpolationFactor.y ); \\\n" // Interpolate in Y direction.
"} \n"
}
void write(std::stringstream & shader) const override
{
std::string shaderPart;
if (!m_glinfo.isGLES2) {
if (g_textureConvert.useTextureFiltering()) {
shaderPart += "uniform lowp int uTextureFilterMode; \n";
if (config.texture.bilinearMode == BILINEAR_3POINT) {
// 3 point texture filtering.
// Original author: ArthurCarvalho
// GLSL implementation: twinaphex, mupen64plus-libretro project.
shaderPart +=
"#define TEX_OFFSET(off, tex, texCoord) texture(tex, texCoord - (off)/texSize) \n"
"#define TEX_FILTER(name, tex, texCoord) \\\n"
" { \\\n"
" mediump vec2 texSize = vec2(textureSize(tex,0)); \\\n"
" mediump vec2 offset = fract(texCoord*texSize - vec2(0.5)); \\\n"
" offset -= step(1.0, offset.x + offset.y); \\\n"
" lowp vec4 c0 = TEX_OFFSET(offset, tex, texCoord); \\\n"
" lowp vec4 c1 = TEX_OFFSET(vec2(offset.x - sign(offset.x), offset.y), tex, texCoord); \\\n"
" lowp vec4 c2 = TEX_OFFSET(vec2(offset.x, offset.y - sign(offset.y)), tex, texCoord); \\\n"
" name = c0 + abs(offset.x)*(c1-c0) + abs(offset.y)*(c2-c0); \\\n"
" } \n"
;
} else {
shaderPart +=
"#define TEX_OFFSET(off, tex, texCoord) texture(tex, texCoord - (off)/texSize) \n"
"#define TEX_FILTER(name, tex, texCoord) \\\n"
"{ \\\n"
" mediump vec2 texSize = vec2(textureSize(tex,0)); \\\n"
" mediump vec2 offset = fract(texCoord*texSize - vec2(0.5)); \\\n"
" offset -= step(1.0, offset.x + offset.y); \\\n"
" lowp vec4 zero = vec4(0.0); \\\n"
" \\\n"
" lowp vec4 p0q0 = TEX_OFFSET(offset, tex, texCoord); \\\n"
" lowp vec4 p1q0 = TEX_OFFSET(vec2(offset.x - sign(offset.x), offset.y), tex, texCoord); \\\n"
" \\\n"
" lowp vec4 p0q1 = TEX_OFFSET(vec2(offset.x, offset.y - sign(offset.y)), tex, texCoord); \\\n"
" lowp vec4 p1q1 = TEX_OFFSET(vec2(offset.x - sign(offset.x), offset.y - sign(offset.y)), tex, texCoord); \\\n"
" \\\n"
" mediump vec2 interpolationFactor = abs(offset); \\\n"
" lowp vec4 pInterp_q0 = mix( p0q0, p1q0, interpolationFactor.x ); \\\n" // Interpolates top row in X direction.
" lowp vec4 pInterp_q1 = mix( p0q1, p1q1, interpolationFactor.x ); \\\n" // Interpolates bottom row in X direction.
" name = mix( pInterp_q0, pInterp_q1, interpolationFactor.y ); \\\n" // Interpolate in Y direction.
