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//#version 420 // Keep it for text editor detection
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// Require for bit operation
//#extension GL_ARB_gpu_shader5 : enable
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#define FMT_32 0
#define FMT_24 1
#define FMT_16 2
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// APITRACE_DEBUG enables forced pixel output to easily detect
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// the fragment computed by primitive
#define APITRACE_DEBUG 0
// TEX_COORD_DEBUG output the uv coordinate as color. It is useful
// to detect bad sampling due to upscaling
//#define TEX_COORD_DEBUG
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// Just copy directly the texture coordinate
#ifdef TEX_COORD_DEBUG
#define PS_TFX 1
#define PS_TCC 1
#endif
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#define SW_BLEND (PS_BLEND_A || PS_BLEND_B || PS_BLEND_D)
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#define SW_BLEND_NEEDS_RT (SW_BLEND && (PS_BLEND_A == 1 || PS_BLEND_B == 1 || PS_BLEND_C == 1 || PS_BLEND_D == 1))
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#define SW_AD_TO_HW (PS_BLEND_C == 1 && PS_CLR_HW > 3)
#define PS_PRIMID_INIT (PS_DATE == 1 || PS_DATE == 2)
#define NEEDS_RT_EARLY (PS_TEX_IS_FB == 1 || PS_DATE >= 5)
#define NEEDS_RT (NEEDS_RT_EARLY || (!PS_PRIMID_INIT && (PS_FBMASK || SW_BLEND_NEEDS_RT || SW_AD_TO_HW)))
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#ifdef FRAGMENT_SHADER
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#if !defined(BROKEN_DRIVER) && defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts
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layout(location = 0)
#endif
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in SHADER
{
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vec4 t_float;
vec4 t_int;
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#if PS_IIP != 0
vec4 c;
#else
flat vec4 c;
#endif
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} PSin;
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#define TARGET_0_QUALIFIER out
// Only enable framebuffer fetch when we actually need it.
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#if HAS_FRAMEBUFFER_FETCH && NEEDS_RT
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// We need to force the colour to be defined here, to read from it.
// Basically the only scenario where this'll happen is RGBA masked and DATE is active.
#undef PS_NO_COLOR
#define PS_NO_COLOR 0
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#if defined(GL_EXT_shader_framebuffer_fetch)
#undef TARGET_0_QUALIFIER
#define TARGET_0_QUALIFIER inout
#define LAST_FRAG_COLOR SV_Target0
#endif
#endif
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#if !PS_NO_COLOR
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#if !defined(DISABLE_DUAL_SOURCE) && !PS_NO_COLOR1
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// Same buffer but 2 colors for dual source blending
layout(location = 0, index = 0) TARGET_0_QUALIFIER vec4 SV_Target0;
layout(location = 0, index = 1) out vec4 SV_Target1;
#else
layout(location = 0) TARGET_0_QUALIFIER vec4 SV_Target0;
#endif
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#endif
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layout(binding = 1) uniform sampler2D PaletteSampler;
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#if !HAS_FRAMEBUFFER_FETCH && NEEDS_RT
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layout(binding = 2) uniform sampler2D RtSampler; // note 2 already use by the image below
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#endif
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#if PS_DATE == 3
layout(binding = 3) uniform sampler2D img_prim_min;
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// I don't remember why I set this parameter but it is surely useless
//layout(pixel_center_integer) in vec4 gl_FragCoord;
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#endif
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vec4 fetch_rt()
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{
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#if !NEEDS_RT
return vec4(0.0);
#elif HAS_FRAMEBUFFER_FETCH
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return LAST_FRAG_COLOR;
#else
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return texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0);
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#endif
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}
vec4 sample_c(vec2 uv)
{
#if PS_TEX_IS_FB == 1
return fetch_rt();
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#else
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#if PS_POINT_SAMPLER
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// Weird issue with ATI/AMD cards,
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// 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.
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// As of 2018 this issue is still present.
