GSdx-d3d11: Reorganize TFX shader to match OGL's.

This commit is contained in:
KrossX 2019-08-25 15:01:29 -03:00 committed by lightningterror
parent e2d8992310
commit ee05d55a51
1 changed files with 332 additions and 313 deletions

View File

@ -52,6 +52,7 @@
#endif
#define SW_BLEND (PS_BLEND_A || PS_BLEND_B || PS_BLEND_D)
#define PS_AEM_FMT (PS_FMT & 3)
struct VS_INPUT
{
@ -142,205 +143,6 @@ float4 sample_p(float u)
return Palette.Sample(PaletteSampler, u);
}
float4 fetch_raw_color(int2 xy)
{
return RawTexture.Load(int3(xy, 0));
}
int fetch_raw_depth(int2 xy)
{
float4 col = RawTexture.Load(int3(xy, 0));
return (int)(col.r * exp2(32.0f));
}
float4 fetch_c(int2 uv)
{
return Texture.Load(int3(uv, 0));
}
float4 fetch_red(int2 xy)
{
float4 rt;
if ((PS_DEPTH_FMT == 1) || (PS_DEPTH_FMT == 2))
{
int depth = (fetch_raw_depth(xy)) & 0xFF;
rt = (float4)(depth) / 255.0f;
}
else
{
rt = fetch_raw_color(xy);
}
return sample_p(rt.r);
}
float4 fetch_blue(int2 xy)
{
float4 rt;
if ((PS_DEPTH_FMT == 1) || (PS_DEPTH_FMT == 2))
{
int depth = (fetch_raw_depth(xy) >> 16) & 0xFF;
rt = (float4)(depth) / 255.0f;
}
else
{
rt = fetch_raw_color(xy);
}
return sample_p(rt.b);
}
float4 fetch_green(int2 xy)
{
float4 rt = fetch_raw_color(xy);
return sample_p(rt.g);
}
float4 fetch_alpha(int2 xy)
{
float4 rt = fetch_raw_color(xy);
return sample_p(rt.a);
}
float4 fetch_rgb(int2 xy)
{
float4 rt = fetch_raw_color(xy);
float4 c = float4(sample_p(rt.r).r, sample_p(rt.g).g, sample_p(rt.b).b, 1.0);
return c;
}
float4 fetch_gXbY(int2 xy)
{
if ((PS_DEPTH_FMT == 1) || (PS_DEPTH_FMT == 2))
{
int depth = fetch_raw_depth(xy);
int bg = (depth >> (8 + ChannelShuffle.w)) & 0xFF;
return (float4)(bg);
}
else
{
int4 rt = (int4)(fetch_raw_color(xy) * 255.0);
int green = (rt.g >> ChannelShuffle.w) & ChannelShuffle.z;
int blue = (rt.b << ChannelShuffle.y) & ChannelShuffle.x;
return (float4)(green | blue) / 255.0;
}
}
#define PS_AEM_FMT (PS_FMT & 3)
int2 clamp_wrap_uv_depth(int2 uv)
{
int4 mask = (int4)MskFix << 4;
if (PS_WMS == PS_WMT)
{
if (PS_WMS == 2)
{
uv = clamp(uv, mask.xy, mask.zw);
}
else if (PS_WMS == 3)
{
uv = (uv & mask.xy) | mask.zw;
}
}
else
{
if (PS_WMS == 2)
{
uv.x = clamp(uv.x, mask.x, mask.z);
}
else if (PS_WMS == 3)
{
uv.x = (uv.x & mask.x) | mask.z;
}
if (PS_WMT == 2)
{
uv.y = clamp(uv.y, mask.y, mask.w);
}
else if (PS_WMT == 3)
{
uv.y = (uv.y & mask.y) | mask.w;
}
}
return uv;
}
float4 sample_depth(float2 st, float2 pos)
{
float2 uv_f = (float2)clamp_wrap_uv_depth(int2(st)) * (float2)PS_SCALE_FACTOR * (float2)(1.0f / 16.0f);
int2 uv = (int2)uv_f;
float4 t = (float4)(0.0f);
if (PS_TALES_OF_ABYSS_HLE == 1)
{
// Warning: UV can't be used in channel effect
int depth = fetch_raw_depth(pos);
// Convert msb based on the palette
t = Palette.Load(int3((depth >> 8) & 0xFF, 0, 0));
}
else if (PS_URBAN_CHAOS_HLE == 1)
{
// Depth buffer is read as a RGB5A1 texture. The game try to extract the green channel.
// So it will do a first channel trick to extract lsb, value is right-shifted.
// Then a new channel trick to extract msb which will shifted to the left.