"} \n"
;
}
shaderPart +=
"#define READ_TEX(name, tex, texCoord, fbMonochrome, fbFixedAlpha) \\\n"
" { \\\n"
" if (fbMonochrome == 3) { \\\n"
" mediump ivec2 coord = ivec2(gl_FragCoord.xy); \\\n"
" name = texelFetch(tex, coord, 0); \\\n"
" } else { \\\n"
" if (uTextureFilterMode == 0) name = texture(tex, texCoord); \\\n"
" else TEX_FILTER(name, tex, texCoord); \\\n"
" } \\\n"
" if (fbMonochrome == 1) name = vec4(name.r); \\\n"
" else if (fbMonochrome == 2) \\\n"
" name.rgb = vec3(dot(vec3(0.2126, 0.7152, 0.0722), name.rgb)); \\\n"
" else if (fbMonochrome == 3) { \\\n"
" name.rgb = vec3(dot(vec3(0.2126, 0.7152, 0.0722), name.rgb)); \\\n"
" name.a = 0.0; \\\n"
" } \\\n"
" if (fbFixedAlpha == 1) name.a = 0.825; \\\n"
" } \n"
;
}
m_part +=
"#define READ_TEX(name, tex, texCoord, fbMonochrome, fbFixedAlpha) \\\n"
" { \\\n"
" if (fbMonochrome == 3) { \\\n"
" mediump ivec2 coord = ivec2(gl_FragCoord.xy); \\\n"
" name = texelFetch(tex, coord, 0); \\\n"
" } else { \\\n"
" if (uTextureFilterMode == 0) name = texture(tex, texCoord); \\\n"
" else TEX_FILTER(name, tex, texCoord); \\\n"
" } \\\n"
" if (fbMonochrome == 1) name = vec4(name.r); \\\n"
" else if (fbMonochrome == 2) \\\n"
" name.rgb = vec3(dot(vec3(0.2126, 0.7152, 0.0722), name.rgb)); \\\n"
" else if (fbMonochrome == 3) { \\\n"
" name.rgb = vec3(dot(vec3(0.2126, 0.7152, 0.0722), name.rgb)); \\\n"
" name.a = 0.0; \\\n"
" } \\\n"
" if (fbFixedAlpha == 1) name.a = 0.825; \\\n"
" } \n"
;
if (g_textureConvert.useYUVCoversion()) {
shaderPart +=
"uniform lowp ivec2 uTextureFormat; \n"
"uniform lowp int uTextureConvert; \n"
"uniform mediump ivec4 uConvertParams; \n"
"#define YUVCONVERT(name, format) \\\n"
" mediump ivec4 icolor = ivec4(name*255.0); \\\n"
" if (format == 1) \\\n"
" icolor.rg -= 128; \\\n"
" mediump ivec4 iconvert; \\\n"
" iconvert.r = icolor.b + (uConvertParams[0]*icolor.g + 128)/256; \\\n"
" iconvert.g = icolor.b + (uConvertParams[1]*icolor.r + uConvertParams[2]*icolor.g + 128)/256; \\\n"
" iconvert.b = icolor.b + (uConvertParams[3]*icolor.r + 128)/256; \\\n"
" iconvert.a = icolor.b; \\\n"
" name = vec4(iconvert)/255.0; \n"
"#define YUVCONVERT_TEX0(name, tex, texCoord, format) \\\n"
" { \\\n"
" name = texture(tex, texCoord); \\\n"
" YUVCONVERT(name, format) \\\n"
" } \n"
"#define YUVCONVERT_TEX1(name, tex, texCoord, format, prev) \\\n"
" { \\\n"
" if (uTextureConvert != 0) name = prev; \\\n"
" else name = texture(tex, texCoord); \\\n"
" YUVCONVERT(name, format) \\\n"
" } \n"
;
}
} else {
m_part =
"uniform lowp ivec2 uTextureFormat; \n"
"uniform lowp ivec2 uTextureConvert; \n"
"uniform mediump ivec4 uConvertParams; \n"
"uniform lowp int uTextureFilterMode; \n"
"lowp vec4 readTex(in sampler2D tex, in mediump vec2 texCoord, in lowp int fbMonochrome, in lowp int fbFixedAlpha); \n"
