//#version 420 // Keep it for text editor detection // note lerp => mix #define FMT_32 0 #define FMT_24 1 #define FMT_16 2 #define FMT_PAL 4 /* flag bit */ // APITRACE_DEBUG allows to force 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 // Not sure we have same issue on opengl. Doesn't work anyway on ATI card // And I say this as an ATI user. #define ATI_SUCKS 0 #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_POINT_SAMPLER 0 #define PS_TCOFFSETHACK 0 #define PS_IIP 1 #define PS_SPRITE 0 #endif #ifdef FRAGMENT_SHADER in SHADER { vec4 t; vec4 c; flat vec4 fc; #if PS_SPRITE == 1 flat vec4 flat_T; flat vec2 flat_P; vec2 alpha; #endif } 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 #if pGL_ES layout(location = 0) out vec4 SV_Target0; #else layout(location = 0, index = 0) out vec4 SV_Target0; layout(location = 0, index = 1) out vec4 SV_Target1; #endif #ifdef ENABLE_BINDLESS_TEX layout(bindless_sampler, location = 0) uniform sampler2D TextureSampler; layout(bindless_sampler, location = 1) uniform sampler2D PaletteSampler; #else 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 #endif #ifndef DISABLE_GL42_image #if PS_DATE > 0 // FIXME how to declare memory access layout(r32i, binding = 2) coherent uniform iimage2D img_prim_min; #endif #else // use basic stencil #endif #ifndef DISABLE_GL42_image #if PS_DATE > 0 // origin_upper_left layout(pixel_center_integer) in vec4 gl_FragCoord; //in int gl_PrimitiveID; #endif #endif layout(std140, binding = 21) uniform cb21 { vec3 FogColor; float AREF; vec4 WH; vec2 MinF; vec2 TA; uvec4 MskFix; vec4 HalfTexel; vec4 MinMax; vec4 TC_OffsetHack; }; #ifdef SUBROUTINE_GL40 // Function pointer type + the functionn pointer variable subroutine void AlphaTestType(vec4 c); layout(location = 0) subroutine uniform AlphaTestType atst; subroutine vec4 TfxType(vec4 t, vec4 c); layout(location = 2) subroutine uniform TfxType tfx; subroutine void ColClipType(inout vec4 c); layout(location = 1) subroutine uniform ColClipType colclip; #endif vec4 sample_c(vec2 uv) { // FIXME: check the issue on openGL #if (ATI_SUCKS == 1) && (PS_POINT_SAMPLER == 1) // 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) + vec2(0.5, 0.5)) / WH.zw; #endif return texture(TextureSampler, uv); } vec4 sample_p(float u) { //FIXME do we need a 1D sampler. Big impact on opengl to find 1 dim // So for the moment cheat with 0.0f dunno if it work return texture(PaletteSampler, vec2(u, 0.0f)); } vec4 wrapuv(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; } vec2 clampuv(vec2 uv) { vec2 uv_out = uv; #if (PS_WMS == 2) && (PS_WMT == 2) uv_out = clamp(uv, MinF, MinMax.zw); #elif PS_WMS == 2 uv_out.x = clamp(uv.x, MinF.x, MinMax.z); #elif PS_WMT == 2 uv_out.y = clamp(uv.y, MinF.y, MinMax.w); #endif return uv_out; } mat4 sample_4c(vec4 uv) { mat4 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; } vec4 sample_4a(vec4 uv) { vec4 c; // Dx used the alpha channel. // Opengl is only 8 bits on red channel. c.x = sample_c(uv.xy).r; c.y = sample_c(uv.zy).r; c.z = sample_c(uv.xw).r; c.w = sample_c(uv.zw).r; return c * 255.0/256.0 + 0.5/256.0; } 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) { #if (PS_FST == 0) st /= q; #endif #if (PS_TCOFFSETHACK == 1) st += TC_OffsetHack.xy; #endif vec4 t; mat4 c; vec2 dd; #if (PS_LTF == 0 && PS_FMT <= FMT_16 && PS_WMS < 3 && PS_WMT < 3) c[0] = sample_c(clampuv(st)); #ifdef TEX_COORD_DEBUG c[0].rg = clampuv(st).xy; #endif #else vec4 uv; if(PS_LTF != 0) { uv = st.xyxy + HalfTexel; dd = fract(uv.xy * WH.zw); } else { uv = st.xyxy; } uv = wrapuv(uv); if((PS_FMT & FMT_PAL) != 0) { c = sample_4p(sample_4a(uv)); } else { c = sample_4c(uv); } #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: see the impact of the exansion before/after the interpolation for (int i = 0; i < 4; i++) { #if ((PS_FMT & ~FMT_PAL) == FMT_24) c[i].a = ( (PS_AEM == 0) || any(bvec3(c[i].rgb)) ) ? TA.x : 0.0f; #elif ((PS_FMT & ~FMT_PAL) == FMT_16) c[i].a = c[i].a >= 0.5 ? TA.y : ( (PS_AEM == 0) || any(bvec3(c[i].rgb)) ) ? 