mirror of https://github.com/PCSX2/pcsx2.git
glsl: redo blending management to use A/B/C/D directly
1/ Code is much more readable 2/ It will allow to round differently the operation in the future
This commit is contained in:
parent
e245b27c97
commit
784822a5c2
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@ -659,7 +659,10 @@ GLuint GSDeviceOGL::CompilePS(PSSelector sel)
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+ format("#define PS_DATE %d\n", sel.date)
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+ format("#define PS_TCOFFSETHACK %d\n", sel.tcoffsethack)
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//+ format("#define PS_POINT_SAMPLER %d\n", sel.point_sampler)
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+ format("#define PS_BLEND %d\n", sel.blend)
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+ format("#define PS_BLEND_A %d\n", sel.blend_a)
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+ format("#define PS_BLEND_B %d\n", sel.blend_b)
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+ format("#define PS_BLEND_C %d\n", sel.blend_c)
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+ format("#define PS_BLEND_D %d\n", sel.blend_d)
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+ format("#define PS_IIP %d\n", sel.iip)
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+ format("#define PS_SHUFFLE %d\n", sel.shuffle)
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+ format("#define PS_READ_BA %d\n", sel.read_ba)
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@ -700,14 +703,10 @@ void GSDeviceOGL::SelfShaderTest()
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sel.tfx = 4;
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int ib = (i + 1) % 3;
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#if 1
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sel.blend = i*5;
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#else
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sel.blend_a = i;
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sel.blend_b = ib;;
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sel.blend_c = i;
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sel.blend_d = i;
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#endif
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sel.colclip = colclip;
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sel.dfmt = fmt;
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@ -354,7 +354,10 @@ class GSDeviceOGL : public GSDevice
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//uint32 _free1:0;
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// Word 2
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uint32 blend:8;
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uint32 blend_a:2;
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uint32 blend_b:2;
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uint32 blend_c:2;
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uint32 blend_d:2;
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uint32 dfmt:2;
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uint32 fbmask:1;
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@ -789,7 +789,10 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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GL_INS("!!! SW blending effect used (0x%x from sel %d) !!!", bogus_blend, blend_sel);
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// select a shader that support blending
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ps_sel.blend = bogus_blend & 0xFF;
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ps_sel.blend_a = om_bsel.a;
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ps_sel.blend_b = om_bsel.b;
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ps_sel.blend_c = om_bsel.c;
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ps_sel.blend_d = om_bsel.d;
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dev->PSSetShaderResource(3, rt);
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@ -18,6 +18,8 @@
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// And I say this as an ATI user.
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#define ATI_SUCKS 0
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#define SW_BLEND (PS_BLEND_A || PS_BLEND_B || PS_BLEND_D)
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#ifdef FRAGMENT_SHADER
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in SHADER
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@ -408,9 +410,9 @@ void ps_fbmask(inout vec4 c)
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#endif
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}
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#if PS_BLEND > 0
