glsl: expand tab into space

The mix of the 2 was awful
This commit is contained in:
Gregory Hainaut 2015-08-21 00:33:45 +02:00
parent a46c11b088
commit bfadd884c9
3 changed files with 500 additions and 500 deletions

View File

@ -26,9 +26,9 @@
in SHADER in SHADER
{ {
vec4 t; vec4 t;
vec4 c; vec4 c;
flat vec4 fc; flat vec4 fc;
} PSin; } PSin;
#define PSin_t (PSin.t) #define PSin_t (PSin.t)
@ -62,234 +62,234 @@ layout(r32i, binding = 2) coherent uniform iimage2D img_prim_min;
// Warning duplicated in both GLSL file // Warning duplicated in both GLSL file
layout(std140, binding = 21) uniform cb21 layout(std140, binding = 21) uniform cb21
{ {
vec3 FogColor; vec3 FogColor;
float AREF; float AREF;
vec4 WH; vec4 WH;
vec2 _pad0; vec2 _pad0;
vec2 TA; vec2 TA;
uvec4 MskFix; uvec4 MskFix;
uvec4 FbMask; uvec4 FbMask;
vec3 _pad1; vec3 _pad1;
float Af; float Af;
vec4 HalfTexel; vec4 HalfTexel;
vec4 MinMax; vec4 MinMax;
vec2 TextureScale; vec2 TextureScale;
vec2 TC_OffsetHack; vec2 TC_OffsetHack;
}; };
vec4 sample_c(vec2 uv) vec4 sample_c(vec2 uv)
{ {
return texture(TextureSampler, uv); return texture(TextureSampler, uv);
} }
vec4 sample_p(float idx) vec4 sample_p(float idx)
{ {
return texture(PaletteSampler, vec2(idx, 0.0f)); return texture(PaletteSampler, vec2(idx, 0.0f));
} }
vec4 clamp_wrap_uv(vec4 uv) vec4 clamp_wrap_uv(vec4 uv)
{ {
vec4 uv_out = uv; vec4 uv_out = uv;
#if PS_WMS == PS_WMT #if PS_WMS == PS_WMT
#if PS_WMS == 2 #if PS_WMS == 2
uv_out = clamp(uv, MinMax.xyxy, MinMax.zwzw); uv_out = clamp(uv, MinMax.xyxy, MinMax.zwzw);
#elif PS_WMS == 3 #elif PS_WMS == 3
uv_out = vec4((ivec4(uv * WH.xyxy) & ivec4(MskFix.xyxy)) | ivec4(MskFix.zwzw)) / WH.xyxy; uv_out = vec4((ivec4(uv * WH.xyxy) & ivec4(MskFix.xyxy)) | ivec4(MskFix.zwzw)) / WH.xyxy;
#endif #endif
#else // PS_WMS != PS_WMT #else // PS_WMS != PS_WMT
#if PS_WMS == 2 #if PS_WMS == 2
uv_out.xz = clamp(uv.xz, MinMax.xx, MinMax.zz); uv_out.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);
#elif PS_WMS == 3 #elif PS_WMS == 3
uv_out.xz = vec2((ivec2(uv.xz * WH.xx) & ivec2(MskFix.xx)) | ivec2(MskFix.zz)) / WH.xx; uv_out.xz = vec2((ivec2(uv.xz * WH.xx) & ivec2(MskFix.xx)) | ivec2(MskFix.zz)) / WH.xx;
#endif #endif
#if PS_WMT == 2 #if PS_WMT == 2
uv_out.yw = clamp(uv.yw, MinMax.yy, MinMax.ww); uv_out.yw = clamp(uv.yw, MinMax.yy, MinMax.ww);
#elif PS_WMT == 3 #elif PS_WMT == 3
uv_out.yw = vec2((ivec2(uv.yw * WH.yy) & ivec2(MskFix.yy)) | ivec2(MskFix.ww)) / WH.yy; uv_out.yw = vec2((ivec2(uv.yw * WH.yy) & ivec2(MskFix.yy)) | ivec2(MskFix.ww)) / WH.yy;
#endif #endif
#endif #endif
return uv_out; return uv_out;
} }
mat4 sample_4c(vec4 uv) mat4 sample_4c(vec4 uv)
{ {
mat4 c; mat4 c;
// Note: texture gather can't be used because of special clamping/wrapping // Note: texture gather can't be used because of special clamping/wrapping
// Also it doesn't support lod // Also it doesn't support lod
c[0] = sample_c(uv.xy); c[0] = sample_c(uv.xy);
c[1] = sample_c(uv.zy); c[1] = sample_c(uv.zy);
c[2] = sample_c(uv.xw); c[2] = sample_c(uv.xw);
c[3] = sample_c(uv.zw); c[3] = sample_c(uv.zw);
return c; return c;
} }
vec4 sample_4_index(vec4 uv) vec4 sample_4_index(vec4 uv)
{ {
vec4 c; vec4 c;
// Either GSdx will send a texture that contains a single channel // Either GSdx will send a texture that contains a single channel
// in this case the red channel is remapped as alpha channel // in this case the red channel is remapped as alpha channel
// //
// Or we have an old RT (ie RGBA8) that contains index (4/8) in the alpha channel // Or we have an old RT (ie RGBA8) that contains index (4/8) in the alpha channel
// Note: texture gather can't be used because of special clamping/wrapping // Note: texture gather can't be used because of special clamping/wrapping
// Also it doesn't support lod // Also it doesn't support lod
c.x = sample_c(uv.xy).a; c.x = sample_c(uv.xy).a;
c.y = sample_c(uv.zy).a; c.y = sample_c(uv.zy).a;
c.z = sample_c(uv.xw).a; c.z = sample_c(uv.xw).a;
c.w = sample_c(uv.zw).a; c.w = sample_c(uv.zw).a;
uvec4 i = uvec4(c * 255.0f + 0.5f); // Denormalize value uvec4 i = uvec4(c * 255.0f + 0.5f); // Denormalize value
#if PS_IFMT == 1 #if PS_IFMT == 1
// 4HH // 4HH
return vec4(i >> 4u) / 255.0f; return vec4(i >> 4u) / 255.0f;
#elif PS_IFMT == 2 #elif PS_IFMT == 2
// 4HL // 4HL
return vec4(i & 0xFu) / 255.0f; return vec4(i & 0xFu) / 255.0f;
#else #else
// Most of texture will hit this code so keep normalized float value // Most of texture will hit this code so keep normalized float value
// 8 bits // 8 bits
return c; return c;
#endif #endif
} }
mat4 sample_4p(vec4 u) mat4 sample_4p(vec4 u)
{ {
mat4 c; mat4 c;
c[0] = sample_p(u.x); c[0] = sample_p(u.x);
c[1] = sample_p(u.y); c[1] = sample_p(u.y);
c[2] = sample_p(u.z); c[2] = sample_p(u.z);
c[3] = sample_p(u.w); c[3] = sample_p(u.w);
return c; return c;
} }
vec4 sample_color(vec2 st, float q) vec4 sample_color(vec2 st, float q)
{ {
//FIXME: maybe we can set gl_Position.w = q in VS //FIXME: maybe we can set gl_Position.w = q in VS
#if (PS_FST == 0) #if (PS_FST == 0)
st /= q; st /= q;
#endif #endif
#if (PS_TCOFFSETHACK == 1) #if (PS_TCOFFSETHACK == 1)
st += TC_OffsetHack.xy; st += TC_OffsetHack.xy;
#endif #endif
vec4 t; vec4 t;
mat4 c; mat4 c;
vec2 dd; vec2 dd;
// FIXME I'm not sure this condition is useful (I think code will be optimized) // FIXME I'm not sure this condition is useful (I think code will be optimized)
#if (PS_LTF == 0 && PS_FMT == FMT_32 && PS_WMS < 2 && PS_WMT < 2) #if (PS_LTF == 0 && PS_FMT == FMT_32 && PS_WMS < 2 && PS_WMT < 2)
// No software LTF and pure 32 bits RGBA texure without special texture wrapping // No software LTF and pure 32 bits RGBA texure without special texture wrapping
c[0] = sample_c(st); c[0] = sample_c(st);
#ifdef TEX_COORD_DEBUG #ifdef TEX_COORD_DEBUG
c[0].rg = st.xy; c[0].rg = st.xy;
#endif #endif
#else #else
vec4 uv; vec4 uv;
if(PS_LTF != 0) if(PS_LTF != 0)
{ {
uv = st.xyxy + HalfTexel; uv = st.xyxy + HalfTexel;
dd = fract(uv.xy * WH.zw); dd = fract(uv.xy * WH.zw);
} }
else else
{ {
uv = st.xyxy; uv = st.xyxy;
} }
uv = clamp_wrap_uv(uv); uv = clamp_wrap_uv(uv);
if((PS_FMT & FMT_PAL) != 0) if((PS_FMT & FMT_PAL) != 0)
{ {
c = sample_4p(sample_4_index(uv)); c = sample_4p(sample_4_index(uv));
} }
else else
{ {
c = sample_4c(uv); c = sample_4c(uv);
} }
#ifdef TEX_COORD_DEBUG #ifdef TEX_COORD_DEBUG
c[0].rg = uv.xy; c[0].rg = uv.xy;
c[1].rg = uv.xy; c[1].rg = uv.xy;
c[2].rg = uv.xy; c[2].rg = uv.xy;
c[3].rg = uv.xy; c[3].rg = uv.xy;
#endif #endif
#endif #endif
// PERF: see the impact of the exansion before/after the interpolation // PERF: see the impact of the exansion before/after the interpolation
for (int i = 0; i < 4; i++) for (int i = 0; i < 4; i++)
{ {
// PERF note: using dot product reduces by 1 the number of instruction // PERF note: using dot product reduces by 1 the number of instruction
// but I'm not sure it is equivalent neither faster. // but I'm not sure it is equivalent neither faster.