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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
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return texture(TextureSampler, uv);
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#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(PSin.t_float.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(TextureSampler, uv, lod);
#else
return textureLod(TextureSampler, uv, 0); // No lod
#endif
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#endif
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}
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vec4 sample_p(float idx)
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{
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return texture(PaletteSampler, vec2(idx, 0.0f));
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}
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vec4 clamp_wrap_uv(vec4 uv)
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{
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vec4 uv_out = uv;
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#if PS_INVALID_TEX0 == 1
vec4 tex_size = WH.zwzw;
#else
vec4 tex_size = WH.xyxy;
#endif
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#if PS_WMS == PS_WMT
#if PS_WMS == 2
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uv_out = clamp(uv, MinMax.xyxy, MinMax.zwzw);
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#elif PS_WMS == 3
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#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
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uv_out = vec4((uvec4(uv * tex_size) & MskFix.xyxy) | MskFix.zwzw) / tex_size;
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#endif
#else // PS_WMS != PS_WMT
#if PS_WMS == 2
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uv_out.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);
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#elif PS_WMS == 3
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#if PS_FST == 0
uv.xz = fract(uv.xz);
#endif
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uv_out.xz = vec2((uvec2(uv.xz * tex_size.xx) & MskFix.xx) | MskFix.zz) / tex_size.xx;
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#endif
#if PS_WMT == 2
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uv_out.yw = clamp(uv.yw, MinMax.yy, MinMax.ww);
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#elif PS_WMT == 3
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#if PS_FST == 0
uv.yw = fract(uv.yw);
#endif
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uv_out.yw = vec2((uvec2(uv.yw * tex_size.yy) & MskFix.yy) | MskFix.ww) / tex_size.yy;
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#endif
#endif
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return uv_out;
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}
mat4 sample_4c(vec4 uv)
{
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mat4 c;
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// Note: texture gather can't be used because of special clamping/wrapping
// Also it doesn't support lod
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c[0] = sample_c(uv.xy);
c[1] = sample_c(uv.zy);
c[2] = sample_c(uv.xw);
c[3] = sample_c(uv.zw);
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return c;
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}
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vec4 sample_4_index(vec4 uv)
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{
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vec4 c;
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// Either GS will send a texture that contains a single channel
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// in this case the red channel is remapped as alpha channel
//
// Or we have an old RT (ie RGBA8) that contains index (4/8) in the alpha channel
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// Note: texture gather can't be used because of special clamping/wrapping
// Also it doesn't support lod
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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;
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uvec4 i = uvec4(c * 255.0f + 0.5f); // Denormalize value
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#if PS_PAL_FMT == 1
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// 4HL
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return vec4(i & 0xFu) / 255.0f;
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#elif PS_PAL_FMT == 2
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// 4HH
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return vec4(i >> 4u) / 255.0f;
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#else
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// Most of texture will hit this code so keep normalized float value
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// 8 bits
return c;
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#endif
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}
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mat4 sample_4p(vec4 u)
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{
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mat4 c;
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c[0] = sample_p(u.x);
c[1] = sample_p(u.y);
c[2] = sample_p(u.z);
c[3] = sample_p(u.w);
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return c;
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}
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int fetch_raw_depth()
{
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#if PS_TEX_IS_FB == 1
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return int(fetch_rt().r * exp2(32.0f));
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#else
return int(texelFetch(TextureSampler, ivec2(gl_FragCoord.xy), 0).r * exp2(32.0f));
#endif
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}
vec4 fetch_raw_color()
{
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#if PS_TEX_IS_FB == 1
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return fetch_rt();
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#else
return texelFetch(TextureSampler, ivec2(gl_FragCoord.xy), 0);
#endif
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}
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vec4 fetch_c(ivec2 uv)
{
return texelFetch(TextureSampler, ivec2(uv), 0);
}
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//////////////////////////////////////////////////////////////////////
// Depth sampling
//////////////////////////////////////////////////////////////////////
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ivec2 clamp_wrap_uv_depth(ivec2 uv)
{
ivec2 uv_out = uv;
// Keep the full precision
// It allow to multiply the ScalingFactor before the 1/16 coeff
ivec4 mask = ivec4(MskFix) << 4;
#if PS_WMS == PS_WMT
#if PS_WMS == 2
uv_out = clamp(uv, mask.xy, mask.zw);