// OpenGL uses a FLOAT32 format for the depth so it requires a couple of conversion.
// To be faster both steps (msb&lsb) are done in a single pass.
// Warning: UV can't be used in channel effect
int depth = fetch_raw_depth(pos);
// Convert lsb based on the palette
t = Palette.Load(int3(depth & 0xFF, 0, 0));
// Msb is easier
float green = (float)((depth >> 8) & 0xFF) * 36.0f;
green = min(green, 255.0f);
t.g += green / 255.0f;
}
else if (PS_DEPTH_FMT == 1)
{
// Based on ps_main11 of convert
// Convert a FLOAT32 depth texture into a RGBA color texture
const float4 bitSh = float4(exp2(24.0f), exp2(16.0f), exp2(8.0f), exp2(0.0f));
const float4 bitMsk = float4(0.0, 1.0f / 256.0f, 1.0f / 256.0f, 1.0f / 256.0f);
float4 res = frac((float4)fetch_c(uv).r * bitSh);
t = (res - res.xxyz * bitMsk) * 256.0f / 255.0f;
}
else if (PS_DEPTH_FMT == 2)
{
// Based on ps_main12 of convert
// Convert a FLOAT32 (only 16 lsb) depth into a RGB5A1 color texture
const float4 bitSh = float4(exp2(32.0f), exp2(27.0f), exp2(22.0f), exp2(17.0f));
const uint4 bitMsk = uint4(0x1F, 0x1F, 0x1F, 0x1);
uint4 color = (uint4)((float4)fetch_c(uv).r * bitSh) & bitMsk;
t = (float4)color * float4(8.0f, 8.0f, 8.0f, 128.0f);
}
else if (PS_DEPTH_FMT == 3)
{
// Convert a RGBA/RGB5A1 color texture into a RGBA/RGB5A1 color texture
t = fetch_c(uv);
}
if (PS_AEM_FMT == FMT_24)
{
t.a = ((PS_AEM == 0) || any(bool3(t.rgb))) ? 255.0f * TA.x : 0.0f;
}
else if (PS_AEM_FMT == FMT_16)
{
t.a = t.a >= 128.0f ? 255.0f * TA.y : ((PS_AEM == 0) || any(bool3(t.rgb))) ? 255.0f * TA.x : 0.0f;
}
return t;
}
float4 clamp_wrap_uv(float4 uv)
{
float4 tex_size;
@ -447,6 +249,211 @@ float4x4 sample_4p(float4 u)
return c;
}
int fetch_raw_depth(int2 xy)
{
float4 col = RawTexture.Load(int3(xy, 0));
return (int)(col.r * exp2(32.0f));
}
float4 fetch_raw_color(int2 xy)
{
return RawTexture.Load(int3(xy, 0));
}
float4 fetch_c(int2 uv)
{
return Texture.Load(int3(uv, 0));
}
//////////////////////////////////////////////////////////////////////
// Depth sampling
//////////////////////////////////////////////////////////////////////
int2 clamp_wrap_uv_depth(int2 uv)
{
int4 mask = (int4)MskFix << 4;
if (PS_WMS == PS_WMT)
{
if (PS_WMS == 2)
{
uv = clamp(uv, mask.xy, mask.zw);
}
else if (PS_WMS == 3)
{
uv = (uv & mask.xy) | mask.zw;
}
}
else
{
if (PS_WMS == 2)
{
uv.x = clamp(uv.x, mask.x, mask.z);
}
else if (PS_WMS == 3)
{
uv.x = (uv.x & mask.x) | mask.z;
}
if (PS_WMT == 2)
{
uv.y = clamp(uv.y, mask.y, mask.w);
}
else if (PS_WMT == 3)
{
uv.y = (uv.y & mask.y) | mask.w;
}
}
return uv;
}
float4 sample_depth(float2 st, float2 pos)
{
float2 uv_f = (float2)clamp_wrap_uv_depth(int2(st)) * (float2)PS_SCALE_FACTOR * (float2)(1.0f / 16.0f);
int2 uv = (int2)uv_f;
float4 t = (float4)(0.0f);
if (PS_TALES_OF_ABYSS_HLE == 1)
{
// Warning: UV can't be used in channel effect
int depth = fetch_raw_depth(pos);
// Convert msb based on the palette
t = Palette.Load(int3((depth >> 8) & 0xFF, 0, 0));
}
else if (PS_URBAN_CHAOS_HLE == 1)
{
// Depth buffer is read as a RGB5A1 texture. The game try to extract the green channel.
// So it will do a first channel trick to extract lsb, value is right-shifted.
