//#version 420 // Keep it for text editor detection // Require for bit operation //#extension GL_ARB_gpu_shader5 : enable #define FMT_32 0 #define FMT_24 1 #define FMT_16 2 #define PS_PAL_FMT (PS_TEX_FMT >> 2) #define PS_AEM_FMT (PS_TEX_FMT & 3) // APITRACE_DEBUG enables forced pixel output to easily detect // the fragment computed by primitive #define APITRACE_DEBUG 0 // TEX_COORD_DEBUG output the uv coordinate as color. It is useful // to detect bad sampling due to upscaling //#define TEX_COORD_DEBUG // Just copy directly the texture coordinate #ifdef TEX_COORD_DEBUG #define PS_TFX 1 #define PS_TCC 1 #endif #define SW_BLEND (PS_BLEND_A || PS_BLEND_B || PS_BLEND_D) #ifdef FRAGMENT_SHADER in SHADER { vec4 t; vec4 c; flat vec4 fc; } PSin; #define PSin_t (PSin.t) #define PSin_c (PSin.c) #define PSin_fc (PSin.fc) // Same buffer but 2 colors for dual source blending layout(location = 0, index = 0) out vec4 SV_Target0; layout(location = 0, index = 1) out vec4 SV_Target1; layout(binding = 0) uniform sampler2D TextureSampler; layout(binding = 1) uniform sampler2D PaletteSampler; layout(binding = 3) uniform sampler2D RtSampler; // note 2 already use by the image below #ifndef DISABLE_GL42_image #if PS_DATE > 0 // FIXME how to declare memory access layout(r32i, binding = 2) uniform iimage2D img_prim_min; // WARNING: // You can't enable it if you discard the fragment. The depth is still // updated (shadow in Shin Megami Tensei Nocturne) // // early_fragment_tests must still be enabled in the first pass of the 2 passes algo // First pass search the first primitive that will write the bad alpha value. Value // won't be written if the fragment fails the depth test. // // In theory the best solution will be do // 1/ copy the depth buffer // 2/ do the full depth (current depth writes are disabled) // 3/ restore the depth buffer for 2nd pass // Of course, it is likely too costly. #if PS_DATE == 1 || PS_DATE == 2 layout(early_fragment_tests) in; #endif // I don't remember why I set this parameter but it is surely useless //layout(pixel_center_integer) in vec4 gl_FragCoord; #endif #else // use basic stencil #endif // Warning duplicated in both GLSL file layout(std140, binding = 21) uniform cb21 { vec3 FogColor; float AREF; vec4 WH; vec2 _pad0; vec2 TA; uvec4 MskFix; uvec4 FbMask; vec3 _pad1; float Af; vec4 HalfTexel; vec4 MinMax; vec2 TextureScale; vec2 TC_OffsetHack; }; vec4 sample_c(vec2 uv) { return texture(TextureSampler, uv); } vec4 sample_p(float idx) { return texture(PaletteSampler, vec2(idx, 0.0f)); } vec4 clamp_wrap_uv(vec4 uv) { vec4 uv_out = uv; #if PS_WMS == PS_WMT #if PS_WMS == 2 uv_out = clamp(uv, MinMax.xyxy, MinMax.zwzw); #elif PS_WMS == 3 uv_out = vec4((ivec4(uv * WH.xyxy) & ivec4(MskFix.xyxy)) | ivec4(MskFix.zwzw)) / WH.xyxy; #endif #else // PS_WMS != PS_WMT #if PS_WMS == 2 uv_out.xz = clamp(uv.xz, MinMax.xx, MinMax.zz); #elif PS_WMS == 3 uv_out.xz = vec2((ivec2(uv.xz * WH.xx) & ivec2(MskFix.xx)) | ivec2(MskFix.zz)) / WH.xx; #endif #if PS_WMT == 2 uv_out.yw = clamp(uv.yw, MinMax.yy, MinMax.ww); #elif PS_WMT == 3 uv_out.yw = vec2((ivec2(uv.yw * WH.yy) & ivec2(MskFix.yy)) | ivec2(MskFix.ww)) / WH.yy; #endif #endif return uv_out; } mat4 sample_4c(vec4 uv) { mat4 c; // Note: texture gather can't be used because of special clamping/wrapping // Also it doesn't support lod 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; } vec4 sample_4_index(vec4 uv) { vec4 c; // Either GSdx will send a texture that contains a single 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 // Note: texture gather can't be used because of special clamping/wrapping // Also it doesn't support lod 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; uvec4 i = uvec4(c * 255.0f + 0.5f); // Denormalize value #if PS_PAL_FMT == 1 // 4HL return vec4(i & 0xFu) / 255.0f; #elif PS_PAL_FMT == 2 // 4HH return vec4(i >> 4u) / 255.0f; #else // Most of texture will hit this code so keep normalized float value // 8 bits return c; #endif } mat4 sample_4p(vec4 u) { mat4 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; } vec4 sample_color(vec2 st, float q) { //FIXME: maybe we can set gl_Position.w = q in VS #if (PS_FST == 0) st /= q; #endif #if (PS_TCOFFSETHACK == 1) st += TC_OffsetHack.xy; #endif vec4 t; mat4 c; vec2 dd; // FIXME I'm not sure this condition is useful (I think code will be optimized) #if (PS_LTF == 0 && PS_AEM_FMT == FMT_32 && PS_PAL_FMT == 0 && PS_WMS < 2 && PS_WMT < 2) // No software LTF and pure 32 bits RGBA texure without special texture wrapping c[0] = sample_c(st); #ifdef TEX_COORD_DEBUG c[0].rg = st.xy; #endif #else vec4 uv; if(PS_LTF != 0) { uv = st.xyxy + HalfTexel; dd = fract(uv.xy * WH.zw); #if (PS_FST == 0) // Background in Shin Megami Tensei Lucifers // I suspect that uv isn't a standard number, so fract is outside of the [0;1] range // Note: it is free on GPU but let's do it only for float coordinate // Strangely Dx doesn't suffer from this issue. dd = clamp(dd, vec2(0.0f), vec2(1.0f)); #endif } else { uv = st.xyxy; } uv = clamp_wrap_uv(uv); #if PS_PAL_FMT != 0 c = sample_4p(sample_4_index(uv)); #else c = sample_4c(uv); #endif #ifdef TEX_COORD_DEBUG c[0].rg = uv.xy; c[1].rg = uv.xy; c[2].rg = uv.xy; c[3].rg = uv.xy; #endif #endif // PERF note: using dot product reduces by 1 the number of instruction // but I'm not sure it is equivalent neither faster. for (int i = 0; i < 4; i++) { //float sum = dot(c[i].rgb, vec3(1.0f)); #if (PS_AEM_FMT == FMT_24) 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; #elif (PS_AEM_FMT == 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) || (sum > 0.0f) ) ? TA.x : 0.0f; #endif } #if(PS_LTF != 0) t = mix(mix(c[0], c[1], dd.x), mix(c[2], c[3], dd.x), dd.y); #else t = c[0]; #endif // 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) // interpolation could be slightly below the correct one. return trunc(t * 255.0f + 0.05f); } vec4 tfx(vec4 T, vec4 C) { vec4 C_out; vec4 FxT = trunc(trunc(C) * T / 128.0f); #if (PS_TFX == 0) C_out = FxT; #elif (PS_TFX == 1) C_out = T; #elif (PS_TFX == 2) C_out.rgb = FxT.rgb + C.a; C_out.a = T.a + C.a; #elif (PS_TFX == 3) C_out.rgb = FxT.rgb + C.a; C_out.a = T.a; #else C_out = C; #endif #if (PS_TCC == 0) C_out.a = C.a; #endif #if (PS_TFX == 0) || (PS_TFX == 2) || (PS_TFX == 3) // Clamp only when it