"lowp vec4 YUV_Convert(in sampler2D tex, in mediump vec2 texCoord, in lowp int convert, in lowp int format, in lowp vec4 prev); \n"
;
if (g_textureConvert.useTextureFiltering()) {
shaderPart +=
"uniform lowp int uTextureFilterMode; \n"
"lowp vec4 readTex(in sampler2D tex, in mediump vec2 texCoord, in lowp int fbMonochrome, in lowp int fbFixedAlpha); \n"
;
}
if (g_textureConvert.useYUVCoversion()) {
shaderPart +=
"uniform lowp ivec2 uTextureFormat; \n"
"uniform lowp int uTextureConvert; \n"
"uniform mediump ivec4 uConvertParams; \n"
"lowp vec4 YUV_Convert(in sampler2D tex, in mediump vec2 texCoord, in lowp int convert, in lowp int format, in lowp vec4 prev); \n"
;
}
}
shader << shaderPart;
}
private:
const opengl::GLInfo& m_glinfo;
};
class ShaderFragmentHeaderReadTexCopyMode : public ShaderPart
@ -1185,34 +1233,33 @@ public:
std::string shaderPart;
if (m_glinfo.isGLES2) {
shaderPart = " nCurrentTile = 0; \n";
if (g_textureConvert.getBilerp0()) {
shaderPart += " lowp vec4 readtex0 = readTex(uTex0, vTexCoord0, uFbMonochrome[0], uFbFixedAlpha[0]); \n";
shaderPart += " lowp vec4 readtex0 = readTex(uTex0, vTexCoord0, uFbMonochrome[0], uFbFixedAlpha[0]); \n";
} else {
shaderPart += " lowp vec4 tmpTex = vec4(0.0); \n"
" lowp vec4 readtex0 = YUV_Convert(uTex0, vTexCoord0, uTextureConvert[0], uTextureFormat[0], tmpTex); \n";
shaderPart += " lowp vec4 tmpTex = vec4(0.0); \n"
" lowp vec4 readtex0 = YUV_Convert(uTex0, vTexCoord0, 0, uTextureFormat[0], tmpTex); \n";
}
} else {
if (config.video.multisampling > 0) {
shaderPart =
" lowp vec4 readtex0; \n"
" if (uMSTexEnabled[0] == 0) { \n";
if (g_textureConvert.getBilerp0()) {
shaderPart += " READ_TEX(readtex0, uTex0, vTexCoord0, uFbMonochrome[0], uFbFixedAlpha[0]) \n";
} else {
shaderPart += " YUVCONVERT_TEX(readtex0, uTex0, vTexCoord0, uTextureConvert[0], uTextureFormat[0], readtex0) \n";
}
shaderPart += " } else readtex0 = readTexMS(uMSTex0, vTexCoord0, uFbMonochrome[0], uFbFixedAlpha[0]); \n";
if (!g_textureConvert.getBilerp0()) {
shaderPart = " lowp vec4 readtex0; \n"
" YUVCONVERT_TEX0(readtex0, uTex0, vTexCoord0, uTextureFormat[0]) \n";
} else {
shaderPart = " lowp vec4 readtex0; \n";
if (g_textureConvert.getBilerp0()) {
shaderPart += " READ_TEX(readtex0, uTex0, vTexCoord0, uFbMonochrome[0], uFbFixedAlpha[0]) \n";
if (config.video.multisampling > 0) {
shaderPart =
" lowp vec4 readtex0; \n"
" if (uMSTexEnabled[0] == 0) { \n"
" READ_TEX(readtex0, uTex0, vTexCoord0, uFbMonochrome[0], uFbFixedAlpha[0]) \n"
" } else readtex0 = readTexMS(uMSTex0, vTexCoord0, uFbMonochrome[0], uFbFixedAlpha[0]); \n";
} else {
shaderPart += " YUVCONVERT_TEX(readtex0, uTex0, vTexCoord0, uTextureConvert[0], uTextureFormat[0], readtex0) \n";
shaderPart = " lowp vec4 readtex0; \n"
" READ_TEX(readtex0, uTex0, vTexCoord0, uFbMonochrome[0], uFbFixedAlpha[0]) \n";
}
}
}
shader << shaderPart;
@ -1234,35 +1281,34 @@ public:
