mirror of https://github.com/PCSX2/pcsx2.git
Merge pull request #782 from PCSX2/gsdx-texture-format-v2split
Improve GSdx texturing
This commit is contained in:
commit
d2e4dac9ab
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@ -826,6 +826,7 @@ void GSDeviceOGL::SelfShaderTest()
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sel.atst = 1;
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sel.tfx = 1;
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sel.tcc = 1;
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sel.fst = 1;
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sel.ltf = ltf;
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sel.aem = aem;
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@ -760,7 +760,13 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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{
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ps_sel.fog = 1;
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ps_cb.FogColor_AREF = GSVector4::rgba32(m_env.FOGCOL.u32[0]);
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GSVector4 fc = GSVector4::rgba32(m_env.FOGCOL.u32[0]);
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#if _M_SSE >= 0x401
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// Blend AREF to avoid to load a random value for alpha (dirty cache)
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ps_cb.FogColor_AREF = fc.blend32<8>(ps_cb.FogColor_AREF);
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#else
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ps_cb.FogColor_AREF = fc;
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#endif
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}
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if (m_context->TEST.ATE)
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@ -781,7 +787,7 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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const GSLocalMemory::psm_t &psm = GSLocalMemory::m_psm[m_context->TEX0.PSM];
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const GSLocalMemory::psm_t &cpsm = psm.pal > 0 ? GSLocalMemory::m_psm[m_context->TEX0.CPSM] : psm;
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bool bilinear = m_filter == 2 ? m_vt.IsLinear() : m_filter != 0;
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bool simple_sample = !tex->m_palette && cpsm.fmt == 0 && m_context->CLAMP.WMS < 3 && m_context->CLAMP.WMT < 3;
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bool simple_sample = !tex->m_palette && cpsm.fmt == 0 && m_context->CLAMP.WMS < 2 && m_context->CLAMP.WMT < 2;
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// Don't force extra filtering on sprite (it creates various upscaling issue)
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bilinear &= !((m_vt.m_primclass == GS_SPRITE_CLASS) && m_userhacks_round_sprite_offset && !m_vt.IsLinear());
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@ -831,13 +837,17 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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if (PRIM->FST)
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{
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// FIXME move it in the ps_cb
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vs_cb.TextureScale = GSVector4(1.0f / 16) / WH.xyxy();
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ps_sel.fst = 1;
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}
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ps_cb.WH = WH;
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ps_cb.HalfTexel = GSVector4(-0.5f, 0.5f).xxyy() / WH.zwzw();
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ps_cb.MskFix = GSVector4i(m_context->CLAMP.MINU, m_context->CLAMP.MINV, m_context->CLAMP.MAXU, m_context->CLAMP.MAXV);
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if ((m_context->CLAMP.WMS | m_context->CLAMP.WMT) > 1) {
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ps_cb.MskFix = GSVector4i(m_context->CLAMP.MINU, m_context->CLAMP.MINV, m_context->CLAMP.MAXU, m_context->CLAMP.MAXV);
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ps_cb.MinMax = GSVector4(ps_cb.MskFix) / WH.xyxy();
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}
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// TC Offset Hack
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ps_sel.tcoffsethack = !!UserHacks_TCOffset;
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@ -849,8 +859,9 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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ps_cb.MinMax = clamp / WH.xyxy();
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ps_cb.MinF_TA = (clamp + 0.5f).xyxy(ta) / WH.xyxy(GSVector4(255, 255));
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ps_ssel.tau = (m_context->CLAMP.WMS + 3) >> 1;
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ps_ssel.tav = (m_context->CLAMP.WMT + 3) >> 1;
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// Only enable clamping in CLAMP mode. REGION_CLAMP will be done manually in the shader
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ps_ssel.tau = (m_context->CLAMP.WMS != CLAMP_CLAMP);
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ps_ssel.tav = (m_context->CLAMP.WMT != CLAMP_CLAMP);
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ps_ssel.ltf = bilinear && simple_sample;
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// Setup Texture ressources
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@ -63,16 +63,25 @@ layout(std140, binding = 21) uniform cb21
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{
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vec3 FogColor;
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float AREF;
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vec4 WH;
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vec2 MinF;
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vec2 TA;
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uvec4 MskFix;
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uvec4 FbMask;
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vec3 _not_yet_used;
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vec3 _pad1;
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float Af;
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vec4 HalfTexel;
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vec4 MinMax;
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vec2 TC_OffsetHack;
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vec2 _pad2;
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};
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vec4 sample_c(vec2 uv)
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@ -80,12 +89,12 @@ vec4 sample_c(vec2 uv)
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return texture(TextureSampler, uv);
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}
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vec4 sample_p(uint idx)
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vec4 sample_p(float idx)
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{
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return texelFetch(PaletteSampler, ivec2(idx, 0u), 0);
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return texture(PaletteSampler, vec2(idx, 0.0f));
