forked from dolphin-emu/dolphin
		
	This is the direct continuation of #5887, and removes the last usage of the colmat matrix in EFB copy conversion shaders.
		
			
				
	
	
		
			243 lines
		
	
	
		
			7.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			243 lines
		
	
	
		
			7.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2017 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <array>
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#include <cstring>
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#include "Common/Assert.h"
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#include "Common/CommonTypes.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/TextureConverterShaderGen.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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namespace TextureConversionShaderGen
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{
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TCShaderUid GetShaderUid(EFBCopyFormat dst_format, bool is_depth_copy, bool is_intensity,
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                         bool scale_by_half)
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{
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  TCShaderUid out;
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  UidData* uid_data = out.GetUidData<UidData>();
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  memset(uid_data, 0, sizeof(*uid_data));
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  uid_data->dst_format = dst_format;
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  uid_data->efb_has_alpha = bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24;
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  uid_data->is_depth_copy = is_depth_copy;
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  uid_data->is_intensity = is_intensity;
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  uid_data->scale_by_half = scale_by_half;
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  return out;
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}
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ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
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{
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  const bool mono_depth = uid_data->is_depth_copy && g_ActiveConfig.bStereoEFBMonoDepth;
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  ShaderCode out;
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  if (api_type == APIType::OpenGL)
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  {
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    out.Write("SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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              "#define samp0 samp9\n"
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              "#define uv0 f_uv0\n"
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              "in vec3 uv0;\n"
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              "out vec4 ocol0;\n"
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              "void main(){\n"
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              "  vec4 texcol = texture(samp0, %s);\n",
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              mono_depth ? "vec3(uv0.xy, 0.0)" : "uv0");
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  }
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  else if (api_type == APIType::Vulkan)
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  {
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    out.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n"
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              "layout(location = 0) in vec3 uv0;\n"
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              "layout(location = 1) in vec4 col0;\n"
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              "layout(location = 0) out vec4 ocol0;"
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              "void main(){\n"
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              "  vec4 texcol = texture(samp0, %s);\n",
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              mono_depth ? "vec3(uv0.xy, 0.0)" : "uv0");
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  }
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  else if (api_type == APIType::D3D)
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  {
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    out.Write("Texture2DArray tex0 : register(t0);\n"
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              "SamplerState samp0 : register(s0);\n"
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              "void main(out float4 ocol0 : SV_Target,\n"
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              "          in float4 pos : SV_Position,\n"
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              "          in float3 uv0 : TEXCOORD0) {\n"
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              "  float4 texcol = tex0.Sample(samp0, uv0);\n");
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  }
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  if (uid_data->is_depth_copy)
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  {
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    if (api_type == APIType::D3D || api_type == APIType::Vulkan)
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      out.Write("texcol.x = 1.0 - texcol.x;\n");
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    out.Write("  int depth = int(texcol.x * 16777216.0);\n"
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              // Convert to Z24 format
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              "  int4 workspace;\n"
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              "  workspace.r = (depth >> 16) & 255;\n"
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              "  workspace.g = (depth >> 8) & 255;\n"
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              "  workspace.b = depth & 255;\n"
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              // Convert to Z4 format
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              "  workspace.a = (depth >> 16) & 0xF0;\n"
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              // Normalize components to [0.0..1.0]
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              "  texcol = float4(workspace) / 255.0;\n");
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    switch (uid_data->dst_format)
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    {
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    case EFBCopyFormat::R4:  // Z4
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      out.Write("  ocol0 = texcol.aaaa;\n");
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      break;
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    case EFBCopyFormat::R8_0x1:  // Z8
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    case EFBCopyFormat::R8:      // Z8H
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      out.Write("  ocol0 = texcol.rrrr;\n");
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      break;
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    case EFBCopyFormat::RA8:  // Z16
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      out.Write("  ocol0 = texcol.gggr;\n");
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      break;
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    case EFBCopyFormat::RG8:  // Z16 (reverse order)
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      out.Write("  ocol0 = texcol.rrrg;\n");
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      break;
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    case EFBCopyFormat::RGBA8:  // Z24X8
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      out.Write("  ocol0 = float4(texcol.rgb, 0.0);\n");
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      break;
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    case EFBCopyFormat::G8:  // Z8M
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      out.Write("  ocol0 = texcol.gggg;\n");
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      break;
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    case EFBCopyFormat::B8:  // Z8L
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      out.Write("  ocol0 = texcol.bbbb;\n");
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      break;
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    case EFBCopyFormat::GB8:  // Z16L - copy lower 16 depth bits
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      // expected to be used as an IA8 texture (upper 8 bits stored as intensity, lower 8 bits
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      // stored as alpha)
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      // Used e.g. in Zelda: Skyward Sword
