diff --git a/bin/shaders/GSdx.fx b/bin/shaders/GSdx.fx index 21ea83ca7e..a3b2bd2bf9 100644 --- a/bin/shaders/GSdx.fx +++ b/bin/shaders/GSdx.fx @@ -39,14 +39,25 @@ #define float2 vec2 #define float3 vec3 #define float4 vec4 -#define float4x3 mat4x3 +#define float3x3 mat3 +#define float4x4 mat4 #define static #define frac fract -#define mul(x, y) y * x +#define mul(x, y) x * y #define lerp(x,y,s) mix(x,y,s) #define saturate(x) clamp(x, 0.0, 1.0) #define SamplerState sampler2D +#define matrix4(a0, a1, a2, a3, b0, b1, b2, b3, c0, c1, c2, c3, d0, d1, d2, d3) \ + mat4(a0, b0, c0, d0, a1, b1, c1, d1, a2, b2, c2, d2, a3, b3, c3, d3); + +#define matrix3(a0, a1, a2, b0, b1, b2, c0, c1, c2) \ + mat3(a0, b0, c0, a1, b1, c1, a2, b2, c2); + +// Yes it sucks! +#define matrix4x3(v0, v1, v2, v3) \ + mat3x4(v0.x, v1.x, v2.x, v3.x, v0.y, v1.y, v2.y, v3.y, v0.z, v1.z, v2.z, v3.z); + struct vertex_basic { vec4 p; @@ -75,6 +86,15 @@ layout(std140, binding = 14) uniform cb10 #else +#define matrix4(a0, a1, a2, a3, b0, b1, b2, b3, c0, c1, c2, c3, d0, d1, d2, d3) \ + float4x4(a0, a1, a2, a3, b0, b1, b2, b3, c0, c1, c2, c3, d0, d1, d2, d3); + +#define matrix3(a0, a1, a2, a3, b0, b1, b2, b3, c0, c1, c2, c3, d0, d1, d2, d3) \ + float3x3(a0, a1, a2, b0, b1, b2, c0, c1, c2); + +#define matrix4x3(v0, v1, v2, v3) \ + float4x3(v0, v1, v2, v3); + Texture2D Texture : register(t0); SamplerState TextureSampler : register(s0); @@ -793,13 +813,8 @@ float4 BicubicScaler(in SamplerState tex, in float2 uv, in float2 texSize) float2 index = floor(coord_hg); float2 f = coord_hg - index; - #if (GLSL == 1) - mat4 M = mat4( -1.0, 3.0,-3.0, 1.0, 3.0,-6.0, 3.0, 0.0, - -3.0, 0.0, 3.0, 0.0, 1.0, 4.0, 1.0, 0.0 ); - #else - float4x4 M = { -1.0, 3.0,-3.0, 1.0, 3.0,-6.0, 3.0, 0.0, - -3.0, 0.0, 3.0, 0.0, 1.0, 4.0, 1.0, 0.0 }; - #endif + float4x4 M = matrix4(-1.0, 3.0,-3.0, 1.0, 3.0,-6.0, 3.0, 0.0, + -3.0, 0.0, 3.0, 0.0, 1.0, 4.0, 1.0, 0.0); M /= 6.0; float4 wx = mul(float4(f.x*f.x*f.x, f.x*f.x, f.x, 1.0), M); @@ -867,7 +882,7 @@ float4 WeightQuad(float x) float3 LineRun(float ypos, float4 xpos, float4 linetaps) { - return mul(linetaps, float4x3( + return mul(linetaps, matrix4x3( PixelPos(xpos.x, ypos), PixelPos(xpos.y, ypos), PixelPos(xpos.z, ypos), @@ -890,7 +905,7 @@ float4 LanczosScaler(float2 texcoord, float2 inputSize) float4 columntaps = WeightQuad(f.y); // final sum and weight normalization - return float4(mul(columntaps, float4x3( + return float4(mul(columntaps, matrix4x3( LineRun(xystart.y, xpos, linetaps), LineRun(xystart.y + stepxy.y, xpos, linetaps), LineRun(xystart.y + stepxy.y * 2.0, xpos, linetaps), @@ -1241,22 +1256,11 @@ float4 TonemapPass(float4 color, float2 texcoord) if (TonemapType == 1) { color.rgb = FilmicTonemap(color.rgb); } // RGB -> XYZ conversion - #if (GLSL == 1) - // GLSL is column major whereas HLSL is row major ... - const mat3 RGB2XYZ = mat3 ( 0.4124564, 0.2126729, 0.0193339, // first column (not row) - 0.3575761, 0.7151522, 0.1191920, // 2nd column - 0.1804375, 0.0721750, 0.9503041 ); // 3rd column - #else - const float3x3 RGB2XYZ = { 0.4124564, 0.3575761, 0.1804375, + const float3x3 RGB2XYZ = matrix3(0.4124564, 0.3575761, 0.1804375, 0.2126729, 0.7151522, 0.0721750, - 0.0193339, 0.1191920, 0.9503041 }; - #endif + 0.0193339, 0.1191920, 0.9503041); - #if (GLSL == 1) - float3 XYZ = RGB2XYZ * color.rgb; - #else float3 XYZ = mul(RGB2XYZ, color.rgb); - #endif // XYZ -> Yxy conversion float3 Yxy; @@ -1283,22 +1287,11 @@ float4 TonemapPass(float4 color, float2 texcoord) if (CorrectionPalette == 3) { XYZ.rgb = ColorCorrection(XYZ.rgb); } // XYZ -> RGB conversion - #if (GLSL == 1) - // GLSL is column major whereas HLSL is row major ... - const mat3 XYZ2RGB = mat3 ( 3.2404542, -0.9692660, 0.0556434, // first column (not row) - -1.5371385, 1.8760108, -0.2040259, // 2nd column - -0.4985314, 0.0415560, 1.0572252 ); // 3rd column - #else - const float3x3 XYZ2RGB = { 3.2404542,-1.5371385,-0.4985314, + const float3x3 XYZ2RGB = matrix3(3.2404542,-1.5371385,-0.4985314, -0.9692660, 1.8760108, 0.0415560, - 0.0556434,-0.2040259, 1.0572252 }; - #endif + 0.0556434,-0.2040259, 1.0572252); - #if (GLSL == 1) - color.rgb = XYZ2RGB * XYZ; - #else color.rgb = mul(XYZ2RGB, XYZ); - #endif color.a = RGBLuminance(color.rgb); return color; @@ -1371,38 +1364,20 @@ float4 ContrastPass(float4 color, float2 texcoord) #if (CEL_SHADING == 1) float3 GetYUV(float3 RGB) { - #if (GLSL == 1) - const mat3 RGB2YUV = mat3(0.2126, 0.7152, 0.0722, - -0.09991,-0.33609, 0.436, - 0.615, -0.55861, -0.05639); - - return (RGB * RGB2YUV); - #else - const float3x3 RGB2YUV = { 0.2126, 0.7152, 0.0722, + const float3x3 RGB2YUV = matrix3(0.2126, 0.7152, 0.0722, -0.09991,-0.33609, 0.436, - 0.615, -0.55861, -0.05639 }; + 0.615, -0.55861, -0.05639); return mul(RGB2YUV, RGB); - - #endif } float3 GetRGB(float3 YUV) { - #if (GLSL == 1) - const mat3 YUV2RGB = mat3(1.000, 0.000, 1.28033, - 1.000,-0.21482,-0.38059, - 1.000, 2.12798, 0.000); - - return (YUV * YUV2RGB); - #else - const float3x3 YUV2RGB = { 1.000, 0.000, 1.28033, + const float3x3 YUV2RGB = matrix3(1.000, 0.000, 1.28033, 1.000,-0.21482,-0.38059, - 1.000, 2.12798, 0.000 }; + 1.000, 2.12798, 0.000); return mul(YUV2RGB, YUV); - - #endif } float4 CelPass(float4 color, float2 texcoord)