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}
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vec4 wrapuv(vec4 uv)
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vec4 clamp_wrap_uv(vec4 uv)
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{
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vec4 uv_out = uv;
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@ -120,21 +129,6 @@ vec4 wrapuv(vec4 uv)
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return uv_out;
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}
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vec2 clampuv(vec2 uv)
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{
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vec2 uv_out = uv;
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#if (PS_WMS == 2) && (PS_WMT == 2)
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uv_out = clamp(uv, MinF, MinMax.zw);
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#elif PS_WMS == 2
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uv_out.x = clamp(uv.x, MinF.x, MinMax.z);
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#elif PS_WMT == 2
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uv_out.y = clamp(uv.y, MinF.y, MinMax.w);
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#endif
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return uv_out;
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}
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mat4 sample_4c(vec4 uv)
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{
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mat4 c;
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@ -149,7 +143,7 @@ mat4 sample_4c(vec4 uv)
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return c;
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}
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uvec4 sample_4_index(vec4 uv)
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vec4 sample_4_index(vec4 uv)
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{
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vec4 c;
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@ -169,18 +163,22 @@ uvec4 sample_4_index(vec4 uv)
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#if PS_IFMT == 1
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// 4HH
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return i >> 4u;
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return vec4(i >> 4u) / 255.0f;
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#elif PS_IFMT == 2
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// 4HL
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return i & 0xFu;
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return vec4(i & 0xFu) / 255.0f;
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#else
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// Most of texture will hit this code so keep normalized float value
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// 8 bits
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return i;
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return c;
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#endif
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}
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mat4 sample_4p(uvec4 u)
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mat4 sample_4p(vec4 u)
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{
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mat4 c;
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@ -207,10 +205,12 @@ vec4 sample_color(vec2 st, float q)
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mat4 c;
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vec2 dd;
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#if (PS_LTF == 0 && PS_FMT <= FMT_16 && PS_WMS < 3 && PS_WMT < 3)
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c[0] = sample_c(clampuv(st));
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// FIXME I'm not sure this condition is useful (I think code will be optimized)
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#if (PS_LTF == 0 && PS_FMT == FMT_32 && PS_WMS < 2 && PS_WMT < 2)
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// No software LTF and pure 32 bits RGBA texure without special texture wrapping
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c[0] = sample_c(st);
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#ifdef TEX_COORD_DEBUG
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c[0].rg = clampuv(st).xy;
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c[0].rg = st.xy;
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#endif
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#else
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@ -226,7 +226,7 @@ vec4 sample_color(vec2 st, float q)
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uv = st.xyxy;
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}
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uv = wrapuv(uv);
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uv = clamp_wrap_uv(uv);
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if((PS_FMT & FMT_PAL) != 0)
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{
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@ -922,16 +922,25 @@ static const char* tfx_fs_all_glsl =
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"{\n"
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" vec3 FogColor;\n"
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" float AREF;\n"
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"\n"
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" vec4 WH;\n"
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"\n"
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" vec2 MinF;\n"
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" vec2 TA;\n"
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"\n"
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" uvec4 MskFix;\n"
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"\n"
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" uvec4 FbMask;\n"
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" vec3 _not_yet_used;\n"
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"\n"
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" vec3 _pad1;\n"
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" float Af;\n"
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"\n"
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" vec4 HalfTexel;\n"
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"\n"
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" vec4 MinMax;\n"
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"\n"
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" vec2 TC_OffsetHack;\n"
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" vec2 _pad2;\n"
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"};\n"
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"\n"
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"vec4 sample_c(vec2 uv)\n"
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@ -939,12 +948,12 @@ static const char* tfx_fs_all_glsl =
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" return texture(TextureSampler, uv);\n"
