2009-02-06 19:15:15 +00:00
|
|
|
cbuffer cb0
|
|
|
|
{
|
|
|
|
float4 VertexScale;
|
|
|
|
float4 VertexOffset;
|
|
|
|
float2 TextureScale;
|
|
|
|
};
|
|
|
|
|
|
|
|
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;
|
|
|
|
};
|
|
|
|
|
|
|
|
#ifndef VS_BPP
|
|
|
|
#define VS_BPP 0
|
|
|
|
#define VS_BPPZ 0
|
|
|
|
#define VS_TME 1
|
|
|
|
#define VS_FST 1
|
|
|
|
#define VS_PRIM 0
|
|
|
|
#endif
|
|
|
|
|
|
|
|
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 == 6) // sprite
|
|
|
|
{
|
|
|
|
//input.p.xy = (input.p.xy + 15) & ~15; // HACK
|
|
|
|
}
|
|
|
|
|
|
|
|
VS_OUTPUT output;
|
|
|
|
|
|
|
|
float4 p = float4(input.p, input.z, 0);
|
|
|
|
|
|
|
|
// FIXME:
|
|
|
|
// A litte accuracy problem in many games where the screen is copied in columns and the sides have a half pixel gap for some reason
|
|
|
|
// (probably to avoid page breaks with linear filtering). That half pixel coordinate gets multiplied by 2 (VertexScale) and occasionally
|
|
|
|
// ends on .9999999, which the rasterizer floors to 1 less pixel we need, leaving a visible gap after drawing.
|
|
|
|
|
|
|
|
p += float4(0.5f, 0.5f, 0, 0); // add 1/32 pixel
|
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifndef IIP
|
|
|
|
#define IIP 0
|
|
|
|
#define PRIM 3
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#if PRIM == 0
|
|
|
|
|
|
|
|
[maxvertexcount(1)]
|
|
|
|
void gs_main(point VS_OUTPUT input[1], inout PointStream<VS_OUTPUT> stream)
|
|
|
|
{
|
|
|
|
stream.Append(input[0]);
|
|
|
|
}
|
|
|
|
|
|
|
|
#elif PRIM == 1
|
|
|
|
|
|
|
|
[maxvertexcount(2)]
|
|
|
|
void gs_main(line VS_OUTPUT input[2], inout LineStream<VS_OUTPUT> stream)
|
|
|
|
{
|
|
|
|
#if IIP == 0
|
|
|
|
input[0].c = input[1].c;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
stream.Append(input[0]);
|
|
|
|
stream.Append(input[1]);
|
|
|
|
}
|
|
|
|
|
|
|
|
#elif PRIM == 2
|
|
|
|
|
|
|
|
[maxvertexcount(3)]
|
|
|
|
void gs_main(triangle VS_OUTPUT input[3], inout TriangleStream<VS_OUTPUT> stream)
|
|
|
|
{
|
|
|
|
#if 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 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 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
|
|
|
|
|
|
|
|
Texture2D Texture;
|
|
|
|
Texture2D Palette;
|
|
|
|
SamplerState TextureSampler;
|
|
|
|
SamplerState PaletteSampler;
|
|
|
|
|
|
|
|
cbuffer cb1
|
|
|
|
{
|
|
|
|
float4 FogColor;
|
|
|
|
float MINU;
|
|
|
|
float MAXU;
|
|
|
|
float MINV;
|
|
|
|
float MAXV;
|
|
|
|
uint UMSK;
|
|
|
|
uint UFIX;
|
|
|
|
uint VMSK;
|
|
|
|
uint VFIX;
|
|
|
|
float TA0;
|
|
|
|
float TA1;
|
|
|
|
float AREF;
|
|
|
|
float _pad;
|
|
|
|
float2 WH;
|
|
|
|
float2 rWrH;
|
|
|
|
};
|
|
|
|
|
|
|
|
struct PS_INPUT
