mirror of https://github.com/PCSX2/pcsx2.git
1074 lines
26 KiB
GLSL
1074 lines
26 KiB
GLSL
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2023 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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//#version 420 // Keep it for text editor detection
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#define FMT_32 0
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#define FMT_24 1
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#define FMT_16 2
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// TEX_COORD_DEBUG output the uv coordinate as color. It is useful
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// to detect bad sampling due to upscaling
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//#define TEX_COORD_DEBUG
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// Just copy directly the texture coordinate
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#ifdef TEX_COORD_DEBUG
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#define PS_TFX 1
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#define PS_TCC 1
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#endif
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#define SW_BLEND (PS_BLEND_A || PS_BLEND_B || PS_BLEND_D)
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#define SW_BLEND_NEEDS_RT (SW_BLEND && (PS_BLEND_A == 1 || PS_BLEND_B == 1 || PS_BLEND_C == 1 || PS_BLEND_D == 1))
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#define SW_AD_TO_HW (PS_BLEND_C == 1 && PS_A_MASKED)
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#define PS_PRIMID_INIT (PS_DATE == 1 || PS_DATE == 2)
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#define NEEDS_RT_EARLY (PS_TEX_IS_FB == 1 || PS_DATE >= 5)
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#define NEEDS_RT (NEEDS_RT_EARLY || (!PS_PRIMID_INIT && (PS_FBMASK || SW_BLEND_NEEDS_RT || SW_AD_TO_HW)))
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#define NEEDS_TEX (PS_TFX != 4)
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layout(std140, binding = 0) uniform cb21
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{
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vec3 FogColor;
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float AREF;
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vec4 WH;
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vec2 TA;
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float MaxDepthPS;
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float Af;
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uvec4 FbMask;
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vec4 HalfTexel;
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vec4 MinMax;
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vec4 STRange;
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ivec4 ChannelShuffle;
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vec2 TC_OffsetHack;
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vec2 STScale;
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mat4 DitherMatrix;
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float ScaledScaleFactor;
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float RcpScaleFactor;
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};
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in SHADER
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{
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vec4 t_float;
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vec4 t_int;
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#if PS_IIP != 0
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vec4 c;
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#else
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flat vec4 c;
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#endif
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} PSin;
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#define TARGET_0_QUALIFIER out
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// Only enable framebuffer fetch when we actually need it.
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#if HAS_FRAMEBUFFER_FETCH && NEEDS_RT
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// We need to force the colour to be defined here, to read from it.
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// Basically the only scenario where this'll happen is RGBA masked and DATE is active.
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#undef PS_NO_COLOR
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#define PS_NO_COLOR 0
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#if defined(GL_EXT_shader_framebuffer_fetch)
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#undef TARGET_0_QUALIFIER
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#define TARGET_0_QUALIFIER inout
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#define LAST_FRAG_COLOR SV_Target0
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#elif defined(GL_ARM_shader_framebuffer_fetch)
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#define LAST_FRAG_COLOR gl_LastFragColorARM
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#endif
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#endif
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#if !PS_NO_COLOR
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#if !defined(DISABLE_DUAL_SOURCE) && !PS_NO_COLOR1
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// Same buffer but 2 colors for dual source blending
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layout(location = 0, index = 0) TARGET_0_QUALIFIER vec4 SV_Target0;
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layout(location = 0, index = 1) out vec4 SV_Target1;
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#else
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layout(location = 0) TARGET_0_QUALIFIER vec4 SV_Target0;
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#endif
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#endif
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#if NEEDS_TEX
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layout(binding = 0) uniform sampler2D TextureSampler;
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layout(binding = 1) uniform sampler2D PaletteSampler;
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#endif
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#if !HAS_FRAMEBUFFER_FETCH && NEEDS_RT
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layout(binding = 2) uniform sampler2D RtSampler; // note 2 already use by the image below
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#endif
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#if PS_DATE == 3
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layout(binding = 3) uniform sampler2D img_prim_min;
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// I don't remember why I set this parameter but it is surely useless
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//layout(pixel_center_integer) in vec4 gl_FragCoord;
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#endif
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vec4 fetch_rt()
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{
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#if !NEEDS_RT
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return vec4(0.0);
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#elif HAS_FRAMEBUFFER_FETCH
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return LAST_FRAG_COLOR;
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#else
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return texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0);
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#endif
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}
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#if NEEDS_TEX
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vec4 sample_c(vec2 uv)
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{
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#if PS_TEX_IS_FB == 1
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return fetch_rt();
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#elif PS_REGION_RECT
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return texelFetch(TextureSampler, ivec2(uv), 0);
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#else
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#if PS_POINT_SAMPLER
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// Weird issue with ATI/AMD cards,
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// it looks like they add 127/128 of a texel to sampling coordinates
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// occasionally causing point sampling to erroneously round up.