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"}\n"
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"\n"
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"vec4 sample_p(uint idx)\n"
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"vec4 sample_p(float idx)\n"
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"{\n"
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" return texelFetch(PaletteSampler, ivec2(idx, 0u), 0);\n"
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" return texture(PaletteSampler, vec2(idx, 0.0f));\n"
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"}\n"
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"\n"
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"vec4 wrapuv(vec4 uv)\n"
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"vec4 clamp_wrap_uv(vec4 uv)\n"
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"{\n"
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" vec4 uv_out = uv;\n"
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"\n"
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@ -979,21 +988,6 @@ static const char* tfx_fs_all_glsl =
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" return uv_out;\n"
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"}\n"
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"\n"
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"vec2 clampuv(vec2 uv)\n"
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"{\n"
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" vec2 uv_out = uv;\n"
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"\n"
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"#if (PS_WMS == 2) && (PS_WMT == 2)\n"
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" uv_out = clamp(uv, MinF, MinMax.zw);\n"
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"#elif PS_WMS == 2\n"
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" uv_out.x = clamp(uv.x, MinF.x, MinMax.z);\n"
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"#elif PS_WMT == 2\n"
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" uv_out.y = clamp(uv.y, MinF.y, MinMax.w);\n"
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"#endif\n"
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"\n"
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" return uv_out;\n"
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"}\n"
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"\n"
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"mat4 sample_4c(vec4 uv)\n"
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"{\n"
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" mat4 c;\n"
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@ -1008,7 +1002,7 @@ static const char* tfx_fs_all_glsl =
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" return c;\n"
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"}\n"
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"\n"
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"uvec4 sample_4_index(vec4 uv)\n"
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"vec4 sample_4_index(vec4 uv)\n"
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"{\n"
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" vec4 c;\n"
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"\n"
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@ -1028,18 +1022,22 @@ static const char* tfx_fs_all_glsl =
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"\n"
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"#if PS_IFMT == 1\n"
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" // 4HH\n"
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" return i >> 4u;\n"
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" return vec4(i >> 4u) / 255.0f;\n"
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"\n"
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"#elif PS_IFMT == 2\n"
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" // 4HL\n"
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" return i & 0xFu;\n"
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" return vec4(i & 0xFu) / 255.0f;\n"
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"\n"
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"#else\n"
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" // Most of texture will hit this code so keep normalized float value\n"
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"\n"
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" // 8 bits\n"
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" return i;\n"
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" return c;\n"
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"#endif\n"
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"\n"
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"}\n"
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"\n"
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"mat4 sample_4p(uvec4 u)\n"
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"mat4 sample_4p(vec4 u)\n"
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"{\n"
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" mat4 c;\n"
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"\n"
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@ -1066,10 +1064,12 @@ static const char* tfx_fs_all_glsl =
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" mat4 c;\n"
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" vec2 dd;\n"
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"\n"
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"#if (PS_LTF == 0 && PS_FMT <= FMT_16 && PS_WMS < 3 && PS_WMT < 3)\n"
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" c[0] = sample_c(clampuv(st));\n"
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" // FIXME I'm not sure this condition is useful (I think code will be optimized)\n"
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"#if (PS_LTF == 0 && PS_FMT == FMT_32 && PS_WMS < 2 && PS_WMT < 2)\n"
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" // No software LTF and pure 32 bits RGBA texure without special texture wrapping\n"
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" c[0] = sample_c(st);\n"
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"#ifdef TEX_COORD_DEBUG\n"
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" c[0].rg = clampuv(st).xy;\n"
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" c[0].rg = st.xy;\n"
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"#endif\n"
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"\n"
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"#else\n"
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@ -1085,7 +1085,7 @@ static const char* tfx_fs_all_glsl =
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" uv = st.xyxy;\n"
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" }\n"
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"\n"
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" uv = wrapuv(uv);\n"
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" uv = clamp_wrap_uv(uv);\n"
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"\n"
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" if((PS_FMT & FMT_PAL) != 0)\n"
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" {\n"
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