is useful C_out = min(C_out, 255.0f); #endif return C_out; } void atst(vec4 C) { // FIXME use integer cmp float a = C.a; #if (PS_ATST == 0) // never discard; #elif (PS_ATST == 1) // always // nothing to do #elif (PS_ATST == 2) // l if ((AREF - a - 0.5f) < 0.0f) discard; #elif (PS_ATST == 3 ) // le if ((AREF - a + 0.5f) < 0.0f) discard; #elif (PS_ATST == 4) // e if ((0.5f - abs(a - AREF)) < 0.0f) discard; #elif (PS_ATST == 5) // ge if ((a-AREF + 0.5f) < 0.0f) discard; #elif (PS_ATST == 6) // g if ((a-AREF - 0.5f) < 0.0f) discard; #elif (PS_ATST == 7) // ne if ((abs(a - AREF) - 0.5f) < 0.0f) discard; #endif } void fog(inout vec4 C, float f) { #if PS_FOG != 0 C.rgb = trunc(mix(FogColor, C.rgb, f)); #endif } vec4 ps_color() { vec4 T = sample_color(PSin_t.xy, PSin_t.w); #if PS_IIP == 1 vec4 C = tfx(T, PSin_c); #else vec4 C = tfx(T, PSin_fc); #endif atst(C); fog(C, PSin_t.z); #if (PS_CLR1 != 0) // needed for Cd * (As/Ad/F + 1) blending modes C.rgb = vec3(255.0f); #endif return C; } void ps_fbmask(inout vec4 C) { // FIXME do I need special case for 16 bits #if PS_FBMASK vec4 RT = trunc(texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0) * 255.0f + 0.1f); C = vec4((uvec4(C) & ~FbMask) | (uvec4(RT) & FbMask)); #endif } void ps_blend(inout vec4 Color, float As) { #if SW_BLEND vec4 RT = trunc(texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0) * 255.0f + 0.1f); #if PS_DFMT == FMT_24 float Ad = 1.0f; #else // FIXME FMT_16 case // FIXME Ad or Ad * 2? float Ad = RT.a / 128.0f; #endif // Let the compiler do its jobs ! vec3 Cd = RT.rgb; vec3 Cs = Color.rgb; #if PS_BLEND_A == 0 vec3 A = Cs; #elif PS_BLEND_A == 1 vec3 A = Cd; #else vec3 A = vec3(0.0f); #endif #if PS_BLEND_B == 0 vec3 B = Cs; #elif PS_BLEND_B == 1 vec3 B = Cd; #else vec3 B = vec3(0.0f); #endif #if PS_BLEND_C == 0 float C = As; #elif PS_BLEND_C == 1 float C = Ad; #else float C = Af; #endif #if PS_BLEND_D == 0 vec3 D = Cs; #elif PS_BLEND_D == 1 vec3 D = Cd; #else vec3 D = vec3(0.0f); #endif #if PS_BLEND_A == PS_BLEND_B Color.rgb = D; #else Color.rgb = trunc((A - B) * C + D); #endif // FIXME dithering // Correct the Color value based on the output format #if PS_COLCLIP == 0 && PS_HDR == 0 // Standard Clamp Color.rgb = clamp(Color.rgb, vec3(0.0f), vec3(255.0f)); #endif // FIXME rouding of negative float? // compiler uses trunc but it might need floor // Warning: normally blending equation is mult(A, B) = A * B >> 7. GPU have the full accuracy // GS: Color = 1, Alpha = 255 => output 1 // GPU: Color = 1/255, Alpha = 255/255 * 255/128 => output 1.9921875 #if PS_DFMT == FMT_16 // 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)); #elif PS_COLCLIP == 1 && PS_HDR == 0 Color.rgb = vec3(ivec3(Color.rgb) & ivec3(0xFF)); #endif #endif } void ps_main() { #if ((PS_DATE & 3) == 1 || (PS_DATE & 3) == 2) && !defined(DISABLE_GL42_image) #if PS_WRITE_RG == 1 // Pseudo 16 bits access. float rt_a = texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0).g; #else float rt_a = texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0).a; #endif #if (PS_DATE & 3) == 1 // DATM == 0: Pixel with alpha equal to 1 will failed bool bad = (127.5f / 255.0f) < rt_a; #elif (PS_DATE & 3) == 2 // DATM == 1: Pixel with alpha equal to 0 will failed bool bad = rt_a < (127.5f / 255.0f); #endif if (bad) { #if PS_DATE >= 5 discard; #else imageStore(img_prim_min, ivec2(gl_FragCoord.xy), ivec4(-1)); return; #endif } #endif #if PS_DATE == 3 && !defined(DISABLE_GL42_image) int stencil_ceil = imageLoad(img_prim_min, ivec2(gl_FragCoord.xy)).r; // Note gl_PrimitiveID == stencil_ceil will be the primitive that will update // the bad alpha value so we must keep it. if (gl_PrimitiveID > stencil_ceil) { discard; } #endif vec4 C = ps_color(); #if (APITRACE_DEBUG & 1) == 1 C.r = 255f; #endif #if (APITRACE_DEBUG & 2) == 2 C.g = 255f; #endif #if (APITRACE_DEBUG & 4) == 4 C.b = 255f; #endif #if (APITRACE_DEBUG & 8) == 8 C.a = 128f; #endif #if PS_SHUFFLE uvec4 denorm_c = uvec4(C); uvec2 denorm_TA = uvec2(vec2(TA.xy) * 255.0f + 0.5f); // Write RB part. Mask will take care of the correct destination #if PS_READ_BA C.rb = C.bb; #else C.rb = C.rr; #endif // FIXME precompute my_TA & 0x80 // 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" // However Nvidia emulate it with an if (at least on kepler arch) ...\n" #if PS_READ_BA // 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; // denorm_c.a = bitfieldInsert(denorm_c.a, bitfieldExtract(my_ta, 7, 1), 7, 1); // c.ga = vec2(float(denorm_c.a)); if (bool(denorm_c.a & 0x80u)) C.ga = vec2(float((denorm_c.a & 0x7Fu) | (denorm_TA.y & 0x80u))); else C.ga = vec2(float((denorm_c.a & 0x7Fu) | (denorm_TA.x & 0x80u))); #else if (bool(denorm_c.g & 0x80u)) C.ga = vec2(float((denorm_c.g & 0x7Fu) | (denorm_TA.y & 0x80u))); else C.ga = vec2(float((denorm_c.g & 0x7Fu) | (denorm_TA.x & 0x80u))); // Nice idea but step/mix requires 4 instructions // set / trunc / I2F / Mad // // float sel = step(128.0f, c.g); // vec2 c_shuffle = vec2((denorm_c.gg & 0x7Fu) | (denorm_TA & 0x80u)); // c.ga = mix(c_shuffle.xx, c_shuffle.yy, sel); #endif #endif // Must be done before alpha correction float alpha_blend = C.a / 128.0f; // Correct the ALPHA value based on the output format #if (PS_DFMT == FMT_16) float A_one = 128.0f; // alpha output will be 0x80 C.a = (PS_FBA != 0) ? A_one : step(128.0f, C.a) * A_one; #elif (PS_DFMT == FMT_32) && (PS_FBA != 0) if(C.a < 128.0f) C.a += 128.0f; #endif // Get first primitive that will write a failling alpha value #if PS_DATE == 1 && !defined(DISABLE_GL42_image) // DATM == 0 // Pixel with alpha equal to 1 will failed (128-255) if (C.a > 127.5f) { imageAtomicMin(img_prim_min, ivec2(gl_FragCoord.xy), gl_PrimitiveID); } return; #elif PS_DATE == 2 && !defined(DISABLE_GL42_image) // DATM == 1 // Pixel with alpha equal to 0 will failed (0-127) if (C.a < 127.5f) { imageAtomicMin(img_prim_min, ivec2(gl_FragCoord.xy), gl_PrimitiveID); } return; #endif ps_blend(C, alpha_blend); ps_fbmask(C); #if PS_HDR == 1 // 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 // the texture was upgraded to a full float. Maybe this code is useless now! // Good testcase is castlevania if (any(greaterThan(C.rgb, vec3(128.0f)))) { C.rgb = (C.rgb - 256.0f); } #endif SV_Target0 = C / 255.0f; SV_Target1 = vec4(alpha_blend); } #endif