pcsx2/plugins/GSdx/res/tfx.fx

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#if SHADER_MODEL >= 0x400
#ifndef VS_BPPZ
#define VS_BPPZ 0
#define VS_TME 1
#define VS_FST 1
#define VS_PRIM 0
#endif
#ifndef GS_IIP
#define GS_IIP 0
#define GS_PRIM 3
#endif
#ifndef PS_FST
#define PS_FST 0
#define PS_WMS 3
#define PS_WMT 3
#define PS_BPP 0
#define PS_AEM 0
#define PS_TFX 0
#define PS_TCC 1
#define PS_ATE 0
#define PS_ATST 4
#define PS_FOG 0
#define PS_CLR1 0
#define PS_FBA 0
#define PS_AOUT 0
#define PS_LTF 1
#endif
struct VS_INPUT
{
uint2 p : POSITION0;
uint z : POSITION1;
float2 t : TEXCOORD0;
float q : TEXCOORD1;
float4 c : COLOR0;
float4 f : COLOR1;
};
struct VS_OUTPUT
{
float4 p : SV_Position;
float4 t : TEXCOORD0;
float4 c : COLOR0;
};
struct PS_INPUT
{
float4 p : SV_Position;
float4 t : TEXCOORD0;
float4 c : COLOR0;
};
struct PS_OUTPUT
{
float4 c0 : SV_Target0;
float4 c1 : SV_Target1;
};
Texture2D<float4> Texture;
Texture2D<float> Palette;
SamplerState TextureSampler;
SamplerState PaletteSampler;
cbuffer cb0
{
float4 VertexScale;
float4 VertexOffset;
float2 TextureScale;
};
cbuffer cb1
{
float3 FogColor;
float AREF;
float4 HalfTexel;
float2 WH;
float2 TA;
float4 MinMax;
float4 MinMaxF;
uint4 MskFix;
};
#elif SHADER_MODEL <= 0x300
#ifndef VS_BPPZ
#define VS_BPPZ 0
#define VS_TME 1
#define VS_FST 1
#define VS_LOGZ 1
#endif
#ifndef PS_FST
#define PS_FST 0
#define PS_WMS 3
#define PS_WMT 3
#define PS_BPP 0
#define PS_AEM 0
#define PS_TFX 0
#define PS_TCC 1
#define PS_ATE 0
#define PS_ATST 4
#define PS_FOG 0
#define PS_CLR1 0
#define PS_RT 0
#define PS_LTF 0
#endif
struct VS_INPUT
{
float4 p : POSITION0;
float2 t : TEXCOORD0;
float4 c : COLOR0;
float4 f : COLOR1;
};
struct VS_OUTPUT
{
float4 p : POSITION;
float4 t : TEXCOORD0;
float4 c : COLOR0;
};
struct PS_INPUT
{
float4 t : TEXCOORD0;
float4 c : COLOR0;
};
sampler Texture : register(s0);
sampler1D Palette : register(s1);
sampler1D UMSKFIX : register(s2);
sampler1D VMSKFIX : register(s3);
float4 vs_params[3];
#define VertexScale vs_params[0]
#define VertexOffset vs_params[1]
#define TextureScale vs_params[2].xy
float4 ps_params[5];
#define FogColor ps_params[0].bgr
#define AREF ps_params[0].a
#define HalfTexel ps_params[1]
#define WH ps_params[2].xy
#define TA0 ps_params[2].z
#define TA1 ps_params[2].w
#define MinMax ps_params[3]
#define MinMaxF ps_params[4]
#endif
float4 wrapuv(float4 uv)
{
if(PS_WMS == PS_WMT)
{
if(PS_WMS == 0)
{
uv = frac(uv);
}
else if(PS_WMS == 1)
{
uv = saturate(uv);
}
else if(PS_WMS == 2)
{
uv = clamp(uv, MinMax.xyxy, MinMax.zwzw);
}
else if(PS_WMS == 3)
{
#if SHADER_MODEL >= 0x400
uv = (float4)(((int4)(uv * WH.xyxy) & MskFix.xyxy) | MskFix.zwzw) / WH.xyxy;
