#version 450 /* Copyright (c) 2020 Themaister * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY * CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "small_types.h" layout(local_size_x = 16, local_size_y = 8) in; // Copies VRAM into a texture which is then consumed by VI scanout. layout(set = 0, binding = 0, rgba8ui) uniform writeonly uimage2D uAAInput; layout(set = 0, binding = 1, std430) readonly buffer RDRAM16 { mem_u16 elems[]; } vram16; layout(set = 0, binding = 1, std430) readonly buffer RDRAM32 { uint elems[]; } vram32; layout(set = 0, binding = 2, std430) readonly buffer HiddenRDRAM { mem_u8 elems[]; } hidden_vram; layout(push_constant, std430) uniform Registers { int fb_offset; int fb_width; ivec2 offset; ivec2 resolution; } registers; layout(constant_id = 0) const int RDRAM_SIZE = 0; const int RDRAM_MASK_8 = RDRAM_SIZE - 1; const int RDRAM_MASK_16 = RDRAM_MASK_8 >> 1; const int RDRAM_MASK_32 = RDRAM_MASK_16 >> 1; layout(constant_id = 2) const int SCALING_LOG2 = 0; const int SCALING_FACTOR = 1 << SCALING_LOG2; #include "vi_status.h" uvec4 fetch_color(ivec2 coord) { ivec2 slice2d = coord & (SCALING_FACTOR - 1); coord >>= SCALING_LOG2; int slice = slice2d.y * SCALING_FACTOR + slice2d.x; uvec4 color; if (FMT_RGBA8888) { int linear_coord = coord.y * registers.fb_width + coord.x + registers.fb_offset; linear_coord &= RDRAM_MASK_32; linear_coord += slice * (RDRAM_SIZE >> 2); uint word = uint(vram32.elems[linear_coord]); color = (uvec4(word) >> uvec4(24, 16, 8, 5)) & uvec4(0xff, 0xff, 0xff, 7); } else if (FMT_RGBA5551) { int linear_coord = coord.y * registers.fb_width + coord.x + registers.fb_offset; linear_coord &= RDRAM_MASK_16; linear_coord += slice * (RDRAM_SIZE >> 1); uint word = uint(vram16.elems[linear_coord ^ 1]); uint hidden_word = uint(hidden_vram.elems[linear_coord]); uint r = (word >> 8u) & 0xf8u; uint g = (word >> 3u) & 0xf8u; uint b = (word << 2u) & 0xf8u; uint a = ((word & 1u) << 2u) | hidden_word; color = uvec4(r, g, b, a); } else color = uvec4(0); if (!FETCH_AA) color.a = 7u; return color; } void main() { if (any(greaterThanEqual(gl_GlobalInvocationID.xy, registers.resolution))) return; ivec2 coord = ivec2(gl_GlobalInvocationID.xy) + registers.offset; uvec4 col = fetch_color(coord); imageStore(uAAInput, ivec2(gl_GlobalInvocationID.xy), col); }