// Then a new channel trick to extract msb which will shifted to the left.
// OpenGL uses a FLOAT32 format for the depth so it requires a couple of conversion.
// To be faster both steps (msb&lsb) are done in a single pass.
// Warning: UV can't be used in channel effect
int depth = fetch_raw_depth(pos);
// Convert lsb based on the palette
t = Palette.Load(int3(depth & 0xFF, 0, 0));
// Msb is easier
float green = (float)((depth >> 8) & 0xFF) * 36.0f;
green = min(green, 255.0f);
t.g += green / 255.0f;
}
else if (PS_DEPTH_FMT == 1)
{
// Based on ps_main11 of convert
// Convert a FLOAT32 depth texture into a RGBA color texture
const float4 bitSh = float4(exp2(24.0f), exp2(16.0f), exp2(8.0f), exp2(0.0f));
const float4 bitMsk = float4(0.0, 1.0f / 256.0f, 1.0f / 256.0f, 1.0f / 256.0f);
float4 res = frac((float4)fetch_c(uv).r * bitSh);
t = (res - res.xxyz * bitMsk) * 256.0f / 255.0f;
}
else if (PS_DEPTH_FMT == 2)
{
// Based on ps_main12 of convert
// Convert a FLOAT32 (only 16 lsb) depth into a RGB5A1 color texture
const float4 bitSh = float4(exp2(32.0f), exp2(27.0f), exp2(22.0f), exp2(17.0f));
const uint4 bitMsk = uint4(0x1F, 0x1F, 0x1F, 0x1);
uint4 color = (uint4)((float4)fetch_c(uv).r * bitSh) & bitMsk;
t = (float4)color * float4(8.0f, 8.0f, 8.0f, 128.0f);
}
else if (PS_DEPTH_FMT == 3)
{
// Convert a RGBA/RGB5A1 color texture into a RGBA/RGB5A1 color texture
t = fetch_c(uv);
}
if (PS_AEM_FMT == FMT_24)
{
t.a = ((PS_AEM == 0) || any(bool3(t.rgb))) ? 255.0f * TA.x : 0.0f;
}
else if (PS_AEM_FMT == FMT_16)
{
t.a = t.a >= 128.0f ? 255.0f * TA.y : ((PS_AEM == 0) || any(bool3(t.rgb))) ? 255.0f * TA.x : 0.0f;
}
return t;
}
//////////////////////////////////////////////////////////////////////
// Fetch a Single Channel
//////////////////////////////////////////////////////////////////////
float4 fetch_red(int2 xy)
{
float4 rt;
if ((PS_DEPTH_FMT == 1) || (PS_DEPTH_FMT == 2))
{
int depth = (fetch_raw_depth(xy)) & 0xFF;
rt = (float4)(depth) / 255.0f;
}
else
{
rt = fetch_raw_color(xy);
}
return sample_p(rt.r);
}
float4 fetch_blue(int2 xy)
{
float4 rt;
if ((PS_DEPTH_FMT == 1) || (PS_DEPTH_FMT == 2))
{
int depth = (fetch_raw_depth(xy) >> 16) & 0xFF;
rt = (float4)(depth) / 255.0f;
}
else
{
rt = fetch_raw_color(xy);
}
return sample_p(rt.b);
}
float4 fetch_green(int2 xy)
{
float4 rt = fetch_raw_color(xy);
return sample_p(rt.g);
}
float4 fetch_alpha(int2 xy)
{
float4 rt = fetch_raw_color(xy);
return sample_p(rt.a);
}
float4 fetch_rgb(int2 xy)
{
float4 rt = fetch_raw_color(xy);
float4 c = float4(sample_p(rt.r).r, sample_p(rt.g).g, sample_p(rt.b).b, 1.0);
return c;
}
float4 fetch_gXbY(int2 xy)
{
if ((PS_DEPTH_FMT == 1) || (PS_DEPTH_FMT == 2))
{
int depth = fetch_raw_depth(xy);
int bg = (depth >> (8 + ChannelShuffle.w)) & 0xFF;
return (float4)(bg);
}
else
{
int4 rt = (int4)(fetch_raw_color(xy) * 255.0);
int green = (rt.g >> ChannelShuffle.w) & ChannelShuffle.z;
int blue = (rt.b << ChannelShuffle.y) & ChannelShuffle.x;
return (float4)(green | blue) / 255.0;
}
}
float4 sample_color(float2 st)
{
#if PS_TCOFFSETHACK