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 return t; } #ifndef SUBROUTINE_GL40 vec4 tfx(vec4 t, vec4 c) { vec4 c_out = c; #if (PS_TFX == 0) if(PS_TCC != 0) c_out = c * t * 255.0f / 128.0f; else c_out.rgb = c.rgb * t.rgb * 255.0f / 128.0f; #elif (PS_TFX == 1) if(PS_TCC != 0) c_out = t; else c_out.rgb = t.rgb; #elif (PS_TFX == 2) c_out.rgb = c.rgb * t.rgb * 255.0f / 128.0f + c.a; if(PS_TCC != 0) c_out.a += t.a; #elif (PS_TFX == 3) c_out.rgb = c.rgb * t.rgb * 255.0f / 128.0f + c.a; if(PS_TCC != 0) c_out.a = t.a; #endif return c_out; } #endif #ifndef SUBROUTINE_GL40 void atst(vec4 c) { float a = trunc(c.a * 255.0 + 0.01); #if (PS_ATST == 0) // never discard; #elif (PS_ATST == 1) // always // nothing to do #elif (PS_ATST == 2) && (PS_SPRITEHACK == 0) // 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 } #endif // Note layout stuff might require gl4.3 #ifndef SUBROUTINE_GL40 void colclip(inout vec4 c) { #if (PS_COLCLIP == 2) c.rgb = 256.0f/255.0f - c.rgb; #elif (PS_COLCLIP > 0) // FIXME !!!! //c.rgb *= c.rgb < 128./255; bvec3 factor = bvec3(128.0f/255.0f, 128.0f/255.0f, 128.0f/255.0f); c.rgb *= vec3(factor); #endif } #endif void fog(inout vec4 c, float f) { #if PS_FOG != 0 c.rgb = mix(FogColor, c.rgb, f); #endif } vec4 ps_color() { #if PS_SPRITE == 1 // Reinterpolate manually the texture coordinate. // trunc => native resolution. Maybe we can add an option to choose a value between // trunc and current. vec2 factor = vec2(trunc(PSin.alpha.x), floor(PSin.alpha.y)); //vec2 factor = trunc(PSin.alpha); factor *= PSin.flat_P; vec2 txy; txy.x = mix(PSin.flat_T.x, PSin.flat_T.y, factor.x); txy.y = mix(PSin.flat_T.z, PSin.flat_T.w, factor.y); #else vec2 txy = PSin_t.xy; #endif vec4 t = sample_color(txy, PSin_t.w); vec4 zero = vec4(0.0f, 0.0f, 0.0f, 0.0f); vec4 one = vec4(1.0f, 1.0f, 1.0f, 1.0f); #ifdef TEX_COORD_DEBUG vec4 c = clamp(t, zero, one); #else #if PS_IIP == 1 vec4 c = clamp(tfx(t, PSin_c), zero, one); #else vec4 c = clamp(tfx(t, PSin_fc), zero, one); #endif #endif atst(c); fog(c, PSin_t.z); colclip(c); #if (PS_CLR1 != 0) // needed for Cd * (As/Ad/F + 1) blending modes c.rgb = vec3(1.0f, 1.0f, 1.0f); #endif return c; } #if pGL_ES void ps_main() { vec4 c = ps_color(); c.a *= 2.0; SV_Target0 = c; } #endif #if !pGL_ES void ps_main() { #if PS_DATE == 1 && !defined(DISABLE_GL42_image) // DATM == 0 // Pixel with alpha equal to 1 will failed float rt_a = texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0).a; if ((127.5f / 255.0f) < rt_a) // < 0x80 pass (== 0x80 should not pass) discard; #elif PS_DATE == 2 && !defined(DISABLE_GL42_image) // DATM == 1 // Pixel with alpha equal to 0 will failed float rt_a = texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0).a; if(rt_a < (127.5f / 255.0f)) // >= 0x80 pass discard; #endif #if PS_DATE == 3 && !defined(DISABLE_GL42_image) int stencil_ceil = imageLoad(img_prim_min, ivec2(gl_FragCoord.xy)); // 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 = 1.0f; #endif #if (APITRACE_DEBUG & 2) == 2 c.g = 1.0f; #endif #if (APITRACE_DEBUG & 4) == 4 c.b = 1.0f; #endif #if (APITRACE_DEBUG & 8) == 8 c.a = 0.5f; #endif float alpha = c.a * 2.0; #if (PS_AOUT != 0) // 16 bit output float a = 128.0f / 255.0; // alpha output will be 0x80 c.a = (PS_FBA != 0) ? a : step(0.5, c.a) * a; #elif (PS_FBA != 0) if(c.a < 0.5) c.a += 0.5; #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 if (c.a > 127.5f / 255.0f) { imageAtomicMin(img_prim_min, ivec2(gl_FragCoord.xy), gl_PrimitiveID); } #elif PS_DATE == 2 && !defined(DISABLE_GL42_image) // DATM == 1 // Pixel with alpha equal to 0 will failed if (c.a < 127.5f / 255.0f) { imageAtomicMin(img_prim_min, ivec2(gl_FragCoord.xy), gl_PrimitiveID); } #endif #if (PS_DATE == 2 || PS_DATE == 1) && !defined(DISABLE_GL42_image) // Don't write anything on the framebuffer // Note: you can't use discard because it will also drop // image operation #else SV_Target0 = c; SV_Target1 = vec4(alpha, alpha, alpha, alpha); #endif } #endif // !pGL_ES #endif