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// I'm manually adjusting coordinates to the centre of texels here,
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// though the centre is just paranoia, the top left corner works fine.
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// As of 2018 this issue is still present.
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uv = (trunc(uv * WH.zw) + vec2(0.5, 0.5)) / WH.zw;
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#endif
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#if !PS_ADJS && !PS_ADJT
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uv *= STScale;
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#else
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#if PS_ADJS
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uv.x = (uv.x - STRange.x) * STRange.z;
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#else
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uv.x = uv.x * STScale.x;
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#endif
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#if PS_ADJT
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uv.y = (uv.y - STRange.y) * STRange.w;
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#else
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uv.y = uv.y * STScale.y;
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#endif
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#endif
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#if PS_AUTOMATIC_LOD == 1
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return texture(TextureSampler, uv);
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#elif PS_MANUAL_LOD == 1
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// FIXME add LOD: K - ( LOG2(Q) * (1 << L))
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float K = MinMax.x;
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float L = MinMax.y;
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float bias = MinMax.z;
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float max_lod = MinMax.w;
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float gs_lod = K - log2(abs(PSin.t_float.w)) * L;
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// FIXME max useful ?
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//float lod = max(min(gs_lod, max_lod) - bias, 0.0f);
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float lod = min(gs_lod, max_lod) - bias;
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return textureLod(TextureSampler, uv, lod);
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#else
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return textureLod(TextureSampler, uv, 0.0f); // No lod
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#endif
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#endif
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}
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vec4 sample_p(uint idx)
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{
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return texelFetch(PaletteSampler, ivec2(int(idx), 0), 0);
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}
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vec4 sample_p_norm(float u)
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{
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return sample_p(uint(u * 255.5f));
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}
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vec4 clamp_wrap_uv(vec4 uv)
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{
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vec4 uv_out = uv;
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vec4 tex_size = WH.xyxy;
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#if PS_WMS == PS_WMT
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#if PS_REGION_RECT == 1 && PS_WMS == 0
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uv_out = fract(uv);
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#elif PS_REGION_RECT == 1 && PS_WMS == 1
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uv_out = clamp(uv, vec4(0.0f), vec4(1.0f));
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#elif PS_WMS == 2
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uv_out = clamp(uv, MinMax.xyxy, MinMax.zwzw);
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#elif PS_WMS == 3
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#if PS_FST == 0
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// wrap negative uv coords to avoid an off by one error that shifted
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// textures. Fixes Xenosaga's hair issue.
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uv = fract(uv);
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#endif
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uv_out = vec4((uvec4(uv * tex_size) & floatBitsToUint(MinMax.xyxy)) | floatBitsToUint(MinMax.zwzw)) / tex_size;
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#endif
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#else // PS_WMS != PS_WMT
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#if PS_REGION_RECT == 1 && PS_WMS == 0
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uv.xz = fract(uv.xz);
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#elif PS_REGION_RECT == 1 && PS_WMS == 1
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uv.xz = clamp(uv.xz, vec2(0.0f), vec2(1.0f));
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#elif PS_WMS == 2
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uv_out.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);
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#elif PS_WMS == 3
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#if PS_FST == 0
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uv.xz = fract(uv.xz);
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#endif
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uv_out.xz = vec2((uvec2(uv.xz * tex_size.xx) & floatBitsToUint(MinMax.xx)) | floatBitsToUint(MinMax.zz)) / tex_size.xx;
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#endif
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#if PS_REGION_RECT == 1 && PS_WMT == 0
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uv_out.yw = fract(uv.yw);
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#elif PS_REGION_RECT == 1 && PS_WMT == 1
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uv_out.yw = clamp(uv.yw, vec2(0.0f), vec2(1.0f));
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#elif PS_WMT == 2
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uv_out.yw = clamp(uv.yw, MinMax.yy, MinMax.ww);
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#elif PS_WMT == 3
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#if PS_FST == 0
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uv.yw = fract(uv.yw);
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#endif
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uv_out.yw = vec2((uvec2(uv.yw * tex_size.yy) & floatBitsToUint(MinMax.yy)) | floatBitsToUint(MinMax.ww)) / tex_size.yy;
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#endif
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#endif
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#if PS_REGION_RECT == 1
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// Normalized -> Integer Coordinates.