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      out.Write("  ocol0 = texcol.gggb;\n");
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      break;
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    default:
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      ERROR_LOG(VIDEO, "Unknown copy zbuf format: 0x%X", static_cast<int>(uid_data->dst_format));
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      out.Write("  ocol0 = float4(texcol.bgr, 0.0);\n");
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      break;
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    }
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  }
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  else if (uid_data->is_intensity)
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  {
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    bool has_four_bits =
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        (uid_data->dst_format == EFBCopyFormat::R4 || uid_data->dst_format == EFBCopyFormat::RA4);
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    bool has_alpha =
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        (uid_data->dst_format == EFBCopyFormat::RA4 || uid_data->dst_format == EFBCopyFormat::RA8);
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    switch (uid_data->dst_format)
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    {
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    case EFBCopyFormat::R4:      // I4
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    case EFBCopyFormat::R8_0x1:  // I8
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    case EFBCopyFormat::R8:      // I8
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    case EFBCopyFormat::RA4:     // IA4
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    case EFBCopyFormat::RA8:     // IA8
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      if (has_four_bits)
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        out.Write("  texcol = float4(int4(texcol * 255.0) & 0xF0) * (1.0 / 240.0);\n");
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      // TODO - verify these coefficients
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      out.Write("  const float3 coefficients = float3(0.257, 0.504, 0.098);\n"
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                "  float intensity = dot(texcol.rgb, coefficients) + 16.0 / 255.0;\n"
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                "  ocol0 = float4(intensity, intensity, intensity, %s);\n",
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                has_alpha ? "texcol.a" : "intensity");
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      break;
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    default:
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      ERROR_LOG(VIDEO, "Unknown copy intensity format: 0x%X",
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                static_cast<int>(uid_data->dst_format));
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      out.Write("  ocol0 = texcol;\n");
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      break;
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    }
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  }
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  else
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  {
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    if (!uid_data->efb_has_alpha)
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      out.Write("  texcol.a = 1.0;\n");
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    switch (uid_data->dst_format)
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    {
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    case EFBCopyFormat::R4:  // R4
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      out.Write("  float red = float(int(texcol.r * 255.0) & 0xF0) * (1.0 / 240.0);\n"
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                "  ocol0 = float4(red, red, red, red);\n");
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      break;
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    case EFBCopyFormat::R8_0x1:  // R8
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    case EFBCopyFormat::R8:      // R8
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      out.Write("  ocol0 = texcol.rrrr;\n");
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      break;
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    case EFBCopyFormat::RA4:  // RA4
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      out.Write("  float2 red_alpha = float2(int2(texcol.ra * 255.0) & 0xF0) * (1.0 / 240.0);\n"
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                "  ocol0 = red_alpha.rrrg;\n");
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      break;
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    case EFBCopyFormat::RA8:  // RA8
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      out.Write("  ocol0 = texcol.rrra;\n");
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      break;
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    case EFBCopyFormat::A8:  // A8
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      out.Write("  ocol0 = texcol.aaaa;\n");
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      break;
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    case EFBCopyFormat::G8:  // G8
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      out.Write("  ocol0 = texcol.gggg;\n");
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      break;
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    case EFBCopyFormat::B8:  // B8
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      out.Write("  ocol0 = texcol.bbbb;\n");
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      break;
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    case EFBCopyFormat::RG8:  // RG8
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      out.Write("  ocol0 = texcol.rrrg;\n");
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      break;
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    case EFBCopyFormat::GB8:  // GB8
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      out.Write("  ocol0 = texcol.gggb;\n");
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      break;
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    case EFBCopyFormat::RGB565:  // RGB565
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      out.Write("  float2 red_blue = float2(int2(texcol.rb * 255.0) & 0xF8) * (1.0 / 248.0);\n"
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                "  float green = float(int(texcol.g * 255.0) & 0xFC) * (1.0 / 252.0);\n"
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                "  ocol0 = float4(red_blue.r, green, red_blue.g, 1.0);\n");
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      break;
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    case EFBCopyFormat::RGB5A3:  // RGB5A3
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      // TODO: The MSB controls whether we have RGB5 or RGB4A3, this selection
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      // will need to be implemented once we move away from floats.
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      out.Write("  float3 color = float3(int3(texcol.rgb * 255.0) & 0xF8) * (1.0 / 248.0);\n"
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                "  float alpha = float(int(texcol.a * 255.0) & 0xE0) * (1.0 / 224.0);\n"
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                "  ocol0 = float4(color, alpha);\n");
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      break;
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    case EFBCopyFormat::RGBA8:  // RGBA8
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      out.Write("  ocol0 = texcol;\n");
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      break;
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    case EFBCopyFormat::XFB:  // XFB copy, we just pretend it's an RGBX copy
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      out.Write("  ocol0 = float4(texcol.rgb, 1.0);\n");
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      break;
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    default:
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      ERROR_LOG(VIDEO, "Unknown copy color format: 0x%X", static_cast<int>(uid_data->dst_format));
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      out.Write("  ocol0 = texcol;\n");
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      break;
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    }
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  }
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  out.Write("}\n");
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  return out;
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}
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}  // namespace TextureConversionShaderGen
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