//float sum = dot(c[i].rgb, vec3(1.0f)); //float sum = dot(c[i].rgb, vec3(1.0f));
#if ((PS_FMT & ~FMT_PAL) == FMT_24) #if ((PS_FMT & ~FMT_PAL) == FMT_24)
c[i].a = ( (PS_AEM == 0) || any(bvec3(c[i].rgb)) ) ? TA.x : 0.0f; c[i].a = ( (PS_AEM == 0) || any(bvec3(c[i].rgb)) ) ? TA.x : 0.0f;
//c[i].a = ( (PS_AEM == 0) || (sum > 0.0f) ) ? TA.x : 0.0f; //c[i].a = ( (PS_AEM == 0) || (sum > 0.0f) ) ? TA.x : 0.0f;
#elif ((PS_FMT & ~FMT_PAL) == FMT_16) #elif ((PS_FMT & ~FMT_PAL) == FMT_16)
c[i].a = c[i].a >= 0.5 ? TA.y : ( (PS_AEM == 0) || any(bvec3(c[i].rgb)) ) ? TA.x : 0.0f; c[i].a = c[i].a >= 0.5 ? TA.y : ( (PS_AEM == 0) || any(bvec3(c[i].rgb)) ) ? TA.x : 0.0f;
//c[i].a = c[i].a >= 0.5 ? TA.y : ( (PS_AEM == 0) || (sum > 0.0f) ) ? TA.x : 0.0f; //c[i].a = c[i].a >= 0.5 ? TA.y : ( (PS_AEM == 0) || (sum > 0.0f) ) ? TA.x : 0.0f;
#endif #endif
} }
#if(PS_LTF != 0) #if(PS_LTF != 0)
t = mix(mix(c[0], c[1], dd.x), mix(c[2], c[3], dd.x), dd.y); t = mix(mix(c[0], c[1], dd.x), mix(c[2], c[3], dd.x), dd.y);
#else #else
t = c[0]; t = c[0];
#endif #endif
// The 0.05f helps to fix the overbloom of sotc // The 0.05f helps to fix the overbloom of sotc
// I think the issue is related to the rounding of texture coodinate. The linear (from fixed unit) // I think the issue is related to the rounding of texture coodinate. The linear (from fixed unit)
// interpolation could be slightly below the correct one. // interpolation could be slightly below the correct one.
return trunc(t * 255.0f + 0.05f); return trunc(t * 255.0f + 0.05f);
} }
vec4 tfx(vec4 T, vec4 C) vec4 tfx(vec4 T, vec4 C)
{ {
vec4 C_out; vec4 C_out;
vec4 FxT = trunc(trunc(C) * T / 128.0f); vec4 FxT = trunc(trunc(C) * T / 128.0f);
#if (PS_TFX == 0) #if (PS_TFX == 0)
C_out = FxT; C_out = FxT;
#elif (PS_TFX == 1) #elif (PS_TFX == 1)
C_out = T; C_out = T;
#elif (PS_TFX == 2) #elif (PS_TFX == 2)
C_out.rgb = FxT.rgb + C.a; C_out.rgb = FxT.rgb + C.a;
C_out.a = T.a + C.a; C_out.a = T.a + C.a;
#elif (PS_TFX == 3) #elif (PS_TFX == 3)
C_out.rgb = FxT.rgb + C.a; C_out.rgb = FxT.rgb + C.a;
C_out.a = T.a; C_out.a = T.a;
#else #else
C_out = C; C_out = C;
#endif #endif
#if (PS_TCC == 0) #if (PS_TCC == 0)
@ -297,96 +297,96 @@ vec4 tfx(vec4 T, vec4 C)
#endif #endif
#if (PS_TFX == 0) || (PS_TFX == 2) || (PS_TFX == 3) #if (PS_TFX == 0) || (PS_TFX == 2) || (PS_TFX == 3)
// Clamp only when it is useful // Clamp only when it is useful
C_out = min(C_out, 255.0f); C_out = min(C_out, 255.0f);
#endif #endif
return C_out; return C_out;
} }
void atst(vec4 C) void atst(vec4 C)
{ {
// FIXME use integer cmp // FIXME use integer cmp
float a = C.a; float a = C.a;
#if (PS_ATST == 0) // never #if (PS_ATST == 0) // never
discard; discard;
#elif (PS_ATST == 1) // always #elif (PS_ATST == 1) // always
// nothing to do // nothing to do
#elif (PS_ATST == 2) // l #elif (PS_ATST == 2) // l
if ((AREF - a - 0.5f) < 0.0f) if ((AREF - a - 0.5f) < 0.0f)
discard; discard;
#elif (PS_ATST == 3 ) // le #elif (PS_ATST == 3 ) // le
if ((AREF - a + 0.5f) < 0.0f) if ((AREF - a + 0.5f) < 0.0f)
discard; discard;
#elif (PS_ATST == 4) // e #elif (PS_ATST == 4) // e
if ((0.5f - abs(a - AREF)) < 0.0f) if ((0.5f - abs(a - AREF)) < 0.0f)
discard; discard;
#elif (PS_ATST == 5) // ge #elif (PS_ATST == 5) // ge
if ((a-AREF + 0.5f) < 0.0f) if ((a-AREF + 0.5f) < 0.0f)
discard; discard;
#elif (PS_ATST == 6) // g #elif (PS_ATST == 6) // g
if ((a-AREF - 0.5f) < 0.0f) if ((a-AREF - 0.5f) < 0.0f)
discard; discard;
#elif (PS_ATST == 7) // ne #elif (PS_ATST == 7) // ne
if ((abs(a - AREF) - 0.5f) < 0.0f) if ((abs(a - AREF) - 0.5f) < 0.0f)
discard; discard;
#endif #endif
} }
void fog(inout vec4 C, float f) void fog(inout vec4 C, float f)
{ {
#if PS_FOG != 0 #if PS_FOG != 0
C.rgb = trunc(mix(FogColor, C.rgb, f)); C.rgb = trunc(mix(FogColor, C.rgb, f));
#endif #endif
} }
vec4 ps_color() vec4 ps_color()
{ {
vec4 T = sample_color(PSin_t.xy, PSin_t.w); vec4 T = sample_color(PSin_t.xy, PSin_t.w);
#if PS_IIP == 1 #if PS_IIP == 1
vec4 C = tfx(T, PSin_c); vec4 C = tfx(T, PSin_c);
#else #else
vec4 C = tfx(T, PSin_fc); vec4 C = tfx(T, PSin_fc);
#endif #endif
atst(C); atst(C);
fog(C, PSin_t.z); fog(C, PSin_t.z);
#if (PS_CLR1 != 0) // needed for Cd * (As/Ad/F + 1) blending modes #if (PS_CLR1 != 0) // needed for Cd * (As/Ad/F + 1) blending modes
C.rgb = vec3(255.0f); C.rgb = vec3(255.0f);
#endif #endif
return C; return C;
} }
void ps_fbmask(inout vec4 C) void ps_fbmask(inout vec4 C)
{ {
// FIXME do I need special case for 16 bits // FIXME do I need special case for 16 bits
#if PS_FBMASK #if PS_FBMASK
vec4 RT = trunc(texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0) * 255.0f + 0.1f); vec4 RT = trunc(texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0) * 255.0f + 0.1f);
C = vec4((uvec4(C) & ~FbMask) | (uvec4(RT) & FbMask)); C = vec4((uvec4(C) & ~FbMask) | (uvec4(RT) & FbMask));
#endif #endif
} }
void ps_blend(inout vec4 Color, float As) void ps_blend(inout vec4 Color, float As)
{ {
#if SW_BLEND #if SW_BLEND
vec4 RT = trunc(texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0) * 255.0f + 0.1f); vec4 RT = trunc(texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0) * 255.0f + 0.1f);
#if PS_DFMT == FMT_24 #if PS_DFMT == FMT_24
float Ad = 1.0f; float Ad = 1.0f;
#else #else
// FIXME FMT_16 case // FIXME FMT_16 case
// FIXME Ad or Ad * 2? // FIXME Ad or Ad * 2?
float Ad = RT.a / 128.0f; float Ad = RT.a / 128.0f;
#endif #endif
// Let the compiler do its jobs ! // Let the compiler do its jobs !
vec3 Cd = RT.rgb; vec3 Cd = RT.rgb;
vec3 Cs = Color.rgb; vec3 Cs = Color.rgb;
#if PS_BLEND_A == 0 #if PS_BLEND_A == 0
vec3 A = Cs; vec3 A = Cs;
@ -426,26 +426,26 @@ void ps_blend(inout vec4 Color, float As)
Color.rgb = trunc((A - B) * C + D); Color.rgb = trunc((A - B) * C + D);
#endif #endif
// FIXME dithering // FIXME dithering
// Correct the Color value based on the output format // Correct the Color value based on the output format
#if PS_COLCLIP == 0 && PS_HDR == 0 #if PS_COLCLIP == 0 && PS_HDR == 0
// Standard Clamp // Standard Clamp
Color.rgb = clamp(Color.rgb, vec3(0.0f), vec3(255.0f)); Color.rgb = clamp(Color.rgb, vec3(0.0f), vec3(255.0f));
#endif #endif
// FIXME rouding of negative float? // FIXME rouding of negative float?