std::string shaderPart;
if (m_glinfo.isGLES2) {
shaderPart = " nCurrentTile = 1; \n";
if (g_textureConvert.getBilerp1()) {
shaderPart += " lowp vec4 readtex1 = readTex(uTex1, vTexCoord1, uFbMonochrome[1], uFbFixedAlpha[1]); \n";
shaderPart += " lowp vec4 readtex1 = readTex(uTex1, vTexCoord1, uFbMonochrome[1], uFbFixedAlpha[1]); \n";
} else {
shaderPart += " lowp vec4 readtex1 = YUV_Convert(uTex1, vTexCoord1, uTextureConvert[1], uTextureFormat[1], readtex0); \n";
shaderPart += " lowp vec4 readtex1 = YUV_Convert(uTex1, vTexCoord1, uTextureConvert, uTextureFormat[1], readtex0); \n";
}
} else {
if (config.video.multisampling > 0) {
if (!g_textureConvert.getBilerp1()) {
shaderPart =
" lowp vec4 readtex1; \n"
" if (uMSTexEnabled[1] == 0) { \n";
if (g_textureConvert.getBilerp1()) {
shaderPart += " READ_TEX(readtex1, uTex1, vTexCoord1, uFbMonochrome[1], uFbFixedAlpha[1]) \n";
} else {
shaderPart += " YUVCONVERT_TEX(readtex1, uTex1, vTexCoord1, uTextureConvert[1], uTextureFormat[1], readtex0) \n";
}
shaderPart += " } else readtex1 = readTexMS(uMSTex1, vTexCoord1, uFbMonochrome[1], uFbFixedAlpha[1]);\n";
" lowp vec4 readtex1; \n"
" YUVCONVERT_TEX1(readtex1, uTex1, vTexCoord1, uTextureFormat[1], readtex0) \n";
} else {
shaderPart = " lowp vec4 readtex1; \n";
if (g_textureConvert.getBilerp1()) {
shaderPart += " READ_TEX(readtex1, uTex1, vTexCoord1, uFbMonochrome[1], uFbFixedAlpha[1]) \n";
if (config.video.multisampling > 0) {
shaderPart =
" lowp vec4 readtex1; \n"
" if (uMSTexEnabled[1] == 0) { \n"
" READ_TEX(readtex1, uTex1, vTexCoord1, uFbMonochrome[1], uFbFixedAlpha[1]) \n"
" } else readtex1 = readTexMS(uMSTex1, vTexCoord1, uFbMonochrome[1], uFbFixedAlpha[1]); \n";
} else {
shaderPart += " YUVCONVERT_TEX(readtex1, uTex1, vTexCoord1, uTextureConvert[1], uTextureFormat[1], readtex0)\n";
shaderPart = " lowp vec4 readtex1; \n"
" READ_TEX(readtex1, uTex1, vTexCoord1, uFbMonochrome[1], uFbFixedAlpha[1]) \n";
}
}
}
shader << shaderPart;
@ -1621,10 +1667,17 @@ public:
class ShaderReadtex : public ShaderPart
{
public:
ShaderReadtex(const opengl::GLInfo & _glinfo)
ShaderReadtex(const opengl::GLInfo & _glinfo) : m_glinfo(_glinfo)
{
if (_glinfo.isGLES2) {
m_part =
}
void write(std::stringstream & shader) const override
{
std::string shaderPart;
if (m_glinfo.isGLES2) {
if (g_textureConvert.useYUVCoversion())
shaderPart +=
"lowp vec4 YUV_Convert(in sampler2D tex, in mediump vec2 texCoord, in lowp int convert, in lowp int format, in lowp vec4 prev) \n"
"{ \n"
" lowp vec4 texColor; \n"
@ -1641,58 +1694,59 @@ public:
" return vec4(iconvert)/255.0; \n"
" } \n"
;
if (config.texture.bilinearMode == BILINEAR_3POINT) {
m_part +=
"uniform mediump vec2 uTextureSize[2]; \n"
// 3 point texture filtering.
// Original author: ArthurCarvalho
// GLSL implementation: twinaphex, mupen64plus-libretro project.
