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//////////////////////////////////////////////////////////////////////
// Vertex Shader
//////////////////////////////////////////////////////////////////////
#if defined(VERTEX_SHADER) || defined(GEOMETRY_SHADER)
layout(std140, set = 0, binding = 0) uniform cb0
{
vec2 VertexScale;
vec2 VertexOffset;
vec2 TextureScale;
vec2 TextureOffset;
vec2 PointSize;
uint MaxDepth;
uint pad_cb0;
};
#endif
#ifdef VERTEX_SHADER
layout(location = 0) in vec2 a_st;
layout(location = 1) in uvec4 a_c;
layout(location = 2) in float a_q;
layout(location = 3) in uvec2 a_p;
layout(location = 4) in uint a_z;
layout(location = 5) in uvec2 a_uv;
layout(location = 6) in vec4 a_f;
layout(location = 0) out VSOutput
{
vec4 t;
vec4 ti;
#if VS_IIP != 0
vec4 c;
#else
flat vec4 c;
#endif
} vsOut;
void main()
{
// Clamp to max depth, gs doesn't wrap
float z = min(a_z, MaxDepth);
// pos -= 0.05 (1/320 pixel) helps avoiding rounding problems (integral part of pos is usually 5 digits, 0.05 is about as low as we can go)
// example: ceil(afterseveralvertextransformations(y = 133)) => 134 => line 133 stays empty
// input granularity is 1/16 pixel, anything smaller than that won't step drawing up/left by one pixel
// example: 133.0625 (133 + 1/16) should start from line 134, ceil(133.0625 - 0.05) still above 133
gl_Position = vec4(a_p, z, 1.0f) - vec4(0.05f, 0.05f, 0, 0);
gl_Position.xy = gl_Position.xy * vec2(VertexScale.x, -VertexScale.y) - vec2(VertexOffset.x, -VertexOffset.y);
gl_Position.z *= exp2(-32.0f); // integer->float depth
gl_Position.y = -gl_Position.y;
#if VS_TME
vec2 uv = a_uv - TextureOffset;
vec2 st = a_st - TextureOffset;
// Integer nomalized
vsOut.ti.xy = uv * TextureScale;
#if VS_FST
// Integer integral
vsOut.ti.zw = uv;
#else
// float for post-processing in some games
vsOut.ti.zw = st / TextureScale;
#endif
// Float coords
vsOut.t.xy = st;
vsOut.t.w = a_q;
#else
vsOut.t = vec4(0.0f, 0.0f, 0.0f, 1.0f);
vsOut.ti = vec4(0.0f);
#endif
#if VS_POINT_SIZE
gl_PointSize = float(VS_POINT_SIZE_VALUE);
#endif
vsOut.c = a_c;
vsOut.t.z = a_f.r;
}
#endif
#ifdef GEOMETRY_SHADER
layout(location = 0) in VSOutput
{
vec4 t;
vec4 ti;
#if GS_IIP != 0
vec4 c;
#else
flat vec4 c;
#endif
} gsIn[];
layout(location = 0) out GSOutput
{
vec4 t;
vec4 ti;
#if GS_IIP != 0
vec4 c;
#else
flat vec4 c;
#endif
} gsOut;
void WriteVertex(vec4 pos, vec4 t, vec4 ti, vec4 c)
{
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#if GS_FORWARD_PRIMID
gl_PrimitiveID = gl_PrimitiveIDIn;
#endif
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gl_Position = pos;
gsOut.t = t;
gsOut.ti = ti;
gsOut.c = c;
EmitVertex();
}
//////////////////////////////////////////////////////////////////////
// Geometry Shader
//////////////////////////////////////////////////////////////////////
#if GS_PRIM == 0 && GS_POINT == 0
layout(points) in;
layout(points, max_vertices = 1) out;
void main()
{
WriteVertex(gl_in[0].gl_Position, gsIn[0].t, gsIn[0].ti, gsIn[0].c);
EndPrimitive();
}
#elif GS_PRIM == 0 && GS_POINT == 1
layout(points) in;
layout(triangle_strip, max_vertices = 4) out;
void main()
{
// Transform a point to a NxN sprite
// Get new position
vec4 lt_p = gl_in[0].gl_Position;
vec4 rb_p = gl_in[0].gl_Position + vec4(PointSize.x, PointSize.y, 0.0f, 0.0f);
vec4 lb_p = rb_p;
vec4 rt_p = rb_p;
lb_p.x = lt_p.x;
rt_p.y = lt_p.y;
WriteVertex(lt_p, gsIn[0].t, gsIn[0].ti, gsIn[0].c);
WriteVertex(lb_p, gsIn[0].t, gsIn[0].ti, gsIn[0].c);
WriteVertex(rt_p, gsIn[0].t, gsIn[0].ti, gsIn[0].c);
WriteVertex(rb_p, gsIn[0].t, gsIn[0].ti, gsIn[0].c);
EndPrimitive();
}
#elif GS_PRIM == 1 && GS_LINE == 0
layout(lines) in;
layout(line_strip, max_vertices = 2) out;
void main()
{
#if GS_IIP == 0
WriteVertex(gl_in[0].gl_Position, gsIn[0].t, gsIn[0].ti, gsIn[1].c);
WriteVertex(gl_in[1].gl_Position, gsIn[1].t, gsIn[1].ti, gsIn[1].c);
#else
WriteVertex(gl_in[0].gl_Position, gsIn[0].t, gsIn[0].ti, gsIn[0].c);
WriteVertex(gl_in[1].gl_Position, gsIn[1].t, gsIn[1].ti, gsIn[1].c);
#endif
EndPrimitive();
}
#elif GS_PRIM == 1 && GS_LINE == 1
layout(lines) in;
layout(triangle_strip, max_vertices = 4) out;
void main()
{
// Transform a line to a thick line-sprite
vec4 left_t = gsIn[0].t;
vec4 left_ti = gsIn[0].ti;
vec4 left_c = gsIn[0].c;
vec4 right_t = gsIn[1].t;
vec4 right_ti = gsIn[1].ti;
vec4 right_c = gsIn[1].c;
vec4 lt_p = gl_in[0].gl_Position;
vec4 rt_p = gl_in[1].gl_Position;
// Potentially there is faster math