// compiler uses trunc but it might need floor // compiler uses trunc but it might need floor
// Warning: normally blending equation is mult(A, B) = A * B >> 7. GPU have the full accuracy // Warning: normally blending equation is mult(A, B) = A * B >> 7. GPU have the full accuracy
// GS: Color = 1, Alpha = 255 => output 1 // GS: Color = 1, Alpha = 255 => output 1
// GPU: Color = 1/255, Alpha = 255/255 * 255/128 => output 1.9921875 // GPU: Color = 1/255, Alpha = 255/255 * 255/128 => output 1.9921875
#if PS_DFMT == FMT_16 #if PS_DFMT == FMT_16
// In 16 bits format, only 5 bits of colors are used. It impacts shadows computation of Castlevania // In 16 bits format, only 5 bits of colors are used. It impacts shadows computation of Castlevania
Color.rgb = vec3(ivec3(Color.rgb) & ivec3(0xF8)); Color.rgb = vec3(ivec3(Color.rgb) & ivec3(0xF8));
#elif PS_COLCLIP == 1 && PS_HDR == 0 #elif PS_COLCLIP == 1 && PS_HDR == 0
Color.rgb = vec3(ivec3(Color.rgb) & ivec3(0xFF)); Color.rgb = vec3(ivec3(Color.rgb) & ivec3(0xFF));
#endif #endif
#endif #endif
@ -456,141 +456,141 @@ void ps_main()
#if ((PS_DATE & 3) == 1 || (PS_DATE & 3) == 2) && !defined(DISABLE_GL42_image) #if ((PS_DATE & 3) == 1 || (PS_DATE & 3) == 2) && !defined(DISABLE_GL42_image)
#if PS_WRITE_RG == 1 #if PS_WRITE_RG == 1
// Pseudo 16 bits access. // Pseudo 16 bits access.
float rt_a = texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0).g; float rt_a = texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0).g;
#else #else
float rt_a = texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0).a; float rt_a = texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0).a;
#endif #endif
#if (PS_DATE & 3) == 1 #if (PS_DATE & 3) == 1
// DATM == 0: Pixel with alpha equal to 1 will failed // DATM == 0: Pixel with alpha equal to 1 will failed
bool bad = (127.5f / 255.0f) < rt_a; bool bad = (127.5f / 255.0f) < rt_a;
#elif (PS_DATE & 3) == 2 #elif (PS_DATE & 3) == 2
// DATM == 1: Pixel with alpha equal to 0 will failed // DATM == 1: Pixel with alpha equal to 0 will failed
bool bad = rt_a < (127.5f / 255.0f); bool bad = rt_a < (127.5f / 255.0f);
#endif #endif
if (bad) { if (bad) {
#if PS_DATE >= 5 #if PS_DATE >= 5
discard; discard;
#else #else
imageStore(img_prim_min, ivec2(gl_FragCoord.xy), ivec4(-1)); imageStore(img_prim_min, ivec2(gl_FragCoord.xy), ivec4(-1));
return; return;
#endif #endif
} }
#endif #endif
#if PS_DATE == 3 && !defined(DISABLE_GL42_image) #if PS_DATE == 3 && !defined(DISABLE_GL42_image)
int stencil_ceil = imageLoad(img_prim_min, ivec2(gl_FragCoord.xy)).r; int stencil_ceil = imageLoad(img_prim_min, ivec2(gl_FragCoord.xy)).r;
// Note gl_PrimitiveID == stencil_ceil will be the primitive that will update // Note gl_PrimitiveID == stencil_ceil will be the primitive that will update
// the bad alpha value so we must keep it. // the bad alpha value so we must keep it.
if (gl_PrimitiveID > stencil_ceil) { if (gl_PrimitiveID > stencil_ceil) {
discard; discard;
} }
#endif #endif
vec4 C = ps_color(); vec4 C = ps_color();
#if (APITRACE_DEBUG & 1) == 1 #if (APITRACE_DEBUG & 1) == 1
C.r = 255f; C.r = 255f;
#endif #endif
#if (APITRACE_DEBUG & 2) == 2 #if (APITRACE_DEBUG & 2) == 2
C.g = 255f; C.g = 255f;
#endif #endif
#if (APITRACE_DEBUG & 4) == 4 #if (APITRACE_DEBUG & 4) == 4
C.b = 255f; C.b = 255f;
#endif #endif
#if (APITRACE_DEBUG & 8) == 8 #if (APITRACE_DEBUG & 8) == 8
C.a = 128f; C.a = 128f;
#endif #endif
#if PS_SHUFFLE #if PS_SHUFFLE
uvec4 denorm_c = uvec4(C); uvec4 denorm_c = uvec4(C);
uvec2 denorm_TA = uvec2(vec2(TA.xy) * 255.0f + 0.5f); uvec2 denorm_TA = uvec2(vec2(TA.xy) * 255.0f + 0.5f);
// Write RB part. Mask will take care of the correct destination // Write RB part. Mask will take care of the correct destination
#if PS_READ_BA #if PS_READ_BA
C.rb = C.bb; C.rb = C.bb;
#else #else
C.rb = C.rr; C.rb = C.rr;
#endif #endif
// FIXME precompute my_TA & 0x80 // FIXME precompute my_TA & 0x80
// Write GA part. Mask will take care of the correct destination // Write GA part. Mask will take care of the correct destination
// Note: GLSL 4.50/GL_EXT_shader_integer_mix support a mix instruction to select a component\n" // Note: GLSL 4.50/GL_EXT_shader_integer_mix support a mix instruction to select a component\n"
// However Nvidia emulate it with an if (at least on kepler arch) ...\n" // However Nvidia emulate it with an if (at least on kepler arch) ...\n"
#if PS_READ_BA #if PS_READ_BA
// bit field operation requires GL4 HW. Could be nice to merge it with step/mix below // bit field operation requires GL4 HW. Could be nice to merge it with step/mix below
// uint my_ta = (bool(bitfieldExtract(denorm_c.a, 7, 1))) ? denorm_TA.y : denorm_TA.x; // uint my_ta = (bool(bitfieldExtract(denorm_c.a, 7, 1))) ? denorm_TA.y : denorm_TA.x;
// denorm_c.a = bitfieldInsert(denorm_c.a, bitfieldExtract(my_ta, 7, 1), 7, 1); // denorm_c.a = bitfieldInsert(denorm_c.a, bitfieldExtract(my_ta, 7, 1), 7, 1);
// c.ga = vec2(float(denorm_c.a)); // c.ga = vec2(float(denorm_c.a));
if (bool(denorm_c.a & 0x80u)) if (bool(denorm_c.a & 0x80u))
C.ga = vec2(float((denorm_c.a & 0x7Fu) | (denorm_TA.y & 0x80u))); C.ga = vec2(float((denorm_c.a & 0x7Fu) | (denorm_TA.y & 0x80u)));
else else
C.ga = vec2(float((denorm_c.a & 0x7Fu) | (denorm_TA.x & 0x80u))); C.ga = vec2(float((denorm_c.a & 0x7Fu) | (denorm_TA.x & 0x80u)));
#else #else
if (bool(denorm_c.g & 0x80u)) if (bool(denorm_c.g & 0x80u))
C.ga = vec2(float((denorm_c.g & 0x7Fu) | (denorm_TA.y & 0x80u))); C.ga = vec2(float((denorm_c.g & 0x7Fu) | (denorm_TA.y & 0x80u)));
else else
C.ga = vec2(float((denorm_c.g & 0x7Fu) | (denorm_TA.x & 0x80u))); C.ga = vec2(float((denorm_c.g & 0x7Fu) | (denorm_TA.x & 0x80u)));
// Nice idea but step/mix requires 4 instructions // Nice idea but step/mix requires 4 instructions
// set / trunc / I2F / Mad // set / trunc / I2F / Mad
// //
// float sel = step(128.0f, c.g); // float sel = step(128.0f, c.g);
// vec2 c_shuffle = vec2((denorm_c.gg & 0x7Fu) | (denorm_TA & 0x80u)); // vec2 c_shuffle = vec2((denorm_c.gg & 0x7Fu) | (denorm_TA & 0x80u));
// c.ga = mix(c_shuffle.xx, c_shuffle.yy, sel); // c.ga = mix(c_shuffle.xx, c_shuffle.yy, sel);
#endif #endif
#endif #endif
// Must be done before alpha correction // Must be done before alpha correction
float alpha_blend = C.a / 128.0f; float alpha_blend = C.a / 128.0f;
// Correct the ALPHA value based on the output format // Correct the ALPHA value based on the output format
#if (PS_DFMT == FMT_16) #if (PS_DFMT == FMT_16)
float A_one = 128.0f; // alpha output will be 0x80 float A_one = 128.0f; // alpha output will be 0x80
C.a = (PS_FBA != 0) ? A_one : step(128.0f, C.a) * A_one; C.a = (PS_FBA != 0) ? A_one : step(128.0f, C.a) * A_one;
#elif (PS_DFMT == FMT_32) && (PS_FBA != 0) #elif (PS_DFMT == FMT_32) && (PS_FBA != 0)
if(C.a < 128.0f) C.a += 128.0f; if(C.a < 128.0f) C.a += 128.0f;
#endif #endif
// Get first primitive that will write a failling alpha value // Get first primitive that will write a failling alpha value
#if PS_DATE == 1 && !defined(DISABLE_GL42_image) #if PS_DATE == 1 && !defined(DISABLE_GL42_image)
// DATM == 0 // DATM == 0
// Pixel with alpha equal to 1 will failed (128-255) // Pixel with alpha equal to 1 will failed (128-255)
if (C.a > 127.5f) { if (C.a > 127.5f) {
imageAtomicMin(img_prim_min, ivec2(gl_FragCoord.xy), gl_PrimitiveID); imageAtomicMin(img_prim_min, ivec2(gl_FragCoord.xy), gl_PrimitiveID);
return; return;
} }
#elif PS_DATE == 2 && !defined(DISABLE_GL42_image) #elif PS_DATE == 2 && !defined(DISABLE_GL42_image)
// DATM == 1 // DATM == 1
// Pixel with alpha equal to 0 will failed (0-127) // Pixel with alpha equal to 0 will failed (0-127)
if (C.a < 127.5f) { if (C.a < 127.5f) {
imageAtomicMin(img_prim_min, ivec2(gl_FragCoord.xy), gl_PrimitiveID); imageAtomicMin(img_prim_min, ivec2(gl_FragCoord.xy), gl_PrimitiveID);
return; return;
} }
#endif #endif
ps_blend(C, alpha_blend); ps_blend(C, alpha_blend);
ps_fbmask(C); ps_fbmask(C);
#if PS_HDR == 1 #if PS_HDR == 1
// Use negative value to avoid overflow of the texture (in accumulation mode) // Use negative value to avoid overflow of the texture (in accumulation mode)
// Note: code were initially done for an Half-Float texture. Due to overflow // Note: code were initially done for an Half-Float texture. Due to overflow
// the texture was upgraded to a full float. Maybe this code is useless now! // the texture was upgraded to a full float. Maybe this code is useless now!