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uv_out = clamp(uv_out * WH.zwzw + STRange.xyxy, STRange.xyxy, STRange.zwzw);
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#endif
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return uv_out;
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}
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mat4 sample_4c(vec4 uv)
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{
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mat4 c;
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// Note: texture gather can't be used because of special clamping/wrapping
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// Also it doesn't support lod
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c[0] = sample_c(uv.xy);
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c[1] = sample_c(uv.zy);
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c[2] = sample_c(uv.xw);
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c[3] = sample_c(uv.zw);
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return c;
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}
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uvec4 sample_4_index(vec4 uv)
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{
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vec4 c;
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// Either GS will send a texture that contains a single channel
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// in this case the red channel is remapped as alpha channel
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//
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// Or we have an old RT (ie RGBA8) that contains index (4/8) in the alpha channel
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// Note: texture gather can't be used because of special clamping/wrapping
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// Also it doesn't support lod
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c.x = sample_c(uv.xy).a;
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c.y = sample_c(uv.zy).a;
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c.z = sample_c(uv.xw).a;
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c.w = sample_c(uv.zw).a;
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uvec4 i = uvec4(c * 255.5f); // Denormalize value
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#if PS_PAL_FMT == 1
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// 4HL
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return i & 0xFu;
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#elif PS_PAL_FMT == 2
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// 4HH
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return i >> 4u;
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#else
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// 8
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return i;
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#endif
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}
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mat4 sample_4p(uvec4 u)
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{
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mat4 c;
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c[0] = sample_p(u.x);
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c[1] = sample_p(u.y);
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c[2] = sample_p(u.z);
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c[3] = sample_p(u.w);
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return c;
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}
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int fetch_raw_depth()
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{
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#if HAS_CLIP_CONTROL
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float multiplier = exp2(32.0f);
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#else
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float multiplier = exp2(24.0f);
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#endif
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#if PS_TEX_IS_FB == 1
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return int(fetch_rt().r * multiplier);
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#else
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return int(texelFetch(TextureSampler, ivec2(gl_FragCoord.xy), 0).r * multiplier);
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#endif
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}
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vec4 fetch_raw_color()
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{
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#if PS_TEX_IS_FB == 1
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return fetch_rt();
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#else
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return texelFetch(TextureSampler, ivec2(gl_FragCoord.xy), 0);
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#endif
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}
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vec4 fetch_c(ivec2 uv)
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{
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return texelFetch(TextureSampler, ivec2(uv), 0);
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}
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//////////////////////////////////////////////////////////////////////
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// Depth sampling
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//////////////////////////////////////////////////////////////////////
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ivec2 clamp_wrap_uv_depth(ivec2 uv)
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{
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ivec2 uv_out = uv;
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// Keep the full precision
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// It allow to multiply the ScalingFactor before the 1/16 coeff
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ivec4 mask = floatBitsToInt(MinMax) << 4;
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#if PS_WMS == PS_WMT
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#if PS_WMS == 2
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uv_out = clamp(uv, mask.xy, mask.zw);
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#elif PS_WMS == 3
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uv_out = (uv & mask.xy) | mask.zw;
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#endif
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#else // PS_WMS != PS_WMT
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#if PS_WMS == 2
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uv_out.x = clamp(uv.x, mask.x, mask.z);
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#elif PS_WMS == 3
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uv_out.x = (uv.x & mask.x) | mask.z;
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#endif
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#if PS_WMT == 2
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uv_out.y = clamp(uv.y, mask.y, mask.w);
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#elif PS_WMT == 3
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uv_out.y = (uv.y & mask.y) | mask.w;
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#endif
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#endif
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return uv_out;
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}
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vec4 sample_depth(vec2 st)
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{
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vec2 uv_f = vec2(clamp_wrap_uv_depth(ivec2(st))) * vec2(ScaledScaleFactor);
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#if PS_REGION_RECT == 1
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uv_f = clamp(uv_f + STRange.xy, STRange.xy, STRange.zw);
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#endif
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ivec2 uv = ivec2(uv_f);
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vec4 t = vec4(0.0f);
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#if PS_TALES_OF_ABYSS_HLE == 1
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// Warning: UV can't be used in channel effect
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int depth = fetch_raw_depth();
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// Convert msb based on the palette
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t = texelFetch(PaletteSampler, ivec2((depth >> 8) & 0xFF, 0), 0) * 255.0f;
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#elif PS_URBAN_CHAOS_HLE == 1
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// Depth buffer is read as a RGB5A1 texture. The game try to extract the green channel.