vec2 line_vector = normalize(rt_p.xy - lt_p.xy);
vec2 line_normal = vec2(line_vector.y, -line_vector.x);
vec2 line_width = (line_normal * PointSize) / 2.0;
lt_p.xy -= line_width;
rt_p.xy -= line_width;
vec4 lb_p = gl_in[0].gl_Position + vec4(line_width, 0.0, 0.0);
vec4 rb_p = gl_in[1].gl_Position + vec4(line_width, 0.0, 0.0);
#if GS_IIP == 0
left_c = right_c;
#endif
WriteVertex(lt_p, left_t, left_ti, left_c);
WriteVertex(lb_p, left_t, left_ti, left_c);
WriteVertex(rt_p, right_t, right_ti, right_c);
WriteVertex(rb_p, right_t, right_ti, right_c);
EndPrimitive();
}
#elif GS_PRIM == 2
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
void main()
{
#if GS_IIP == 0
WriteVertex(gl_in[0].gl_Position, gsIn[0].t, gsIn[0].ti, gsIn[2].c);
WriteVertex(gl_in[1].gl_Position, gsIn[1].t, gsIn[1].ti, gsIn[2].c);
WriteVertex(gl_in[2].gl_Position, gsIn[2].t, gsIn[2].ti, gsIn[2].c);
#else
WriteVertex(gl_in[0].gl_Position, gsIn[0].t, gsIn[0].ti, gsIn[0].c);
WriteVertex(gl_in[1].gl_Position, gsIn[1].t, gsIn[1].ti, gsIn[0].c);
WriteVertex(gl_in[2].gl_Position, gsIn[2].t, gsIn[2].ti, gsIn[0].c);
#endif
EndPrimitive();
}
#elif GS_PRIM == 3
layout(lines) in;
layout(triangle_strip, max_vertices = 4) out;
void main()
{
vec4 lt_p = gl_in[0].gl_Position;
vec4 lt_t = gsIn[0].t;
vec4 lt_ti = gsIn[0].ti;
vec4 lt_c = gsIn[0].c;
vec4 rb_p = gl_in[1].gl_Position;
vec4 rb_t = gsIn[1].t;
vec4 rb_ti = gsIn[1].ti;
vec4 rb_c = gsIn[1].c;
// flat depth
lt_p.z = rb_p.z;
// flat fog and texture perspective
lt_t.zw = rb_t.zw;
// flat color
lt_c = rb_c;
// Swap texture and position coordinate
vec4 lb_p = rb_p;
vec4 lb_t = rb_t;
vec4 lb_ti = rb_ti;
vec4 lb_c = rb_c;
lb_p.x = lt_p.x;
lb_t.x = lt_t.x;
lb_ti.x = lt_ti.x;
lb_ti.z = lt_ti.z;
vec4 rt_p = rb_p;
vec4 rt_t = rb_t;
vec4 rt_ti = rb_ti;
vec4 rt_c = rb_c;
rt_p.y = lt_p.y;
rt_t.y = lt_t.y;
rt_ti.y = lt_ti.y;
rt_ti.w = lt_ti.w;
WriteVertex(lt_p, lt_t, lt_ti, lt_c);
WriteVertex(lb_p, lb_t, lb_ti, lb_c);
WriteVertex(rt_p, rt_t, rt_ti, rt_c);
WriteVertex(rb_p, rb_t, rb_ti, rb_c);
EndPrimitive();
}
#endif
#endif
#ifdef FRAGMENT_SHADER
#define FMT_32 0
#define FMT_24 1
#define FMT_16 2
#ifndef VS_TME
#define VS_TME 1
#define VS_FST 1
#endif
#ifndef GS_IIP
#define GS_IIP 0
#define GS_PRIM 3
#define GS_POINT 0
#define GS_LINE 0
#endif
#ifndef PS_FST
#define PS_FST 0
#define PS_WMS 0
#define PS_WMT 0
#define PS_FMT FMT_32
#define PS_AEM 0
#define PS_TFX 0
#define PS_TCC 1
#define PS_ATST 1
#define PS_FOG 0
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#define PS_CLR_HW 0
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#define PS_FBA 0
#define PS_FBMASK 0
#define PS_LTF 1
#define PS_TCOFFSETHACK 0
#define PS_POINT_SAMPLER 0
#define PS_SHUFFLE 0
#define PS_READ_BA 0
#define PS_DFMT 0
#define PS_DEPTH_FMT 0
#define PS_PAL_FMT 0
#define PS_CHANNEL_FETCH 0
#define PS_TALES_OF_ABYSS_HLE 0
#define PS_URBAN_CHAOS_HLE 0
#define PS_INVALID_TEX0 0
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#define PS_SCALE_FACTOR 1.0
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#define PS_HDR 0
#define PS_COLCLIP 0
#define PS_BLEND_A 0
#define PS_BLEND_B 0
#define PS_BLEND_C 0
#define PS_BLEND_D 0
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#define PS_FIXED_ONE_A 0
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#define PS_PABE 0
#define PS_DITHER 0
#define PS_ZCLAMP 0
#define PS_FEEDBACK_LOOP 0
#define PS_TEX_IS_FB 0
#endif
#define SW_BLEND (PS_BLEND_A || PS_BLEND_B || PS_BLEND_D)
#define SW_BLEND_NEEDS_RT (PS_BLEND_A == 1 || PS_BLEND_B == 1 || PS_BLEND_C == 1 || PS_BLEND_D == 1)
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#define PS_FEEDBACK_LOOP_IS_NEEDED (PS_TEX_IS_FB == 1 || PS_FBMASK || SW_BLEND_NEEDS_RT || (PS_DATE >= 5))
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layout(std140, set = 0, binding = 1) uniform cb1
{
vec3 FogColor;
float AREF;
vec4 WH;
vec2 TA;
float MaxDepthPS;
float Af;
uvec4 MskFix;
uvec4 FbMask;
vec4 HalfTexel;
vec4 MinMax;
ivec4 ChannelShuffle;
vec2 TC_OffsetHack;
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vec2 STScale;
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mat4 DitherMatrix;
};
layout(location = 0) in VSOutput
{
vec4 t;
vec4 ti;
#if PS_IIP != 0
vec4 c;
#else
flat vec4 c;
#endif
} vsIn;
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#if !defined(DISABLE_DUAL_SOURCE) && !PS_NO_COLOR1
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layout(location = 0, index = 0) out vec4 o_col0;