#elif PS_WMS == 3
uv_out = (uv & mask.xy) | mask.zw;
#endif
#else // PS_WMS != PS_WMT
#if PS_WMS == 2
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uv_out.x = clamp(uv.x, mask.x, mask.z);
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#elif PS_WMS == 3
uv_out.x = (uv.x & mask.x) | mask.z;
#endif
#if PS_WMT == 2
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uv_out.y = clamp(uv.y, mask.y, mask.w);
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#elif PS_WMT == 3
uv_out.y = (uv.y & mask.y) | mask.w;
#endif
#endif
return uv_out;
}
vec4 sample_depth(vec2 st)
{
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vec2 uv_f = vec2(clamp_wrap_uv_depth(ivec2(st))) * vec2(float(PS_SCALE_FACTOR)) * vec2(1.0f/16.0f);
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ivec2 uv = ivec2(uv_f);
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vec4 t = vec4(0.0f);
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#if PS_TALES_OF_ABYSS_HLE == 1
// Warning: UV can't be used in channel effect
int depth = fetch_raw_depth();
// Convert msb based on the palette
t = texelFetch(PaletteSampler, ivec2((depth >> 8) & 0xFF, 0), 0) * 255.0f;
#elif PS_URBAN_CHAOS_HLE == 1
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// 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 FLOAT32 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();
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// Convert lsb based on the palette
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t = texelFetch(PaletteSampler, 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 GL_FLOAT32 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 GL_FLOAT32 (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
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// warning t ranges from 0 to 255
#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;
}
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//////////////////////////////////////////////////////////////////////
// Fetch a Single Channel
//////////////////////////////////////////////////////////////////////
vec4 fetch_red()
{
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#if PS_DEPTH_FMT == 1 || PS_DEPTH_FMT == 2
int depth = (fetch_raw_depth()) & 0xFF;
vec4 rt = vec4(depth) / 255.0f;
#else
vec4 rt = fetch_raw_color();
#endif
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return sample_p(rt.r) * 255.0f;
}
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vec4 fetch_green()
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{
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#if PS_DEPTH_FMT == 1 || PS_DEPTH_FMT == 2
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int depth = (fetch_raw_depth() >> 8) & 0xFF;
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vec4 rt = vec4(depth) / 255.0f;
#else
vec4 rt = fetch_raw_color();
#endif
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return sample_p(rt.g) * 255.0f;
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}
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vec4 fetch_blue()
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{
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#if PS_DEPTH_FMT == 1 || PS_DEPTH_FMT == 2
int depth = (fetch_raw_depth() >> 16) & 0xFF;
vec4 rt = vec4(depth) / 255.0f;
#else
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vec4 rt = fetch_raw_color();
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#endif
return sample_p(rt.b) * 255.0f;
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}
vec4 fetch_alpha()
{
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vec4 rt = fetch_raw_color();
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return sample_p(rt.a) * 255.0f;
}
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vec4 fetch_rgb()
{
vec4 rt = fetch_raw_color();
vec4 c = vec4(sample_p(rt.r).r, sample_p(rt.g).g, sample_p(rt.b).b, 1.0f);
return c * 255.0f;
}
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vec4 fetch_gXbY()
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{
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#if PS_DEPTH_FMT == 1 || PS_DEPTH_FMT == 2
int depth = fetch_raw_depth();
int bg = (depth >> (8 + ChannelShuffle.w)) & 0xFF;
return vec4(bg);
#else
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ivec4 rt = ivec4(fetch_raw_color() * 255.0f);
int green = (rt.g >> ChannelShuffle.w) & ChannelShuffle.z;
int blue = (rt.b << ChannelShuffle.y) & ChannelShuffle.x;
return vec4(green | blue);
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#endif
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}
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//////////////////////////////////////////////////////////////////////
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vec4 sample_color(vec2 st)
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{
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#if (PS_TCOFFSETHACK == 1)
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st += TC_OffsetHack.xy;
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#endif
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vec4 t;
mat4 c;
vec2 dd;
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// FIXME I'm not sure this condition is useful (I think code will be optimized)
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#if (PS_LTF == 0 && PS_AEM_FMT == FMT_32 && PS_PAL_FMT == 0 && PS_WMS < 2 && PS_WMT < 2)
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// No software LTF and pure 32 bits RGBA texure without special texture wrapping
c[0] = sample_c(st);
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#ifdef TEX_COORD_DEBUG
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c[0].rg = st.xy;
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#endif
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#else
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vec4 uv;
if(PS_LTF != 0)
{
uv = st.xyxy + HalfTexel;
dd = fract(uv.xy * WH.zw);
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#if (PS_FST == 0)
// Background in Shin Megami Tensei Lucifers
// I suspect that uv isn't a standard number, so fract is outside of the [0;1] range
// Note: it is free on GPU but let's do it only for float coordinate
dd = clamp(dd, vec2(0.0f), vec2(1.0f));
#endif
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}
else
{
uv = st.xyxy;
}
uv = clamp_wrap_uv(uv);
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#if PS_PAL_FMT != 0
c = sample_4p(sample_4_index(uv));
#else
c = sample_4c(uv);
#endif
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#ifdef TEX_COORD_DEBUG
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c[0].rg = uv.xy;
c[1].rg = uv.xy;
c[2].rg = uv.xy;
c[3].rg = uv.xy;
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#endif
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#endif
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// PERF note: using dot product reduces by 1 the number of instruction
// but I'm not sure it is equivalent neither faster.
