#ifdef SHADER_MODEL // make safe to include in resource file to enforce dependency #define FMT_32 0 #define FMT_24 1 #define FMT_16 2 #define FMT_PAL 4 /* flag bit */ // And I say this as an ATI user. #define ATI_SUCKS 1 #if SHADER_MODEL >= 0x400 #ifndef VS_BPPZ #define VS_BPPZ 0 #define VS_TME 1 #define VS_FST 1 #endif #ifndef GS_IIP #define GS_IIP 0 #define GS_PRIM 3 #endif #ifndef PS_FST #define PS_FST 0 #define PS_WMS 0 #define PS_WMT 0 #define PS_FMT FMT_32 #define PS_AEM 0 #define PS_TFX 0 #define PS_TCC 1 #define PS_ATST 1 #define PS_FOG 0 #define PS_CLR1 0 #define PS_FBA 0 #define PS_AOUT 0 #define PS_LTF 1 #define PS_COLCLIP 0 #define PS_DATE 0 #define PS_SPRITEHACK 0 #define PS_TCOFFSETHACK 0 #define PS_POINT_SAMPLER 0 #define PS_SHUFFLE 0 #define PS_READ_BA 0 #endif struct VS_INPUT { float2 st : TEXCOORD0; float4 c : COLOR0; float q : TEXCOORD1; uint2 p : POSITION0; uint z : POSITION1; uint2 uv : TEXCOORD2; float4 f : COLOR1; }; struct VS_OUTPUT { float4 p : SV_Position; float4 t : TEXCOORD0; #if VS_RTCOPY float4 tp : TEXCOORD1; #endif float4 c : COLOR0; }; struct PS_INPUT { float4 p : SV_Position; float4 t : TEXCOORD0; #if PS_DATE > 0 float4 tp : TEXCOORD1; #endif float4 c : COLOR0; }; struct PS_OUTPUT { float4 c0 : SV_Target0; float4 c1 : SV_Target1; }; Texture2D Texture : register(t0); Texture2D Palette : register(t1); Texture2D RTCopy : register(t2); SamplerState TextureSampler : register(s0); SamplerState PaletteSampler : register(s1); SamplerState RTCopySampler : register(s2); cbuffer cb0 { float4 VertexScale; float4 VertexOffset; float2 TextureScale; }; cbuffer cb1 { float3 FogColor; float AREF; float4 HalfTexel; float4 WH; float4 MinMax; float2 MinF; float2 TA; uint4 MskFix; float4 TC_OffsetHack; }; float4 sample_c(float2 uv) { if (ATI_SUCKS && PS_POINT_SAMPLER) { // Weird issue with ATI cards (happens on at least HD 4xxx and 5xxx), // it looks like they add 127/128 of a texel to sampling coordinates // occasionally causing point sampling to erroneously round up. // I'm manually adjusting coordinates to the centre of texels here, // though the centre is just paranoia, the top left corner works fine. uv = (trunc(uv * WH.zw) + float2(0.5, 0.5)) / WH.zw; } return Texture.Sample(TextureSampler, uv); } float4 sample_p(float u) { return Palette.Sample(PaletteSampler, u); } float4 sample_rt(float2 uv) { return RTCopy.Sample(RTCopySampler, uv); } #elif SHADER_MODEL <= 0x300 #ifndef VS_BPPZ #define VS_BPPZ 0 #define VS_TME 1 #define VS_FST 1 #define VS_LOGZ 1 #endif #ifndef PS_FST #define PS_FST 0 #define PS_WMS 0 #define PS_WMT 0 #define PS_FMT FMT_32 #define PS_AEM 0 #define PS_TFX 0 #define PS_TCC 0 #define PS_ATST 4 #define PS_FOG 0 #define PS_CLR1 0 #define PS_RT 0 #define PS_LTF 0 #define PS_COLCLIP 0 #define PS_DATE 0 #endif struct VS_INPUT { float4 p : POSITION0; float2 t : TEXCOORD0; float4 c : COLOR0; float4 f : COLOR1; }; struct VS_OUTPUT { float4 p : POSITION; float4 t : TEXCOORD0; #if VS_RTCOPY float4 tp : TEXCOORD1; #endif float4 c : COLOR0; }; struct PS_INPUT { float4 t : TEXCOORD0; #if PS_DATE > 0 float4 tp : TEXCOORD1; #endif float4 c : COLOR0; }; sampler Texture : register(s0); sampler