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// So it will do a first channel trick to extract lsb, value is right-shifted.
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// Then a new channel trick to extract msb which will shifted to the left.
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// OpenGL uses a FLOAT32 format for the depth so it requires a couple of conversion.
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// To be faster both steps (msb&lsb) are done in a single pass.
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// Warning: UV can't be used in channel effect
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int depth = fetch_raw_depth();
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// Convert lsb based on the palette
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t = texelFetch(PaletteSampler, ivec2((depth & 0xFF), 0), 0) * 255.0f;
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// Msb is easier
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float green = float((depth >> 8) & 0xFF) * 36.0f;
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green = min(green, 255.0f);
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t.g += green;
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#elif PS_DEPTH_FMT == 1
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// Based on ps_convert_float32_rgba8 of convert
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// Convert a GL_FLOAT32 depth texture into a RGBA color texture
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#if HAS_CLIP_CONTROL
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uint d = uint(fetch_c(uv).r * exp2(32.0f));
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#else
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uint d = uint(fetch_c(uv).r * exp2(24.0f));
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#endif
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t = vec4(uvec4((d & 0xFFu), ((d >> 8) & 0xFFu), ((d >> 16) & 0xFFu), (d >> 24)));
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#elif PS_DEPTH_FMT == 2
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// Based on ps_convert_float16_rgb5a1 of convert
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// Convert a GL_FLOAT32 (only 16 lsb) depth into a RGB5A1 color texture
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#if HAS_CLIP_CONTROL
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uint d = uint(fetch_c(uv).r * exp2(32.0f));
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#else
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uint d = uint(fetch_c(uv).r * exp2(24.0f));
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#endif
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t = vec4(uvec4((d & 0x1Fu), ((d >> 5) & 0x1Fu), ((d >> 10) & 0x1Fu), (d >> 15) & 0x01u)) * vec4(8.0f, 8.0f, 8.0f, 128.0f);
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#elif PS_DEPTH_FMT == 3
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// Convert a RGBA/RGB5A1 color texture into a RGBA/RGB5A1 color texture
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t = fetch_c(uv) * 255.0f;
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#endif
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// warning t ranges from 0 to 255
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#if (PS_AEM_FMT == FMT_24)
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t.a = ( (PS_AEM == 0) || any(bvec3(t.rgb)) ) ? 255.0f * TA.x : 0.0f;
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#elif (PS_AEM_FMT == FMT_16)
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t.a = t.a >= 128.0f ? 255.0f * TA.y : ( (PS_AEM == 0) || any(bvec3(t.rgb)) ) ? 255.0f * TA.x : 0.0f;
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#endif
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return t;
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}
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//////////////////////////////////////////////////////////////////////
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// Fetch a Single Channel