for (int i = 0; i < 4; i++)
{
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//float sum = dot(c[i].rgb, vec3(1.0f));
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#if (PS_AEM_FMT == FMT_24)
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c[i].a = ( (PS_AEM == 0) || any(bvec3(c[i].rgb)) ) ? TA.x : 0.0f;
//c[i].a = ( (PS_AEM == 0) || (sum > 0.0f) ) ? TA.x : 0.0f;
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#elif (PS_AEM_FMT == FMT_16)
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c[i].a = c[i].a >= 0.5 ? TA.y : ( (PS_AEM == 0) || any(bvec3(c[i].rgb)) ) ? TA.x : 0.0f;
//c[i].a = c[i].a >= 0.5 ? TA.y : ( (PS_AEM == 0) || (sum > 0.0f) ) ? TA.x : 0.0f;
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#endif
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}
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#if(PS_LTF != 0)
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t = mix(mix(c[0], c[1], dd.x), mix(c[2], c[3], dd.x), dd.y);
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#else
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t = c[0];
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#endif
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// The 0.05f helps to fix the overbloom of sotc
// I think the issue is related to the rounding of texture coodinate. The linear (from fixed unit)
// interpolation could be slightly below the correct one.
return trunc(t * 255.0f + 0.05f);
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}
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vec4 tfx(vec4 T, vec4 C)
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{
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vec4 C_out;
vec4 FxT = trunc(trunc(C) * T / 128.0f);
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#if (PS_TFX == 0)
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C_out = FxT;
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#elif (PS_TFX == 1)
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C_out = T;
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#elif (PS_TFX == 2)
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C_out.rgb = FxT.rgb + C.a;
C_out.a = T.a + C.a;
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#elif (PS_TFX == 3)
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C_out.rgb = FxT.rgb + C.a;
C_out.a = T.a;
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#else
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C_out = C;
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#endif
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#if (PS_TCC == 0)
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C_out.a = C.a;
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#endif
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#if (PS_TFX == 0) || (PS_TFX == 2) || (PS_TFX == 3)
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// Clamp only when it is useful
C_out = min(C_out, 255.0f);
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#endif
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return C_out;
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}
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void atst(vec4 C)
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{
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float a = C.a;
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2016-06-10 23:08:50 +00:00
#if (PS_ATST == 0)
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// nothing to do
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#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
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}
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void fog(inout vec4 C, float f)
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{
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#if PS_FOG != 0
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C.rgb = trunc(mix(FogColor, C.rgb, f));
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#endif
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}
vec4 ps_color()
{
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//FIXME: maybe we can set gl_Position.w = q in VS
2019-02-15 14:01:18 +00:00
#if (PS_FST == 0) && (PS_INVALID_TEX0 == 1)
// Re-normalize coordinate from invalid GS to corrected texture size
vec2 st = (PSin.t_float.xy * WH.xy) / (vec2(PSin.t_float.w) * WH.zw);
// no st_int yet
#elif (PS_FST == 0)
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vec2 st = PSin.t_float.xy / vec2(PSin.t_float.w);
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vec2 st_int = PSin.t_int.zw / vec2(PSin.t_float.w);
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#else
// Note xy are normalized coordinate
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vec2 st = PSin.t_int.xy;
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vec2 st_int = PSin.t_int.zw;
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#endif
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#if PS_CHANNEL_FETCH == 1
vec4 T = fetch_red();
#elif PS_CHANNEL_FETCH == 2
vec4 T = fetch_green();
#elif PS_CHANNEL_FETCH == 3
vec4 T = fetch_blue();
#elif PS_CHANNEL_FETCH == 4
vec4 T = fetch_alpha();
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#elif PS_CHANNEL_FETCH == 5
vec4 T = fetch_rgb();
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#elif PS_CHANNEL_FETCH == 6
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vec4 T = fetch_gXbY();
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#elif PS_DEPTH_FMT > 0
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// Integral coordinate
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vec4 T = sample_depth(st_int);
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#else
vec4 T = sample_color(st);
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#endif
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2016-04-24 08:54:39 +00:00
