n64-emu/third_party/parallel-rdp-standalone/parallel-rdp/shaders/extract_vram.comp
2023-08-06 14:03:29 +09:00

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#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);
}