@ -564,22 +571,22 @@ void atst(float4 c)
float a = trunc(c.a * 255 + 0.01);
#if 0
switch(Uber_ATST) {
case 0:
break;
case 1:
if (a > AREF) discard;
break;
case 2:
if (a < AREF) discard;
break;
case 3:
if (abs(a - AREF) > 0.5f) discard;
break;
case 4:
if (abs(a - AREF) < 0.5f) discard;
break;
}
switch(Uber_ATST) {
case 0:
break;
case 1:
if (a > AREF) discard;
break;
case 2:
if (a < AREF) discard;
break;
case 3:
if (abs(a - AREF) > 0.5f) discard;
break;
case 4:
if (abs(a - AREF) < 0.5f) discard;
break;
}
#endif
@ -663,6 +670,112 @@ float4 ps_color(PS_INPUT input)
return c;
}
void ps_fbmask(inout float4 C, float2 pos_xy)
{
if (PS_FBMASK)
{
float4 rt = RtSampler.Load(int3(pos_xy, 0));
uint4 denorm_rt = uint4(rt * 255.0f + 0.5f);
uint4 denorm_c = uint4(C * 255.0f + 0.5f);
C = float4((denorm_c & ~FbMask) | (denorm_rt & FbMask)) / 255.0f;
}
}
void ps_blend(inout float4 Color, float As, float2 pos_xy)
{
if (SW_BLEND)
{
float4 RT = RtSampler.Load(int3(pos_xy, 0));
float3 Cs = trunc(Color.rgb * 255.0f + 0.1f);
float3 Cd = trunc(RT.rgb * 255.0f + 0.1f);
float3 Cv;
float Ad = (PS_DFMT == FMT_24) ? 1.0f : (RT.a * 255.0f / 128.0f);
float3 A = (PS_BLEND_A == 0) ? Cs : ((PS_BLEND_A == 1) ? Cd : (float3)0.0f);
float3 B = (PS_BLEND_B == 0) ? Cs : ((PS_BLEND_B == 1) ? Cd : (float3)0.0f);
float3 C = (PS_BLEND_C == 0) ? As : ((PS_BLEND_C == 1) ? Ad : Af);
float3 D = (PS_BLEND_D == 0) ? Cs : ((PS_BLEND_D == 1) ? Cd : (float3)0.0f);
Cv = (PS_BLEND_A == PS_BLEND_B) ? D : trunc(((A - B) * C) + D);
// Standard Clamp
if (PS_COLCLIP == 0 && PS_HDR == 0)
Cv = clamp(Cv, (float3)0.0f, (float3)255.0f);
// In 16 bits format, only 5 bits of color are used. It impacts shadows computation of Castlevania
if (PS_DFMT == FMT_16)
Cv = (float3)((int3)Cv & (int3)0xF8);
else if (PS_COLCLIP == 1 && PS_HDR == 0)
Cv = (float3)((int3)Cv & (int3)0xFF);
Color.rgb = Cv / 255.0f;
}
}
PS_OUTPUT ps_main(PS_INPUT input)
{
float4 C = ps_color(input);
PS_OUTPUT output;
if (PS_SHUFFLE)
{
uint4 denorm_c = uint4(C * 255.0f + 0.5f);
uint2 denorm_TA = uint2(float2(TA.xy) * 255.0f + 0.5f);
// Mask will take care of the correct destination
if (PS_READ_BA)
C.rb = C.bb;
else
C.rb = C.rr;
if (PS_READ_BA)
{
if (denorm_c.a & 0x80u)
C.ga = (float2)(float((denorm_c.a & 0x7Fu) | (denorm_TA.y & 0x80u)) / 255.0f);
else
C.ga = (float2)(float((denorm_c.a & 0x7Fu) | (denorm_TA.x & 0x80u)) / 255.0f);
}
else
{
if (denorm_c.g & 0x80u)
C.ga = (float2)(float((denorm_c.g & 0x7Fu) | (denorm_TA.y & 0x80u)) / 255.0f);
else
C.ga = (float2)(float((denorm_c.g & 0x7Fu) | (denorm_TA.x & 0x80u)) / 255.0f);
}
}
// Must be done before alpha correction
float alpha_blend = trunc(C.a * 255.0f + 0.05f) / 128.0f;
// Alpha correction
if (PS_DFMT == FMT_16)
{
float A_one = 128.0f / 255.0f; // alpha output will be 0x80
C.a = PS_FBA ? A_one : step(A_one, C.a) * A_one;
}
else if ((PS_DFMT == FMT_32) && PS_FBA)
{
float A_one = 128.0f / 255.0f;
if (C.a < A_one) C.a += A_one;
}
ps_blend(C, alpha_blend, input.p.xy);
ps_fbmask(C, input.p.xy);
output.c0 = C;
output.c1 = (float4)(alpha_blend);