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//////////////////////////////////////////////////////////////////////
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vec4 fetch_red()
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{
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#if PS_DEPTH_FMT == 1 || PS_DEPTH_FMT == 2
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int depth = (fetch_raw_depth()) & 0xFF;
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vec4 rt = vec4(depth) / 255.0f;
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#else
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vec4 rt = fetch_raw_color();
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#endif
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return sample_p_norm(rt.r) * 255.0f;
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}
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vec4 fetch_green()
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{
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#if PS_DEPTH_FMT == 1 || PS_DEPTH_FMT == 2
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int depth = (fetch_raw_depth() >> 8) & 0xFF;
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vec4 rt = vec4(depth) / 255.0f;
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#else
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vec4 rt = fetch_raw_color();
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#endif
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return sample_p_norm(rt.g) * 255.0f;
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}
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vec4 fetch_blue()
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{
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#if PS_DEPTH_FMT == 1 || PS_DEPTH_FMT == 2
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int depth = (fetch_raw_depth() >> 16) & 0xFF;
|
|
vec4 rt = vec4(depth) / 255.0f;
|
|
#else
|
|
vec4 rt = fetch_raw_color();
|
|
#endif
|
|
return sample_p_norm(rt.b) * 255.0f;
|
|
}
|
|
|
|
vec4 fetch_alpha()
|
|
{
|
|
vec4 rt = fetch_raw_color();
|
|
return sample_p_norm(rt.a) * 255.0f;
|
|
}
|
|
|
|
vec4 fetch_rgb()
|
|
{
|
|
vec4 rt = fetch_raw_color();
|
|
vec4 c = vec4(sample_p_norm(rt.r).r, sample_p_norm(rt.g).g, sample_p_norm(rt.b).b, 1.0f);
|
|
return c * 255.0f;
|
|
}
|
|
|
|
vec4 fetch_gXbY()
|
|
{
|
|
#if PS_DEPTH_FMT == 1 || PS_DEPTH_FMT == 2
|
|
int depth = fetch_raw_depth();
|
|
int bg = (depth >> (8 + ChannelShuffle.w)) & 0xFF;
|
|
return vec4(bg);
|
|
#else
|
|
ivec4 rt = ivec4(fetch_raw_color() * 255.0f);
|
|
int green = (rt.g >> ChannelShuffle.w) & ChannelShuffle.z;
|
|
int blue = (rt.b << ChannelShuffle.y) & ChannelShuffle.x;
|
|
return vec4(green | blue);
|
|
#endif
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
vec4 sample_color(vec2 st)
|
|
{
|
|
#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_REGION_RECT == 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
|
|
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);
|
|
}
|
|
|
|
#endif // NEEDS_TEX
|
|
|
|
vec4 tfx(vec4 T, vec4 C)
|
|
{
|
|
vec4 C_out;
|
|
vec4 FxT = 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)
|
|
{
|
|
float a = C.a;
|
|
|
|
#if (PS_ATST == 0)
|
|
// nothing to do
|
|
#elif (PS_ATST == 1)
|
|
if (a > AREF) discard;
|
|
#elif (PS_ATST == 2)
|
|
if (a < AREF) discard;
|
|
#elif (PS_ATST == 3)
|
|
if (abs(a - AREF) > 0.5f) discard;
|
|
#elif (PS_ATST == 4)
|
|
if (abs(a - AREF) < 0.5f) 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()
|
|
{
|
|
//FIXME: maybe we can set gl_Position.w = q in VS
|
|
#if (PS_FST == 0)
|
|
vec2 st = PSin.t_float.xy / vec2(PSin.t_float.w);
|
|
vec2 st_int = PSin.t_int.zw / vec2(PSin.t_float.w);
|
|
#else
|
|
// Note xy are normalized coordinate
|
|
vec2 st = PSin.t_int.xy;
|
|
vec2 st_int = PSin.t_int.zw;
|
|
#endif
|
|
|
|
#if !NEEDS_TEX
|
|
vec4 T = vec4(0.0);
|
|
#elif PS_CHANNEL_FETCH == 1
|
|
vec4 T = fetch_red();
|
|
#elif PS_CHANNEL_FETCH == 2
|
|
vec4 T = fetch_green();
|
|
#elif PS_CHANNEL_FETCH == 3
|
|
vec4 T = fetch_blue();
|
|
#elif PS_CHANNEL_FETCH == 4
|
|
vec4 T = fetch_alpha();
|
|
#elif PS_CHANNEL_FETCH == 5