// Good testcase is castlevania // Good testcase is castlevania
if (any(greaterThan(C.rgb, vec3(128.0f)))) { if (any(greaterThan(C.rgb, vec3(128.0f)))) {
C.rgb = (C.rgb - 256.0f); C.rgb = (C.rgb - 256.0f);
} }
#endif #endif
SV_Target0 = C / 255.0f; SV_Target0 = C / 255.0f;
SV_Target1 = vec4(alpha_blend); SV_Target1 = vec4(alpha_blend);
} }
#endif #endif

View File

@ -11,27 +11,27 @@ layout(std140, binding = 20) uniform cb20
// Warning duplicated in both GLSL file // Warning duplicated in both GLSL file
layout(std140, binding = 21) uniform cb21 layout(std140, binding = 21) uniform cb21
{ {
vec3 FogColor; vec3 FogColor;
float AREF; float AREF;
vec4 WH; vec4 WH;
vec2 _pad0; vec2 _pad0;
vec2 TA; vec2 TA;
uvec4 MskFix; uvec4 MskFix;
uvec4 FbMask; uvec4 FbMask;
vec3 _pad1; vec3 _pad1;
float Af; float Af;
vec4 HalfTexel; vec4 HalfTexel;
vec4 MinMax; vec4 MinMax;
vec2 TextureScale; vec2 TextureScale;
vec2 TC_OffsetHack; vec2 TC_OffsetHack;
}; };
#ifdef VERTEX_SHADER #ifdef VERTEX_SHADER

View File

@ -617,27 +617,27 @@ static const char* tfx_vgs_glsl =
"// Warning duplicated in both GLSL file\n" "// Warning duplicated in both GLSL file\n"
"layout(std140, binding = 21) uniform cb21\n" "layout(std140, binding = 21) uniform cb21\n"
"{\n" "{\n"
" vec3 FogColor;\n" " vec3 FogColor;\n"
" float AREF;\n" " float AREF;\n"
"\n" "\n"
" vec4 WH;\n" " vec4 WH;\n"
"\n" "\n"
" vec2 _pad0;\n" " vec2 _pad0;\n"
" vec2 TA;\n" " vec2 TA;\n"
"\n" "\n"
" uvec4 MskFix;\n" " uvec4 MskFix;\n"
"\n" "\n"
" uvec4 FbMask;\n" " uvec4 FbMask;\n"
"\n" "\n"
" vec3 _pad1;\n" " vec3 _pad1;\n"
" float Af;\n" " float Af;\n"
"\n" "\n"
" vec4 HalfTexel;\n" " vec4 HalfTexel;\n"
"\n" "\n"
" vec4 MinMax;\n" " vec4 MinMax;\n"
"\n" "\n"
" vec2 TextureScale;\n" " vec2 TextureScale;\n"
" vec2 TC_OffsetHack;\n" " vec2 TC_OffsetHack;\n"
"};\n" "};\n"
"\n" "\n"
"#ifdef VERTEX_SHADER\n" "#ifdef VERTEX_SHADER\n"
@ -911,9 +911,9 @@ static const char* tfx_fs_all_glsl =
"\n" "\n"
"in SHADER\n" "in SHADER\n"
"{\n" "{\n"
" vec4 t;\n" " vec4 t;\n"
" vec4 c;\n" " vec4 c;\n"
" flat vec4 fc;\n" " flat vec4 fc;\n"
"} PSin;\n" "} PSin;\n"
"\n" "\n"
"#define PSin_t (PSin.t)\n" "#define PSin_t (PSin.t)\n"
@ -947,234 +947,234 @@ static const char* tfx_fs_all_glsl =
"// Warning duplicated in both GLSL file\n" "// Warning duplicated in both GLSL file\n"
"layout(std140, binding = 21) uniform cb21\n" "layout(std140, binding = 21) uniform cb21\n"
"{\n" "{\n"
" vec3 FogColor;\n" " vec3 FogColor;\n"
" float AREF;\n" " float AREF;\n"
"\n" "\n"
" vec4 WH;\n" " vec4 WH;\n"
"\n" "\n"
" vec2 _pad0;\n" " vec2 _pad0;\n"
" vec2 TA;\n" " vec2 TA;\n"
"\n" "\n"
" uvec4 MskFix;\n" " uvec4 MskFix;\n"
"\n" "\n"
" uvec4 FbMask;\n" " uvec4 FbMask;\n"
"\n" "\n"
" vec3 _pad1;\n" " vec3 _pad1;\n"
" float Af;\n" " float Af;\n"
"\n" "\n"
" vec4 HalfTexel;\n" " vec4 HalfTexel;\n"
"\n" "\n"
" vec4 MinMax;\n" " vec4 MinMax;\n"
"\n" "\n"
" vec2 TextureScale;\n" " vec2 TextureScale;\n"
" vec2 TC_OffsetHack;\n" " vec2 TC_OffsetHack;\n"
"};\n" "};\n"
"\n" "\n"
"vec4 sample_c(vec2 uv)\n" "vec4 sample_c(vec2 uv)\n"
"{\n" "{\n"
" return texture(TextureSampler, uv);\n" " return texture(TextureSampler, uv);\n"
"}\n" "}\n"
"\n" "\n"
"vec4 sample_p(float idx)\n" "vec4 sample_p(float idx)\n"
"{\n" "{\n"
" return texture(PaletteSampler, vec2(idx, 0.0f));\n" " return texture(PaletteSampler, vec2(idx, 0.0f));\n"
"}\n" "}\n"
"\n" "\n"
"vec4 clamp_wrap_uv(vec4 uv)\n" "vec4 clamp_wrap_uv(vec4 uv)\n"
"{\n" "{\n"
" vec4 uv_out = uv;\n" " vec4 uv_out = uv;\n"
"\n" "\n"
"#if PS_WMS == PS_WMT\n" "#if PS_WMS == PS_WMT\n"
"\n" "\n"
"#if PS_WMS == 2\n" "#if PS_WMS == 2\n"
" uv_out = clamp(uv, MinMax.xyxy, MinMax.zwzw);\n" " uv_out = clamp(uv, MinMax.xyxy, MinMax.zwzw);\n"
"#elif PS_WMS == 3\n" "#elif PS_WMS == 3\n"
" uv_out = vec4((ivec4(uv * WH.xyxy) & ivec4(MskFix.xyxy)) | ivec4(MskFix.zwzw)) / WH.xyxy;\n" " uv_out = vec4((ivec4(uv * WH.xyxy) & ivec4(MskFix.xyxy)) | ivec4(MskFix.zwzw)) / WH.xyxy;\n"
"#endif\n" "#endif\n"
"\n" "\n"
"#else // PS_WMS != PS_WMT\n" "#else // PS_WMS != PS_WMT\n"
"\n" "\n"
"#if PS_WMS == 2\n" "#if PS_WMS == 2\n"
" uv_out.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);\n" " uv_out.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);\n"
"\n" "\n"
"#elif PS_WMS == 3\n" "#elif PS_WMS == 3\n"
" uv_out.xz = vec2((ivec2(uv.xz * WH.xx) & ivec2(MskFix.xx)) | ivec2(MskFix.zz)) / WH.xx;\n" " uv_out.xz = vec2((ivec2(uv.xz * WH.xx) & ivec2(MskFix.xx)) | ivec2(MskFix.zz)) / WH.xx;\n"
"\n" "\n"
"#endif\n" "#endif\n"
"\n" "\n"
"#if PS_WMT == 2\n" "#if PS_WMT == 2\n"
" uv_out.yw = clamp(uv.yw, MinMax.yy, MinMax.ww);\n" " uv_out.yw = clamp(uv.yw, MinMax.yy, MinMax.ww);\n"
"\n" "\n"
"#elif PS_WMT == 3\n" "#elif PS_WMT == 3\n"
"\n" "\n"
" uv_out.yw = vec2((ivec2(uv.yw * WH.yy) & ivec2(MskFix.yy)) | ivec2(MskFix.ww)) / WH.yy;\n" " uv_out.yw = vec2((ivec2(uv.yw * WH.yy) & ivec2(MskFix.yy)) | ivec2(MskFix.ww)) / WH.yy;\n"
"#endif\n" "#endif\n"
"\n" "\n"
"#endif\n" "#endif\n"
"\n" "\n"
" return uv_out;\n" " return uv_out;\n"
"}\n" "}\n"
"\n" "\n"
"mat4 sample_4c(vec4 uv)\n" "mat4 sample_4c(vec4 uv)\n"
"{\n" "{\n"
" mat4 c;\n" " mat4 c;\n"
"\n" "\n"
" // Note: texture gather can't be used because of special clamping/wrapping\n" " // Note: texture gather can't be used because of special clamping/wrapping\n"
" // Also it doesn't support lod\n" " // Also it doesn't support lod\n"
" c[0] = sample_c(uv.xy);\n" " c[0] = sample_c(uv.xy);\n"
" c[1] = sample_c(uv.zy);\n" " c[1] = sample_c(uv.zy);\n"
" c[2] = sample_c(uv.xw);\n" " c[2] = sample_c(uv.xw);\n"
" c[3] = sample_c(uv.zw);\n" " c[3] = sample_c(uv.zw);\n"
"\n" "\n"
" return c;\n" " return c;\n"
"}\n" "}\n"
"\n" "\n"