|
|
|
|
{
|
|
|
|
float4 p : SV_Position;
|
|
|
|
float4 t : TEXCOORD0;
|
|
|
|
float4 c : COLOR0;
|
|
|
|
};
|
|
|
|
|
|
|
|
struct PS_OUTPUT
|
|
|
|
{
|
|
|
|
float4 c0 : SV_Target0;
|
|
|
|
float4 c1 : SV_Target1;
|
|
|
|
};
|
|
|
|
|
|
|
|
#ifndef FST
|
|
|
|
#define FST 0
|
|
|
|
#define WMS 3
|
|
|
|
#define WMT 3
|
|
|
|
#define BPP 0
|
|
|
|
#define AEM 0
|
|
|
|
#define TFX 0
|
|
|
|
#define TCC 1
|
|
|
|
#define ATE 0
|
|
|
|
#define ATST 2
|
|
|
|
#define FOG 0
|
|
|
|
#define CLR1 0
|
|
|
|
#define FBA 0
|
|
|
|
#define AOUT 0
|
|
|
|
#endif
|
|
|
|
|
|
|
|
float4 Normalize16(float4 f)
|
|
|
|
{
|
|
|
|
return f / float4(0x001f, 0x03e0, 0x7c00, 0x8000);
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 Extract16(uint i)
|
|
|
|
{
|
|
|
|
float4 f;
|
|
|
|
|
|
|
|
f.r = i & 0x001f;
|
|
|
|
f.g = i & 0x03e0;
|
|
|
|
f.b = i & 0x7c00;
|
|
|
|
f.a = i & 0x8000;
|
|
|
|
|
|
|
|
return f;
|
|
|
|
}
|
|
|
|
|
|
|
|
int repeatu(int tc)
|
|
|
|
{
|
|
|
|
return WMS == 3 ? ((tc & UMSK) | UFIX) : tc;
|
|
|
|
}
|
|
|
|
|
|
|
|
int repeatv(int tc)
|
|
|
|
{
|
|
|
|
return WMT == 3 ? ((tc & VMSK) | VFIX) : tc;
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 sample(float2 tc)
|
|
|
|
{
|
|
|
|
float4 t;
|
|
|
|
|
|
|
|
// if(WMS >= 2 || WMT >= 2)
|
|
|
|
if(WMS >= 3 || WMT >= 3)
|
|
|
|
{
|
|
|
|
int4 itc = tc.xyxy * WH.xyxy;
|
|
|
|
|
|
|
|
float4 tc01;
|
|
|
|
|
|
|
|
tc01.x = repeatu(itc.x);
|
|
|
|
tc01.y = repeatv(itc.y);
|
|
|
|
tc01.z = repeatu(itc.z + 1);
|
|
|
|
tc01.w = repeatv(itc.w + 1);
|
|
|
|
|
|
|
|
tc01 *= rWrH.xyxy;
|
|
|
|
|
|
|
|
float4 t00 = Texture.Sample(TextureSampler, tc01.xy);
|
|
|
|
float4 t01 = Texture.Sample(TextureSampler, tc01.zy);
|
|
|
|
float4 t10 = Texture.Sample(TextureSampler, tc01.xw);
|
|
|
|
float4 t11 = Texture.Sample(TextureSampler, tc01.zw);
|
|
|
|
|
|
|
|
float2 dd = frac(tc * WH);
|
|
|
|
|
|
|
|
t = lerp(lerp(t00, t01, dd.x), lerp(t10, t11, dd.x), dd.y);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
t = Texture.Sample(TextureSampler, tc);
|
|
|
|
}
|
|
|
|
|
|
|
|
return t;
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 sample8hp(float2 tc)
|
|
|
|
{
|
|
|
|
float4 tc01;
|
|
|
|
|
|
|
|
// if(WMS >= 2 || WMT >= 2)
|
|
|
|
if(WMS >= 3 || WMT >= 3)
|
|
|
|
{
|
|
|
|
int4 itc = tc.xyxy * WH.xyxy;
|
|
|
|
|
|
|
|
tc01.x = repeatu(itc.x);
|
|
|
|
tc01.y = repeatv(itc.y);
|
|
|
|
tc01.z = repeatu(itc.z + 1);
|
|
|
|
tc01.w = repeatv(itc.w + 1);
|
|
|
|
|
|
|
|
tc01 *= rWrH.xyxy;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
tc01.x = tc.x;
|
|
|
|
tc01.y = tc.y;
|
|
|
|
tc01.z = tc.x + rWrH.x;
|
|
|
|
tc01.w = tc.y + rWrH.y;
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 t;
