cbuffer cb0 { float4 VertexScale; float4 VertexOffset; float2 TextureScale; }; struct VS_INPUT { uint2 p : POSITION0; uint z : POSITION1; float2 t : TEXCOORD0; float q : TEXCOORD1; float4 c : COLOR0; float4 f : COLOR1; }; struct VS_OUTPUT { float4 p : SV_Position; float4 t : TEXCOORD0; float4 c : COLOR0; }; #ifndef VS_BPP #define VS_BPP 0 #define VS_BPPZ 0 #define VS_TME 1 #define VS_FST 1 #define VS_PRIM 0 #endif 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; } if(VS_PRIM == 6) // sprite { //input.p.xy = (input.p.xy + 15) & ~15; // HACK } VS_OUTPUT output; float4 p = float4(input.p, input.z, 0); // FIXME: // A litte accuracy problem in many games where the screen is copied in columns and the sides have a half pixel gap for some reason // (probably to avoid page breaks with linear filtering). That half pixel coordinate gets multiplied by 2 (VertexScale) and occasionally // ends on .9999999, which the rasterizer floors to 1 less pixel we need, leaving a visible gap after drawing. p += float4(0.5f, 0.5f, 0, 0); // add 1/32 pixel output.p = p * VertexScale - VertexOffset; if(VS_TME == 1) { if(VS_FST == 1) { output.t.xy = input.t * TextureScale; output.t.w = 1.0f; } else { output.t.xy = input.t; output.t.w = input.q; } } else { output.t.xy = 0; output.t.w = 1.0f; } output.c = input.c; output.t.z = input.f.a; return output; } #ifndef IIP #define IIP 0 #define PRIM 3 #endif #if PRIM == 0 [maxvertexcount(1)] void gs_main(point VS_OUTPUT input[1], inout PointStream stream) { stream.Append(input[0]); } #elif PRIM == 1 [maxvertexcount(2)] void gs_main(line VS_OUTPUT input[2], inout LineStream stream) { #if IIP == 0 input[0].c = input[1].c; #endif stream.Append(input[0]); stream.Append(input[1]); } #elif PRIM == 2 [maxvertexcount(3)] void gs_main(triangle VS_OUTPUT input[3], inout TriangleStream stream) { #if 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 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 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 Texture2D Texture; Texture2D Palette; SamplerState TextureSampler; SamplerState PaletteSampler; cbuffer cb1 { float4 FogColor; float MINU; float MAXU; float MINV; float MAXV; uint UMSK; uint UFIX; uint VMSK; uint VFIX; float TA0; float TA1; float AREF; float _pad; float2 WH; float2 rWrH; }; struct PS_INPUT { float4 p : SV_Position; float4 t : TEXCOORD0; float4 c : COLOR0; }; struct PS_OUTPUT { float4 c0 : SV_Target0; float4 c1 : SV_Target1; }; #ifndef FST #define FST 0 #define WMS 3 #define WMT 3 #define BPP 0 #define AEM 0 #define TFX 0 #define TCC 1 #define ATE 0 #define ATST 2 #define FOG 0 #define CLR1 0 #define FBA 0 #define AOUT 0 #endif float4 Normalize16(float4 f) { return f / float4(0x001f, 0x03e0, 0x7c00, 0x8000); } float4 Extract16(uint i) { float4 f; f.r = i & 0x001f; f.g = i & 0x03e0; f.b = i & 0x7c00; f.a = i & 0x8000; return f; } int repeatu(int tc) { return WMS == 3 ? ((tc & UMSK) | UFIX) : tc; } int repeatv(int tc) { return WMT == 3 ? ((tc & VMSK) | VFIX) : tc; } float4 sample(float2 tc) { float4 t; // if(WMS >= 2 || WMT >= 2) if(WMS >= 3 || WMT >= 3) { int4 itc = tc.xyxy * WH.xyxy; float4 tc01; tc01.x = repeatu(itc.x); tc01.y = repeatv(itc.y); tc01.z = repeatu(itc.z + 1); tc01.w = repeatv(itc.w + 1); tc01 *= rWrH.xyxy; float4 t00 = Texture.Sample(TextureSampler, tc01.xy); float4 t01 = Texture.Sample(TextureSampler, tc01.zy); float4 t10 = Texture.Sample(TextureSampler, tc01.xw); float4 t11 = Texture.Sample(TextureSampler, tc01.zw); float2 dd = frac(tc * WH); t = lerp(lerp(t00, t01, dd.x), lerp(t10, t11, dd.x), dd.y); } else { t = Texture.Sample(TextureSampler, tc); } return t; } float4 sample8hp(float2 tc) { float4 tc01; // if(WMS >= 2 || WMT >= 2) if(WMS >= 3 || WMT >= 3) { int4 itc = tc.xyxy * WH.xyxy; tc01.x = repeatu(itc.x); tc01.y = repeatv(itc.y); tc01.z = repeatu(itc.z + 1); tc01.w = repeatv(itc.w + 1); tc01 *= rWrH.xyxy; } else { tc01.x = tc.x; tc01.y = tc.y; tc01.z = tc.x + rWrH.x; tc01.w = tc.y + rWrH.y; } float4 t; t.x = Texture.Sample(TextureSampler, tc01.xy).a; t.y = Texture.Sample(TextureSampler, tc01.zy).a; t.z = Texture.Sample(TextureSampler, tc01.xw).a; t.w = Texture.Sample(TextureSampler, tc01.zw).a; float4 t00 = Palette.Sample(PaletteSampler, t.x); float4 t01 = Palette.Sample(PaletteSampler, t.y); float4 t10 = Palette.Sample(PaletteSampler, t.z); float4 t11 = Palette.Sample(PaletteSampler, t.w); float2 dd = frac(tc * WH); return lerp(lerp(t00, t01, dd.x), lerp(t10, t11, dd.x), dd.y); } float4 sample16p(float2 tc) { float4 t; float4 tc01; // if(WMS >= 2 || WMT >= 2) if(WMS >= 3 || WMT >= 3) { int4 itc = tc.xyxy * WH.xyxy; tc01.x = repeatu(itc.x); tc01.y = repeatv(itc.y); tc01.z = repeatu(itc.z + 1); tc01.w = repeatv(itc.w + 1); tc01 *= rWrH.xyxy; } else { tc01.x = tc.x; tc01.y = tc.y; tc01.z = tc.x + rWrH.x; tc01.w = tc.y + rWrH.y; } t.x = Texture.Sample(TextureSampler, tc01.xy).r; t.y = Texture.Sample(TextureSampler, tc01.zy).r; t.z = Texture.Sample(TextureSampler, tc01.xw).r; t.w = Texture.Sample(TextureSampler, tc01.zw).r; uint4 i = t * 65535; float4 t00 = Extract16(i.x); float4 t01 = Extract16(i.y); float4 t10 = Extract16(i.z); float4 t11 = Extract16(i.w); float2 dd = frac(tc * WH); return Normalize16(lerp(lerp(t00, t01, dd.x), lerp(t10, t11, dd.x), dd.y)); } PS_OUTPUT ps_main(PS_INPUT input) { float2 tc = input.t.xy; if(FST == 0) { tc /= input.t.w; } tc -= rWrH / 2; if(WMS == 2) { tc.x = clamp(tc.x, MINU, MAXU); } if(WMT == 2) { tc.y = clamp(tc.y, MINV, MAXV); } float4 t; if(BPP == 0) // 32 { t = sample(tc); } else if(BPP == 1) // 24 { t = sample(tc); t.a = AEM == 0 || any(t.rgb) ? TA0 : 0; } else if(BPP == 2) // 16 { t = sample(tc); t.a = t.a >= 0.5 ? TA1 : AEM == 0 || any(t.rgb) ? TA0 : 0; // a bit incompatible with up-scaling because the 1 bit alpha is interpolated } else if(BPP == 3) // 8HP / 32-bit palette { t = sample8hp(tc); } else if(BPP == 4) // 8HP / 16-bit palette { // TODO: yuck, just pre-convert the palette to 32-bit } else if(BPP == 5) // 16P { t = sample16p(tc); t.a = t.a >= 0.5 ? TA1 : AEM == 0 || any(t.rgb) ? TA0 : 0; // a bit incompatible with up-scaling because the 1 bit alpha is interpolated } float4 c = input.c; if(TFX == 0) { if(TCC == 0) { c.rgb = c.rgb * t.rgb * 2; } else { c = c * t * 2; } } else if(TFX == 1) { c = t; } else if(TFX == 2) { c.rgb = c.rgb * t.rgb * 2 + c.a; if(TCC == 1) { c.a += t.a; } } else if(TFX == 3) { c.rgb = c.rgb * t.rgb * 2 + c.a; if(TCC == 1) { c.a = t.a; } } c = saturate(c); if(ATE == 1) { if(ATST == 0) { discard; } else if(ATST == 2 || ATST == 3) // l, le { clip(AREF - c.a); } else if(ATST == 4) // e { clip(0.5f / 256 - abs(c.a - AREF)); } else if(ATST == 5 || ATST == 6) // ge, g { clip(c.a - AREF); } else if(ATST == 7) // ne { clip(abs(c.a - AREF) - 0.4f / 255); // FIXME: 0.5f is too much } } if(FOG == 1) { c.rgb = lerp(FogColor.rgb, c.rgb, input.t.z); } if(CLR1 == 1) // needed for Cd * (As/Ad/F + 1) blending modes { c.rgb = 1; } PS_OUTPUT output; output.c1 = c.a * 2; // used for alpha blending if(AOUT == 1) // 16 bit output { float a = 128.0f / 255; // alpha output will be 0x80 c.a = FBA == 1 ? a : step(0.5, c.a) * a; } else if(FBA == 1) { if(c.a < 0.5) c.a += 0.5; } output.c0 = c; return output; }