layout(location = 0, index = 1) out vec4 o_col1;
#else
layout(location = 0) out vec4 o_col0;
#endif
layout(set = 1, binding = 0) uniform sampler2D Texture;
layout(set = 1, binding = 1) uniform sampler2D Palette;
#if PS_FEEDBACK_LOOP_IS_NEEDED
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#ifndef DISABLE_TEXTURE_BARRIER
layout(input_attachment_index = 0, set = 2, binding = 0) uniform subpassInput RtSampler;
vec4 sample_from_rt() { return subpassLoad(RtSampler); }
#else
layout(set = 2, binding = 0) uniform texture2D RtSampler;
vec4 sample_from_rt() { return texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0); }
#endif
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#endif
#if PS_DATE > 0
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layout(set = 2, binding = 1) uniform texture2D PrimMinTexture;
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#endif
vec4 sample_c(vec2 uv)
{
#if PS_TEX_IS_FB
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return sample_from_rt();
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#else
#if PS_POINT_SAMPLER
// Weird issue with ATI/AMD cards,
// it looks like they add 127/128 of a texel to sampling coordinates
// occasionally causing point sampling to erroneously round up.
// I'm manually adjusting coordinates to the centre of texels here,
// though the centre is just paranoia, the top left corner works fine.
// As of 2018 this issue is still present.
uv = (trunc(uv * WH.zw) + vec2(0.5, 0.5)) / WH.zw;
#endif
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uv *= STScale;
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#if PS_AUTOMATIC_LOD == 1
return texture(Texture, uv);
#elif PS_MANUAL_LOD == 1
// FIXME add LOD: K - ( LOG2(Q) * (1 << L))
float K = MinMax.x;
float L = MinMax.y;
float bias = MinMax.z;
float max_lod = MinMax.w;
float gs_lod = K - log2(abs(vsIn.t.w)) * L;
// FIXME max useful ?
//float lod = max(min(gs_lod, max_lod) - bias, 0.0f);
float lod = min(gs_lod, max_lod) - bias;
return textureLod(Texture, uv, lod);
#else
return textureLod(Texture, uv, 0); // No lod
#endif
#endif
}
vec4 sample_p(float u)
{
return texture(Palette, vec2(u, 0.0f));
}
vec4 clamp_wrap_uv(vec4 uv)
{
vec4 tex_size;
#if PS_INVALID_TEX0
tex_size = WH.zwzw;
#else
tex_size = WH.xyxy;
#endif
#if PS_WMS == PS_WMT
{
#if PS_WMS == 2
{
uv = clamp(uv, MinMax.xyxy, MinMax.zwzw);
}
#elif PS_WMS == 3
{
#if PS_FST == 0
// wrap negative uv coords to avoid an off by one error that shifted
// textures. Fixes Xenosaga's hair issue.
uv = fract(uv);
#endif
uv = vec4((uvec4(uv * tex_size) & MskFix.xyxy) | MskFix.zwzw) / tex_size;
}
#endif
}
#else
{
#if PS_WMS == 2
{
uv.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);
}
#elif PS_WMS == 3
{
#if PS_FST == 0
uv.xz = fract(uv.xz);
#endif
uv.xz = vec2((uvec2(uv.xz * tex_size.xx) & MskFix.xx) | MskFix.zz) / tex_size.xx;
}
#endif
#if PS_WMT == 2
{
uv.yw = clamp(uv.yw, MinMax.yy, MinMax.ww);
}
#elif PS_WMT == 3
{
#if PS_FST == 0
uv.yw = fract(uv.yw);
#endif
uv.yw = vec2((uvec2(uv.yw * tex_size.yy) & MskFix.yy) | MskFix.ww) / tex_size.yy;
}
#endif
}
#endif
return uv;
}
mat4 sample_4c(vec4 uv)
{
mat4 c;
c[0] = sample_c(uv.xy);
c[1] = sample_c(uv.zy);
c[2] = sample_c(uv.xw);
c[3] = sample_c(uv.zw);
return c;
}
vec4 sample_4_index(vec4 uv)
{
vec4 c;
c.x = sample_c(uv.xy).a;
c.y = sample_c(uv.zy).a;
c.z = sample_c(uv.xw).a;
c.w = sample_c(uv.zw).a;
// Denormalize value
uvec4 i = uvec4(c * 255.0f + 0.5f);
#if PS_PAL_FMT == 1
// 4HL
c = vec4(i & 0xFu) / 255.0f;
#elif PS_PAL_FMT == 2
// 4HH
c = vec4(i >> 4u) / 255.0f;
#endif
// Most of texture will hit this code so keep normalized float value
// 8 bits
return c * 255./256 + 0.5/256;
}
mat4 sample_4p(vec4 u)
{
mat4 c;
c[0] = sample_p(u.x);
c[1] = sample_p(u.y);
c[2] = sample_p(u.z);
c[3] = sample_p(u.w);
return c;
}
int fetch_raw_depth(ivec2 xy)
{
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#if PS_TEX_IS_FB
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vec4 col = sample_from_rt();
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#else
vec4 col = texelFetch(Texture, xy, 0);
#endif
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return int(col.r * exp2(32.0f));
}
vec4 fetch_raw_color(ivec2 xy)
{
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#if PS_TEX_IS_FB
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return sample_from_rt();
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#else