|
|
vec4 T = fetch_rgb();
|
|
#elif PS_CHANNEL_FETCH == 6
|
|
vec4 T = fetch_gXbY();
|
|
#elif PS_DEPTH_FMT > 0
|
|
// Integral coordinate
|
|
vec4 T = sample_depth(st_int);
|
|
#else
|
|
vec4 T = sample_color(st);
|
|
#endif
|
|
|
|
vec4 C = tfx(T, PSin.c);
|
|
|
|
atst(C);
|
|
|
|
fog(C, PSin.t_float.z);
|
|
|
|
return C;
|
|
}
|
|
|
|
void ps_fbmask(inout vec4 C)
|
|
{
|
|
// FIXME do I need special case for 16 bits
|
|
#if PS_FBMASK
|
|
vec4 RT = trunc(fetch_rt() * 255.0f + 0.1f);
|
|
C = vec4((uvec4(C) & ~FbMask) | (uvec4(RT) & FbMask));
|
|
#endif
|
|
}
|
|
|
|
void ps_dither(inout vec3 C)
|
|
{
|
|
#if PS_DITHER
|
|
#if PS_DITHER == 2
|
|
ivec2 fpos = ivec2(gl_FragCoord.xy);
|
|
#else
|
|
ivec2 fpos = ivec2(gl_FragCoord.xy * RcpScaleFactor);
|
|
#endif
|
|
float value = DitherMatrix[fpos.y&3][fpos.x&3];
|
|
#if PS_ROUND_INV
|
|
C -= value;
|
|
#else
|
|
C += value;
|
|
#endif
|
|
#endif
|
|
}
|
|
|
|
void ps_color_clamp_wrap(inout vec3 C)
|
|
{
|
|
// When dithering the bottom 3 bits become meaningless and cause lines in the picture
|
|
// so we need to limit the color depth on dithered items
|
|
#if SW_BLEND || PS_DITHER || PS_FBMASK
|
|
|
|
#if PS_DST_FMT == FMT_16 && PS_BLEND_MIX == 0 && PS_ROUND_INV
|
|
C += 7.0f; // Need to round up, not down since the shader will invert
|
|
#endif
|
|
|
|
// Correct the Color value based on the output format
|
|
#if PS_COLCLIP == 0 && PS_HDR == 0
|
|
// Standard Clamp
|
|
C = clamp(C, 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_DST_FMT == FMT_16 && PS_BLEND_MIX == 0
|
|
// In 16 bits format, only 5 bits of colors are used. It impacts shadows computation of Castlevania
|
|
C = vec3(ivec3(C) & ivec3(0xF8));
|
|
#elif PS_COLCLIP == 1 || PS_HDR == 1
|
|
C = vec3(ivec3(C) & ivec3(0xFF));
|
|
#endif
|
|
|
|
#endif
|
|
}
|
|
|
|
void ps_blend(inout vec4 Color, inout vec4 As_rgba)
|
|
{
|
|
float As = As_rgba.a;
|
|
|
|
#if SW_BLEND
|
|
|
|
// PABE
|
|
#if PS_PABE
|
|
// No blending so early exit
|
|
if (As < 1.0f)
|
|
return;
|
|
#endif
|
|
|
|
#if SW_BLEND_NEEDS_RT
|
|
vec4 RT = trunc(fetch_rt() * 255.0f + 0.1f);
|
|
#else
|
|
// Not used, but we define it to make the selection below simpler.
|
|
vec4 RT = vec4(0.0f);
|
|
#endif
|
|
// FIXME FMT_16 case
|
|
// FIXME Ad or Ad * 2?
|
|
float Ad = RT.a / 128.0f;
|
|
|
|
// 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
|
|
|
|
// As/Af clamp alpha for Blend mix
|
|
// We shouldn't clamp blend mix with blend hw 1 as we want alpha higher
|
|
float C_clamped = C;
|
|
#if PS_BLEND_MIX > 0 && PS_BLEND_HW != 1
|
|
C_clamped = min(C_clamped, 1.0f);
|
|
#endif
|
|
|
|
#if PS_BLEND_A == PS_BLEND_B
|
|
Color.rgb = D;
|
|
// In blend_mix, HW adds on some alpha factor * dst.
|
|
// Truncating here wouldn't quite get the right result because it prevents the <1 bit here from combining with a <1 bit in dst to form a ≥1 amount that pushes over the truncation.
|
|
// Instead, apply an offset to convert HW's round to a floor.
|
|
// Since alpha is in 1/128 increments, subtracting (0.5 - 0.5/128 == 127/256) would get us what we want if GPUs blended in full precision.
|
|
// But they don't. Details here: https://github.com/PCSX2/pcsx2/pull/6809#issuecomment-1211473399
|
|
// Based on the scripts at the above link, the ideal choice for Intel GPUs is 126/256, AMD 120/256. Nvidia is a lost cause.
|
|
// 124/256 seems like a reasonable compromise, providing the correct answer 99.3% of the time on Intel (vs 99.6% for 126/256), and 97% of the time on AMD (vs 97.4% for 120/256).
|
|
#elif PS_BLEND_MIX == 2
|
|
Color.rgb = ((A - B) * C_clamped + D) + (124.0f/256.0f);
|
|
#elif PS_BLEND_MIX == 1
|
|
Color.rgb = ((A - B) * C_clamped + D) - (124.0f/256.0f);
|
|
#else
|
|
Color.rgb = trunc((A - B) * C + D);
|
|
#endif
|
|
|
|
#if PS_BLEND_HW == 1
|
|
// As or Af
|
|
As_rgba.rgb = vec3(C);
|
|
// Subtract 1 for alpha to compensate for the changed equation,
|
|
// if c.rgb > 255.0f then we further need to adjust alpha accordingly,
|
|
// we pick the lowest overflow from all colors because it's the safest,
|
|
// we divide by 255 the color because we don't know Cd value,
|
|
// changed alpha should only be done for hw blend.