"vec4 sample_4_index(vec4 uv)\n" "vec4 sample_4_index(vec4 uv)\n"
"{\n" "{\n"
" vec4 c;\n" " vec4 c;\n"
"\n" "\n"
" // Either GSdx will send a texture that contains a single channel\n" " // Either GSdx will send a texture that contains a single channel\n"
" // in this case the red channel is remapped as alpha channel\n" " // in this case the red channel is remapped as alpha channel\n"
" //\n" " //\n"
" // Or we have an old RT (ie RGBA8) that contains index (4/8) in the alpha channel\n" " // Or we have an old RT (ie RGBA8) that contains index (4/8) in the alpha channel\n"
"\n" "\n"
" // Note: texture gather can't be used because of special clamping/wrapping\n" " // Note: texture gather can't be used because of special clamping/wrapping\n"
" // Also it doesn't support lod\n" " // Also it doesn't support lod\n"
" c.x = sample_c(uv.xy).a;\n" " c.x = sample_c(uv.xy).a;\n"
" c.y = sample_c(uv.zy).a;\n" " c.y = sample_c(uv.zy).a;\n"
" c.z = sample_c(uv.xw).a;\n" " c.z = sample_c(uv.xw).a;\n"
" c.w = sample_c(uv.zw).a;\n" " c.w = sample_c(uv.zw).a;\n"
"\n" "\n"
" uvec4 i = uvec4(c * 255.0f + 0.5f); // Denormalize value\n" " uvec4 i = uvec4(c * 255.0f + 0.5f); // Denormalize value\n"
"\n" "\n"
"#if PS_IFMT == 1\n" "#if PS_IFMT == 1\n"
" // 4HH\n" " // 4HH\n"
" return vec4(i >> 4u) / 255.0f;\n" " return vec4(i >> 4u) / 255.0f;\n"
"\n" "\n"
"#elif PS_IFMT == 2\n" "#elif PS_IFMT == 2\n"
" // 4HL\n" " // 4HL\n"
" return vec4(i & 0xFu) / 255.0f;\n" " return vec4(i & 0xFu) / 255.0f;\n"
"\n" "\n"
"#else\n" "#else\n"
" // Most of texture will hit this code so keep normalized float value\n" " // Most of texture will hit this code so keep normalized float value\n"
"\n" "\n"
" // 8 bits\n" " // 8 bits\n"
" return c;\n" " return c;\n"
"#endif\n" "#endif\n"
"\n" "\n"
"}\n" "}\n"
"\n" "\n"
"mat4 sample_4p(vec4 u)\n" "mat4 sample_4p(vec4 u)\n"
"{\n" "{\n"
" mat4 c;\n" " mat4 c;\n"
"\n" "\n"
" c[0] = sample_p(u.x);\n" " c[0] = sample_p(u.x);\n"
" c[1] = sample_p(u.y);\n" " c[1] = sample_p(u.y);\n"
" c[2] = sample_p(u.z);\n" " c[2] = sample_p(u.z);\n"
" c[3] = sample_p(u.w);\n" " c[3] = sample_p(u.w);\n"
"\n" "\n"
" return c;\n" " return c;\n"
"}\n" "}\n"
"\n" "\n"
"vec4 sample_color(vec2 st, float q)\n" "vec4 sample_color(vec2 st, float q)\n"
"{\n" "{\n"
" //FIXME: maybe we can set gl_Position.w = q in VS\n" " //FIXME: maybe we can set gl_Position.w = q in VS\n"
"#if (PS_FST == 0)\n" "#if (PS_FST == 0)\n"
" st /= q;\n" " st /= q;\n"
"#endif\n" "#endif\n"
"\n" "\n"
"#if (PS_TCOFFSETHACK == 1)\n" "#if (PS_TCOFFSETHACK == 1)\n"
" st += TC_OffsetHack.xy;\n" " st += TC_OffsetHack.xy;\n"
"#endif\n" "#endif\n"
"\n" "\n"
" vec4 t;\n" " vec4 t;\n"
" mat4 c;\n" " mat4 c;\n"
" vec2 dd;\n" " vec2 dd;\n"
"\n" "\n"
" // FIXME I'm not sure this condition is useful (I think code will be optimized)\n" " // FIXME I'm not sure this condition is useful (I think code will be optimized)\n"
"#if (PS_LTF == 0 && PS_FMT == FMT_32 && PS_WMS < 2 && PS_WMT < 2)\n" "#if (PS_LTF == 0 && PS_FMT == FMT_32 && PS_WMS < 2 && PS_WMT < 2)\n"
" // No software LTF and pure 32 bits RGBA texure without special texture wrapping\n" " // No software LTF and pure 32 bits RGBA texure without special texture wrapping\n"
" c[0] = sample_c(st);\n" " c[0] = sample_c(st);\n"
"#ifdef TEX_COORD_DEBUG\n" "#ifdef TEX_COORD_DEBUG\n"
" c[0].rg = st.xy;\n" " c[0].rg = st.xy;\n"
"#endif\n" "#endif\n"
"\n" "\n"
"#else\n" "#else\n"
" vec4 uv;\n" " vec4 uv;\n"
"\n" "\n"
" if(PS_LTF != 0)\n" " if(PS_LTF != 0)\n"
" {\n" " {\n"
" uv = st.xyxy + HalfTexel;\n" " uv = st.xyxy + HalfTexel;\n"
" dd = fract(uv.xy * WH.zw);\n" " dd = fract(uv.xy * WH.zw);\n"
" }\n" " }\n"
" else\n" " else\n"
" {\n" " {\n"
" uv = st.xyxy;\n" " uv = st.xyxy;\n"
" }\n" " }\n"
"\n" "\n"
" uv = clamp_wrap_uv(uv);\n" " uv = clamp_wrap_uv(uv);\n"
"\n" "\n"
" if((PS_FMT & FMT_PAL) != 0)\n" " if((PS_FMT & FMT_PAL) != 0)\n"
" {\n" " {\n"
" c = sample_4p(sample_4_index(uv));\n" " c = sample_4p(sample_4_index(uv));\n"
" }\n" " }\n"
" else\n" " else\n"
" {\n" " {\n"
" c = sample_4c(uv);\n" " c = sample_4c(uv);\n"
" }\n" " }\n"
"#ifdef TEX_COORD_DEBUG\n" "#ifdef TEX_COORD_DEBUG\n"
" c[0].rg = uv.xy;\n" " c[0].rg = uv.xy;\n"
" c[1].rg = uv.xy;\n" " c[1].rg = uv.xy;\n"
" c[2].rg = uv.xy;\n" " c[2].rg = uv.xy;\n"
" c[3].rg = uv.xy;\n" " c[3].rg = uv.xy;\n"
"#endif\n" "#endif\n"
"\n" "\n"
"#endif\n" "#endif\n"
"\n" "\n"
" // PERF: see the impact of the exansion before/after the interpolation\n" " // PERF: see the impact of the exansion before/after the interpolation\n"
" for (int i = 0; i < 4; i++)\n" " for (int i = 0; i < 4; i++)\n"
" {\n" " {\n"
" // PERF note: using dot product reduces by 1 the number of instruction\n" " // PERF note: using dot product reduces by 1 the number of instruction\n"
" // but I'm not sure it is equivalent neither faster.\n" " // but I'm not sure it is equivalent neither faster.\n"
" //float sum = dot(c[i].rgb, vec3(1.0f));\n" " //float sum = dot(c[i].rgb, vec3(1.0f));\n"
"#if ((PS_FMT & ~FMT_PAL) == FMT_24)\n" "#if ((PS_FMT & ~FMT_PAL) == FMT_24)\n"
" c[i].a = ( (PS_AEM == 0) || any(bvec3(c[i].rgb)) ) ? TA.x : 0.0f;\n" " c[i].a = ( (PS_AEM == 0) || any(bvec3(c[i].rgb)) ) ? TA.x : 0.0f;\n"
" //c[i].a = ( (PS_AEM == 0) || (sum > 0.0f) ) ? TA.x : 0.0f;\n" " //c[i].a = ( (PS_AEM == 0) || (sum > 0.0f) ) ? TA.x : 0.0f;\n"
"#elif ((PS_FMT & ~FMT_PAL) == FMT_16)\n" "#elif ((PS_FMT & ~FMT_PAL) == FMT_16)\n"
" c[i].a = c[i].a >= 0.5 ? TA.y : ( (PS_AEM == 0) || any(bvec3(c[i].rgb)) ) ? TA.x : 0.0f;\n" " c[i].a = c[i].a >= 0.5 ? TA.y : ( (PS_AEM == 0) || any(bvec3(c[i].rgb)) ) ? TA.x : 0.0f;\n"
" //c[i].a = c[i].a >= 0.5 ? TA.y : ( (PS_AEM == 0) || (sum > 0.0f) ) ? TA.x : 0.0f;\n" " //c[i].a = c[i].a >= 0.5 ? TA.y : ( (PS_AEM == 0) || (sum > 0.0f) ) ? TA.x : 0.0f;\n"
