Author Topic: Monogame/HLSL Effect/Shader for Saturn-like graphics.  (Read 295 times)

Jorhlok

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Monogame/HLSL Effect/Shader for Saturn-like graphics.
« on: July 30, 2018, 04:58:19 am »
https://github.com/Jorhlok/Test3D4
https://github.com/Jorhlok/Test3D4/blob/master/Test3D4/Content/assets/fx/Saturn.fx

The shader itself supports textured/untextured tris, additive/subtractive gouraud for textured tris, color goraud for untextured tris, screen doors style dithering transparency at different sizes, and configurable "magic pink" style transparency with any color. It's all in RGBA as of writing, so no indexed color or CLUTs at present. External to the shader are things like the depth buffer which is still useable.

Then using (too) many triangles you can get the same sprite distortion as the saturn.

Here's some screenshots showing what I mean. More here: https://github.com/Jorhlok/Test3D4/tree/master/screenshot




This code will draw quads with a variable number of horizontal strips. This is an improvement over my last thing which drew in pixel-thin strips and used the default shader so only had multiplicative gouraud and had to switch to a second framebuffer, draw, and mask over it to accomplish the dithering effect.


Anyways I was thinking of making a low poly 3D modeller/animator targeting saturn style graphics also supporting billboards and camera facing strips in model.
One thing I'm not sure of is how important indexed color effects may be or how they're used on the saturn.

Don't get your hopes up or anything, my last thing only had keyboard/table input, no saving or textures, and looked like this.


EDIT: Okay I've been reading some of the VDP1 User's Manual (thanks google and redacted) and I'm getting the difference between VDP1 CLUT and VDP2 Color Banks and also mixed RGB/indexed color in the same framebuffer. Also I noticed that "Table 5.3 Relationship between Gouraud Shading Table Settings and Correction Values" is lining up with how I got the shading to match up with the example in the gallery by using color values from 0.25f and 0.75f so the shader will add +-0.5f to any pixel. The "correction values" go from -16 to +15 or half of 5-bit color space.

Anyways, still not sure if it's worth working indexed color into the shader or if fudging it with software is good enough.

EDIT2: Okay after much reading and confusion over the VDP1 and VDP2 User's Manuals yesterday, I think I have a grip on the terminology. I'll briefly explain how I see it so call me out if I'm off base. "Color Bank" is just what the VDP1 calls the other bits in a pixel beyond the index specified by the image. This can be more significant bits in the CRAM index (up to 11 bits total index) and also color calc or other special bits. The VDP2 has 1024 or 2048 colors in CRAM. CLUTs are how the VDP1 decompresses a 4-bit image to arbitrary 16 bit patterns. They're specified with a pointer per draw call. I think much of my confusion was each chip calling the same thing by different names or treating the same data slightly differently.

Real quick, I noticed an error in my shader as of writing and that is a colored polygon is specified only by the vertex colors so if I were to take a blue quad and shade it light to dark, it would lose saturation in between. I need to add polygon color as a variable in the shader. I was also thinking about other changes to make. Other than dealing with indexed color, I was thinking, since each object drawn basically needs to reupdate the shader variables, I could specify all four quad vertecies as global variables and use inverse bilinear to calculate the uv coordinates to accomplish accurate texturing with out needing to draw in many, many strips. Like this example here: https://www.shadertoy.com/view/MsccD4

I don't think I said it before but the purpose of the shader is to experiment with saturn-like graphics but also could be used to co-develop an enhanced port of saturn homebrew or similar.

This comes into play with what I was thinking about implementing any indexed color in the shader. I was thinking that usually indexed color in a 3D saturn game is going to be used for the transparency effect and also saving VRAM. Transparency can be accomplished in RGBA and saving VRAM isn't an issue. Then I was thinking about advanced effects like that metallic shading XL2 showed off in Z-Treme recently. So finally I thought, "It sure would be a shame if an 'enhanced' port had to cut out effects," thus coming to my decision to try and implement CLUT and CRAM effects in the shader. It'll require some bullshittery with pulling integers of various sizes out of vector4 color but if anything is, a GPU is up to the task.
« Last Edit: July 31, 2018, 05:35:48 pm by Jorhlok »

Jorhlok

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Re: Monogame/HLSL Effect/Shader for Saturn-like graphics.
« Reply #1 on: August 04, 2018, 02:18:32 am »
Finagling that inverse bilinear shader into my own wasn't so hard. For testing I had it tell the gpu to draw two triangles over the entire framebuffer and let it clip fragments. Unfortunately that also means the z buffer becomes useless so I finagled a couple more algorithms to fit a convex shape over the arbitrary quads. Now that I had several ways to draw a quad, I wondered how the performance would be. So I had it draw a million random quads with each method and recorded the time it took in milliseconds 11 times and threw the first one away just in case of shader initialization or whatever.

Performance is incredibly low due to sending quads one at a time to the GPU. Below are ordered from fastest to slowest.