"#define TEX_OFFSET(off) texture2D(tex, texCoord - (off)/texSize) \n"
"lowp vec4 TextureFilter(in sampler2D tex, in mediump vec2 texCoord) \n"
"{ \n"
" mediump vec2 texSize; \n"
" if (nCurrentTile == 0) \n"
" texSize = uTextureSize[0]; \n"
" else \n"
" texSize = uTextureSize[1]; \n"
" mediump vec2 offset = fract(texCoord*texSize - vec2(0.5)); \n"
" offset -= step(1.0, offset.x + offset.y); \n"
" lowp vec4 c0 = TEX_OFFSET(offset); \n"
" lowp vec4 c1 = TEX_OFFSET(vec2(offset.x - sign(offset.x), offset.y)); \n"
" lowp vec4 c2 = TEX_OFFSET(vec2(offset.x, offset.y - sign(offset.y))); \n"
" return c0 + abs(offset.x)*(c1-c0) + abs(offset.y)*(c2-c0); \n"
"} \n"
;
} else {
m_part +=
// bilinear filtering.
"uniform mediump vec2 uTextureSize[2]; \n"
"#define TEX_OFFSET(off) texture2D(tex, texCoord - (off)/texSize) \n"
"lowp vec4 TextureFilter(in sampler2D tex, in mediump vec2 texCoord) \n"
"{ \n"
" mediump vec2 texSize; \n"
" if (nCurrentTile == 0) \n"
" texSize = uTextureSize[0]; \n"
" else \n"
" texSize = uTextureSize[1]; \n"
" mediump vec2 offset = fract(texCoord*texSize - vec2(0.5)); \n"
" offset -= step(1.0, offset.x + offset.y); \n"
" lowp vec4 zero = vec4(0.0); \n"
" \n"
" lowp vec4 p0q0 = TEX_OFFSET(offset); \n"
" lowp vec4 p1q0 = TEX_OFFSET(vec2(offset.x - sign(offset.x), offset.y)); \n"
" \n"
" lowp vec4 p0q1 = TEX_OFFSET(vec2(offset.x, offset.y - sign(offset.y))); \n"
" lowp vec4 p1q1 = TEX_OFFSET(vec2(offset.x - sign(offset.x), offset.y - sign(offset.y)));\n"
" \n"
" mediump vec2 interpolationFactor = abs(offset); \n"
" lowp vec4 pInterp_q0 = mix( p0q0, p1q0, interpolationFactor.x ); \n" // Interpolates top row in X direction.
" lowp vec4 pInterp_q1 = mix( p0q1, p1q1, interpolationFactor.x ); \n" // Interpolates bottom row in X direction.
" return mix( pInterp_q0, pInterp_q1, interpolationFactor.y ); \n" // Interpolate in Y direction.
"} \n"
;
}
m_part +=
if (g_textureConvert.useTextureFiltering()) {
if (config.texture.bilinearMode == BILINEAR_3POINT) {
shaderPart +=
"uniform mediump vec2 uTextureSize[2]; \n"
// 3 point texture filtering.
// Original author: ArthurCarvalho
// GLSL implementation: twinaphex, mupen64plus-libretro project.
"#define TEX_OFFSET(off) texture2D(tex, texCoord - (off)/texSize) \n"
"lowp vec4 TextureFilter(in sampler2D tex, in mediump vec2 texCoord) \n"
"{ \n"
" mediump vec2 texSize; \n"
" if (nCurrentTile == 0) \n"
" texSize = uTextureSize[0]; \n"
" else \n"
" texSize = uTextureSize[1]; \n"
" mediump vec2 offset = fract(texCoord*texSize - vec2(0.5)); \n"
" offset -= step(1.0, offset.x + offset.y); \n"
" lowp vec4 c0 = TEX_OFFSET(offset); \n"
" lowp vec4 c1 = TEX_OFFSET(vec2(offset.x - sign(offset.x), offset.y)); \n"
" lowp vec4 c2 = TEX_OFFSET(vec2(offset.x, offset.y - sign(offset.y))); \n"
" return c0 + abs(offset.x)*(c1-c0) + abs(offset.y)*(c2-c0); \n"
"} \n"
;
} else {
shaderPart +=
// bilinear filtering.