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void ps_blend(inout vec4 c, in float As)
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{
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#if SW_BLEND
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vec4 rt = texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0);
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#if PS_DFMT == FMT_24
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float Ad = 1.0f;
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@ -423,234 +425,42 @@ void ps_blend(inout vec4 c, in float As)
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vec3 Cd = rt.rgb;
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vec3 Cs = c.rgb;
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#if PS_BLEND == 1
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// 1 => 0000: (Cs - Cs)*As + Cs ==> Cs
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; // nop
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#if PS_BLEND_A == 0
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vec3 A = Cs;
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#elif PS_BLEND_A == 1
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vec3 A = Cd;
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#else
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vec3 A = vec3(0.0f);
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#endif
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#elif PS_BLEND == 2
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// 2 => 0001: (Cs - Cs)*As + Cd ==> Cd
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c.rgb = Cd;
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#if PS_BLEND_B == 0
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vec3 B = Cs;
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#elif PS_BLEND_B == 1
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vec3 B = Cd;
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#else
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vec3 B = vec3(0.0f);
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#endif
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#elif PS_BLEND == 3
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// 3 => 0002: (Cs - Cs)*As + 0 ==> 0
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c.rgb = vec3(0.0);
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#if PS_BLEND_C == 0
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float C = As;
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#elif PS_BLEND_C == 1
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float C = Ad;
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#else
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float C = Af;
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#endif
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#elif PS_BLEND == 4
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// 4 => *0100: (Cs - Cd)*As + Cs ==> Cs*(As + 1) - Cd*As
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c.rgb = Cs * (As + 1.0f) - Cd * As;
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#elif PS_BLEND == 5
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// 5 => *0110: (Cs - Cd)*Ad + Cs ==> Cs*(Ad + 1) - Cd*Ad
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c.rgb = Cs * (Ad + 1.0f) - Cd * Ad;
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#elif PS_BLEND == 6
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// 6 => *0120: (Cs - Cd)*F + Cs ==> Cs*(F + 1) - Cd*F
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c.rgb = Cs * (Af + 1.0f) - Cd * Af;
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#elif PS_BLEND == 7
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// 7 => *0200: (Cs - 0)*As + Cs ==> Cs*(As + 1)
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c.rgb = Cs * (As + 1.0f);
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#elif PS_BLEND == 8
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// 8 => *0210: (Cs - 0)*Ad + Cs ==> Cs*(Ad + 1)
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c.rgb = Cs * (Ad + 1.0f);
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#elif PS_BLEND == 9
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// 9 => *0220: (Cs - 0)*F + Cs ==> Cs*(F + 1)
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c.rgb = Cs * (Af + 1.0f);
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#elif PS_BLEND == 10
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// 10 => *1001: (Cd - Cs)*As + Cd ==> Cd*(As + 1) - Cs*As
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c.rgb = Cd * (As + 1.0f) - Cs * As;
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#elif PS_BLEND == 11
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// 11 => *1011: (Cd - Cs)*Ad + Cd ==> Cd*(Ad + 1) - Cs*Ad