vec4 C = tfx(T, PSin.c);
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atst(C);
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fog(C, PSin.t_float.z);
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return C;
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}
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void ps_fbmask(inout vec4 C)
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{
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// FIXME do I need special case for 16 bits
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#if PS_FBMASK
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vec4 RT = trunc(fetch_rt() * 255.0f + 0.1f);
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C = vec4((uvec4(C) & ~FbMask) | (uvec4(RT) & FbMask));
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#endif
}
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void ps_dither(inout vec3 C)
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{
#if PS_DITHER
#if PS_DITHER == 2
ivec2 fpos = ivec2(gl_FragCoord.xy);
#else
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ivec2 fpos = ivec2(gl_FragCoord.xy / float(PS_SCALE_FACTOR));
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#endif
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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
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#endif
}
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void ps_blend(inout vec4 Color, inout float As)
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{
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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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vec3 Cs = Color.rgb;
#if SW_BLEND_NEEDS_RT
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vec4 RT = trunc(fetch_rt() * 255.0f + 0.1f);
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// FIXME FMT_16 case
// FIXME Ad or Ad * 2?
float Ad = RT.a / 128.0f;
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// Let the compiler do its jobs !
vec3 Cd = RT.rgb;
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#endif
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#if PS_BLEND_A == 0
vec3 A = Cs;
#elif PS_BLEND_A == 1
vec3 A = Cd;
#else
vec3 A = vec3(0.0f);
#endif
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2015-07-13 13:19:33 +00:00
#if PS_BLEND_B == 0
vec3 B = Cs;
#elif PS_BLEND_B == 1
vec3 B = Cd;
#else
vec3 B = vec3(0.0f);
#endif
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2015-07-13 13:19:33 +00:00
#if PS_BLEND_C == 0
float C = As;
#elif PS_BLEND_C == 1
float C = Ad;
#else
float C = Af;
#endif
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#if PS_BLEND_D == 0
vec3 D = Cs;
#elif PS_BLEND_D == 1
vec3 D = Cd;
#else
vec3 D = vec3(0.0f);
#endif
2015-05-20 07:07:01 +00:00
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// 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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#if PS_BLEND_MIX > 0 && PS_CLR_HW != 1
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C = min(C, 1.0f);
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#endif
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#if PS_BLEND_A == PS_BLEND_B
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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
Color.rgb = ((A - B) * C + D) + (124.0f/256.0f);
#elif PS_BLEND_MIX == 1
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Color.rgb = ((A - B) * C + D) - (124.0f/256.0f);
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#else
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Color.rgb = trunc((A - B) * C + D);
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#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;
#endif
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#else
// Needed for Cd * (As/Ad/F + 1) blending modes
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.
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#if PS_CLR_HW == 1 || PS_CLR_HW == 5
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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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#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);
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#endif
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#endif
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}
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void ps_main()
{
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#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
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// Pseudo 16 bits access.
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float rt_a = fetch_rt().g;
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#else
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float rt_a = fetch_rt().a;
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#endif
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#if (PS_DATE & 3) == 1
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// DATM == 0: Pixel with alpha equal to 1 will failed
bool bad = (127.5f / 255.0f) < rt_a;
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#elif (PS_DATE & 3) == 2
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// DATM == 1: Pixel with alpha equal to 0 will failed
bool bad = rt_a < (127.5f / 255.0f);
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#endif
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if (bad) {
discard;
}
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2015-04-24 18:13:38 +00:00
#endif
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#if PS_DATE == 3
int stencil_ceil = int(texelFetch(img_prim_min, ivec2(gl_FragCoord.xy), 0).r);
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// Note gl_PrimitiveID == stencil_ceil will be the primitive that will update
// the bad alpha value so we must keep it.