return output;
}
//////////////////////////////////////////////////////////////////////
// Vertex Shader
//////////////////////////////////////////////////////////////////////
VS_OUTPUT vs_main(VS_INPUT input)
{
if(VS_BPPZ == 1) // 24
@ -720,6 +833,10 @@ VS_OUTPUT vs_main(VS_INPUT input)
return output;
}
//////////////////////////////////////////////////////////////////////
// Geometry Shader
//////////////////////////////////////////////////////////////////////
#if GS_PRIM == 0 && GS_POINT == 0
[maxvertexcount(1)]
@ -877,102 +994,4 @@ void gs_main(line VS_OUTPUT input[2], inout TriangleStream<VS_OUTPUT> stream)
}
#endif
void ps_blend(inout float4 Color, float As, float2 pos_xy)
{
if (SW_BLEND)
{
float4 RT = RtSampler.Load(int3(pos_xy, 0));
float3 Cs = trunc(Color.rgb * 255.0f + 0.1f);
float3 Cd = trunc(RT.rgb * 255.0f + 0.1f);
float3 Cv;
float Ad = (PS_DFMT == FMT_24) ? 1.0f : (RT.a * 255.0f / 128.0f);
float3 A = (PS_BLEND_A == 0) ? Cs : ((PS_BLEND_A == 1) ? Cd : (float3)0.0f);
float3 B = (PS_BLEND_B == 0) ? Cs : ((PS_BLEND_B == 1) ? Cd : (float3)0.0f);
float3 C = (PS_BLEND_C == 0) ? As : ((PS_BLEND_C == 1) ? Ad : Af);
float3 D = (PS_BLEND_D == 0) ? Cs : ((PS_BLEND_D == 1) ? Cd : (float3)0.0f);
Cv = (PS_BLEND_A == PS_BLEND_B) ? D : trunc(((A - B) * C) + D);
// Standard Clamp
if (PS_COLCLIP == 0 && PS_HDR == 0)
Cv = clamp(Cv, (float3)0.0f, (float3)255.0f);
// In 16 bits format, only 5 bits of color are used. It impacts shadows computation of Castlevania
if (PS_DFMT == FMT_16)
Cv = (float3)((int3)Cv & (int3)0xF8);
else if (PS_COLCLIP == 1 && PS_HDR == 0)
Cv = (float3)((int3)Cv & (int3)0xFF);
Color.rgb = Cv / 255.0f;
}
}
PS_OUTPUT ps_main(PS_INPUT input)
{
float4 c = ps_color(input);
PS_OUTPUT output;
if (PS_SHUFFLE)
{
uint4 denorm_c = uint4(c * 255.0f + 0.5f);
uint2 denorm_TA = uint2(float2(TA.xy) * 255.0f + 0.5f);
// Mask will take care of the correct destination
if (PS_READ_BA)
c.rb = c.bb;
else
c.rb = c.rr;
if (PS_READ_BA)
{
if (denorm_c.a & 0x80u)
c.ga = (float2)(float((denorm_c.a & 0x7Fu) | (denorm_TA.y & 0x80u)) / 255.0f);
else
c.ga = (float2)(float((denorm_c.a & 0x7Fu) | (denorm_TA.x & 0x80u)) / 255.0f);
}
else
{
if (denorm_c.g & 0x80u)
c.ga = (float2)(float((denorm_c.g & 0x7Fu) | (denorm_TA.y & 0x80u)) / 255.0f);
else
c.ga = (float2)(float((denorm_c.g & 0x7Fu) | (denorm_TA.x & 0x80u)) / 255.0f);
}
}
// Must be done before alpha correction
float alpha_blend = c.a * 255.0f / 128.0f;
// Blending
ps_blend(c, alpha_blend, input.p.xy);
// Alpha correction
if (PS_DFMT == FMT_16) // 16 bit output
{
float a = 128.0f / 255; // alpha output will be 0x80
c.a = PS_FBA ? a : step(128.0f / 255.0f, c.a) * a;
}
else if ((PS_DFMT == FMT_32) && PS_FBA)
{
if (c.a < 128.0f / 255.0f) c.a += 128.0f / 255.0f;
}
if (PS_FBMASK)
{
float4 rt = RtSampler.Load(int3(input.p.xy, 0));
uint4 denorm_rt = uint4(rt * 255.0f + 0.5f);
uint4 denorm_c = uint4(c * 255.0f + 0.5f);
c = float4((denorm_c & ~FbMask) | (denorm_rt & FbMask)) / 255.0f;
}
output.c0 = c;
output.c1 = (float4)(alpha_blend);
return output;
}
#endif