"#endif\n" "#endif\n"
" }\n" " }\n"
"\n" "\n"
"#if(PS_LTF != 0)\n" "#if(PS_LTF != 0)\n"
" t = mix(mix(c[0], c[1], dd.x), mix(c[2], c[3], dd.x), dd.y);\n" " t = mix(mix(c[0], c[1], dd.x), mix(c[2], c[3], dd.x), dd.y);\n"
"#else\n" "#else\n"
" t = c[0];\n" " t = c[0];\n"
"#endif\n" "#endif\n"
"\n" "\n"
" // The 0.05f helps to fix the overbloom of sotc\n" " // The 0.05f helps to fix the overbloom of sotc\n"
" // I think the issue is related to the rounding of texture coodinate. The linear (from fixed unit)\n" " // I think the issue is related to the rounding of texture coodinate. The linear (from fixed unit)\n"
" // interpolation could be slightly below the correct one.\n" " // interpolation could be slightly below the correct one.\n"
" return trunc(t * 255.0f + 0.05f);\n" " return trunc(t * 255.0f + 0.05f);\n"
"}\n" "}\n"
"\n" "\n"
"vec4 tfx(vec4 T, vec4 C)\n" "vec4 tfx(vec4 T, vec4 C)\n"
"{\n" "{\n"
" vec4 C_out;\n" " vec4 C_out;\n"
" vec4 FxT = trunc(trunc(C) * T / 128.0f);\n" " vec4 FxT = trunc(trunc(C) * T / 128.0f);\n"
"\n" "\n"
"#if (PS_TFX == 0)\n" "#if (PS_TFX == 0)\n"
" C_out = FxT;\n" " C_out = FxT;\n"
"#elif (PS_TFX == 1)\n" "#elif (PS_TFX == 1)\n"
" C_out = T;\n" " C_out = T;\n"
"#elif (PS_TFX == 2)\n" "#elif (PS_TFX == 2)\n"
" C_out.rgb = FxT.rgb + C.a;\n" " C_out.rgb = FxT.rgb + C.a;\n"
" C_out.a = T.a + C.a;\n" " C_out.a = T.a + C.a;\n"
"#elif (PS_TFX == 3)\n" "#elif (PS_TFX == 3)\n"
" C_out.rgb = FxT.rgb + C.a;\n" " C_out.rgb = FxT.rgb + C.a;\n"
" C_out.a = T.a;\n" " C_out.a = T.a;\n"
"#else\n" "#else\n"
" C_out = C;\n" " C_out = C;\n"
"#endif\n" "#endif\n"
"\n" "\n"
"#if (PS_TCC == 0)\n" "#if (PS_TCC == 0)\n"
@ -1182,96 +1182,96 @@ static const char* tfx_fs_all_glsl =
"#endif\n" "#endif\n"
"\n" "\n"
"#if (PS_TFX == 0) || (PS_TFX == 2) || (PS_TFX == 3)\n" "#if (PS_TFX == 0) || (PS_TFX == 2) || (PS_TFX == 3)\n"
" // Clamp only when it is useful\n" " // Clamp only when it is useful\n"
" C_out = min(C_out, 255.0f);\n" " C_out = min(C_out, 255.0f);\n"
"#endif\n" "#endif\n"
"\n" "\n"
" return C_out;\n" " return C_out;\n"
"}\n" "}\n"
"\n" "\n"
"void atst(vec4 C)\n" "void atst(vec4 C)\n"
"{\n" "{\n"
" // FIXME use integer cmp\n" " // FIXME use integer cmp\n"
" float a = C.a;\n" " float a = C.a;\n"
"\n" "\n"
"#if (PS_ATST == 0) // never\n" "#if (PS_ATST == 0) // never\n"
" discard;\n" " discard;\n"
"#elif (PS_ATST == 1) // always\n" "#elif (PS_ATST == 1) // always\n"
" // nothing to do\n" " // nothing to do\n"
"#elif (PS_ATST == 2) // l\n" "#elif (PS_ATST == 2) // l\n"
" if ((AREF - a - 0.5f) < 0.0f)\n" " if ((AREF - a - 0.5f) < 0.0f)\n"
" discard;\n" " discard;\n"
"#elif (PS_ATST == 3 ) // le\n" "#elif (PS_ATST == 3 ) // le\n"
" if ((AREF - a + 0.5f) < 0.0f)\n" " if ((AREF - a + 0.5f) < 0.0f)\n"
" discard;\n" " discard;\n"
"#elif (PS_ATST == 4) // e\n" "#elif (PS_ATST == 4) // e\n"
" if ((0.5f - abs(a - AREF)) < 0.0f)\n" " if ((0.5f - abs(a - AREF)) < 0.0f)\n"
" discard;\n" " discard;\n"
"#elif (PS_ATST == 5) // ge\n" "#elif (PS_ATST == 5) // ge\n"
" if ((a-AREF + 0.5f) < 0.0f)\n" " if ((a-AREF + 0.5f) < 0.0f)\n"
" discard;\n" " discard;\n"
"#elif (PS_ATST == 6) // g\n" "#elif (PS_ATST == 6) // g\n"
" if ((a-AREF - 0.5f) < 0.0f)\n" " if ((a-AREF - 0.5f) < 0.0f)\n"
" discard;\n" " discard;\n"
"#elif (PS_ATST == 7) // ne\n" "#elif (PS_ATST == 7) // ne\n"
" if ((abs(a - AREF) - 0.5f) < 0.0f)\n" " if ((abs(a - AREF) - 0.5f) < 0.0f)\n"
" discard;\n" " discard;\n"
"#endif\n" "#endif\n"
"}\n" "}\n"
"\n" "\n"
"void fog(inout vec4 C, float f)\n" "void fog(inout vec4 C, float f)\n"
"{\n" "{\n"
"#if PS_FOG != 0\n" "#if PS_FOG != 0\n"
" C.rgb = trunc(mix(FogColor, C.rgb, f));\n" " C.rgb = trunc(mix(FogColor, C.rgb, f));\n"
"#endif\n" "#endif\n"
"}\n" "}\n"
"\n" "\n"
"vec4 ps_color()\n" "vec4 ps_color()\n"
"{\n" "{\n"
" vec4 T = sample_color(PSin_t.xy, PSin_t.w);\n" " vec4 T = sample_color(PSin_t.xy, PSin_t.w);\n"
"\n" "\n"
"#if PS_IIP == 1\n" "#if PS_IIP == 1\n"
" vec4 C = tfx(T, PSin_c);\n" " vec4 C = tfx(T, PSin_c);\n"
"#else\n" "#else\n"
" vec4 C = tfx(T, PSin_fc);\n" " vec4 C = tfx(T, PSin_fc);\n"
"#endif\n" "#endif\n"
"\n" "\n"
" atst(C);\n" " atst(C);\n"
"\n" "\n"
" fog(C, PSin_t.z);\n" " fog(C, PSin_t.z);\n"
"\n" "\n"
"#if (PS_CLR1 != 0) // needed for Cd * (As/Ad/F + 1) blending modes\n" "#if (PS_CLR1 != 0) // needed for Cd * (As/Ad/F + 1) blending modes\n"
" C.rgb = vec3(255.0f);\n" " C.rgb = vec3(255.0f);\n"
"#endif\n" "#endif\n"
"\n" "\n"
" return C;\n" " return C;\n"
"}\n" "}\n"
"\n" "\n"
"void ps_fbmask(inout vec4 C)\n" "void ps_fbmask(inout vec4 C)\n"
"{\n" "{\n"
" // FIXME do I need special case for 16 bits\n" " // FIXME do I need special case for 16 bits\n"
"#if PS_FBMASK\n" "#if PS_FBMASK\n"
" vec4 RT = trunc(texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0) * 255.0f + 0.1f);\n" " vec4 RT = trunc(texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0) * 255.0f + 0.1f);\n"
" C = vec4((uvec4(C) & ~FbMask) | (uvec4(RT) & FbMask));\n" " C = vec4((uvec4(C) & ~FbMask) | (uvec4(RT) & FbMask));\n"
"#endif\n" "#endif\n"
"}\n" "}\n"
"\n" "\n"
"void ps_blend(inout vec4 Color, float As)\n" "void ps_blend(inout vec4 Color, float As)\n"
"{\n" "{\n"
"#if SW_BLEND\n" "#if SW_BLEND\n"
" vec4 RT = trunc(texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0) * 255.0f + 0.1f);\n" " vec4 RT = trunc(texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0) * 255.0f + 0.1f);\n"
"\n" "\n"
"#if PS_DFMT == FMT_24\n" "#if PS_DFMT == FMT_24\n"
" float Ad = 1.0f;\n" " float Ad = 1.0f;\n"
"#else\n" "#else\n"
" // FIXME FMT_16 case\n" " // FIXME FMT_16 case\n"
" // FIXME Ad or Ad * 2?\n" " // FIXME Ad or Ad * 2?\n"