|
|
|
|
|
|
|
|
t.x = Texture.Sample(TextureSampler, tc01.xy).a;
|
|
|
|
t.y = Texture.Sample(TextureSampler, tc01.zy).a;
|
|
|
|
t.z = Texture.Sample(TextureSampler, tc01.xw).a;
|
|
|
|
t.w = Texture.Sample(TextureSampler, tc01.zw).a;
|
|
|
|
|
|
|
|
float4 t00 = Palette.Sample(PaletteSampler, t.x);
|
|
|
|
float4 t01 = Palette.Sample(PaletteSampler, t.y);
|
|
|
|
float4 t10 = Palette.Sample(PaletteSampler, t.z);
|
|
|
|
float4 t11 = Palette.Sample(PaletteSampler, t.w);
|
|
|
|
|
|
|
|
float2 dd = frac(tc * WH);
|
|
|
|
|
|
|
|
return lerp(lerp(t00, t01, dd.x), lerp(t10, t11, dd.x), dd.y);
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 sample16p(float2 tc)
|
|
|
|
{
|
|
|
|
float4 t;
|
|
|
|
|
|
|
|
float4 tc01;
|
|
|
|
|
|
|
|
// if(WMS >= 2 || WMT >= 2)
|
|
|
|
if(WMS >= 3 || WMT >= 3)
|
|
|
|
{
|
|
|
|
int4 itc = tc.xyxy * WH.xyxy;
|
|
|
|
|
|
|
|
tc01.x = repeatu(itc.x);
|
|
|
|
tc01.y = repeatv(itc.y);
|
|
|
|
tc01.z = repeatu(itc.z + 1);
|
|
|
|
tc01.w = repeatv(itc.w + 1);
|
|
|
|
|
|
|
|
tc01 *= rWrH.xyxy;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
tc01.x = tc.x;
|
|
|
|
tc01.y = tc.y;
|
|
|
|
tc01.z = tc.x + rWrH.x;
|
|
|
|
tc01.w = tc.y + rWrH.y;
|
|
|
|
}
|
|
|
|
|
|
|
|
t.x = Texture.Sample(TextureSampler, tc01.xy).r;
|
|
|
|
t.y = Texture.Sample(TextureSampler, tc01.zy).r;
|
|
|
|
t.z = Texture.Sample(TextureSampler, tc01.xw).r;
|
|
|
|
t.w = Texture.Sample(TextureSampler, tc01.zw).r;
|
|
|
|
|
|
|
|
uint4 i = t * 65535;
|
|
|
|
|
|
|
|
float4 t00 = Extract16(i.x);
|
|
|
|
float4 t01 = Extract16(i.y);
|
|
|
|
float4 t10 = Extract16(i.z);
|
|
|
|
float4 t11 = Extract16(i.w);
|
|
|
|
|
|
|
|
float2 dd = frac(tc * WH);
|
|
|
|
|
|
|
|
return Normalize16(lerp(lerp(t00, t01, dd.x), lerp(t10, t11, dd.x), dd.y));
|
|
|
|
}
|
|
|
|
|
|
|
|
PS_OUTPUT ps_main(PS_INPUT input)
|
|
|
|
{
|
|
|
|
float2 tc = input.t.xy;
|
|
|
|
|
|
|
|
if(FST == 0)
|
|
|
|
{
|
|
|
|
tc /= input.t.w;
|
|
|
|
}
|
|
|
|
|
|
|
|
tc -= rWrH / 2;
|
|
|
|
|
|
|
|
if(WMS == 2)
|
|
|
|
{
|
|
|
|
tc.x = clamp(tc.x, MINU, MAXU);
|
|
|
|
}
|
|
|
|
|
|
|
|
if(WMT == 2)
|
|
|
|
{
|
|
|
|
tc.y = clamp(tc.y, MINV, MAXV);
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 t;
|
|
|
|
|
|
|
|
if(BPP == 0) // 32
|
|
|
|
{
|
|
|
|
t = sample(tc);
|
|
|
|
}
|
|
|
|
else if(BPP == 1) // 24
|
|
|
|
{
|
|
|
|
t = sample(tc);
|
|
|
|
|
|
|
|
t.a = AEM == 0 || any(t.rgb) ? TA0 : 0;
|
|
|
|
}
|
|
|
|
else if(BPP == 2) // 16
|
|
|
|
{
|
|
|
|
t = sample(tc);
|
|
|
|
|
|
|
|
t.a = t.a >= 0.5 ? TA1 : AEM == 0 || any(t.rgb) ? TA0 : 0; // a bit incompatible with up-scaling because the 1 bit alpha is interpolated
|
|
|
|
}
|
|
|
|
else if(BPP == 3) // 8HP / 32-bit palette
