/* * Copyright (C) 2011-2013 Gregory hainaut * Copyright (C) 2007-2009 Gabest * * This file was generated by glsl2h.pl script * * This Program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2, or (at your option) * any later version. * * This Program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with GNU Make; see the file COPYING. If not, write to * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA. * http://www.gnu.org/copyleft/gpl.html * */ #pragma once #include "stdafx.h" extern const char* tfx_glsl = "//#version 420 // Keep it for text editor detection\n" "\n" "// note lerp => mix\n" "\n" "#define FMT_32 0\n" "#define FMT_24 1\n" "#define FMT_16 2\n" "#define FMT_PAL 4 /* flag bit */\n" "\n" "// Not sure we have same issue on opengl. Doesn't work anyway on ATI card\n" "// And I say this as an ATI user.\n" "#define ATI_SUCKS 0\n" "\n" "#ifndef VS_BPPZ\n" "#define VS_BPPZ 0\n" "#define VS_TME 1\n" "#define VS_FST 1\n" "#define VS_LOGZ 0\n" "#endif\n" "\n" "#ifndef GS_IIP\n" "#define GS_IIP 0\n" "#define GS_PRIM 3\n" "#endif\n" "\n" "#ifndef PS_FST\n" "#define PS_FST 0\n" "#define PS_WMS 0\n" "#define PS_WMT 0\n" "#define PS_FMT FMT_32\n" "#define PS_AEM 0\n" "#define PS_TFX 0\n" "#define PS_TCC 1\n" "#define PS_ATST 1\n" "#define PS_FOG 0\n" "#define PS_CLR1 0\n" "#define PS_FBA 0\n" "#define PS_AOUT 0\n" "#define PS_LTF 1\n" "#define PS_COLCLIP 0\n" "#define PS_DATE 0\n" "#define PS_SPRITEHACK 0\n" "#define PS_POINT_SAMPLER 0\n" "#define PS_TCOFFSETHACK 0\n" "#endif\n" "\n" "struct vertex\n" "{\n" " vec4 p;\n" " vec4 t;\n" " vec4 tp;\n" " vec4 c;\n" "};\n" "\n" "#ifdef VERTEX_SHADER\n" "layout(location = 0) in vec2 i_st;\n" "layout(location = 1) in vec4 i_c;\n" "layout(location = 2) in float i_q;\n" "layout(location = 3) in uvec2 i_p;\n" "layout(location = 4) in uint i_z;\n" "layout(location = 5) in uvec2 i_uv;\n" "layout(location = 6) in vec4 i_f;\n" "\n" "layout(location = 0) out vertex VSout;\n" "\n" "out gl_PerVertex {\n" " invariant vec4 gl_Position;\n" " float gl_PointSize;\n" " float gl_ClipDistance[];\n" "};\n" "\n" "#ifdef DISABLE_GL42\n" "layout(std140) uniform cb20\n" "#else\n" "layout(std140, binding = 20) uniform cb20\n" "#endif\n" "{\n" " vec4 VertexScale;\n" " vec4 VertexOffset;\n" " vec2 TextureScale;\n" "};\n" "\n" "void vs_main()\n" "{\n" " uint z;\n" " if(VS_BPPZ == 1) // 24\n" " z = i_z & uint(0xffffff);\n" " else if(VS_BPPZ == 2) // 16\n" " z = i_z & uint(0xffff);\n" " else\n" " z = i_z;\n" "\n" " // 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)\n" " // example: ceil(afterseveralvertextransformations(y = 133)) => 134 => line 133 stays empty\n" " // input granularity is 1/16 pixel, anything smaller than that won't step drawing up/left by one pixel\n" " // example: 133.0625 (133 + 1/16) should start from line 134, ceil(133.0625 - 0.05) still above 133\n" "\n" " vec4 p = vec4(i_p, z, 0) - vec4(0.05f, 0.05f, 0, 0); \n" " vec4 final_p = p * VertexScale - VertexOffset;\n" " // FIXME\n" " // FLIP vertically\n" " final_p.y *= -1.0f;\n" "\n" " if(VS_LOGZ == 1)\n" " {\n" " final_p.z = log2(1.0f + float(z)) / 32.0f;\n" " }\n" "\n" " VSout.p = final_p;\n" " gl_Position = final_p; // NOTE I don't know if it is possible to merge POSITION_OUT and gl_Position\n" "#if VS_RTCOPY\n" " VSout.tp = final_p * vec4(0.5, -0.5, 0, 0) + 0.5;\n" "#endif\n" "\n" "\n" " if(VS_TME != 0)\n" " {\n" " if(VS_FST != 0)\n" " {\n" " //VSout.t.xy = i_t * TextureScale;\n" " VSout.t.xy = i_uv * TextureScale;\n" " VSout.t.w = 1.0f;\n" " }\n" " else\n" " {\n" " //VSout.t.xy = i_t;\n" " VSout.t.xy = i_st;\n" " VSout.t.w = i_q;\n" " }\n" " }\n" " else\n" " {\n" " VSout.t.xy = vec2(0.0f, 0.0f);\n" " VSout.t.w = 1.0f;\n" " }\n" "\n" " VSout.c = i_c;\n" " VSout.t.z = i_f.r;\n" "}\n" "\n" "#endif\n" "\n" "#ifdef GEOMETRY_SHADER\n" "in gl_PerVertex {\n" " vec4 gl_Position;\n" " float gl_PointSize;\n" " float gl_ClipDistance[];\n" "} gl_in[];\n" "\n" "out gl_PerVertex {\n" " vec4 gl_Position;\n" " float gl_PointSize;\n" " float gl_ClipDistance[];\n" "};\n" "\n" "layout(location = 0) in vertex GSin[];\n" "\n" "layout(location = 0) out vertex GSout;\n" "\n" "#if GS_PRIM == 0\n" "layout(points) in;\n" "layout(points, max_vertices = 1) out;\n" "\n" "void gs_main()\n" "{\n" " for(int i = 0; i < gl_in.length(); i++) {\n" " gl_Position = gl_in[i].gl_Position; // FIXME is it useful\n" " GSout = GSin[i];\n" " EmitVertex();\n" " }\n" " EndPrimitive();\n" "}\n" "\n" "#elif GS_PRIM == 1\n" "layout(lines) in;\n" "layout(line_strip, max_vertices = 2) out;\n" "\n" "void gs_main()\n" "{\n" " for(int i = 0; i < gl_in.length(); i++) {\n" " gl_Position = gl_in[i].gl_Position; // FIXME is it useful\n" " GSout = GSin[i];\n" "#if GS_IIP == 0\n" " if (i == 0)\n" " GSout.c = GSin[1].c;\n" "#endif\n" " EmitVertex();\n" " }\n" " EndPrimitive();\n" "}\n" "\n" "#elif GS_PRIM == 2\n" "layout(triangles) in;\n" "layout(triangle_strip, max_vertices = 3) out;\n" "\n" "void gs_main()\n" "{\n" " for(int i = 0; i < gl_in.length(); i++) {\n" " gl_Position = gl_in[i].gl_Position; // FIXME is it useful\n" " GSout = GSin[i];\n" "#if GS_IIP == 0\n" " if (i == 0 || i == 1)\n" " GSout.c = GSin[2].c;\n" "#endif\n" " EmitVertex();\n" " }\n" " EndPrimitive();\n" "}\n" "\n" "#elif GS_PRIM == 3\n" "layout(lines) in;\n" "layout(triangle_strip, max_vertices = 6) out;\n" "\n" "void gs_main()\n" "{\n" " // left top => GSin[0];\n" " // right bottom => GSin[1];\n" " vertex rb = GSin[1];\n" " vertex lt = GSin[0];\n" "\n" " lt.p.z = rb.p.z;\n" " lt.t.zw = rb.t.zw;\n" "#if GS_IIP == 0\n" " lt.c = rb.c;\n" "#endif\n" "\n" " vertex lb = rb;\n" " lb.p.x = lt.p.x;\n" " lb.t.x = lt.t.x;\n" "\n" " vertex rt = rb;\n" " rt.p.y = lt.p.y;\n" " rt.t.y = lt.t.y;\n" "\n" " // Triangle 1\n" " gl_Position = lt.p;\n" " GSout = lt;\n" " EmitVertex();\n" "\n" " gl_Position = lb.p;\n" " GSout = lb;\n" " EmitVertex();\n" "\n" " gl_Position = rt.p;\n" " GSout = rt;\n" " EmitVertex();\n" "\n" " EndPrimitive();\n" "\n" " // Triangle 2\n" " gl_Position = lb.p;\n" " GSout = lb;\n" " EmitVertex();\n" "\n" " gl_Position = rt.p;\n" " GSout = rt;\n" " EmitVertex();\n" "\n" " gl_Position = rb.p;\n" " GSout = rb;\n" " EmitVertex();\n" "\n" " EndPrimitive();\n" "\n" "}\n" "\n" "#endif\n" "\n" "#endif\n" "\n" "#ifdef FRAGMENT_SHADER\n" "layout(location = 0) in vertex PSin;\n" "\n" "// Same buffer but 2 colors for dual source blending\n" "layout(location = 0, index = 0) out vec4 SV_Target0;\n" "layout(location = 0, index = 1) out vec4 SV_Target1;\n" "\n" "layout(binding = 0) uniform sampler2D TextureSampler;\n" "layout(binding = 1) uniform sampler2D PaletteSampler;\n" "layout(binding = 2) uniform sampler2D RTCopySampler;\n" "\n" "#ifdef DISABLE_GL42\n" "layout(std140) uniform cb21\n" "#else\n" "layout(std140, binding = 21) uniform cb21\n" "#endif\n" "{\n" " vec3 FogColor;\n" " float AREF;\n" " vec4 HalfTexel;\n" " vec4 WH;\n" " vec4 MinMax;\n" " vec2 MinF;\n" " vec2 TA;\n" " uvec4 MskFix;\n" " vec4 TC_OffsetHack;\n" "};\n" "\n" "vec4 sample_c(vec2 uv)\n" "{\n" " // FIXME: check the issue on openGL\n" " if (ATI_SUCKS == 1 && PS_POINT_SAMPLER == 1)\n" " {\n" " // Weird issue with ATI cards (happens on at least HD 4xxx and 5xxx),\n" " // it looks like they add 127/128 of a texel to sampling coordinates\n" " // occasionally causing point sampling to erroneously round up.\n" " // I'm manually adjusting coordinates to the centre of texels here,\n" " // though the centre is just paranoia, the top left corner works fine.\n" " uv = (trunc(uv * WH.zw) + vec2(0.5, 0.5)) / WH.zw;\n" " }\n" "\n" " // FIXME I'm not sure it is a good solution to flip texture\n" " return texture(TextureSampler, uv);\n" " //FIXME another way to FLIP vertically\n" " //return texture(TextureSampler, vec2(uv.x, 1.0f-uv.y) );\n" "}\n" "\n" "vec4 sample_p(float u)\n" "{\n" " //FIXME do we need a 1D sampler. Big impact on opengl to find 1 dim\n" " // So for the moment cheat with 0.0f dunno if it work\n" " return texture(PaletteSampler, vec2(u, 0.0f));\n" "}\n" "\n" "vec4 sample_rt(vec2 uv)\n" "{\n" " return texture(RTCopySampler, uv);\n" "}\n" "\n" "vec4 wrapuv(vec4 uv)\n" "{\n" " vec4 uv_out = uv;\n" "\n" " if(PS_WMS == PS_WMT)\n" " {\n" " if(PS_WMS == 2)\n" " {\n" " uv_out = clamp(uv, MinMax.xyxy, MinMax.zwzw);\n" " }\n" " else if(PS_WMS == 3)\n" " {\n" " uv_out = vec4(((ivec4(uv * WH.xyxy) & ivec4(MskFix.xyxy)) | ivec4(MskFix.zwzw)) / WH.xyxy);\n" " }\n" " }\n" " else\n" " {\n" " if(PS_WMS == 2)\n" " {\n" " uv_out.