return texelFetch(Texture, xy, 0);
#endif
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}
vec4 fetch_c(ivec2 uv)
{
return texelFetch(Texture, uv, 0);
}
//////////////////////////////////////////////////////////////////////
// Depth sampling
//////////////////////////////////////////////////////////////////////
ivec2 clamp_wrap_uv_depth(ivec2 uv)
{
ivec4 mask = ivec4(MskFix << 4);
#if (PS_WMS == PS_WMT)
{
#if (PS_WMS == 2)
{
uv = clamp(uv, mask.xy, mask.zw);
}
#elif (PS_WMS == 3)
{
uv = (uv & mask.xy) | mask.zw;
}
#endif
}
#else
{
#if (PS_WMS == 2)
{
uv.x = clamp(uv.x, mask.x, mask.z);
}
#elif (PS_WMS == 3)
{
uv.x = (uv.x & mask.x) | mask.z;
}
#endif
#if (PS_WMT == 2)
{
uv.y = clamp(uv.y, mask.y, mask.w);
}
#elif (PS_WMT == 3)
{
uv.y = (uv.y & mask.y) | mask.w;
}
#endif
}
#endif
return uv;
}
vec4 sample_depth(vec2 st, ivec2 pos)
{
vec2 uv_f = vec2(clamp_wrap_uv_depth(ivec2(st))) * vec2(PS_SCALE_FACTOR) * vec2(1.0f / 16.0f);
ivec2 uv = ivec2(uv_f);
vec4 t = vec4(0.0f);
#if (PS_TALES_OF_ABYSS_HLE == 1)
{
// Warning: UV can't be used in channel effect
int depth = fetch_raw_depth(pos);
// Convert msb based on the palette
t = texelFetch(Palette, ivec2((depth >> 8) & 0xFF, 0), 0) * 255.0f;
}
#elif (PS_URBAN_CHAOS_HLE == 1)
{
// Depth buffer is read as a RGB5A1 texture. The game try to extract the green channel.
// So it will do a first channel trick to extract lsb, value is right-shifted.
// Then a new channel trick to extract msb which will shifted to the left.
// OpenGL uses a vec32 format for the depth so it requires a couple of conversion.
// To be faster both steps (msb&lsb) are done in a single pass.
// Warning: UV can't be used in channel effect
int depth = fetch_raw_depth(pos);
// Convert lsb based on the palette
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t = texelFetch(Palette, ivec2(depth & 0xFF, 0), 0) * 255.0f;
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// Msb is easier
float green = float(((depth >> 8) & 0xFF) * 36.0f);
green = min(green, 255.0f);
t.g += green;
}
#elif (PS_DEPTH_FMT == 1)
{
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// Based on ps_convert_float32_rgba8 of convert
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// Convert a vec32 depth texture into a RGBA color texture
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uint d = uint(fetch_c(uv).r * exp2(32.0f));
t = vec4(uvec4((d & 0xFFu), ((d >> 8) & 0xFFu), ((d >> 16) & 0xFFu), (d >> 24)));
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}
#elif (PS_DEPTH_FMT == 2)
{
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// Based on ps_convert_float16_rgb5a1 of convert
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// Convert a vec32 (only 16 lsb) depth into a RGB5A1 color texture
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uint d = uint(fetch_c(uv).r * exp2(32.0f));
t = vec4(uvec4((d & 0x1Fu), ((d >> 5) & 0x1Fu), ((d >> 10) & 0x1Fu), (d >> 15) & 0x01u)) * vec4(8.0f, 8.0f, 8.0f, 128.0f);
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}
#elif (PS_DEPTH_FMT == 3)
{
// Convert a RGBA/RGB5A1 color texture into a RGBA/RGB5A1 color texture
t = fetch_c(uv) * 255.0f;
}
#endif
#if (PS_AEM_FMT == FMT_24)
{
t.a = ((PS_AEM == 0) || any(bvec3(t.rgb))) ? 255.0f * TA.x : 0.0f;
}
#elif (PS_AEM_FMT == FMT_16)
{
t.a = t.a >= 128.0f ? 255.0f * TA.y : ((PS_AEM == 0) || any(bvec3(t.rgb))) ? 255.0f * TA.x : 0.0f;
}
#endif
return t;
}
//////////////////////////////////////////////////////////////////////
// Fetch a Single Channel
//////////////////////////////////////////////////////////////////////
vec4 fetch_red(ivec2 xy)
{
vec4 rt;
#if (PS_DEPTH_FMT == 1) || (PS_DEPTH_FMT == 2)
int depth = (fetch_raw_depth(xy)) & 0xFF;
rt = vec4(float(depth) / 255.0f);
#else
rt = fetch_raw_color(xy);
#endif
return sample_p(rt.r) * 255.0f;
}
vec4 fetch_green(ivec2 xy)
{
vec4 rt;
#if (PS_DEPTH_FMT == 1) || (PS_DEPTH_FMT == 2)
int depth = (fetch_raw_depth(xy) >> 8) & 0xFF;
rt = vec4(float(depth) / 255.0f);
#else
rt = fetch_raw_color(xy);
#endif
return sample_p(rt.g) * 255.0f;
}
vec4 fetch_blue(ivec2 xy)
{
vec4 rt;
#if (PS_DEPTH_FMT == 1) || (PS_DEPTH_FMT == 2)
int depth = (fetch_raw_depth(xy) >> 16) & 0xFF;
rt = vec4(float(depth) / 255.0f);
#else
rt = fetch_raw_color(xy);
#endif
return sample_p(rt.b) * 255.0f;
}
vec4 fetch_alpha(ivec2 xy)
{
vec4 rt = fetch_raw_color(xy);
return sample_p(rt.a) * 255.0f;
}
vec4 fetch_rgb(ivec2 xy)
{
vec4 rt = fetch_raw_color(xy);