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c.rgb = Cd * (Ad + 1.0f) - Cs * Ad;
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#elif PS_BLEND == 12
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// 12 => *1021: (Cd - Cs)*F + Cd ==> Cd*(F + 1) - Cs*F
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c.rgb = Cd * (Af + 1.0f) - Cs * Af;
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#elif PS_BLEND == 13
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// 13 => 0101: (Cs - Cd)*As + Cd ==> Cs*As + Cd*(1 - As)
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c.rgb = Cs * As + Cd * (1.0f - As);
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#elif PS_BLEND == 14
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// 14 => 0102: (Cs - Cd)*As + 0 ==> Cs*As - Cd*As
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c.rgb = Cs * As - Cd * As;
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#elif PS_BLEND == 15
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// 15 => 0111: (Cs - Cd)*Ad + Cd ==> Cs*Ad + Cd*(1 - Ad)
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c.rgb = Cs * Ad + Cd * (1.0f - Ad);
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#elif PS_BLEND == 16
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// 16 => 0112: (Cs - Cd)*Ad + 0 ==> Cs*Ad - Cd*Ad
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c.rgb = Cs * Ad - Cd * Ad;
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#elif PS_BLEND == 17
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// 17 => 0121: (Cs - Cd)*F + Cd ==> Cs*F + Cd*(1 - F)
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c.rgb = Cs * Af + Cd * (1.0f - Af);
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#elif PS_BLEND == 18
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// 18 => 0122: (Cs - Cd)*F + 0 ==> Cs*F - Cd*F
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c.rgb = Cs * Af - Cd * Af;
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#elif PS_BLEND == 19
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// 19 => 0201: (Cs - 0)*As + Cd ==> Cs*As + Cd
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c.rgb = Cs * As + Cd;
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#elif PS_BLEND == 20
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// 20 => 0202: (Cs - 0)*As + 0 ==> Cs*As
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c.rgb = Cs * As;
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#elif PS_BLEND == 21
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// 21 => 0211: (Cs - 0)*Ad + Cd ==> Cs*Ad + Cd
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c.rgb = Cs * Ad + Cd;
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#elif PS_BLEND == 22
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// 22 => 0212: (Cs - 0)*Ad + 0 ==> Cs*Ad
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c.rgb = Cs * Ad;
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#elif PS_BLEND == 23
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// 23 => 0221: (Cs - 0)*F + Cd ==> Cs*F + Cd
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c.rgb = Cs * Af + Cd;
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#elif PS_BLEND == 24
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// 24 => 0222: (Cs - 0)*F + 0 ==> Cs*F
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c.rgb = Cs * Af;
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#elif PS_BLEND == 25
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// 25 => 1000: (Cd - Cs)*As + Cs ==> Cd*As + Cs*(1 - As)
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c.rgb = Cd * As + Cs * (1.0f - As);
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#elif PS_BLEND == 26
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// 26 => 1002: (Cd - Cs)*As + 0 ==> Cd*As - Cs*As
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c.rgb = Cd * As - Cs * As;
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#elif PS_BLEND == 27
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// 27 => 1010: (Cd - Cs)*Ad + Cs ==> Cd*Ad + Cs*(1 - Ad)
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c.rgb = Cd * Ad + Cs * (1.0f - Ad);
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#elif PS_BLEND == 28
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// 28 => 1012: (Cd - Cs)*Ad + 0 ==> Cd*Ad - Cs*Ad
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c.rgb = Cd * Ad - Cs * Ad;
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#elif PS_BLEND == 29
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// 29 => 1020: (Cd - Cs)*F + Cs ==> Cd*F + Cs*(1 - F)
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c.rgb = Cd * Af + Cs * (1.0f - Af);
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#elif PS_BLEND == 30