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);\n" " }\n" " else if(PS_WMS == 3)\n" " {\n" " uv_out.xz = vec2(((ivec2(uv.xz * WH.xx) & ivec2(MskFix.xx)) | ivec2(MskFix.zz)) / WH.xx);\n" " }\n" " if(PS_WMT == 2)\n" " {\n" " uv_out.yw = clamp(uv.yw, MinMax.yy, MinMax.ww);\n" " }\n" " else if(PS_WMT == 3)\n" " {\n" " uv_out.yw = vec2(((ivec2(uv.yw * WH.yy) & ivec2(MskFix.yy)) | ivec2(MskFix.ww)) / WH.yy);\n" " }\n" " }\n" "\n" " return uv_out;\n" "}\n" "\n" "vec2 clampuv(vec2 uv)\n" "{\n" " vec2 uv_out = uv;\n" "\n" " if(PS_WMS == 2 && PS_WMT == 2) \n" " {\n" " uv_out = clamp(uv, MinF, MinMax.zw);\n" " }\n" " else if(PS_WMS == 2)\n" " {\n" " uv_out.x = clamp(uv.x, MinF.x, MinMax.z);\n" " }\n" " else if(PS_WMT == 2)\n" " {\n" " uv_out.y = clamp(uv.y, MinF.y, MinMax.w);\n" " }\n" "\n" " return uv_out;\n" "}\n" "\n" "mat4 sample_4c(vec4 uv)\n" "{\n" " mat4 c;\n" "\n" " c[0] = sample_c(uv.xy);\n" " c[1] = sample_c(uv.zy);\n" " c[2] = sample_c(uv.xw);\n" " c[3] = sample_c(uv.zw);\n" "\n" " return c;\n" "}\n" "\n" "vec4 sample_4a(vec4 uv)\n" "{\n" " vec4 c;\n" "\n" " // XXX\n" " // I think .a is related to 8bit texture in alpha channel\n" " // Opengl is only 8 bits on red channel. Not sure exactly of the impact\n" " c.x = sample_c(uv.xy).a;\n" " c.y = sample_c(uv.zy).a;\n" " c.z = sample_c(uv.xw).a;\n" " c.w = sample_c(uv.zw).a;\n" "\n" " return c * 255./256 + 0.5/256;\n" "}\n" "\n" "mat4 sample_4p(vec4 u)\n" "{\n" " mat4 c;\n" "\n" " c[0] = sample_p(u.x);\n" " c[1] = sample_p(u.y);\n" " c[2] = sample_p(u.z);\n" " c[3] = sample_p(u.w);\n" "\n" " return c;\n" "}\n" "\n" "vec4 sample_color(vec2 st, float q)\n" "{\n" " if(PS_FST == 0) st /= q;\n" "\n" " if(PS_TCOFFSETHACK == 1) st += TC_OffsetHack.xy;\n" "\n" " vec4 t;\n" " mat4 c;\n" " vec2 dd;\n" "\n" " if (PS_LTF == 0 && PS_FMT <= FMT_16 && PS_WMS < 3 && PS_WMT < 3)\n" " {\n" " c[0] = sample_c(clampuv(st));\n" " }\n" " else\n" " {\n" " vec4 uv;\n" "\n" " if(PS_LTF != 0)\n" " {\n" " uv = st.xyxy + HalfTexel;\n" " dd = fract(uv.xy * WH.zw);\n" " }\n" " else\n" " {\n" " uv = st.xyxy;\n" " }\n" "\n" " uv = wrapuv(uv);\n" "\n" " if((PS_FMT & FMT_PAL) != 0)\n" " {\n" " c = sample_4p(sample_4a(uv));\n" " }\n" " else\n" " {\n" " c = sample_4c(uv);\n" " }\n" " }\n" "\n" " // PERF: see the impact of the exansion before/after the interpolation\n" " for (int i = 0; i < 4; i++)\n" " {\n" " if((PS_FMT & ~FMT_PAL) == FMT_24)\n" " {\n" " // FIXME GLSL any only support bvec so try to mix it with notEqual\n" " bvec3 rgb_check = notEqual( t.rgb, vec3(0.0f, 0.0f, 0.0f) );\n" " t.a = ( (PS_AEM == 0) || any(rgb_check) ) ? TA.x : 0.0f;\n" " }\n" " else if((PS_FMT & ~FMT_PAL) == FMT_16)\n" " {\n" " // FIXME GLSL any only support bvec so try to mix it with notEqual\n" " bvec3 rgb_check = notEqual( t.rgb, vec3(0.0f, 0.0f, 0.0f) );\n" " t.a = t.a >= 0.5 ? TA.y : ( (PS_AEM == 0) || any(rgb_check) ) ? TA.x : 0.0f;\n" " }\n" " }\n" "\n" " if(PS_LTF != 0)\n" " {\n" " t = mix(mix(c[0], c[1], dd.x), mix(c[2], c[3], dd.x), dd.y);\n" " }\n" " else\n" " {\n" " t = c[0];\n" " }\n" "\n" " return t;\n" "}\n" "\n" "vec4 tfx(vec4 t, vec4 c)\n" "{\n" " vec4 c_out = c;\n" " if(PS_TFX == 0)\n" " {\n" " if(PS_TCC != 0) \n" " {\n" " c_out = c * t * 255.0f / 128;\n" " }\n" " else\n" " {\n" " c_out.rgb = c.rgb * t.rgb * 255.0f / 128;\n" " }\n" " }\n" " else if(PS_TFX == 1)\n" " {\n" " if(PS_TCC != 