2015-04-17 18:18:07 +00:00
2015-08-20 22:33:45 +00:00
if (gl_PrimitiveID > stencil_ceil) {
discard;
}
2015-04-17 18:18:07 +00:00
#endif
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vec4 C = ps_color();
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#if (APITRACE_DEBUG & 1) == 1
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C.r = 255f;
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#endif
#if (APITRACE_DEBUG & 2) == 2
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C.g = 255f;
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#endif
#if (APITRACE_DEBUG & 4) == 4
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C.b = 255f;
2015-04-17 18:18:07 +00:00
#endif
#if (APITRACE_DEBUG & 8) == 8
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C.a = 128f;
2015-06-06 11:56:08 +00:00
#endif
#if PS_SHUFFLE
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uvec4 denorm_c = uvec4(C);
uvec2 denorm_TA = uvec2(vec2(TA.xy) * 255.0f + 0.5f);
2015-06-06 11:56:08 +00:00
2015-08-20 22:33:45 +00:00
// Write RB part. Mask will take care of the correct destination
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#if PS_READ_BA
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C.rb = C.bb;
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#else
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C.rb = C.rr;
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#endif
2015-08-20 22:33:45 +00:00
// FIXME precompute my_TA & 0x80
2015-07-17 15:53:00 +00:00
2015-08-20 22:33:45 +00:00
// Write GA part. Mask will take care of the correct destination
// Note: GLSL 4.50/GL_EXT_shader_integer_mix support a mix instruction to select a component\n"
// However Nvidia emulate it with an if (at least on kepler arch) ...\n"
2015-06-06 11:56:08 +00:00
#if PS_READ_BA
2015-08-20 22:33:45 +00:00
// bit field operation requires GL4 HW. Could be nice to merge it with step/mix below
// uint my_ta = (bool(bitfieldExtract(denorm_c.a, 7, 1))) ? denorm_TA.y : denorm_TA.x;
// denorm_c.a = bitfieldInsert(denorm_c.a, bitfieldExtract(my_ta, 7, 1), 7, 1);
// c.ga = vec2(float(denorm_c.a));
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if (bool(denorm_c.a & 0x80u))
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)));
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#else
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if (bool(denorm_c.g & 0x80u))
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)));
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// Nice idea but step/mix requires 4 instructions
// set / trunc / I2F / Mad
//
// float sel = step(128.0f, c.g);
// vec2 c_shuffle = vec2((denorm_c.gg & 0x7Fu) | (denorm_TA & 0x80u));
// c.ga = mix(c_shuffle.xx, c_shuffle.yy, sel);
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#endif
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#endif
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// Must be done before alpha correction
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// AA (Fixed one) will output a coverage of 1.0 as alpha
#if PS_FIXED_ONE_A
C.a = 128.0f;
#endif
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#if SW_AD_TO_HW
vec4 RT = trunc(fetch_rt() * 255.0f + 0.1f);
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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.
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#else
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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.
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#endif
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// Correct the ALPHA value based on the output format
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#if (PS_DFMT == FMT_16)
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float A_one = 128.0f; // alpha output will be 0x80
C.a = (PS_FBA != 0) ? A_one : step(128.0f, C.a) * A_one;
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#elif (PS_DFMT == FMT_32) && (PS_FBA != 0)
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if(C.a < 128.0f) C.a += 128.0f;
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#endif
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// 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)
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SV_Target0 = (C.a > 127.5f) ? vec4(gl_PrimitiveID) : vec4(0x7FFFFFFF);
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return;
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#elif PS_DATE == 2
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// DATM == 1
// Pixel with alpha equal to 0 will failed (0-127)
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SV_Target0 = (C.a < 127.5f) ? vec4(gl_PrimitiveID) : vec4(0x7FFFFFFF);
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return;
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#endif
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ps_blend(C, alpha_blend);
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ps_dither(C.rgb);
// Color clamp/wrap needs to be done after sw blending and dithering
ps_color_clamp_wrap(C.rgb);
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ps_fbmask(C);
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#if !PS_NO_COLOR
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#if PS_HDR == 1
SV_Target0 = vec4(C.rgb / 65535.0f, C.a / 255.0f);
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#else
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SV_Target0 = C / 255.0f;
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#endif
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#if !defined(DISABLE_DUAL_SOURCE) && !PS_NO_COLOR1
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SV_Target1 = vec4(alpha_blend);
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#endif
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#if PS_NO_ABLEND
// write alpha blend factor into col0
SV_Target0.a = alpha_blend;
#endif
#if PS_ONLY_ALPHA
// rgb isn't used
SV_Target0.rgb = vec3(0.0f);
#endif
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#endif
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#if PS_ZCLAMP
gl_FragDepth = min(gl_FragCoord.z, MaxDepthPS);
#endif
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}
#endif