vec4 c = vec4(sample_p(rt.r).r, sample_p(rt.g).g, sample_p(rt.b).b, 1.0);
return c * 255.0f;
}
vec4 fetch_gXbY(ivec2 xy)
{
#if (PS_DEPTH_FMT == 1) || (PS_DEPTH_FMT == 2)
int depth = fetch_raw_depth(xy);
int bg = (depth >> (8 + ChannelShuffle.w)) & 0xFF;
return vec4(bg);
#else
ivec4 rt = ivec4(fetch_raw_color(xy) * 255.0);
int green = (rt.g >> ChannelShuffle.w) & ChannelShuffle.z;
int blue = (rt.b << ChannelShuffle.y) & ChannelShuffle.x;
return vec4(float(green | blue));
#endif
}
vec4 sample_color(vec2 st)
{
#if PS_TCOFFSETHACK
st += TC_OffsetHack.xy;
#endif
vec4 t;
mat4 c;
vec2 dd;
#if PS_LTF == 0 && PS_AEM_FMT == FMT_32 && PS_PAL_FMT == 0 && PS_WMS < 2 && PS_WMT < 2
{
c[0] = sample_c(st);
}
#else
{
vec4 uv;
#if PS_LTF
{
uv = st.xyxy + HalfTexel;
dd = fract(uv.xy * WH.zw);
#if PS_FST == 0
{
dd = clamp(dd, vec2(0.0f), vec2(0.9999999f));
}
#endif
}
#else
{
uv = st.xyxy;
}
#endif
uv = clamp_wrap_uv(uv);
#if PS_PAL_FMT != 0
c = sample_4p(sample_4_index(uv));
#else
c = sample_4c(uv);
#endif
}
#endif
for (uint i = 0; i < 4; i++)
{
#if (PS_AEM_FMT == FMT_24)
c[i].a = (PS_AEM == 0 || any(bvec3(c[i].rgb))) ? TA.x : 0.0f;
#elif (PS_AEM_FMT == FMT_16)
c[i].a = (c[i].a >= 0.5) ? TA.y : ((PS_AEM == 0 || any(bvec3(c[i].rgb))) ? TA.x : 0.0f);
#endif
}
#if PS_LTF
{
t = mix(mix(c[0], c[1], dd.x), mix(c[2], c[3], dd.x), dd.y);
}
#else
{
t = c[0];
}
#endif
return trunc(t * 255.0f + 0.05f);
}
vec4 tfx(vec4 T, vec4 C)
{
vec4 C_out;
vec4 FxT = trunc(trunc(C) * T / 128.0f);
#if (PS_TFX == 0)
C_out = FxT;
#elif (PS_TFX == 1)
C_out = T;
#elif (PS_TFX == 2)
C_out.rgb = FxT.rgb + C.a;
C_out.a = T.a + C.a;
#elif (PS_TFX == 3)
C_out.rgb = FxT.rgb + C.a;
C_out.a = T.a;
#else
C_out = C;
#endif
#if (PS_TCC == 0)
C_out.a = C.a;
#endif
#if (PS_TFX == 0) || (PS_TFX == 2) || (PS_TFX == 3)
// Clamp only when it is useful
C_out = min(C_out, 255.0f);
#endif
return C_out;
}
void atst(vec4 C)
{
float a = C.a;
#if (PS_ATST == 0)
{
// nothing to do
}
#elif (PS_ATST == 1)
{
if (a > AREF) discard;
}
#elif (PS_ATST == 2)
{
if (a < AREF) discard;
}
#elif (PS_ATST == 3)
{
if (abs(a - AREF) > 0.5f) discard;
}
#elif (PS_ATST == 4)
{
if (abs(a - AREF) < 0.5f) discard;
}
#endif
}
vec4 fog(vec4 c, float f)
{
#if PS_FOG
c.rgb = trunc(mix(FogColor, c.rgb, f));
#endif
return c;
}
vec4 ps_color()
{
#if PS_FST == 0 && PS_INVALID_TEX0 == 1
// Re-normalize coordinate from invalid GS to corrected texture size
vec2 st = (vsIn.t.xy * WH.xy) / (vsIn.t.w * WH.zw);
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vec2 st_int = (vsIn.ti.zw * WH.xy) / (vsIn.t.w * WH.zw);
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#elif PS_FST == 0
vec2 st = vsIn.t.xy / vsIn.t.w;
vec2 st_int = vsIn.ti.zw / vsIn.t.w;
#else
vec2 st = vsIn.ti.xy;
vec2 st_int = vsIn.ti.zw;
#endif
#if PS_CHANNEL_FETCH == 1
vec4 T = fetch_red(ivec2(gl_FragCoord.xy));
#elif PS_CHANNEL_FETCH == 2
vec4 T = fetch_green(ivec2(gl_FragCoord.xy));
#elif PS_CHANNEL_FETCH == 3
vec4 T = fetch_blue(ivec2(gl_FragCoord.xy));
#elif PS_CHANNEL_FETCH == 4
vec4 T = fetch_alpha(ivec2(gl_FragCoord.xy));
#elif PS_CHANNEL_FETCH == 5
vec4 T = fetch_rgb(ivec2(gl_FragCoord.xy));
#elif PS_CHANNEL_FETCH == 6
vec4 T = fetch_gXbY(ivec2(gl_FragCoord.xy));
#elif PS_DEPTH_FMT > 0
vec4 T = sample_depth(st_int, ivec2(gl_FragCoord.xy));
#else
vec4 T = sample_color(st);
#endif
vec4 C = tfx(T, vsIn.c);
atst(C);
C = fog(C, vsIn.t.z);
return C;
}
void ps_fbmask(inout vec4 C)
{
#if PS_FBMASK
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vec4 RT = trunc(sample_from_rt() * 255.0f + 0.1f);
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C = vec4((uvec4(C) & ~FbMask) | (uvec4(RT) & FbMask));
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#endif
}
void ps_dither(inout vec3 C)
{
#if PS_DITHER
ivec2 fpos;
#if PS_DITHER == 2
fpos = ivec2(gl_FragCoord.xy);
#else
fpos = ivec2(gl_FragCoord.xy / float(PS_SCALE_FACTOR));
#endif
C += DitherMatrix[fpos.y & 3][fpos.x & 3];
#endif
}
void ps_color_clamp_wrap(inout vec3 C)
{
// When dithering the bottom 3 bits become meaningless and cause lines in the picture
// so we need to limit the color depth on dithered items
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#if SW_BLEND || PS_DITHER || PS_FBMASK
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// Correct the Color value based on the output format
#if PS_COLCLIP == 0 && PS_HDR == 0
// Standard Clamp
C = clamp(C, vec3(0.0f), vec3(255.0f));
#endif
// FIXME rouding of negative float?