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// 30 => 1022: (Cd - Cs)*F + 0 ==> Cd*F - Cs*F
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c.rgb = Cd * Af - Cs * Af;
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#elif PS_BLEND == 31
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// 31 => 1200: (Cd - 0)*As + Cs ==> Cs + Cd*As
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c.rgb = Cs + Cd * As;
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#elif PS_BLEND == 55
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// C_CLR | 55 => #1201: (Cd - 0)*As + Cd ==> Cd*(1 + As)
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c.rgb = Cd * (1.0f + As);
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#elif PS_BLEND == 32
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// 32 => 1202: (Cd - 0)*As + 0 ==> Cd*As
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c.rgb = Cd * As;
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#elif PS_BLEND == 33
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// 33 => 1210: (Cd - 0)*Ad + Cs ==> Cs + Cd*Ad
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c.rgb = Cs + Cd * Ad;
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#elif PS_BLEND == 56
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// C_CLR | 56 => #1211: (Cd - 0)*Ad + Cd ==> Cd*(1 + Ad)
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c.rgb = Cd * (1.0f + Ad);
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#elif PS_BLEND == 34
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// 34 => 1212: (Cd - 0)*Ad + 0 ==> Cd*Ad
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c.rgb = Cd * Ad;
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#elif PS_BLEND == 35
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// 35 => 1220: (Cd - 0)*F + Cs ==> Cs + Cd*F
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c.rgb = Cs + Cd * Af;
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#elif PS_BLEND == 57
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// C_CLR | 57 => #1221: (Cd - 0)*F + Cd ==> Cd*(1 + F)
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c.rgb = Cd * (1.0f + Af);
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#elif PS_BLEND == 36
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// 36 => 1222: (Cd - 0)*F + 0 ==> Cd*F
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c.rgb = Cd * Af;
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#elif PS_BLEND == 37
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// 37 => 2000: (0 - Cs)*As + Cs ==> Cs*(1 - As)
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c.rgb = Cs * (1.0f - As);
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#elif PS_BLEND == 38
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// 38 => 2001: (0 - Cs)*As + Cd ==> Cd - Cs*As
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c.rgb = Cd - Cs * As;
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#elif PS_BLEND == 39
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// 39 => 2002: (0 - Cs)*As + 0 ==> 0 - Cs*As
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c.rgb = - Cs * As;
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#elif PS_BLEND == 40
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// 40 => 2010: (0 - Cs)*Ad + Cs ==> Cs*(1 - Ad)
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c.rgb = Cs * (1.0f - Ad);
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#elif PS_BLEND == 41
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// 41 => 2011: (0 - Cs)*Ad + Cd ==> Cd - Cs*Ad
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c.rgb = Cd - Cs * Ad;
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#elif PS_BLEND == 42
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// 42 => 2012: (0 - Cs)*Ad + 0 ==> 0 - Cs*Ad
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c.rgb = - Cs * Ad;
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#elif PS_BLEND == 43
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// 43 => 2020: (0 - Cs)*F + Cs ==> Cs*(1 - F)
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c.rgb = Cs * (1.0f - Af);
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#elif PS_BLEND == 44
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// 44 => 2021: (0 - Cs)*F + Cd ==> Cd - Cs*F
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c.rgb = Cd - Cs * Af;
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#elif PS_BLEND == 45
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// 45 => 2022: (0 - Cs)*F + 0 ==> 0 - Cs*F
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c.rgb = - Cs * Af;
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#elif PS_BLEND == 46
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// 46 => 2100: (0 - Cd)*As + Cs ==> Cs - Cd*As