|
|
|
|
{
|
|
|
|
t = sample8hp(tc);
|
|
|
|
}
|
|
|
|
else if(BPP == 4) // 8HP / 16-bit palette
|
|
|
|
{
|
|
|
|
// TODO: yuck, just pre-convert the palette to 32-bit
|
|
|
|
}
|
|
|
|
else if(BPP == 5) // 16P
|
|
|
|
{
|
|
|
|
t = sample16p(tc);
|
|
|
|
|
|
|
|
t.a = t.a >= 0.5 ? TA1 : AEM == 0 || any(t.rgb) ? TA0 : 0; // a bit incompatible with up-scaling because the 1 bit alpha is interpolated
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 c = input.c;
|
|
|
|
|
|
|
|
if(TFX == 0)
|
|
|
|
{
|
|
|
|
if(TCC == 0)
|
|
|
|
{
|
2009-05-27 05:55:32 +00:00
|
|
|
c.rgb = c.rgb * t.rgb * 255.0f / 128;
|
2009-02-06 19:15:15 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2009-05-27 05:55:32 +00:00
|
|
|
c = c * t * 255.0f / 128;
|
2009-02-06 19:15:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(TFX == 1)
|
|
|
|
{
|
2009-05-07 12:34:58 +00:00
|
|
|
if(TCC == 0)
|
|
|
|
{
|
|
|
|
c.rgb = t.rgb;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
c = t;
|
|
|
|
}
|
2009-02-06 19:15:15 +00:00
|
|
|
}
|
|
|
|
else if(TFX == 2)
|
|
|
|
{
|
2009-05-27 05:55:32 +00:00
|
|
|
c.rgb = c.rgb * t.rgb * 255.0f / 128 + c.a;
|
2009-02-06 19:15:15 +00:00
|
|
|
|
|
|
|
if(TCC == 1)
|
|
|
|
{
|
|
|
|
c.a += t.a;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(TFX == 3)
|
|
|
|
{
|
2009-05-27 05:55:32 +00:00
|
|
|
c.rgb = c.rgb * t.rgb * 255.0f / 128 + c.a;
|
2009-02-06 19:15:15 +00:00
|
|
|
|
|
|
|
if(TCC == 1)
|
|
|
|
{
|
|
|
|
c.a = t.a;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
c = saturate(c);
|
|
|
|
|
|
|
|
if(ATE == 1)
|
|
|
|
{
|
|
|
|
if(ATST == 0)
|
|
|
|
{
|
|
|
|
discard;
|
|
|
|
}
|
|
|
|
else if(ATST == 2 || ATST == 3) // l, le
|
|
|
|
{
|
|
|
|
clip(AREF - c.a);
|
|
|
|
}
|
|
|
|
else if(ATST == 4) // e
|
|
|
|
{
|
2009-04-27 21:19:50 +00:00
|
|
|
clip(0.6f / 255 - abs(c.a - AREF)); // FIXME: 0.5f is too small
|
2009-02-06 19:15:15 +00:00
|
|
|
}
|
|
|
|
else if(ATST == 5 || ATST == 6) // ge, g
|
|
|
|
{
|
|
|
|
clip(c.a - AREF);
|
|
|
|
}
|
|
|
|
else if(ATST == 7) // ne
|
|
|
|
{
|
2009-04-27 20:17:06 +00:00
|
|
|
clip(abs(c.a - AREF) - 0.4f / 255); // FIXME: 0.5f is too much
|
2009-02-06 19:15:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(FOG == 1)
|
|
|
|
{
|
|
|
|
c.rgb = lerp(FogColor.rgb, c.rgb, input.t.z);
|
|
|
|
}
|
|
|
|
|
|
|
|
if(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(AOUT == 1) // 16 bit output
|
|
|
|
{
|
|
|
|
float a = 128.0f / 255; // alpha output will be 0x80
|
|
|
|
|
|
|
|
c.a = FBA == 1 ? a : step(0.5, c.a) * a;
|
|
|
|
}
|
|
|
|
else if(FBA == 1)
|
|
|
|
{
|
|
|
|
if(c.a < 0.5) c.a += 0.5;
|
|
|
|
}
|
|
|
|
|
|
|
|
output.c0 = c;
|
|
|
|
|
|
|
|
return output;
|
|
|
|
}
|