#elif SHADER_MODEL <= 0x300
uv.x = tex1D(UMSKFIX, uv.x);
uv.y = tex1D(VMSKFIX, uv.y);
uv.z = tex1D(UMSKFIX, uv.z);
uv.w = tex1D(VMSKFIX, uv.w);
#endif
}
}
else
{
if(PS_WMS == 0)
{
uv.xz = frac(uv.xz);
}
else if(PS_WMS == 1)
{
uv.xz = saturate(uv.xz);
}
else if(PS_WMS == 2)
{
uv.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);
}
else if(PS_WMS == 3)
{
#if SHADER_MODEL >= 0x400
uv.xz = (float2)(((int2)(uv * WH.xyxy).xz & MskFix.xx) | MskFix.zz) / WH;
#elif SHADER_MODEL <= 0x300
uv.x = tex1D(UMSKFIX, uv.x);
uv.z = tex1D(UMSKFIX, uv.z);
#endif
}
if(PS_WMT == 0)
{
uv.yw = frac(uv.yw);
}
else if(PS_WMT == 1)
{
uv.yw = saturate(uv.yw);
}
else if(PS_WMT == 2)
{
uv.yw = clamp(uv.yw, MinMax.yy, MinMax.ww);
}
else if(PS_WMT == 3)
{
#if SHADER_MODEL >= 0x400
uv.yw = (float2)(((int2)(uv * WH.xyxy).yw & MskFix.yy) | MskFix.ww) / WH;
#elif SHADER_MODEL <= 0x300
uv.y = tex1D(VMSKFIX, uv.y);
uv.w = tex1D(VMSKFIX, uv.w);
#endif
}
}
return uv;
}
float2 clampuv(float2 uv)
{
if(PS_WMS == 2 && PS_WMT == 2)
{
uv = clamp(uv, MinMaxF.xy, MinMaxF.zw);
}
else if(PS_WMS == 2)
{
uv.x = clamp(uv.x, MinMaxF.x, MinMaxF.z);
}
else if(PS_WMT == 2)
{
uv.y = clamp(uv.y, MinMaxF.y, MinMaxF.w);
}
return uv;
}
float4 tfx(float4 t, float4 c)
{
if(PS_TFX == 0)
{
if(PS_TCC == 0)
{
c.rgb = c.rgb * t.rgb * 255.0f / 128;
}
else
{
c = c * t * 255.0f / 128;
}
}
else if(PS_TFX == 1)
{
if(PS_TCC == 0)
{
c.rgb = t.rgb;
}
else
{
c = t;
}
}
else if(PS_TFX == 2)
{
c.rgb = c.rgb * t.rgb * 255.0f / 128 + c.a;
if(PS_TCC == 1)
{
c.a += t.a;
}
}
else if(PS_TFX == 3)
{
c.rgb = c.rgb * t.rgb * 255.0f / 128 + c.a;
if(PS_TCC == 1)
{
c.a = t.a;
}
}
return saturate(c);
}
void atst(float4 c)
{
if(PS_ATE == 1)
{
if(PS_ATST == 0)
{
discard;
}
else if(PS_ATST == 2 || PS_ATST == 3) // l, le
{
clip(AREF - c.a);
}
else if(PS_ATST == 4) // e
{
clip(0.6f / 255 - abs(c.a - AREF)); // FIXME: 0.5f is too small
}
else if(PS_ATST == 5 || PS_ATST == 6) // ge, g
{
clip(c.a - AREF);
}
else if(PS_ATST == 7) // ne
{
clip(abs(c.a - AREF) - 0.4f / 255); // FIXME: 0.5f is too much
}
}
}
float4 fog(float4 c, float f)
{
if(PS_FOG == 1)
{
c.rgb = lerp(FogColor, c.rgb, f);
}
return c;
}
#if SHADER_MODEL >= 0x400
VS_OUTPUT vs_main(VS_INPUT input)
{
if(VS_BPPZ == 1) // 24
{
input.z = input.z & 0xffffff;
}
else if(VS_BPPZ == 2) // 16
{
input.z = input.z & 0xffff;
}
if(VS_PRIM == 3) // sprite
{
//input.p.xy = (input.p.xy + 15) & ~15; // HACK
}
VS_OUTPUT output;
// 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
float4 p = float4(input.p, input.z, 0) - float4(0.05f, 0.05f, 0, 0);
output.p = p * VertexScale - VertexOffset;
if(VS_TME == 1)
{
if(VS_FST == 1)
{