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c.rgb = Cs - Cd * As;
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#elif PS_BLEND == 47
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// 47 => 2101: (0 - Cd)*As + Cd ==> Cd*(1 - As)
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c.rgb = Cd * (1.0f - As);
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#elif PS_BLEND == 48
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// 48 => 2102: (0 - Cd)*As + 0 ==> 0 - Cd*As
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c.rgb = - Cd * As;
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#elif PS_BLEND == 49
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// 49 => 2110: (0 - Cd)*Ad + Cs ==> Cs - Cd*Ad
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c.rgb = Cs - Cd * Ad;
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#elif PS_BLEND == 50
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// 50 => 2111: (0 - Cd)*Ad + Cd ==> Cd*(1 - Ad)
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c.rgb = Cd * (1.0f - Ad);
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#elif PS_BLEND == 51
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// 51 => 2112: (0 - Cd)*Ad + 0 ==> 0 - Cd*Ad
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c.rgb = - Cd * Ad;
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#elif PS_BLEND == 52
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// 52 => 2120: (0 - Cd)*F + Cs ==> Cs - Cd*F
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c.rgb = Cs - Cd * Af;
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#elif PS_BLEND == 53
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// 53 => 2121: (0 - Cd)*F + Cd ==> Cd*(1 - F)
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c.rgb = Cd * (1.0f - Af);
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#elif PS_BLEND == 54
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// 54 => 2122: (0 - Cd)*F + 0 ==> 0 - Cd*F
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c.rgb = - Cd * Af;
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#if PS_BLEND_D == 0
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vec3 D = Cs;
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#elif PS_BLEND_D == 1
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vec3 D = Cd;
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#else
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vec3 D = vec3(0.0f);
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#endif
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#if PS_BLEND_A == PS_BLEND_B
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c.rgb = D;
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#else
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c.rgb = ((A - B) * C) + D;
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#endif
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// FIXME dithering
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@ -676,8 +486,8 @@ void ps_blend(inout vec4 c, in float As)
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// Don't compile => unable to find compatible overloaded function "mod(vec3)"
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//c.rgb = mod((c.rgb * 255.0f) + 256.5f) / 255.0f;
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}
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#endif
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}
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void ps_main()
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{
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@ -758,7 +568,7 @@ void ps_main()
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#endif
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// Must be done before alpha correction
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float alpha = c.a * 255.0f / 128.0f;
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float alpha_blend = c.a * 255.0f / 128.0f;
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// Correct the ALPHA value based on the output format
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// FIXME add support of alpha mask to replace properly PS_AOUT
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@ -786,14 +596,12 @@ void ps_main()
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}
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#endif
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#if PS_BLEND > 0
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ps_blend(c, alpha);
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#endif
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ps_blend(c, alpha_blend);
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ps_fbmask(c);