/* DrawQuadQuick Colored quad. Tesselated as a triangle fan around the midpoint of the 4 verticies. That's 4 triangles. Sort of accurate for convex quads.
         * 6867.3928
         * 6995.4001
         * 6851.3919
         * 6944.3972
         * 6838.3911
         * 6815.3898
         * 6864.3927
         * 6919.3958
         * 6901.3948
         * 6857.3922
         * avg 6885.49384
         * qps 145232
         * 60fps 2420
         * 30fps 4841
        */

/* DrawSpriteQuick Gouraud sprite. 4 tris. Accurate for squares only.
         * 8050.4605
         * 8045.4601
         * 8059.4609
         * 7989.457
         * 8070.4616
         * 8042.46
         * 8043.46
         * 8056.4608
         * 7890.4514
         * 8038.4598
         * avg 8028.65921
         * qps 124553
         * 60fps 2075
         * 30fps 4151
         */

/* DrawSpriteBilinearToScreen Gouraud sprite using the inverse bilinear shader. Draws 2 tris over the entire screen. Z buffer is useless.
         * 9706.5551
         * 9698.5547
         * 9731.5566
         * 9703.555
         * 9732.5567
         * 9648.5518
         * 9703.555
         * 9668.553
         * 9691.5543
         * 9756.5581
         * avg 9704.15503
         * qps 103048
         * 60fps 1717
         * 30fps 3434
        */

/* DrawSpriteBilinear Gouraud sprite using inverse bilinear shader with fitted shape. 1 tri for concave, else 2.
         * 10868.6216
         * 10942.6258
         * 10955.6266
         * 11025.6306
         * 10959.6269
         * 11031.631
         * 10975.6278
         * 11082.6339
         * 10812.6185
         * 10827.6193
         * avg 10948.2262
         * qps 91338
         * 60fps 1522
         * 30fps 3044
         */

/* DrawQuad Colored quad tesselated into horizontal strips. 2 tris per strip. Reasonable accuracy with enough strips.
         * 32 strips
         * 11216.6415
         * 11114.6357
         * 10986.6284
         * 11144.6374
         * 11135.6369
         * 11160.6384
         * 11101.635
         * 11102.635
         * 11217.6416
         * 11071.6332
         * avg 11125.23631
         * qps 89885
         * 60fps 1498
         * 30fps 2996
        */

/* DrawSprite Gouraud sprite tesselated into horizontal strips. 2 tris per strip. Very accurate when strips == texture height. Reasonable accuracy with enough strips.
         * 32 strips
         * 13811.79
         * 14014.8016
         * 13926.7966
         * 13998.8007
         * 14025.8023
         * 13840.7916
         * 13935.7971
         * 13998.8007
         * 13912.7958
         * 13902.7952
         * avg 13936.89716
         * qps 71751
         * 60fps 1195
         * 30fps 2391
         *
         * 96 strips
         * 25656.4675
         * 25565.4623
         * 25539.4608
         * 25433.4547
         * 25344.4496
         * 25326.4486
         * 25285.4462
         * 25299.447
         * 25298.4469
         * 25495.4583
         * avg 25424.45419
         * qps 39332
         * 60fps 655
         * 30fps 1311
        */

145 kqps DrawQuadQuick
125 kqps DrawSpriteQuick
103 kqps DrawSpriteBilinearToScreen
091 kqps DrawSpriteBilinear
090 kqps DrawQuad 32 strips
072 kqps DrawSprite 32 strips
039 kqps DrawSprite 96 strips (texture height)

Below from: https://segaretro.org/Sega_Saturn/Technical_specifications#VDP1
Polygon rendering performance: Lighting

    800,000 polygons/s: Flat shading, 32-pixel polygons
    500,000 polygons/s: Flat shading, 50-pixel polygons
    200,000 polygons/s: Gouraud shading, 32-pixel polygons

Texture mapping performance: Lighting

    300,000 polygons/s: 32-texel textures
    200,000 polygons/s: 70-texel textures
    140,000 polygons/s: Gouraud shading, 32-texel textures


This is all on my desktop computer which can do recent games with mediumish settings depending on the game. On more modest machines like my laptop it might be well below saturn-level performance.
Anyways, I think the performance will be more than satisfactory once I figure out how to send quads in bulk to the GPU.

Just for fun, here's a million quads with and without z buffer.

« Last Edit: August 04, 2018, 02:24:54 am by Jorhlok »

ponut64

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Re: Monogame/HLSL Effect/Shader for Saturn-like graphics.
« Reply #2 on: August 04, 2018, 04:41:14 am »
I don't understand what's happening but you have my interest.
IIRC the Saturn graphics hardware has no Z-buffer anyway, perhaps ignore it then?