Palette : register(s1); sampler RTCopy : register(s2); sampler1D UMSKFIX : register(s3); sampler1D VMSKFIX : register(s4); float4 vs_params[3]; #define VertexScale vs_params[0] #define VertexOffset vs_params[1] #define TextureScale vs_params[2].xy float4 ps_params[7]; #define FogColor ps_params[0].bgr #define AREF ps_params[0].a #define HalfTexel ps_params[1] #define WH ps_params[2] #define MinMax ps_params[3] #define MinF ps_params[4].xy #define TA ps_params[4].zw #define TC_OffsetHack ps_params[6] float4 sample_c(float2 uv) { return tex2D(Texture, uv); } float4 sample_p(float u) { return tex2D(Palette, u); } float4 sample_rt(float2 uv) { return tex2D(RTCopy, uv); } #endif float4 wrapuv(float4 uv) { if(PS_WMS == PS_WMT) { /* if(PS_WMS == 0) { uv = frac(uv); } else if(PS_WMS == 1) { uv = saturate(uv); } else */ if(PS_WMS == 2) { uv = clamp(uv, MinMax.xyxy, MinMax.zwzw); } else if(PS_WMS == 3) { #if SHADER_MODEL >= 0x400 uv = (float4)(((int4)(uv * WH.xyxy) & MskFix.xyxy) | MskFix.zwzw) / WH.xyxy; #elif SHADER_MODEL <= 0x300 uv.x = tex1D(UMSKFIX, uv.x); uv.y = tex1D(VMSKFIX, uv.y); uv.z = tex1D(UMSKFIX, uv.z); uv.w = tex1D(VMSKFIX, uv.w); #endif } } else { /* if(PS_WMS == 0) { uv.xz = frac(uv.xz); } else if(PS_WMS == 1) { uv.xz = saturate(uv.xz); } else */ if(PS_WMS == 2) { uv.xz = clamp(uv.xz, MinMax.xx, MinMax.zz); } else if(PS_WMS == 3) { #if SHADER_MODEL >= 0x400 uv.xz = (float2)(((int2)(uv.xz * WH.xx) & MskFix.xx) | MskFix.zz) / WH.xx; #elif SHADER_MODEL <= 0x300 uv.x = tex1D(UMSKFIX, uv.x); uv.z = tex1D(UMSKFIX, uv.z); #endif } /* if(PS_WMT == 0) { uv.yw = frac(uv.yw); } else if(PS_WMT == 1) { uv.yw = saturate(uv.yw); } else */ if(PS_WMT == 2) { uv.yw = clamp(uv.yw, MinMax.yy, MinMax.ww); } else if(PS_WMT == 3) { #if SHADER_MODEL >= 0x400 uv.yw = (float2)(((int2)(uv.yw * WH.yy) & MskFix.yy) | MskFix.ww) / WH.yy; #elif SHADER_MODEL <= 0x300 uv.y = tex1D(VMSKFIX, uv.y); uv.w = tex1D(VMSKFIX, uv.w); #endif } } return uv; } float2 clampuv(float2 uv) { if(PS_WMS == 2 && PS_WMT == 2) { uv = clamp(uv, MinF, MinMax.zw); } else if(PS_WMS == 2) { uv.x = clamp(uv.x, MinF.x, MinMax.z); } else if(PS_WMT == 2) { uv.y = clamp(uv.y, MinF.y, MinMax.w); } return uv; } float4x4 sample_4c(float4 uv) { float4x4 c; c[0] = sample_c(uv.xy); c[1] = sample_c(uv.zy); c[2] = sample_c(uv.xw); c[3] = sample_c(uv.zw); return c; } float4 sample_4a(float4 uv) { float4 c; c.x = sample_c(uv.xy).a; c.y = sample_c(uv.zy).a; c.z = sample_c(uv.xw).a; c.w = sample_c(uv.zw).a; #if SHADER_MODEL <= 0x300 if(PS_RT) c *= 128.0f / 255; #endif return c * 255./256 + 0.5/256; } float4x4 sample_4p(float4 u) { float4x4 c; c[0] = sample_p(u.x); c[1] = sample_p(u.y); c[2] = sample_p(u.z); c[3] = sample_p(u.w); return c; } float4 sample(float2 st, float q) { if(!PS_FST) st /= q; #if PS_TCOFFSETHACK st += TC_OffsetHack.xy; #endif float4 t; float4x4 c; float2 dd; /* if(!PS_LTF && PS_FMT <= FMT_16 && PS_WMS < 2 && PS_WMT < 2) { c[0] = sample_c(st); } */ if (!PS_LTF && PS_FMT <= FMT_16 && PS_WMS < 3 && PS_WMT < 3) { c[0] = sample_c(clampuv(st)); } else { float4 uv; if(PS_LTF) { uv = st.xyxy + HalfTexel; dd = frac(uv.xy * WH.zw); } else { uv = st.xyxy; } uv = wrapuv(uv); if(PS_FMT & FMT_PAL) { c = sample_4p(sample_4a(uv)); } else { c = sample_4c(uv); } } [unroll] for (uint i = 0; i < 4; i++) { if((PS_FMT & ~FMT_PAL) == FMT_32) { #if SHADER_MODEL <= 0x300 if(PS_RT) c[i].a *= 128.0f / 255; #endif } else if((PS_FMT & ~FMT_PAL) == FMT_24) { c[i].a = !PS_AEM || any(c[i].rgb) ? TA.x : 0; } else if((PS_FMT & ~FMT_PAL) == FMT_16) { c[i].a = c[i].a >= 0.5 ? TA.y : !PS_AEM || any(c[i].rgb) ? TA.x : 0; } } if(PS_LTF) { t = lerp(lerp(c[0], c[1], dd.x), lerp(c[2], c[3], dd.x), dd.y); } else { t = c[0]; } return t; } float4 tfx(float4 t, float4 c) { if(PS_TFX == 0) { if(PS_TCC) { c = c * t * 255.0f / 128; } else { c.rgb = c.rgb * t.rgb * 255.0f / 128; } } else if(PS_TFX == 1) { if(PS_TCC) { c = t; } else { c.rgb = t.rgb; } } else if(PS_TFX == 2) { c.rgb = c.rgb * t.rgb * 255.0f / 128 + c.a; if(PS_TCC) { c.a += t.a; } } else if(PS_TFX == 3) { c.rgb = c.rgb * t.rgb * 255.0f / 128 + c.a; if(PS_TCC) { c.a = t.a; } } return saturate(c); } void datst(PS_INPUT input) { #if PS_DATE > 0 float alpha = sample_rt(input.tp.xy).a; #if SHADER_MODEL >= 0x400 float alpha0x80 = 128. / 255; #else float alpha0x80 = 1; #endif if (PS_DATE == 1 && alpha >= alpha0x80) discard; else if (PS_DATE == 2 && alpha < alpha0x80) discard; #endif } void atst(float4 c) { float a = trunc(c.a * 255 + 0.01); if(PS_ATST == 0) // never { discard; } else if(PS_ATST == 1) // always { // nothing to do } else if(PS_ATST == 2) // l { #if PS_SPRITEHACK == 0 clip(AREF - a - 0.5f); #endif } else if(PS_ATST == 3) // le { clip(AREF - a + 0.5f); } else if(PS_ATST == 4) // e { clip(0.5f - abs(a - AREF)); } else if(PS_ATST == 5) // ge { clip(a - AREF + 0.5f); } else if(PS_ATST == 6) // g { clip(a - AREF - 0.5f); } else if(PS_ATST == 7) // ne { clip(abs(a - AREF) - 0.5f); } } float4 fog(float4 c, float f) { if(PS_FOG) { c.rgb = lerp(FogColor, c.rgb, f); } return c; } float4 ps_color(PS_INPUT input) { datst(input); float4 t = sample(input.t.xy, input.t.w); float4 c = tfx(t, input.c); atst(c); c = fog(c, input.t.z); if (PS_COLCLIP == 2) { c.rgb = 256./255. - c.rgb; } if (PS_COLCLIP > 0) { c.rgb *= c.rgb < 128./255; } if(PS_CLR1) // needed for Cd * (As/Ad/F + 1) blending modes { c.rgb = 1; } return c; } #if SHADER_MODEL >= 0x400 VS_OUTPUT vs_main(VS_INPUT input) { if(VS_BPPZ == 1) // 24 { input.z = input.z & 0xffffff; } else if(VS_BPPZ == 2) // 16 { input.z = input.z & 0xffff; } VS_OUTPUT output; // pos -= 0.05 (1/320 pixel) helps avoiding rounding problems (integral part of pos is usually 5 digits, 0.05 is about as low as we can go) // example: ceil(afterseveralvertextransformations(y = 133)) => 134 => line 133 stays empty // input granularity is 1/16 pixel, anything smaller than that won't step drawing up/left by one pixel // example: 133.0625 (133 + 1/16) should start from line 134, ceil(133.0625 - 0.05) still above 133 float4 p = float4(input.p, input.z, 0) - float4(0.05f, 0.05f, 0, 0); output.p = p * VertexScale - VertexOffset; #if VS_RTCOPY output.tp = (p * VertexScale - VertexOffset) * float4(0.5, -0.5, 0, 0) + 0.5; #endif if(VS_TME) { if(VS_FST) { output.t.xy = input.uv * TextureScale; output.t.w = 1.0f; } else { output.t.xy = input.st; output.t.w = input.q; } } else { output.t.xy = 0; output.t.w = 1.0f; } output.c = input.c; output.t.z = input.f.r; return output; } #if GS_PRIM == 0 [maxvertexcount(1)] void gs_main(point VS_OUTPUT input[1], inout PointStream stream) { stream.Append(input[0]); } #elif GS_PRIM == 1 [maxvertexcount(2)] void gs_main(line VS_OUTPUT input[2], inout LineStream stream) { #if GS_IIP == 0 input[0].c = input[1].c; #endif stream.Append(input[0]); stream.Append(input[1]); } #elif GS_PRIM == 2 [maxvertexcount(3)] void gs_main(triangle VS_OUTPUT input[3], inout TriangleStream stream) { #if GS_IIP == 0 input[0].c = input[2].c; input[1].c = input[2].c; #endif stream.Append(input[0]); stream.Append(input[1]); stream.Append(input[2]); } #elif GS_PRIM == 3 [maxvertexcount(4)] void gs_main(line VS_OUTPUT input[2], inout TriangleStream stream) { input[0].p.z = input[1].p.z; input[0].t.zw = input[1].t.zw; #if GS_IIP == 0 input[0].c = input[1].c; #endif VS_OUTPUT lb = input[1]; lb.p.x = input[0].p.x; lb.t.x = input[0].t.x; VS_OUTPUT rt = input[1]; rt.p.y = input[0].p.y; rt.t.y = input[0].t.y; stream.Append(input[0]); stream.Append(lb); stream.Append(rt); stream.Append(input[1]); } #endif 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; } c.g = c.a; if (PS_READ_BA){ if (denorm_c.a & 0x80) c.a = float((denorm_c.a & 0x7Fu) | (denorm_TA.y & 0x80u)) / 255.0f; else c.a = float((denorm_c.a & 0x7Fu) | (denorm_TA.x & 0x80u)) / 255.0f; //c.g = c.a; } else { if (denorm_c.g & 0x80) c.a = float((denorm_c.g & 0x7Fu) | (denorm_TA.y & 0x80u)) / 255.0f; else c.a = float((denorm_c.g & 0x7Fu) | (denorm_TA.x & 0x80u)) / 255.0f; //c.g = c.a; } //Probably not right :/ //c.g = c.b; } output.c1 = c.a * 2; // used for alpha blending if(PS_AOUT) // 16 bit output { float a = 128.0f / 255; // alpha output will be 0x80 c.a = PS_FBA ? a : step(0.5, c.a) * a; } else if(PS_FBA) { if(c.a < 0.5) c.a += 0.5; } output.c0 = c; return output; } #elif SHADER_MODEL <= 0x300 VS_OUTPUT vs_main(VS_INPUT input) { if(VS_BPPZ == 1) // 24 { input.p.z = fmod(input.p.z, 0x1000000); } else if(VS_BPPZ == 2) // 16 { input.p.z = fmod(input.p.z, 0x10000); } VS_OUTPUT output; // pos -= 0.05 (1/320 pixel) helps avoiding rounding problems (integral part of pos is usually 5 digits, 0.05 is about as low as we can go) // example: ceil(afterseveralvertextransformations(y = 133)) => 134 => line 133 stays empty // input granularity is 1/16 pixel, anything smaller than that won't step drawing up/left by one pixel // example: 133.0625 (133 + 1/16) should start from line 134, ceil(133.0625 - 0.05) still above 133 float4 p = input.p - float4(0.05f, 0.05f, 0, 0); output.p = p * VertexScale - VertexOffset; #if VS_RTCOPY output.tp = (p * VertexScale - VertexOffset) * float4(0.5, -0.5, 0, 0) + 0.5; #endif if(VS_LOGZ) { output.p.z = log2(1.0f + input.p.z) / 32; } if(VS_TME) { if(VS_FST) { output.t.xy = input.t * TextureScale; output.t.w = 1.0f; } else { output.t.xy = input.t; output.t.w = input.p.w; } } else { output.t.xy = 0; output.t.w = 1.0f; } output.c = input.c; output.t.z = input.f.b; return output; } float4 ps_main(PS_INPUT input) : COLOR { float4 c = ps_color(input); c.a *= 2; return c; } #endif #endif