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SV_Target0 = c;
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SV_Target1 = vec4(alpha, alpha, alpha, alpha);
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SV_Target1 = vec4(alpha_blend);
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}
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#endif
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@ -911,6 +911,8 @@ static const char* tfx_fs_all_glsl =
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"// And I say this as an ATI user.\n"
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"#define ATI_SUCKS 0\n"
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"\n"
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"#define SW_BLEND (PS_BLEND_A || PS_BLEND_B || PS_BLEND_D)\n"
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"\n"
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"#ifdef FRAGMENT_SHADER\n"
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"\n"
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"in SHADER\n"
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@ -1301,9 +1303,9 @@ static const char* tfx_fs_all_glsl =
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"#endif\n"
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"}\n"
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"\n"
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"#if PS_BLEND > 0\n"
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"void ps_blend(inout vec4 c, in float As)\n"
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"{\n"
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"#if SW_BLEND\n"
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" vec4 rt = texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0);\n"
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"#if PS_DFMT == FMT_24\n"
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" float Ad = 1.0f;\n"
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@ -1316,234 +1318,42 @@ static const char* tfx_fs_all_glsl =
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" vec3 Cd = rt.rgb;\n"
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" vec3 Cs = c.rgb;\n"
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"\n"
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"#if PS_BLEND == 1\n"
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" // 1 => 0000: (Cs - Cs)*As + Cs ==> Cs\n"
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" ; // nop\n"
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"#if PS_BLEND_A == 0\n"
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" vec3 A = Cs;\n"
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"#elif PS_BLEND_A == 1\n"
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" vec3 A = Cd;\n"
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"#else\n"
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" vec3 A = vec3(0.0f);\n"
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"#endif\n"
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"\n"
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"#elif PS_BLEND == 2\n"
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" // 2 => 0001: (Cs - Cs)*As + Cd ==> Cd\n"
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" c.rgb = Cd;\n"
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"#if PS_BLEND_B == 0\n"
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" vec3 B = Cs;\n"
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"#elif PS_BLEND_B == 1\n"
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" vec3 B = Cd;\n"
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"#else\n"
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" vec3 B = vec3(0.0f);\n"
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"#endif\n"
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"\n"
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"#elif PS_BLEND == 3\n"
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" // 3 => 0002: (Cs - Cs)*As + 0 ==> 0\n"
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" c.rgb = vec3(0.0);\n"
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"#if PS_BLEND_C == 0\n"
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||||
" float C = As;\n"
|
||||
"#elif PS_BLEND_C == 1\n"
|
||||
" float C = Ad;\n"
|
||||
"#else\n"
|
||||
" float C = Af;\n"
|
||||
"#endif\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 4\n"
|
||||
" // 4 => *0100: (Cs - Cd)*As + Cs ==> Cs*(As + 1) - Cd*As\n"
|
||||
" c.rgb = Cs * (As + 1.0f) - Cd * As;\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 5\n"
|
||||
" // 5 => *0110: (Cs - Cd)*Ad + Cs ==> Cs*(Ad + 1) - Cd*Ad\n"
|
||||
" c.rgb = Cs * (Ad + 1.0f) - Cd * Ad;\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 6\n"