Question: What graphics API is this? [OGL/Vulkan/DX]
[my own research indicates: various, depending on build target]
« Last Edit: August 04, 2018, 04:46:08 am by ponut64 »

Jorhlok

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Re: Monogame/HLSL Effect/Shader for Saturn-like graphics.
« Reply #3 on: August 04, 2018, 05:00:20 am »
I don't understand what's happening but you have my interest.
IIRC the Saturn graphics hardware has no Z-buffer anyway, perhaps ignore it then?

Question: What graphics API is this? [OGL/Vulkan/DX]
[my own research indicates: various, depending on build target]

I'm using the cross-platform desktop opengl project so the monogame content pipeline automagically converts the hlsl to glsl. I don't think I'm doing anything platform specific at this point. Shaders are written in hlsl because that's what XNA used. I think I only have access to shader model 2 or equivalent so no geometry shader or other things that might come in handy.
One of the limiting things in this case is that rasterization and z buffering is out of my hands. Writing in vulkan would take care of this (I think) but as far as I know the end result of all this finagling will run on older hardware than vulkan supports.

corvusd

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Re: Monogame/HLSL Effect/Shader for Saturn-like graphics.
« Reply #4 on: August 04, 2018, 02:33:28 pm »
Sorry Jorhlok. I totally pass your great contribution!

It is a great project! You have thought about the possibility of adding your real preview of the graphics of the VDP1 to the work of @XL2 to export 3D geometry to SS from Blender 3D.

The possibility of creating 3D graphics in a tool with Blender, and really being able to visualize how the graphics will look. In addition to being able to later export the data to a format as optimized to the machine. It is one of the tasks that remained pending in the past. There were no plugins, or at least I have not seen for 3DS max or others for SS graphics. However for PSX there were many. This facilitated and potentiated taking advantage of both the possibilities of the artist and the machine.

What do you think?
« Last Edit: August 04, 2018, 04:42:00 pm by corvusd »
David Gámiz Jiménez

Jorhlok

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Re: Monogame/HLSL Effect/Shader for Saturn-like graphics.
« Reply #5 on: August 06, 2018, 01:55:14 am »
Sorry Jorhlok. I totally pass your great contribution!

It is a great project! You have thought about the possibility of adding your real preview of the graphics of the VDP1 to the work of @XL2 to export 3D geometry to SS from Blender 3D.

The possibility of creating 3D graphics in a tool with Blender, and really being able to visualize how the graphics will look. In addition to being able to later export the data to a format as optimized to the machine. It is one of the tasks that remained pending in the past. There were no plugins, or at least I have not seen for 3DS max or others for SS graphics. However for PSX there were many. This facilitated and potentiated taking advantage of both the possibilities of the artist and the machine.

What do you think?
I hadn't heard of exporter plugins for the PSX. I'll have to check that out and see what's feasible.

I decided to try storing the quad data in a texture that triangles would then reference in the shader. I'm using a Vector4 format texture so I can store 4 arbitrary floats per pixel. I can use values outside of 0-1. Texture width for this proof of concept is 8 and texture height is the buffer size. The inverse bilinear algorithm doesn't use z values so I left them out. So the first two texels in a row store the quad's coordinates, next two are uv coordinates, next 4 texels are gouraud colors for each corner. I'm sending triangles in with position and uv values. each vertex of a triangle should be the same so the end result makes it to the pixel shader. There, the V coordinate points to the row in the quad buffer. U doesn't do anything but will be options such as sprite vs quad, screendoors, etc.

Here's what it looks like. That strip along the left is the first 240 quads in the last drawn buffer. Values outside of 0-1 are clamped so most of the first two texels just appear as white.


Although the method is a bit unorthodox I'm getting good results compared to last time.

591 kqps depth 8000 buf 1M quad
489 kqps depth 2048 buf 1M quad
288 kqps no depth 8000 buf 1M quad

        /* depth 8000 buf 1M quad
         + 1688.0965
         + 1686.0964
         + 1691.0967
         + 1744.0998
         + 1682.0962
         + 1665.0952
         + 1699.0972
         + 1682.0963
         + 1685.0963
         + 1710.0978
         * avg 1693.29684
         * qps 590563
         * 60fps 9842
         * 30fps 19685
         *
         * depth 2048 buf 1M quad
         + 2060.1178
         + 2058.1177
         + 2043.1169
         + 2053.1175
         + 2031.1161
         + 2032.1162
         + 2042.1168
         + 2043.1169
         + 2071.1185
         + 2021.1156
         * avg 2045.517
         * qps 488873
         * 60fps 8147
         * 30fps 16295
         *
         * no depth 8000 buf 1M quad (disabled depth buffer so it needs to process all the fragments in a triangle)
         + 3495.1999
         + 3487.1994
         + 3428.1961
         + 3482.1992
         + 3469.1984
         + 3461.198
         + 3441.1968
         + 3487.1995
         + 3441.1969
         + 3490.1996
         * avg 3468.29838
         * qps 288325
         * 60fps 4805
         * 30fps 9610
         */
« Last Edit: August 06, 2018, 02:01:34 am by Jorhlok »

 

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