|
|
vec3 alpha_compensate = max(vec3(1.0f), Color.rgb / vec3(255.0f));
|
|
As_rgba.rgb -= alpha_compensate;
|
|
#elif PS_BLEND_HW == 2
|
|
// Compensate slightly for Cd*(As + 1) - Cs*As.
|
|
// The initial factor we chose is 1 (0.00392)
|
|
// as that is the minimum color Cd can be,
|
|
// then we multiply by alpha to get the minimum
|
|
// blended value it can be.
|
|
float color_compensate = 1.0f * (C + 1.0f);
|
|
Color.rgb -= vec3(color_compensate);
|
|
#elif PS_BLEND_HW == 3
|
|
// As, Ad or Af clamped.
|
|
As_rgba.rgb = vec3(C_clamped);
|
|
// Cs*(Alpha + 1) might overflow, if it does then adjust alpha value
|
|
// that is sent on second output to compensate.
|
|
vec3 overflow_check = (Color.rgb - vec3(255.0f)) / 255.0f;
|
|
vec3 alpha_compensate = max(vec3(0.0f), overflow_check);
|
|
As_rgba.rgb -= alpha_compensate;
|
|
#endif
|
|
|
|
#else
|
|
// Needed for Cd * (As/Ad/F + 1) blending modes
|
|
#if PS_BLEND_HW == 1
|
|
Color.rgb = vec3(255.0f);
|
|
#elif PS_BLEND_HW == 2
|
|
// Cd*As,Cd*Ad or Cd*F
|
|
|
|
#if PS_BLEND_C == 2
|
|
float Alpha = Af;
|
|
#else
|
|
float Alpha = As;
|
|
#endif
|
|
|
|
Color.rgb = max(vec3(0.0f), (Alpha - vec3(1.0f)));
|
|
Color.rgb *= vec3(255.0f);
|
|
#elif PS_BLEND_HW == 3
|
|
// Needed for Cs*Ad, Cs*Ad + Cd, Cd - Cs*Ad
|
|
// Multiply Color.rgb by (255/128) to compensate for wrong Ad/255 value when rgb are below 128.
|
|
// When any color channel is higher than 128 then adjust the compensation automatically
|
|
// to give us more accurate colors, otherwise they will be wrong.
|
|
// The higher the value (>128) the lower the compensation will be.
|
|
float max_color = max(max(Color.r, Color.g), Color.b);
|
|
float color_compensate = 255.0f / max(128.0f, max_color);
|
|
Color.rgb *= vec3(color_compensate);
|
|
#endif
|
|
|
|
#endif
|
|
}
|
|
|
|
void ps_main()
|
|
{
|
|
#if PS_SCANMSK & 2
|
|
// fail depth test on prohibited lines
|
|
if ((int(gl_FragCoord.y) & 1) == (PS_SCANMSK & 1))
|
|
discard;
|
|
#endif
|
|
|
|
#if PS_DATE >= 5
|
|
|
|
#if PS_WRITE_RG == 1
|
|
// Pseudo 16 bits access.
|
|
float rt_a = fetch_rt().g;
|
|
#else
|
|
float rt_a = fetch_rt().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) {
|
|
discard;
|
|
}
|
|
|
|
#endif
|
|
|
|
#if PS_DATE == 3
|
|
int stencil_ceil = int(texelFetch(img_prim_min, ivec2(gl_FragCoord.xy), 0).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 PS_SHUFFLE
|
|
uvec4 denorm_c = uvec4(C);
|
|
uvec2 denorm_TA = uvec2(vec2(TA.xy) * 255.0f + 0.5f);
|
|
|
|
// Special case for 32bit input and 16bit output, shuffle used by The Godfather
|
|
#if PS_SHUFFLE_SAME
|
|
#if (PS_READ_BA)
|
|
C = vec4(float((denorm_c.b & 0x7Fu) | (denorm_c.a & 0x80u)));
|
|
#else
|
|
C.ga = C.rg;
|
|
#endif
|
|
// Copy of a 16bit source in to this target
|
|
#elif PS_READ16_SRC
|
|
C.rb = vec2(float((denorm_c.r >> 3) | (((denorm_c.g >> 3) & 0x7u) << 5)));
|
|
if (bool(denorm_c.a & 0x80u))
|
|
C.ga = vec2(float((denorm_c.g >> 6) | ((denorm_c.b >> 3) << 2) | (denorm_TA.y & 0x80u)));
|
|
else
|
|
C.ga = vec2(float((denorm_c.g >> 6) | ((denorm_c.b >> 3) << 2) | (denorm_TA.x & 0x80u)));
|
|
// Write RB part. Mask will take care of the correct destination
|
|
#elif PS_READ_BA
|
|
C.rb = C.bb;
|
|
// FIXME precompute my_TA & 0x80
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// Write GA part. Mask will take care of the correct destination
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// Note: GLSL 4.50/GL_EXT_shader_integer_mix support a mix instruction to select a component\n"
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// However Nvidia emulate it with an if (at least on kepler arch) ...\n"
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// bit field operation requires GL4 HW. Could be nice to merge it with step/mix below
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// uint my_ta = (bool(bitfieldExtract(denorm_c.a, 7, 1))) ? denorm_TA.y : denorm_TA.x;
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// denorm_c.a = bitfieldInsert(denorm_c.a, bitfieldExtract(my_ta, 7, 1), 7, 1);
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// c.ga = vec2(float(denorm_c.a));
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if (bool(denorm_c.a & 0x80u))
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C.ga = vec2(float((denorm_c.a & 0x7Fu) | (denorm_TA.y & 0x80u)));
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else
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C.ga = vec2(float((denorm_c.a & 0x7Fu) | (denorm_TA.x & 0x80u)));
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#else
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C.rb = C.rr;
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if (bool(denorm_c.g & 0x80u))
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C.ga = vec2(float((denorm_c.g & 0x7Fu) | (denorm_TA.y & 0x80u)));
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else
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C.ga = vec2(float((denorm_c.g & 0x7Fu) | (denorm_TA.x & 0x80u)));
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// Nice idea but step/mix requires 4 instructions
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// set / trunc / I2F / Mad
