tfx.fx: Add tfx shaders to support depth sampling.

Add clamp wrap uv depth,
Add sample depth.

Sample shaders depth fmt 1 and 2 are based on convert shaders.
This commit is contained in:
KrossX 2018-12-16 08:45:49 +01:00 committed by lightningterror
parent 1ad71a9b85
commit 3b11164637
1 changed files with 87 additions and 2 deletions

View File

@ -45,6 +45,7 @@
#define PS_CHANNEL_FETCH 0 #define PS_CHANNEL_FETCH 0
#define PS_TALES_OF_ABYSS_HLE 0 #define PS_TALES_OF_ABYSS_HLE 0
#define PS_URBAN_CHAOS_HLE 0 #define PS_URBAN_CHAOS_HLE 0
#define PS_SCALE_FACTOR 1
#endif #endif
struct VS_INPUT struct VS_INPUT
@ -154,6 +155,11 @@ int fetch_raw_depth(int2 xy)
return (int)(col.r * exp2(32.0f)); return (int)(col.r * exp2(32.0f));
} }
float4 fetch_c(int2 uv)
{
return Texture.Load(int3(uv, 0));
}
float4 fetch_red(int2 xy) float4 fetch_red(int2 xy)
{ {
float4 rt; float4 rt;
@ -322,8 +328,49 @@ float4 sample_rt(float2 uv)
#define PS_AEM_FMT (PS_FMT & 3) #define PS_AEM_FMT (PS_FMT & 3)
#if SHADER_MODEL >= 0x400 #if SHADER_MODEL >= 0x400
float4 sample_depth(float2 pos) int2 clamp_wrap_uv_depth(int2 uv)
{ {
int4 mask = (int4)MskFix << 4;
if (PS_WMS == PS_WMT)
{
if (PS_WMS == 2)
{
uv = clamp(uv, mask.xy, mask.zw);
}
else if (PS_WMS == 3)
{
uv = (uv & mask.xy) | mask.zw;
}
}
else
{
if (PS_WMS == 2)
{
uv.x = clamp(uv.x, mask.x, mask.z);
}
else if (PS_WMS == 3)
{
uv.x = (uv.x & mask.x) | mask.z;
}
if (PS_WMT == 2)
{
uv.y = clamp(uv.y, mask.y, mask.w);
}
else if (PS_WMT == 3)
{
uv.y = (uv.y & mask.y) | mask.w;
}
}
return uv;
}
float4 sample_depth(float2 st, float q, 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;
float4 t = (float4)(0.0f); float4 t = (float4)(0.0f);
if (PS_TALES_OF_ABYSS_HLE == 1) if (PS_TALES_OF_ABYSS_HLE == 1)
@ -353,6 +400,43 @@ float4 sample_depth(float2 pos)
green = min(green, 255.0f); green = min(green, 255.0f);
t.g += green / 255.0f; t.g += green / 255.0f;
} }
else if (PS_DEPTH_FMT == 1)
{
// Based on ps_main11 of convert
// Convert a FLOAT32 depth texture into a RGBA color texture
const float4 bitSh = float4(exp2(24.0f), exp2(16.0f), exp2(8.0f), exp2(0.0f));
const float4 bitMsk = float4(0.0, 1.0f / 256.0f, 1.0f / 256.0f, 1.0f / 256.0f);
float4 res = frac((float4)fetch_c(uv).r * bitSh);
t = (res - res.xxyz * bitMsk) * 256.0f / 255.0f;
}
else if (PS_DEPTH_FMT == 2)
{
// Based on ps_main12 of convert
// Convert a FLOAT32 (only 16 lsb) depth into a RGB5A1 color texture
const float4 bitSh = float4(exp2(32.0f), exp2(27.0f), exp2(22.0f), exp2(17.0f));
const uint4 bitMsk = uint4(0x1F, 0x1F, 0x1F, 0x1);
uint4 color = (uint4)((float4)fetch_c(uv).r * bitSh) & bitMsk;
t = (float4)color * float4(8.0f, 8.0f, 8.0f, 128.0f);
}
else if (PS_DEPTH_FMT == 3)
{
// Convert a RGBA/RGB5A1 color texture into a RGBA/RGB5A1 color texture
t = fetch_c(uv);
}
if (PS_AEM_FMT == FMT_24)
{
t.a = ((PS_AEM == 0) || any(bool3(t.rgb))) ? 255.0f * TA.x : 0.0f;
}
else if (PS_AEM_FMT == FMT_16)
{
t.a = t.a >= 128.0f ? 255.0f * TA.y : ((PS_AEM == 0) || any(bool3(t.rgb))) ? 255.0f * TA.x : 0.0f;
}
return t; return t;
} }
@ -732,7 +816,7 @@ float4 ps_color(PS_INPUT input)
#elif PS_CHANNEL_FETCH == 6 #elif PS_CHANNEL_FETCH == 6
float4 t = fetch_gXbY(int2(input.p.xy)); float4 t = fetch_gXbY(int2(input.p.xy));
#elif PS_DEPTH_FMT > 0 #elif PS_DEPTH_FMT > 0
float4 t = sample_depth(input.p.xy); float4 t = sample_depth(input.t.zw, input.t.w, input.p.xy);
#else #else
float4 t = sample_color(input.t.xy, input.t.w); float4 t = sample_color(input.t.xy, input.t.w);
#endif #endif
@ -743,6 +827,7 @@ float4 ps_color(PS_INPUT input)
c = fog(c, input.t.z); c = fog(c, input.t.z);
// FIXME: Colclip and Depth sampling shouldn't run together.
if (PS_COLCLIP == 2) if (PS_COLCLIP == 2)
{ {
c.rgb = 256./255. - c.rgb; c.rgb = 256./255. - c.rgb;