|
||||
" // 6 => *0120: (Cs - Cd)*F + Cs ==> Cs*(F + 1) - Cd*F\n"
|
||||
" c.rgb = Cs * (Af + 1.0f) - Cd * Af;\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 7\n"
|
||||
" // 7 => *0200: (Cs - 0)*As + Cs ==> Cs*(As + 1)\n"
|
||||
" c.rgb = Cs * (As + 1.0f);\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 8\n"
|
||||
" // 8 => *0210: (Cs - 0)*Ad + Cs ==> Cs*(Ad + 1)\n"
|
||||
" c.rgb = Cs * (Ad + 1.0f);\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 9\n"
|
||||
" // 9 => *0220: (Cs - 0)*F + Cs ==> Cs*(F + 1)\n"
|
||||
" c.rgb = Cs * (Af + 1.0f);\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 10\n"
|
||||
" // 10 => *1001: (Cd - Cs)*As + Cd ==> Cd*(As + 1) - Cs*As\n"
|
||||
" c.rgb = Cd * (As + 1.0f) - Cs * As;\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 11\n"
|
||||
" // 11 => *1011: (Cd - Cs)*Ad + Cd ==> Cd*(Ad + 1) - Cs*Ad\n"
|
||||
" c.rgb = Cd * (Ad + 1.0f) - Cs * Ad;\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 12\n"
|
||||
" // 12 => *1021: (Cd - Cs)*F + Cd ==> Cd*(F + 1) - Cs*F\n"
|
||||
" c.rgb = Cd * (Af + 1.0f) - Cs * Af;\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 13\n"
|
||||
" // 13 => 0101: (Cs - Cd)*As + Cd ==> Cs*As + Cd*(1 - As)\n"
|
||||
" c.rgb = Cs * As + Cd * (1.0f - As);\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 14\n"
|
||||
" // 14 => 0102: (Cs - Cd)*As + 0 ==> Cs*As - Cd*As\n"
|
||||
" c.rgb = Cs * As - Cd * As;\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 15\n"
|
||||
" // 15 => 0111: (Cs - Cd)*Ad + Cd ==> Cs*Ad + Cd*(1 - Ad)\n"
|
||||
" c.rgb = Cs * Ad + Cd * (1.0f - Ad);\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 16\n"
|
||||
" // 16 => 0112: (Cs - Cd)*Ad + 0 ==> Cs*Ad - Cd*Ad\n"
|
||||
" c.rgb = Cs * Ad - Cd * Ad;\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 17\n"
|
||||
" // 17 => 0121: (Cs - Cd)*F + Cd ==> Cs*F + Cd*(1 - F)\n"
|
||||
" c.rgb = Cs * Af + Cd * (1.0f - Af);\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 18\n"
|
||||
" // 18 => 0122: (Cs - Cd)*F + 0 ==> Cs*F - Cd*F\n"
|
||||
" c.rgb = Cs * Af - Cd * Af;\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 19\n"
|
||||
" // 19 => 0201: (Cs - 0)*As + Cd ==> Cs*As + Cd\n"
|
||||
" c.rgb = Cs * As + Cd;\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 20\n"
|
||||
" // 20 => 0202: (Cs - 0)*As + 0 ==> Cs*As\n"
|
||||
" c.rgb = Cs * As;\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 21\n"
|
||||
" // 21 => 0211: (Cs - 0)*Ad + Cd ==> Cs*Ad + Cd\n"
|
||||
" c.rgb = Cs * Ad + Cd;\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 22\n"
|
||||
" // 22 => 0212: (Cs - 0)*Ad + 0 ==> Cs*Ad\n"
|
||||
" c.rgb = Cs * Ad;\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 23\n"
|
||||
" // 23 => 0221: (Cs - 0)*F + Cd ==> Cs*F + Cd\n"
|
||||
" c.rgb = Cs * Af + Cd;\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 24\n"
|
||||
" // 24 => 0222: (Cs - 0)*F + 0 ==> Cs*F\n"
|
||||
" c.rgb = Cs * Af;\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 25\n"
|
||||
" // 25 => 1000: (Cd - Cs)*As + Cs ==> Cd*As + Cs*(1 - As)\n"
|
||||
" c.rgb = Cd * As + Cs * (1.0f - As);\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 26\n"
|
||||
" // 26 => 1002: (Cd - Cs)*As + 0 ==> Cd*As - Cs*As\n"
|
||||
" c.rgb = Cd * As - Cs * As;\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 27\n"
|
||||
" // 27 => 1010: (Cd - Cs)*Ad + Cs ==> Cd*Ad + Cs*(1 - Ad)\n"
|
||||
" c.rgb = Cd * Ad + Cs * (1.0f - Ad);\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 28\n"
|
||||
" // 28 => 1012: (Cd - Cs)*Ad + 0 ==> Cd*Ad - Cs*Ad\n"
|
||||
" c.rgb = Cd * Ad - Cs * Ad;\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 29\n"
|
||||
" // 29 => 1020: (Cd - Cs)*F + Cs ==> Cd*F + Cs*(1 - F)\n"
|
||||
" c.rgb = Cd * Af + Cs * (1.0f - Af);\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 30\n"
|
||||
" // 30 => 1022: (Cd - Cs)*F + 0 ==> Cd*F - Cs*F\n"
|
||||
" c.rgb = Cd * Af - Cs * Af;\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 31\n"
|
||||
" // 31 => 1200: (Cd - 0)*As + Cs ==> Cs + Cd*As\n"
|
||||
" c.rgb = Cs + Cd * As;\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 55\n"
|
||||
" // C_CLR | 55 => #1201: (Cd - 0)*As + Cd ==> Cd*(1 + As)\n"
|
||||
" c.rgb = Cd * (1.0f + As);\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 32\n"
|
||||
" // 32 => 1202: (Cd - 0)*As + 0 ==> Cd*As\n"
|
||||
" c.rgb = Cd * As;\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 33\n"
|
||||
" // 33 => 1210: (Cd - 0)*Ad + Cs ==> Cs + Cd*Ad\n"
|
||||
" c.rgb = Cs + Cd * Ad;\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 56\n"
|
||||
" // C_CLR | 56 => #1211: (Cd - 0)*Ad + Cd ==> Cd*(1 + Ad)\n"
|
||||
" c.rgb = Cd * (1.0f + Ad);\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 34\n"
|
||||