// compiler uses trunc but it might need floor
// Warning: normally blending equation is mult(A, B) = A * B >> 7. GPU have the full accuracy
// GS: Color = 1, Alpha = 255 => output 1
// GPU: Color = 1/255, Alpha = 255/255 * 255/128 => output 1.9921875
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#if PS_DFMT == FMT_16 && PS_BLEND_MIX == 0
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// In 16 bits format, only 5 bits of colors are used. It impacts shadows computation of Castlevania
C = vec3(ivec3(C) & ivec3(0xF8));
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#elif PS_COLCLIP == 1 || PS_HDR == 1
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C = vec3(ivec3(C) & ivec3(0xFF));
#endif
#endif
}
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void ps_blend(inout vec4 Color, inout float As)
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{
#if SW_BLEND
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// PABE
#if PS_PABE
// No blending so early exit
if (As < 1.0f)
return;
#endif
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#if PS_FEEDBACK_LOOP_IS_NEEDED
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vec4 RT = trunc(sample_from_rt() * 255.0f + 0.1f);
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#else
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// Not used, but we define it to make the selection below simpler.
vec4 RT = vec4(0.0f);
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#endif
// FIXME FMT_16 case
// FIXME Ad or Ad * 2?
float Ad = RT.a / 128.0f;
// Let the compiler do its jobs !
vec3 Cd = RT.rgb;
vec3 Cs = Color.rgb;
#if PS_BLEND_A == 0
vec3 A = Cs;
#elif PS_BLEND_A == 1
vec3 A = Cd;
#else
vec3 A = vec3(0.0f);
#endif
#if PS_BLEND_B == 0
vec3 B = Cs;
#elif PS_BLEND_B == 1
vec3 B = Cd;
#else
vec3 B = vec3(0.0f);
#endif
#if PS_BLEND_C == 0
float C = As;
#elif PS_BLEND_C == 1
float C = Ad;
#else
float C = Af;
#endif
#if PS_BLEND_D == 0
vec3 D = Cs;
#elif PS_BLEND_D == 1
vec3 D = Cd;
#else
vec3 D = vec3(0.0f);
#endif
// As/Af clamp alpha for Blend mix
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// We shouldn't clamp blend mix with clr1 as we want alpha higher
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float C_clamped = C;
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#if PS_BLEND_MIX > 0 && PS_CLR_HW != 1
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C_clamped = min(C_clamped, 1.0f);
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#endif
#if PS_BLEND_A == PS_BLEND_B
Color.rgb = D;
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// In blend_mix, HW adds on some alpha factor * dst.
// Truncating here wouldn't quite get the right result because it prevents the <1 bit here from combining with a <1 bit in dst to form a ≥1 amount that pushes over the truncation.
// Instead, apply an offset to convert HW's round to a floor.
// Since alpha is in 1/128 increments, subtracting (0.5 - 0.5/128 == 127/256) would get us what we want if GPUs blended in full precision.
// But they don't. Details here: https://github.com/PCSX2/pcsx2/pull/6809#issuecomment-1211473399
// Based on the scripts at the above link, the ideal choice for Intel GPUs is 126/256, AMD 120/256. Nvidia is a lost cause.
// 124/256 seems like a reasonable compromise, providing the correct answer 99.3% of the time on Intel (vs 99.6% for 126/256), and 97% of the time on AMD (vs 97.4% for 120/256).
#elif PS_BLEND_MIX == 2
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Color.rgb = ((A - B) * C_clamped + D) + (124.0f/256.0f);
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#elif PS_BLEND_MIX == 1
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Color.rgb = ((A - B) * C_clamped + D) - (124.0f/256.0f);
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#else
Color.rgb = trunc((A - B) * C + D);
#endif
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#if PS_CLR_HW == 1
// Replace Af with As so we can do proper compensation for Alpha.
#if PS_BLEND_C == 2
As = Af;
#endif
// Subtract 1 for alpha to compensate for the changed equation,
// if c.rgb > 255.0f then we further need to adjust alpha accordingly,
// we pick the lowest overflow from all colors because it's the safest,
// we divide by 255 the color because we don't know Cd value,
// changed alpha should only be done for hw blend.
float min_color = min(min(Color.r, Color.g), Color.b);
float alpha_compensate = max(1.0f, min_color / 255.0f);
As -= alpha_compensate;
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#elif PS_CLR_HW == 2
// Compensate slightly for Cd*(As + 1) - Cs*As.