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//
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// float sel = step(128.0f, c.g);
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// vec2 c_shuffle = vec2((denorm_c.gg & 0x7Fu) | (denorm_TA & 0x80u));
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// c.ga = mix(c_shuffle.xx, c_shuffle.yy, sel);
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#endif // PS_SHUFFLE_SAME
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#endif // PS_SHUFFLE
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// Must be done before alpha correction
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// AA (Fixed one) will output a coverage of 1.0 as alpha
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#if PS_FIXED_ONE_A
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C.a = 128.0f;
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#endif
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#if SW_AD_TO_HW
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vec4 RT = trunc(fetch_rt() * 255.0f + 0.1f);
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vec4 alpha_blend = vec4(RT.a / 128.0f);
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#else
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vec4 alpha_blend = vec4(C.a / 128.0f);
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#endif
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// Correct the ALPHA value based on the output format
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#if (PS_DST_FMT == FMT_16)
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float A_one = 128.0f; // alpha output will be 0x80
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C.a = (PS_FBA != 0) ? A_one : step(128.0f, C.a) * A_one;
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#elif (PS_DST_FMT == FMT_32) && (PS_FBA != 0)
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if(C.a < 128.0f) C.a += 128.0f;
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#endif
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// Get first primitive that will write a failling alpha value
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#if PS_DATE == 1
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// DATM == 0
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// Pixel with alpha equal to 1 will failed (128-255)
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SV_Target0 = (C.a > 127.5f) ? vec4(gl_PrimitiveID) : vec4(0x7FFFFFFF);
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return;
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#elif PS_DATE == 2
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// DATM == 1
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// Pixel with alpha equal to 0 will failed (0-127)
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SV_Target0 = (C.a < 127.5f) ? vec4(gl_PrimitiveID) : vec4(0x7FFFFFFF);
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return;
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#endif
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ps_blend(C, alpha_blend);
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ps_dither(C.rgb);
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// Color clamp/wrap needs to be done after sw blending and dithering
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ps_color_clamp_wrap(C.rgb);
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ps_fbmask(C);
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#if !PS_NO_COLOR
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#if PS_HDR == 1
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SV_Target0 = vec4(C.rgb / 65535.0f, C.a / 255.0f);
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#else
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SV_Target0 = C / 255.0f;
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#endif
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#if !defined(DISABLE_DUAL_SOURCE) && !PS_NO_COLOR1
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SV_Target1 = alpha_blend;
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#endif
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#if PS_NO_ABLEND
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// write alpha blend factor into col0
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SV_Target0.a = alpha_blend.a;
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#endif
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#if PS_ONLY_ALPHA
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// rgb isn't used
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SV_Target0.rgb = vec3(0.0f);
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#endif
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#endif
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#if PS_ZCLAMP
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gl_FragDepth = min(gl_FragCoord.z, MaxDepthPS);
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#endif
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}
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