0) \n" " {\n" " c_out = t;\n" " }\n" " else\n" " {\n" " c_out.rgb = t.rgb;\n" " }\n" " }\n" " else if(PS_TFX == 2)\n" " {\n" " c_out.rgb = c.rgb * t.rgb * 255.0f / 128 + c.a;\n" "\n" " if(PS_TCC != 0) \n" " {\n" " c_out.a += t.a;\n" " }\n" " }\n" " else if(PS_TFX == 3)\n" " {\n" " c_out.rgb = c.rgb * t.rgb * 255.0f / 128 + c.a;\n" "\n" " if(PS_TCC != 0) \n" " {\n" " c_out.a = t.a;\n" " }\n" " }\n" "\n" " return clamp(c_out, vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(1.0f, 1.0f, 1.0f, 1.0f));\n" "}\n" "\n" "void datst()\n" "{\n" "#if PS_DATE > 0\n" " float alpha = sample_rt(PSin.tp.xy).a;\n" " float alpha0x80 = 128. / 255;\n" "\n" " if (PS_DATE == 1 && alpha >= alpha0x80)\n" " discard;\n" " else if (PS_DATE == 2 && alpha < alpha0x80)\n" " discard;\n" "#endif\n" "}\n" "\n" "void atst(vec4 c)\n" "{\n" " float a = trunc(c.a * 255 + 0.01);\n" "\n" " if(PS_ATST == 0) // never\n" " {\n" " discard;\n" " }\n" " else if(PS_ATST == 1) // always\n" " {\n" " // nothing to do\n" " }\n" " else if(PS_ATST == 2 ) // l\n" " {\n" " if (PS_SPRITEHACK == 0)\n" " if ((AREF - a - 0.5f) < 0.0f)\n" " discard;\n" " }\n" " else if(PS_ATST == 3 ) // le\n" " {\n" " if ((AREF - a + 0.5f) < 0.0f)\n" " discard;\n" " }\n" " else if(PS_ATST == 4) // e\n" " {\n" " if ((0.5f - abs(a - AREF)) < 0.0f)\n" " discard;\n" " }\n" " else if(PS_ATST == 5) // ge\n" " {\n" " if ((a-AREF + 0.5f) < 0.0f)\n" " discard;\n" " }\n" " else if(PS_ATST == 6) // g\n" " {\n" " if ((a-AREF - 0.5f) < 0.0f)\n" " discard;\n" " }\n" " else if(PS_ATST == 7) // ne\n" " {\n" " if ((abs(a - AREF) - 0.5f) < 0.0f)\n" " discard;\n" " }\n" "}\n" "\n" "vec4 fog(vec4 c, float f)\n" "{\n" " vec4 c_out = c;\n" " if(PS_FOG != 0)\n" " {\n" " c_out.rgb = mix(FogColor, c.rgb, f);\n" " }\n" "\n" " return c_out;\n" "}\n" "\n" "vec4 ps_color()\n" "{\n" " datst();\n" "\n" " vec4 t = sample_color(PSin.t.xy, PSin.t.w);\n" "\n" " vec4 c = tfx(t, PSin.c);\n" "\n" " atst(c);\n" "\n" " c = fog(c, PSin.t.z);\n" "\n" " if (PS_COLCLIP == 2)\n" " {\n" " c.rgb = 256.0f/255.0f - c.rgb;\n" " }\n" " if (PS_COLCLIP > 0)\n" " {\n" " // FIXME !!!!\n" " //c.rgb *= c.rgb < 128./255;\n" " bvec3 factor = bvec3(128.0f/255.0f, 128.0f/255.0f, 128.0f/255.0f);\n" " c.rgb *= vec3(factor);\n" " }\n" "\n" " if(PS_CLR1 != 0) // needed for Cd * (As/Ad/F + 1) blending modes\n" " {\n" " c.rgb = vec3(1.0f, 1.0f, 1.0f); \n" " }\n" "\n" " return c;\n" "}\n" "\n" "void ps_main()\n" "{\n" " //FIXME\n" " vec4 c = ps_color();\n" "\n" " // FIXME: I'm not sure about the value of others field\n" " // output.c1 = c.a * 2; // used for alpha blending\n" "\n" " float alpha = c.a * 2;\n" "\n" " if(PS_AOUT != 0) // 16 bit output\n" " {\n" " float a = 128.0f / 255; // alpha output will be 0x80\n" "\n" " c.a = (PS_FBA != 0) ? a : step(0.5, c.a) * a;\n" " }\n" " else if(PS_FBA != 0)\n" " {\n" " if(c.a < 0.5) c.a += 0.5;\n" " }\n" "\n" " SV_Target0 = c;\n" " SV_Target1 = vec4(alpha, alpha, alpha, alpha);\n" "}\n" "#endif\n" ;