output.t.xy = input.t * TextureScale;
output.t.w = 1.0f;
}
else
{
output.t.xy = input.t;
output.t.w = input.q;
}
}
else
{
output.t.xy = 0;
output.t.w = 1.0f;
}
output.c = input.c;
output.t.z = input.f.a;
return output;
}
#if GS_PRIM == 0
[maxvertexcount(1)]
void gs_main(point VS_OUTPUT input[1], inout PointStream<VS_OUTPUT> stream)
{
stream.Append(input[0]);
}
#elif GS_PRIM == 1
[maxvertexcount(2)]
void gs_main(line VS_OUTPUT input[2], inout LineStream<VS_OUTPUT> stream)
{
#if GS_IIP == 0
input[0].c = input[1].c;
#endif
stream.Append(input[0]);
stream.Append(input[1]);
}
#elif GS_PRIM == 2
[maxvertexcount(3)]
void gs_main(triangle VS_OUTPUT input[3], inout TriangleStream<VS_OUTPUT> stream)
{
#if GS_IIP == 0
input[0].c = input[2].c;
input[1].c = input[2].c;
#endif
stream.Append(input[0]);
stream.Append(input[1]);
stream.Append(input[2]);
}
#elif GS_PRIM == 3
[maxvertexcount(4)]
void gs_main(line VS_OUTPUT input[2], inout TriangleStream<VS_OUTPUT> stream)
{
input[0].p.z = input[1].p.z;
input[0].t.zw = input[1].t.zw;
#if GS_IIP == 0
input[0].c = input[1].c;
#endif
VS_OUTPUT lb = input[1];
lb.p.x = input[0].p.x;
lb.t.x = input[0].t.x;
VS_OUTPUT rt = input[1];
rt.p.y = input[0].p.y;
rt.t.y = input[0].t.y;
stream.Append(input[0]);
stream.Append(lb);
stream.Append(rt);
stream.Append(input[1]);
}
#endif
float4 sample(float2 tc, float w)
{
if(PS_FST == 0)
{
tc /= w;
}
float4 t;
/*
if(PS_BPP < 3 && PS_WMS < 2 && PS_WMT < 2)
{
t = Texture.Sample(TextureSampler, tc);
}
*/
if(PS_BPP < 3 && PS_WMS < 3 && PS_WMT < 3)
{
t = Texture.Sample(TextureSampler, clampuv(tc));
}
else
{
float w, h;
Texture.GetDimensions(w, h);
float4 uv2 = tc.xyxy + HalfTexel;
float2 dd = frac(uv2.xy * float2(w, h));
float4 uv = wrapuv(uv2);
float4 t00, t01, t10, t11;
if(PS_BPP == 3) // 8HP
{
float4 a;
a.x = Texture.Sample(TextureSampler, uv.xy).a;
a.y = Texture.Sample(TextureSampler, uv.zy).a;
a.z = Texture.Sample(TextureSampler, uv.xw).a;
a.w = Texture.Sample(TextureSampler, uv.zw).a;
t00 = Palette.Sample(PaletteSampler, a.x);
t01 = Palette.Sample(PaletteSampler, a.y);
t10 = Palette.Sample(PaletteSampler, a.z);
t11 = Palette.Sample(PaletteSampler, a.w);
}
else
{
t00 = Texture.Sample(TextureSampler, uv.xy);
t01 = Texture.Sample(TextureSampler, uv.zy);
t10 = Texture.Sample(TextureSampler, uv.xw);
t11 = Texture.Sample(TextureSampler, uv.zw);
}
if(PS_LTF)
{
t = lerp(lerp(t00, t01, dd.x), lerp(t10, t11, dd.x), dd.y);
}
else
{
t = t00;
}
}
if(PS_BPP == 1) // 24
{
t.a = PS_AEM == 0 || any(t.rgb) ? TA.x : 0;
}
else if(PS_BPP == 2) // 16
{
// a bit incompatible with up-scaling because the 1 bit alpha is interpolated
t.a = t.a >= 0.5 ? TA.y : PS_AEM == 0 || any(t.rgb) ? TA.x : 0;