// The initial factor we chose is 1 (0.00392)
// as that is the minimum color Cd can be,
// then we multiply by alpha to get the minimum
// blended value it can be.
float color_compensate = 1.0f * (C + 1.0f);
Color.rgb -= vec3(color_compensate);
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#endif
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#else
GS-hw: Implement hw, hw/sw, sw blending on Ad when alpha write is masked.
Idea is to replace Ad with As when alpha write is masked,
then expand/let blend mix, accumulation blend non recursive blend or hw clr blend to
do the blending with Ad swapped as As.
We are doing this to try to bring some originally higher blending modes to lower levels
where we can do the draws with less texture barriers instead (gl/vk),
as for d3d11 this allows to run blending on the draws since previously the cases weren't handled properly,
it will be slower on d3d11 since we will be reading the frame buffer but it's better than nothing.
D3D11: It is enabled on Medium blending or higher, if draw is fbmask then it will enable
it on basic blending too.
OpenGL/Vulkan:
It is enabled based on the previous blending modes:
accumulation blend -> either minimum or basic level, depending on colclamp.
non recursive blend -> either minimum or basic level, depending on colclamp.
blend mix -> basic and higher level.
hw clr blend -> minimum and higher level.
All:
Prefer full sw blend when primitives don't overlap, sw fbmask or full barrier is used, it is more accurate.
2022-02-02 11:36:56 +00:00
#if PS_CLR_HW == 1 || PS_CLR_HW == 5
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// Needed for Cd * (As/Ad/F + 1) blending modes
2022-01-24 10:11:38 +00:00
Color.rgb = vec3(255.0f);
GS-hw: Implement hw, hw/sw, sw blending on Ad when alpha write is masked.
Idea is to replace Ad with As when alpha write is masked,
then expand/let blend mix, accumulation blend non recursive blend or hw clr blend to
do the blending with Ad swapped as As.
We are doing this to try to bring some originally higher blending modes to lower levels
where we can do the draws with less texture barriers instead (gl/vk),
as for d3d11 this allows to run blending on the draws since previously the cases weren't handled properly,
it will be slower on d3d11 since we will be reading the frame buffer but it's better than nothing.
D3D11: It is enabled on Medium blending or higher, if draw is fbmask then it will enable
it on basic blending too.
OpenGL/Vulkan:
It is enabled based on the previous blending modes:
accumulation blend -> either minimum or basic level, depending on colclamp.
non recursive blend -> either minimum or basic level, depending on colclamp.
blend mix -> basic and higher level.
hw clr blend -> minimum and higher level.
All:
Prefer full sw blend when primitives don't overlap, sw fbmask or full barrier is used, it is more accurate.
2022-02-02 11:36:56 +00:00
#elif PS_CLR_HW == 2 || PS_CLR_HW == 4
// Cd*As,Cd*Ad or Cd*F
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2022-02-01 18:19:20 +00:00
#if PS_BLEND_C == 2
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float Alpha = Af;
#else
float Alpha = As;
#endif
Color.rgb = max(vec3(0.0f), (Alpha - vec3(1.0f)));
Color.rgb *= vec3(255.0f);
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#elif PS_CLR_HW == 3
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// Needed for Cs*Ad, Cs*Ad + Cd, Cd - Cs*Ad
// Multiply Color.rgb by (255/128) to compensate for wrong Ad/255 value
Color.rgb *= (255.0f / 128.0f);
2022-01-23 11:39:01 +00:00
#endif
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#endif
}
void main()
{
#if PS_SCANMSK & 2
// fail depth test on prohibited lines
if ((int(gl_FragCoord.y) & 1) == (PS_SCANMSK & 1))
discard;
#endif
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#if PS_DATE >= 5
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#if PS_WRITE_RG == 1
// Pseudo 16 bits access.
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float rt_a = sample_from_rt().g;
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#else
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float rt_a = sample_from_rt().a;
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#endif
#if (PS_DATE & 3) == 1
// DATM == 0: Pixel with alpha equal to 1 will failed
bool bad = (127.5f / 255.0f) < rt_a;
#elif (PS_DATE & 3) == 2
// DATM == 1: Pixel with alpha equal to 0 will failed
bool bad = rt_a < (127.5f / 255.0f);
#endif
if (bad) {
discard;
}
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#endif // PS_DATE >= 5
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#if PS_DATE == 3
int stencil_ceil = int(texelFetch(PrimMinTexture, ivec2(gl_FragCoord.xy), 0).r);
// Note gl_PrimitiveID == stencil_ceil will be the primitive that will update
// the bad alpha value so we must keep it.
if (gl_PrimitiveID > stencil_ceil) {
discard;
}
#endif
vec4 C = ps_color();
#if PS_SHUFFLE
uvec4 denorm_c = uvec4(C);
uvec2 denorm_TA = uvec2(vec2(TA.xy) * 255.0f + 0.5f);
// Mask will take care of the correct destination
#if PS_READ_BA
C.rb = C.bb;
#else
C.rb = C.rr;
#endif
#if PS_READ_BA
if ((denorm_c.a & 0x80u) != 0u)
C.ga = vec2(float((denorm_c.a & 0x7Fu) | (denorm_TA.y & 0x80u)));
else
C.ga = vec2(float((denorm_c.a & 0x7Fu) | (denorm_TA.x & 0x80u)));
#else
if ((denorm_c.g & 0x80u) != 0u)
C.ga = vec2(float((denorm_c.g & 0x7Fu) | (denorm_TA.y & 0x80u)));
else
C.ga = vec2(float((denorm_c.g & 0x7Fu) | (denorm_TA.x & 0x80u)));
#endif
#endif
// Must be done before alpha correction
2022-07-16 17:26:29 +00:00
// AA (Fixed one) will output a coverage of 1.0 as alpha
#if PS_FIXED_ONE_A
C.a = 128.0f;
#endif
GS-hw: Implement hw, hw/sw, sw blending on Ad when alpha write is masked.