" float Ad = RT.a / 128.0f;\n" " float Ad = RT.a / 128.0f;\n"
"#endif\n" "#endif\n"
"\n" "\n"
" // Let the compiler do its jobs !\n" " // Let the compiler do its jobs !\n"
" vec3 Cd = RT.rgb;\n" " vec3 Cd = RT.rgb;\n"
" vec3 Cs = Color.rgb;\n" " vec3 Cs = Color.rgb;\n"
"\n" "\n"
"#if PS_BLEND_A == 0\n" "#if PS_BLEND_A == 0\n"
" vec3 A = Cs;\n" " vec3 A = Cs;\n"
@ -1311,26 +1311,26 @@ static const char* tfx_fs_all_glsl =
" Color.rgb = trunc((A - B) * C + D);\n" " Color.rgb = trunc((A - B) * C + D);\n"
"#endif\n" "#endif\n"
"\n" "\n"
" // FIXME dithering\n" " // FIXME dithering\n"
"\n" "\n"
" // Correct the Color value based on the output format\n" " // Correct the Color value based on the output format\n"
"#if PS_COLCLIP == 0 && PS_HDR == 0\n" "#if PS_COLCLIP == 0 && PS_HDR == 0\n"
" // Standard Clamp\n" " // Standard Clamp\n"
" Color.rgb = clamp(Color.rgb, vec3(0.0f), vec3(255.0f));\n" " Color.rgb = clamp(Color.rgb, vec3(0.0f), vec3(255.0f));\n"
"#endif\n" "#endif\n"
"\n" "\n"
" // FIXME rouding of negative float?\n" " // FIXME rouding of negative float?\n"
" // compiler uses trunc but it might need floor\n" " // compiler uses trunc but it might need floor\n"
"\n" "\n"
" // Warning: normally blending equation is mult(A, B) = A * B >> 7. GPU have the full accuracy\n" " // Warning: normally blending equation is mult(A, B) = A * B >> 7. GPU have the full accuracy\n"
" // GS: Color = 1, Alpha = 255 => output 1\n" " // GS: Color = 1, Alpha = 255 => output 1\n"
" // GPU: Color = 1/255, Alpha = 255/255 * 255/128 => output 1.9921875\n" " // GPU: Color = 1/255, Alpha = 255/255 * 255/128 => output 1.9921875\n"
"#if PS_DFMT == FMT_16\n" "#if PS_DFMT == FMT_16\n"
" // In 16 bits format, only 5 bits of colors are used. It impacts shadows computation of Castlevania\n" " // In 16 bits format, only 5 bits of colors are used. It impacts shadows computation of Castlevania\n"
"\n" "\n"
" Color.rgb = vec3(ivec3(Color.rgb) & ivec3(0xF8));\n" " Color.rgb = vec3(ivec3(Color.rgb) & ivec3(0xF8));\n"
"#elif PS_COLCLIP == 1 && PS_HDR == 0\n" "#elif PS_COLCLIP == 1 && PS_HDR == 0\n"
" Color.rgb = vec3(ivec3(Color.rgb) & ivec3(0xFF));\n" " Color.rgb = vec3(ivec3(Color.rgb) & ivec3(0xFF));\n"
"#endif\n" "#endif\n"
"\n" "\n"
"#endif\n" "#endif\n"
@ -1341,141 +1341,141 @@ static const char* tfx_fs_all_glsl =
"#if ((PS_DATE & 3) == 1 || (PS_DATE & 3) == 2) && !defined(DISABLE_GL42_image)\n" "#if ((PS_DATE & 3) == 1 || (PS_DATE & 3) == 2) && !defined(DISABLE_GL42_image)\n"
"\n" "\n"
"#if PS_WRITE_RG == 1\n" "#if PS_WRITE_RG == 1\n"
" // Pseudo 16 bits access.\n" " // Pseudo 16 bits access.\n"
" float rt_a = texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0).g;\n" " float rt_a = texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0).g;\n"
"#else\n" "#else\n"
" float rt_a = texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0).a;\n" " float rt_a = texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0).a;\n"
"#endif\n" "#endif\n"
"\n" "\n"
"#if (PS_DATE & 3) == 1\n" "#if (PS_DATE & 3) == 1\n"
" // DATM == 0: Pixel with alpha equal to 1 will failed\n" " // DATM == 0: Pixel with alpha equal to 1 will failed\n"
" bool bad = (127.5f / 255.0f) < rt_a;\n" " bool bad = (127.5f / 255.0f) < rt_a;\n"
"#elif (PS_DATE & 3) == 2\n" "#elif (PS_DATE & 3) == 2\n"
" // DATM == 1: Pixel with alpha equal to 0 will failed\n" " // DATM == 1: Pixel with alpha equal to 0 will failed\n"
" bool bad = rt_a < (127.5f / 255.0f);\n" " bool bad = rt_a < (127.5f / 255.0f);\n"
"#endif\n" "#endif\n"
"\n" "\n"
" if (bad) {\n" " if (bad) {\n"
"#if PS_DATE >= 5\n" "#if PS_DATE >= 5\n"
" discard;\n" " discard;\n"
"#else\n" "#else\n"
" imageStore(img_prim_min, ivec2(gl_FragCoord.xy), ivec4(-1));\n" " imageStore(img_prim_min, ivec2(gl_FragCoord.xy), ivec4(-1));\n"
" return;\n" " return;\n"
"#endif\n" "#endif\n"
" }\n" " }\n"
"\n" "\n"
"#endif\n" "#endif\n"
"\n" "\n"
"#if PS_DATE == 3 && !defined(DISABLE_GL42_image)\n" "#if PS_DATE == 3 && !defined(DISABLE_GL42_image)\n"
" int stencil_ceil = imageLoad(img_prim_min, ivec2(gl_FragCoord.xy)).r;\n" " int stencil_ceil = imageLoad(img_prim_min, ivec2(gl_FragCoord.xy)).r;\n"
" // Note gl_PrimitiveID == stencil_ceil will be the primitive that will update\n" " // Note gl_PrimitiveID == stencil_ceil will be the primitive that will update\n"
" // the bad alpha value so we must keep it.\n" " // the bad alpha value so we must keep it.\n"
"\n" "\n"
" if (gl_PrimitiveID > stencil_ceil) {\n" " if (gl_PrimitiveID > stencil_ceil) {\n"
" discard;\n" " discard;\n"
" }\n" " }\n"
"#endif\n" "#endif\n"
"\n" "\n"
" vec4 C = ps_color();\n" " vec4 C = ps_color();\n"
"#if (APITRACE_DEBUG & 1) == 1\n" "#if (APITRACE_DEBUG & 1) == 1\n"
" C.r = 255f;\n" " C.r = 255f;\n"
"#endif\n" "#endif\n"
"#if (APITRACE_DEBUG & 2) == 2\n" "#if (APITRACE_DEBUG & 2) == 2\n"
" C.g = 255f;\n" " C.g = 255f;\n"
"#endif\n" "#endif\n"
"#if (APITRACE_DEBUG & 4) == 4\n" "#if (APITRACE_DEBUG & 4) == 4\n"
" C.b = 255f;\n" " C.b = 255f;\n"
"#endif\n" "#endif\n"
"#if (APITRACE_DEBUG & 8) == 8\n" "#if (APITRACE_DEBUG & 8) == 8\n"
" C.a = 128f;\n" " C.a = 128f;\n"
"#endif\n" "#endif\n"
"\n" "\n"
"#if PS_SHUFFLE\n" "#if PS_SHUFFLE\n"
" uvec4 denorm_c = uvec4(C);\n" " uvec4 denorm_c = uvec4(C);\n"
" uvec2 denorm_TA = uvec2(vec2(TA.xy) * 255.0f + 0.5f);\n" " uvec2 denorm_TA = uvec2(vec2(TA.xy) * 255.0f + 0.5f);\n"
"\n" "\n"
" // Write RB part. Mask will take care of the correct destination\n" " // Write RB part. Mask will take care of the correct destination\n"
"#if PS_READ_BA\n" "#if PS_READ_BA\n"
" C.rb = C.bb;\n" " C.rb = C.bb;\n"
"#else\n" "#else\n"
" C.rb = C.rr;\n" " C.rb = C.rr;\n"
"#endif\n" "#endif\n"
"\n" "\n"