}
return t;
}
PS_OUTPUT ps_main(PS_INPUT input)
{
float4 t = sample(input.t.xy, input.t.w);
float4 c = tfx(t, input.c);
atst(c);
c = fog(c, input.t.z);
if(PS_CLR1 == 1) // needed for Cd * (As/Ad/F + 1) blending modes
{
c.rgb = 1;
}
PS_OUTPUT output;
output.c1 = c.a * 2; // used for alpha blending
if(PS_AOUT == 1) // 16 bit output
{
float a = 128.0f / 255; // alpha output will be 0x80
c.a = PS_FBA == 1 ? a : step(0.5, c.a) * a;
}
else if(PS_FBA == 1)
{
if(c.a < 0.5) c.a += 0.5;
}
output.c0 = c;
return output;
}
#elif SHADER_MODEL <= 0x300
VS_OUTPUT vs_main(VS_INPUT input)
{
if(VS_BPPZ == 1) // 24
{
input.p.z = fmod(input.p.z, 0x1000000);
}
else if(VS_BPPZ == 2) // 16
{
input.p.z = fmod(input.p.z, 0x10000);
}
VS_OUTPUT output;
// 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
float4 p = input.p - float4(0.05f, 0.05f, 0, 0);
output.p = p * VertexScale - VertexOffset;
if(VS_LOGZ == 1)
{
output.p.z = log2(1.0f + input.p.z) / 32;
}
if(VS_TME == 1)
{
if(VS_FST == 1)
{
output.t.xy = input.t * TextureScale;
output.t.w = 1.0f;
}
else
{
output.t.xy = input.t;
output.t.w = input.p.w;
}
}
else
{
output.t.xy = 0;
output.t.w = 1.0f;
}
output.c = input.c;
output.t.z = input.f.a;
return output;
}
float4 sample(float2 tc, float w)
{
if(PS_FST == 0)
{
tc /= w;
}
float4 t;
/*
if(PS_BPP < 3 && PS_WMS < 2 && PS_WMT < 2)
{
t = tex2D(Texture, tc);
}
*/
if(PS_BPP < 3 && PS_WMS < 3 && PS_WMT < 3)
{
t = tex2D(Texture, clampuv(tc));
}
else
{
float4 uv2 = tc.xyxy + HalfTexel;
float2 dd = frac(uv2.xy * WH);
float4 uv = wrapuv(uv2);
float4 t00, t01, t10, t11;
if(PS_BPP == 3) // 8HP
{
float4 a;
a.x = tex2D(Texture, uv.xy).a;
a.y = tex2D(Texture, uv.zy).a;
a.z = tex2D(Texture, uv.xw).a;
a.w = tex2D(Texture, uv.zw).a;
if(PS_RT == 1) a *= 0.5;
t00 = tex1D(Palette, a.x);
t01 = tex1D(Palette, a.y);
t10 = tex1D(Palette, a.z);
t11 = tex1D(Palette, a.w);
}
else
{
t00 = tex2D(Texture, uv.xy);
t01 = tex2D(Texture, uv.zy);
t10 = tex2D(Texture, uv.xw);
t11 = tex2D(Texture, uv.zw);
}
if(PS_LTF)
{
t = lerp(lerp(t00, t01, dd.x), lerp(t10, t11, dd.x), dd.y);
}
else
{
t = t00;
}
}
if(PS_BPP == 0) // 32
{
if(PS_RT == 1) t.a *= 0.5;
}
else if(PS_BPP == 1) // 24
{
t.a = PS_AEM == 0 || any(t.rgb) ? TA0 : 0;
}
else if(PS_BPP == 2) // 16
{
// a bit incompatible with up-scaling because the 1 bit alpha is interpolated
t.a = t.a >= 0.5 ? TA1 : PS_AEM == 0 || any(t.rgb) ? TA0 : 0;
}
return t;
}
float4 ps_main(PS_INPUT input) : COLOR
{
float4 t = sample(input.t.xy, input.t.w);
float4 c = tfx(t, input.c);
atst(c);
c = fog(c, input.t.z);
if(PS_CLR1 == 1) // needed for Cd * (As/Ad/F + 1) blending modes
{
c.rgb = 1;
}
c.a *= 2;
return c;
}
#endif