tfx.fx: Update Vertex and Geometry shaders to support the new

depth sample state.

Note this breaks D3D9 but we will be purging it shortly after
so there's nothing to worry about.
This commit is contained in:
Kojin 2018-12-18 17:58:35 +01:00 committed by lightningterror
parent 3b11164637
commit 0353273733
1 changed files with 33 additions and 15 deletions

View File

@ -66,6 +66,7 @@ struct VS_OUTPUT
#if VS_RTCOPY
float4 tp : TEXCOORD1;
#endif
float4 ti : TEXCOORD2;
float4 c : COLOR0;
};
@ -76,6 +77,7 @@ struct PS_INPUT
#if PS_DATE > 0
float4 tp : TEXCOORD1;
#endif
float4 ti : TEXCOORD2;
float4 c : COLOR0;
};
@ -364,10 +366,8 @@ int2 clamp_wrap_uv_depth(int2 uv)
return uv;
}
float4 sample_depth(float2 st, float q, float2 pos)
float4 sample_depth(float2 st, float2 pos)
{
if (!PS_FST) st /= q;
float2 uv_f = (float2)clamp_wrap_uv_depth(int2(st)) * (float2)PS_SCALE_FACTOR * (float2)(1.0f / 16.0f);
int2 uv = (int2)uv_f;
@ -600,10 +600,8 @@ float4x4 sample_4p(float4 u)
return c;
}
float4 sample_color(float2 st, float q)
float4 sample_color(float2 st)
{
if(!PS_FST) st /= q;
#if PS_TCOFFSETHACK
st += TC_OffsetHack.xy;
#endif
@ -803,6 +801,14 @@ float4 ps_color(PS_INPUT input)
{
datst(input);
#if PS_FST == 0
float2 st = input.t.xy / input.t.w;
float2 st_int = input.ti.zw / input.t.w;
#else
float2 st = input.ti.xy;
float2 st_int = input.ti.zw;
#endif
#if PS_CHANNEL_FETCH == 1
float4 t = fetch_red(int2(input.p.xy));
#elif PS_CHANNEL_FETCH == 2
@ -816,9 +822,9 @@ float4 ps_color(PS_INPUT input)
#elif PS_CHANNEL_FETCH == 6
float4 t = fetch_gXbY(int2(input.p.xy));
#elif PS_DEPTH_FMT > 0
float4 t = sample_depth(input.t.zw, input.t.w, input.p.xy);
float4 t = sample_depth(st_int, input.p.xy);
#else
float4 t = sample_color(input.t.xy, input.t.w);
float4 t = sample_color(st);
#endif
float4 c = tfx(t, input.c);
@ -874,23 +880,31 @@ VS_OUTPUT vs_main(VS_INPUT input)
if(VS_TME)
{
if(VS_FST)
{
float2 uv = input.uv - Texture_Scale_Offset.zw;
float2 uv = input.uv - Texture_Scale_Offset.zw;
float2 st = input.st - Texture_Scale_Offset.zw;
output.t.xy = uv * Texture_Scale_Offset.xy;
output.t.zw = uv;
// Integer nomalized
output.ti.xy = uv * Texture_Scale_Offset.xy;
if (VS_FST)
{
// Integer integral
output.ti.zw = uv;
}
else
{
output.t.xy = input.st - Texture_Scale_Offset.zw;
output.t.w = input.q;
// float for post-processing in some games
output.ti.zw = st / Texture_Scale_Offset.xy;
}
// Float coords
output.t.xy = st;
output.t.w = input.q;
}
else
{
output.t.xy = 0;
output.t.w = 1.0f;
output.ti = 0;
}
output.c = input.c;
@ -1040,10 +1054,14 @@ void gs_main(line VS_OUTPUT input[2], inout TriangleStream<VS_OUTPUT> stream)
VS_OUTPUT lb = rb;
lb.p.x = lt.p.x;
lb.t.x = lt.t.x;
lb.ti.x = lt.ti.x;
lb.ti.z = lt.ti.z;
VS_OUTPUT rt = rb;
rt.p.y = lt.p.y;
rt.t.y = lt.t.y;
rt.ti.y = lt.ti.y;
rt.ti.w = lt.ti.w;
stream.Append(lt);
stream.Append(lb);