Idea is to replace Ad with As when alpha write is masked,
then expand/let blend mix, accumulation blend non recursive blend or hw clr blend to
do the blending with Ad swapped as As.
We are doing this to try to bring some originally higher blending modes to lower levels
where we can do the draws with less texture barriers instead (gl/vk),
as for d3d11 this allows to run blending on the draws since previously the cases weren't handled properly,
it will be slower on d3d11 since we will be reading the frame buffer but it's better than nothing.
D3D11: It is enabled on Medium blending or higher, if draw is fbmask then it will enable
it on basic blending too.
OpenGL/Vulkan:
It is enabled based on the previous blending modes:
accumulation blend -> either minimum or basic level, depending on colclamp.
non recursive blend -> either minimum or basic level, depending on colclamp.
blend mix -> basic and higher level.
hw clr blend -> minimum and higher level.
All:
Prefer full sw blend when primitives don't overlap, sw fbmask or full barrier is used, it is more accurate.
2022-02-02 11:36:56 +00:00
#if (PS_BLEND_C == 1 && PS_CLR_HW > 3)
vec4 RT = trunc(subpassLoad(RtSampler) * 255.0f + 0.1f);
2022-08-31 22:48:35 +00:00
float alpha_blend = RT.a / 128.0f;
GS-hw: Implement hw, hw/sw, sw blending on Ad when alpha write is masked.
Idea is to replace Ad with As when alpha write is masked,
then expand/let blend mix, accumulation blend non recursive blend or hw clr blend to
do the blending with Ad swapped as As.
We are doing this to try to bring some originally higher blending modes to lower levels
where we can do the draws with less texture barriers instead (gl/vk),
as for d3d11 this allows to run blending on the draws since previously the cases weren't handled properly,
it will be slower on d3d11 since we will be reading the frame buffer but it's better than nothing.
D3D11: It is enabled on Medium blending or higher, if draw is fbmask then it will enable
it on basic blending too.
OpenGL/Vulkan:
It is enabled based on the previous blending modes:
accumulation blend -> either minimum or basic level, depending on colclamp.
non recursive blend -> either minimum or basic level, depending on colclamp.
blend mix -> basic and higher level.
hw clr blend -> minimum and higher level.
All:
Prefer full sw blend when primitives don't overlap, sw fbmask or full barrier is used, it is more accurate.
2022-02-02 11:36:56 +00:00
#else
2021-10-21 08:45:27 +00:00
float alpha_blend = C.a / 128.0f;
GS-hw: Implement hw, hw/sw, sw blending on Ad when alpha write is masked.
Idea is to replace Ad with As when alpha write is masked,
then expand/let blend mix, accumulation blend non recursive blend or hw clr blend to
do the blending with Ad swapped as As.
We are doing this to try to bring some originally higher blending modes to lower levels
where we can do the draws with less texture barriers instead (gl/vk),
as for d3d11 this allows to run blending on the draws since previously the cases weren't handled properly,
it will be slower on d3d11 since we will be reading the frame buffer but it's better than nothing.
D3D11: It is enabled on Medium blending or higher, if draw is fbmask then it will enable
it on basic blending too.
OpenGL/Vulkan:
It is enabled based on the previous blending modes:
accumulation blend -> either minimum or basic level, depending on colclamp.
non recursive blend -> either minimum or basic level, depending on colclamp.
blend mix -> basic and higher level.
hw clr blend -> minimum and higher level.
All:
Prefer full sw blend when primitives don't overlap, sw fbmask or full barrier is used, it is more accurate.
2022-02-02 11:36:56 +00:00
#endif
2021-10-21 08:45:27 +00:00
// Correct the ALPHA value based on the output format
#if (PS_DFMT == FMT_16)
float A_one = 128.0f; // alpha output will be 0x80
C.a = (PS_FBA != 0) ? A_one : step(128.0f, C.a) * A_one;
#elif (PS_DFMT == FMT_32) && (PS_FBA != 0)
if(C.a < 128.0f) C.a += 128.0f;
#endif
// Get first primitive that will write a failling alpha value
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#if PS_DATE == 1
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// DATM == 0
// Pixel with alpha equal to 1 will failed (128-255)
o_col0 = (C.a > 127.5f) ? vec4(gl_PrimitiveID) : vec4(0x7FFFFFFF);
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#elif PS_DATE == 2
2021-10-21 08:45:27 +00:00
// DATM == 1
// Pixel with alpha equal to 0 will failed (0-127)
o_col0 = (C.a < 127.5f) ? vec4(gl_PrimitiveID) : vec4(0x7FFFFFFF);
#else
ps_blend(C, alpha_blend);
ps_dither(C.rgb);
// Color clamp/wrap needs to be done after sw blending and dithering
ps_color_clamp_wrap(C.rgb);
ps_fbmask(C);
2022-03-20 08:25:25 +00:00
#if !PS_NO_COLOR
2022-10-09 05:51:41 +00:00
#if PS_HDR == 1
o_col0 = vec4(C.rgb / 65535.0f, C.a / 255.0f);
2022-10-04 03:01:18 +00:00
#else
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o_col0 = C / 255.0f;
2022-10-04 03:01:18 +00:00
#endif
2021-12-31 07:29:26 +00:00
#if !defined(DISABLE_DUAL_SOURCE) && !PS_NO_COLOR1
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o_col1 = vec4(alpha_blend);
#endif
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#if PS_NO_ABLEND
// write alpha blend factor into col0
o_col0.a = alpha_blend;
#endif
#if PS_ONLY_ALPHA
// rgb isn't used
o_col0.rgb = vec3(0.0f);
#endif
2022-03-20 08:25:25 +00:00
#endif
2021-12-31 07:29:26 +00:00
2021-10-21 08:45:27 +00:00
#if PS_ZCLAMP
gl_FragDepth = min(gl_FragCoord.z, MaxDepthPS);
#endif
#endif // PS_DATE
}
#endif