" // FIXME precompute my_TA & 0x80\n" " // FIXME precompute my_TA & 0x80\n"
"\n" "\n"
" // Write GA part. Mask will take care of the correct destination\n" " // Write GA part. Mask will take care of the correct destination\n"
" // Note: GLSL 4.50/GL_EXT_shader_integer_mix support a mix instruction to select a component\\n\"\n" " // Note: GLSL 4.50/GL_EXT_shader_integer_mix support a mix instruction to select a component\\n\"\n"
" // However Nvidia emulate it with an if (at least on kepler arch) ...\\n\"\n" " // However Nvidia emulate it with an if (at least on kepler arch) ...\\n\"\n"
"#if PS_READ_BA\n" "#if PS_READ_BA\n"
" // bit field operation requires GL4 HW. Could be nice to merge it with step/mix below\n" " // bit field operation requires GL4 HW. Could be nice to merge it with step/mix below\n"
" // uint my_ta = (bool(bitfieldExtract(denorm_c.a, 7, 1))) ? denorm_TA.y : denorm_TA.x;\n" " // uint my_ta = (bool(bitfieldExtract(denorm_c.a, 7, 1))) ? denorm_TA.y : denorm_TA.x;\n"
" // denorm_c.a = bitfieldInsert(denorm_c.a, bitfieldExtract(my_ta, 7, 1), 7, 1);\n" " // denorm_c.a = bitfieldInsert(denorm_c.a, bitfieldExtract(my_ta, 7, 1), 7, 1);\n"
" // c.ga = vec2(float(denorm_c.a));\n" " // c.ga = vec2(float(denorm_c.a));\n"
"\n" "\n"
" if (bool(denorm_c.a & 0x80u))\n" " if (bool(denorm_c.a & 0x80u))\n"
" C.ga = vec2(float((denorm_c.a & 0x7Fu) | (denorm_TA.y & 0x80u)));\n" " C.ga = vec2(float((denorm_c.a & 0x7Fu) | (denorm_TA.y & 0x80u)));\n"
" else\n" " else\n"
" C.ga = vec2(float((denorm_c.a & 0x7Fu) | (denorm_TA.x & 0x80u)));\n" " C.ga = vec2(float((denorm_c.a & 0x7Fu) | (denorm_TA.x & 0x80u)));\n"
"\n" "\n"
"#else\n" "#else\n"
" if (bool(denorm_c.g & 0x80u))\n" " if (bool(denorm_c.g & 0x80u))\n"
" C.ga = vec2(float((denorm_c.g & 0x7Fu) | (denorm_TA.y & 0x80u)));\n" " C.ga = vec2(float((denorm_c.g & 0x7Fu) | (denorm_TA.y & 0x80u)));\n"
" else\n" " else\n"
" C.ga = vec2(float((denorm_c.g & 0x7Fu) | (denorm_TA.x & 0x80u)));\n" " C.ga = vec2(float((denorm_c.g & 0x7Fu) | (denorm_TA.x & 0x80u)));\n"
"\n" "\n"
" // Nice idea but step/mix requires 4 instructions\n" " // Nice idea but step/mix requires 4 instructions\n"
" // set / trunc / I2F / Mad\n" " // set / trunc / I2F / Mad\n"
" //\n" " //\n"
" // float sel = step(128.0f, c.g);\n" " // float sel = step(128.0f, c.g);\n"
" // vec2 c_shuffle = vec2((denorm_c.gg & 0x7Fu) | (denorm_TA & 0x80u));\n" " // vec2 c_shuffle = vec2((denorm_c.gg & 0x7Fu) | (denorm_TA & 0x80u));\n"
" // c.ga = mix(c_shuffle.xx, c_shuffle.yy, sel);\n" " // c.ga = mix(c_shuffle.xx, c_shuffle.yy, sel);\n"
"#endif\n" "#endif\n"
"\n" "\n"
"#endif\n" "#endif\n"
"\n" "\n"
" // Must be done before alpha correction\n" " // Must be done before alpha correction\n"
" float alpha_blend = C.a / 128.0f;\n" " float alpha_blend = C.a / 128.0f;\n"
"\n" "\n"
" // Correct the ALPHA value based on the output format\n" " // Correct the ALPHA value based on the output format\n"
"#if (PS_DFMT == FMT_16)\n" "#if (PS_DFMT == FMT_16)\n"
" float A_one = 128.0f; // alpha output will be 0x80\n" " float A_one = 128.0f; // alpha output will be 0x80\n"
" C.a = (PS_FBA != 0) ? A_one : step(128.0f, C.a) * A_one;\n" " C.a = (PS_FBA != 0) ? A_one : step(128.0f, C.a) * A_one;\n"
"#elif (PS_DFMT == FMT_32) && (PS_FBA != 0)\n" "#elif (PS_DFMT == FMT_32) && (PS_FBA != 0)\n"
" if(C.a < 128.0f) C.a += 128.0f;\n" " if(C.a < 128.0f) C.a += 128.0f;\n"
"#endif\n" "#endif\n"
"\n" "\n"
" // Get first primitive that will write a failling alpha value\n" " // Get first primitive that will write a failling alpha value\n"
"#if PS_DATE == 1 && !defined(DISABLE_GL42_image)\n" "#if PS_DATE == 1 && !defined(DISABLE_GL42_image)\n"
" // DATM == 0\n" " // DATM == 0\n"
" // Pixel with alpha equal to 1 will failed (128-255)\n" " // Pixel with alpha equal to 1 will failed (128-255)\n"
" if (C.a > 127.5f) {\n" " if (C.a > 127.5f) {\n"
" imageAtomicMin(img_prim_min, ivec2(gl_FragCoord.xy), gl_PrimitiveID);\n" " imageAtomicMin(img_prim_min, ivec2(gl_FragCoord.xy), gl_PrimitiveID);\n"
" return;\n" " return;\n"
" }\n" " }\n"
"#elif PS_DATE == 2 && !defined(DISABLE_GL42_image)\n" "#elif PS_DATE == 2 && !defined(DISABLE_GL42_image)\n"
" // DATM == 1\n" " // DATM == 1\n"
" // Pixel with alpha equal to 0 will failed (0-127)\n" " // Pixel with alpha equal to 0 will failed (0-127)\n"
" if (C.a < 127.5f) {\n" " if (C.a < 127.5f) {\n"
" imageAtomicMin(img_prim_min, ivec2(gl_FragCoord.xy), gl_PrimitiveID);\n" " imageAtomicMin(img_prim_min, ivec2(gl_FragCoord.xy), gl_PrimitiveID);\n"
" return;\n" " return;\n"
" }\n" " }\n"
"#endif\n" "#endif\n"
"\n" "\n"
" ps_blend(C, alpha_blend);\n" " ps_blend(C, alpha_blend);\n"
"\n" "\n"
" ps_fbmask(C);\n" " ps_fbmask(C);\n"
"\n" "\n"
"#if PS_HDR == 1\n" "#if PS_HDR == 1\n"
" // Use negative value to avoid overflow of the texture (in accumulation mode)\n" " // Use negative value to avoid overflow of the texture (in accumulation mode)\n"
" // Note: code were initially done for an Half-Float texture. Due to overflow\n" " // Note: code were initially done for an Half-Float texture. Due to overflow\n"
" // the texture was upgraded to a full float. Maybe this code is useless now!\n" " // the texture was upgraded to a full float. Maybe this code is useless now!\n"
" // Good testcase is castlevania\n" " // Good testcase is castlevania\n"
" if (any(greaterThan(C.rgb, vec3(128.0f)))) {\n" " if (any(greaterThan(C.rgb, vec3(128.0f)))) {\n"
" C.rgb = (C.rgb - 256.0f);\n" " C.rgb = (C.rgb - 256.0f);\n"
" }\n" " }\n"
"#endif\n" "#endif\n"
" SV_Target0 = C / 255.0f;\n" " SV_Target0 = C / 255.0f;\n"
" SV_Target1 = vec4(alpha_blend);\n" " SV_Target1 = vec4(alpha_blend);\n"
"}\n" "}\n"
"\n" "\n"
"#endif\n" "#endif\n"