"uniform mediump vec2 uTextureSize[2]; \n"
"#define TEX_OFFSET(off) texture2D(tex, texCoord - (off)/texSize) \n"
"lowp vec4 TextureFilter(in sampler2D tex, in mediump vec2 texCoord) \n"
"{ \n"
" mediump vec2 texSize; \n"
" if (nCurrentTile == 0) \n"
" texSize = uTextureSize[0]; \n"
" else \n"
" texSize = uTextureSize[1]; \n"
" mediump vec2 offset = fract(texCoord*texSize - vec2(0.5)); \n"
" offset -= step(1.0, offset.x + offset.y); \n"
" lowp vec4 zero = vec4(0.0); \n"
" \n"
" lowp vec4 p0q0 = TEX_OFFSET(offset); \n"
" lowp vec4 p1q0 = TEX_OFFSET(vec2(offset.x - sign(offset.x), offset.y)); \n"
" \n"
" lowp vec4 p0q1 = TEX_OFFSET(vec2(offset.x, offset.y - sign(offset.y))); \n"
" lowp vec4 p1q1 = TEX_OFFSET(vec2(offset.x - sign(offset.x), offset.y - sign(offset.y)));\n"
" \n"
" mediump vec2 interpolationFactor = abs(offset); \n"
" lowp vec4 pInterp_q0 = mix( p0q0, p1q0, interpolationFactor.x ); \n" // Interpolates top row in X direction.
" lowp vec4 pInterp_q1 = mix( p0q1, p1q1, interpolationFactor.x ); \n" // Interpolates bottom row in X direction.
" return mix( pInterp_q0, pInterp_q1, interpolationFactor.y ); \n" // Interpolate in Y direction.
"} \n"
;
}
shaderPart +=
"lowp vec4 readTex(in sampler2D tex, in mediump vec2 texCoord, in lowp int fbMonochrome, in lowp int fbFixedAlpha) \n"
"{ \n"
" lowp vec4 texColor; \n"
@ -1704,10 +1758,11 @@ public:
" if (fbFixedAlpha == 1) texColor.a = 0.825; \n"
" return texColor; \n"
"} \n"
;
;
}
} else {
if (config.video.multisampling > 0) {
m_part =
if (config.video.multisampling > 0 && g_textureConvert.useTextureFiltering()) {
shaderPart =
"uniform lowp int uMSAASamples; \n"
"lowp vec4 sampleMS(in lowp sampler2DMS mstex, in mediump ivec2 ipos) \n"
"{ \n"
@ -1740,7 +1795,12 @@ public:
;
}
}
shader << shaderPart;
}
private:
const opengl::GLInfo& m_glinfo;
};
class ShaderReadtexCopyMode : public ShaderPart

View File

@ -467,7 +467,7 @@ public:
textureFilter |= 2;
uTextureFilterMode.set(textureFilter, _force);
uTextureFormat.set(gSP.textureTile[0]->format, gSP.textureTile[1]->format, _force);
uTextureConvert.set(0, gDP.otherMode.convert_one, _force);
uTextureConvert.set(gDP.otherMode.convert_one, _force);
if (gDP.otherMode.bi_lerp0 == 0 || gDP.otherMode.bi_lerp1 == 0)
uConvertParams.set(gDP.convert.k0, gDP.convert.k1, gDP.convert.k2, gDP.convert.k3, _force);
}
@ -475,7 +475,7 @@ public:
private:
iUniform uTextureFilterMode;
iv2Uniform uTextureFormat;
iv2Uniform uTextureConvert;
iUniform uTextureConvert;
i4Uniform uConvertParams;
};

View File

@ -20,7 +20,7 @@ namespace glsl {
bool _saveCombinerKeys(const graphics::Combiners & _combiners) const;
bool _loadFromCombinerKeys(graphics::Combiners & _combiners);
const u32 m_formatVersion = 0x18U;
const u32 m_formatVersion = 0x19U;
const u32 m_keysFormatVersion = 0x04;
const opengl::GLInfo & m_glinfo;
opengl::CachedUseProgram * m_useProgram;