" // 34 => 1212: (Cd - 0)*Ad + 0 ==> Cd*Ad\n"
|
||||
" c.rgb = Cd * Ad;\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 35\n"
|
||||
" // 35 => 1220: (Cd - 0)*F + Cs ==> Cs + Cd*F\n"
|
||||
" c.rgb = Cs + Cd * Af;\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 57\n"
|
||||
" // C_CLR | 57 => #1221: (Cd - 0)*F + Cd ==> Cd*(1 + F)\n"
|
||||
" c.rgb = Cd * (1.0f + Af);\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 36\n"
|
||||
" // 36 => 1222: (Cd - 0)*F + 0 ==> Cd*F\n"
|
||||
" c.rgb = Cd * Af;\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 37\n"
|
||||
" // 37 => 2000: (0 - Cs)*As + Cs ==> Cs*(1 - As)\n"
|
||||
" c.rgb = Cs * (1.0f - As);\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 38\n"
|
||||
" // 38 => 2001: (0 - Cs)*As + Cd ==> Cd - Cs*As\n"
|
||||
" c.rgb = Cd - Cs * As;\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 39\n"
|
||||
" // 39 => 2002: (0 - Cs)*As + 0 ==> 0 - Cs*As\n"
|
||||
" c.rgb = - Cs * As;\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 40\n"
|
||||
" // 40 => 2010: (0 - Cs)*Ad + Cs ==> Cs*(1 - Ad)\n"
|
||||
" c.rgb = Cs * (1.0f - Ad);\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 41\n"
|
||||
" // 41 => 2011: (0 - Cs)*Ad + Cd ==> Cd - Cs*Ad\n"
|
||||
" c.rgb = Cd - Cs * Ad;\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 42\n"
|
||||
" // 42 => 2012: (0 - Cs)*Ad + 0 ==> 0 - Cs*Ad\n"
|
||||
" c.rgb = - Cs * Ad;\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 43\n"
|
||||
" // 43 => 2020: (0 - Cs)*F + Cs ==> Cs*(1 - F)\n"
|
||||
" c.rgb = Cs * (1.0f - Af);\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 44\n"
|
||||
" // 44 => 2021: (0 - Cs)*F + Cd ==> Cd - Cs*F\n"
|
||||
" c.rgb = Cd - Cs * Af;\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 45\n"
|
||||
" // 45 => 2022: (0 - Cs)*F + 0 ==> 0 - Cs*F\n"
|
||||
" c.rgb = - Cs * Af;\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 46\n"
|
||||
" // 46 => 2100: (0 - Cd)*As + Cs ==> Cs - Cd*As\n"
|
||||
" c.rgb = Cs - Cd * As;\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 47\n"
|
||||
" // 47 => 2101: (0 - Cd)*As + Cd ==> Cd*(1 - As)\n"
|
||||
" c.rgb = Cd * (1.0f - As);\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 48\n"
|
||||
" // 48 => 2102: (0 - Cd)*As + 0 ==> 0 - Cd*As\n"
|
||||
" c.rgb = - Cd * As;\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 49\n"
|
||||
" // 49 => 2110: (0 - Cd)*Ad + Cs ==> Cs - Cd*Ad\n"
|
||||
" c.rgb = Cs - Cd * Ad;\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 50\n"
|
||||
" // 50 => 2111: (0 - Cd)*Ad + Cd ==> Cd*(1 - Ad)\n"
|
||||
" c.rgb = Cd * (1.0f - Ad);\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 51\n"
|
||||
" // 51 => 2112: (0 - Cd)*Ad + 0 ==> 0 - Cd*Ad\n"
|
||||
" c.rgb = - Cd * Ad;\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 52\n"
|
||||
" // 52 => 2120: (0 - Cd)*F + Cs ==> Cs - Cd*F\n"
|
||||
" c.rgb = Cs - Cd * Af;\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 53\n"
|
||||
" // 53 => 2121: (0 - Cd)*F + Cd ==> Cd*(1 - F)\n"
|
||||
" c.rgb = Cd * (1.0f - Af);\n"
|
||||
"\n"
|
||||
"#elif PS_BLEND == 54\n"
|
||||
" // 54 => 2122: (0 - Cd)*F + 0 ==> 0 - Cd*F\n"
|
||||
" c.rgb = - Cd * Af;\n"
|
||||
"#if PS_BLEND_D == 0\n"
|
||||
" vec3 D = Cs;\n"
|
||||
"#elif PS_BLEND_D == 1\n"
|
||||
" vec3 D = Cd;\n"
|
||||
"#else\n"
|
||||
" vec3 D = vec3(0.0f);\n"
|
||||
"#endif\n"
|
||||
"\n"
|
||||
"#if PS_BLEND_A == PS_BLEND_B\n"
|
||||
" c.rgb = D;\n"
|
||||
"#else\n"
|
||||
" c.rgb = ((A - B) * C) + D;\n"
|
||||
"#endif\n"
|
||||
"\n"
|
||||
" // FIXME dithering\n"
|
||||
|
@ -1569,8 +1379,8 @@ static const char* tfx_fs_all_glsl =
|
|||
"\n"
|
||||
" // Don't compile => unable to find compatible overloaded function \"mod(vec3)\"\n"
|
||||
" //c.rgb = mod((c.rgb * 255.0f) + 256.5f) / 255.0f;\n"
|
||||
"}\n"
|
||||
"#endif\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"void ps_main()\n"
|
||||
"{\n"
|
||||
|
@ -1651,7 +1461,7 @@ static const char* tfx_fs_all_glsl =
|
|||
"#endif\n"
|
||||
"\n"
|
||||
" // Must be done before alpha correction\n"
|
||||
" float alpha = c.a * 255.0f / 128.0f;\n"
|
||||
" float alpha_blend = c.a * 255.0f / 128.0f;\n"
|
||||
"\n"
|
||||
" // Correct the ALPHA value based on the output format\n"
|
||||
" // FIXME add support of alpha mask to replace properly PS_AOUT\n"
|
||||
|
@ -1679,14 +1489,12 @@ static const char* tfx_fs_all_glsl =
|
|||
" }\n"
|
||||
"#endif\n"
|
||||
"\n"
|
||||
"#if PS_BLEND > 0\n"
|
||||
" ps_blend(c, alpha);\n"
|
||||
"#endif\n"
|
||||
" ps_blend(c, alpha_blend);\n"
|
||||
"\n"
|
||||
" ps_fbmask(c);\n"
|
||||
"\n"
|
||||
" SV_Target0 = c;\n"
|
||||
" SV_Target1 = vec4(alpha, alpha, alpha, alpha);\n"
|
||||
" SV_Target1 = vec4(alpha_blend);\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"#endif\n"
|
||||
|
|
Loading…
Reference in New Issue