mirror of https://github.com/PCSX2/pcsx2.git
800 lines
18 KiB
GLSL
800 lines
18 KiB
GLSL
//#version 420 // Keep it for text editor detection
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// note lerp => mix
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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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#define FMT_PAL 4 /* flag bit */
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// APITRACE_DEBUG allows to force pixel output to easily detect
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// the fragment computed by primitive
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#define APITRACE_DEBUG 0
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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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// Not sure we have same issue on opengl. Doesn't work anyway on ATI card
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// And I say this as an ATI user.
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#define ATI_SUCKS 0
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#ifdef FRAGMENT_SHADER
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in SHADER
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{
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vec4 t;
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vec4 c;
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flat vec4 fc;
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} PSin;
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#define PSin_t (PSin.t)
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#define PSin_c (PSin.c)
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#define PSin_fc (PSin.fc)
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// Same buffer but 2 colors for dual source blending
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layout(location = 0, index = 0) out vec4 SV_Target0;
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layout(location = 0, index = 1) out vec4 SV_Target1;
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#ifdef ENABLE_BINDLESS_TEX
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layout(bindless_sampler, location = 0) uniform sampler2D TextureSampler;
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layout(bindless_sampler, location = 1) uniform sampler2D PaletteSampler;
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#else
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layout(binding = 0) uniform sampler2D TextureSampler;
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layout(binding = 1) uniform sampler2D PaletteSampler;
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layout(binding = 3) uniform sampler2D RtSampler; // note 2 already use by the image below
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#endif
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#ifndef DISABLE_GL42_image
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#if PS_DATE > 0
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// FIXME how to declare memory access
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layout(r32i, binding = 2) coherent uniform iimage2D img_prim_min;
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// Don't enable it. Discard fragment can still write in the depth buffer
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// it breaks shadow in Shin Megami Tensei Nocturne
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//layout(early_fragment_tests) in;
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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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#else
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// use basic stencil
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#endif
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layout(std140, binding = 21) 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 MinF;
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vec2 TA;
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uvec4 MskFix;
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uvec4 FbMask;
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vec3 _not_yet_used;
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float Af;
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vec4 HalfTexel;
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vec4 MinMax;
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vec2 TC_OffsetHack;
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};
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#ifdef SUBROUTINE_GL40
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// Function pointer type + the functionn pointer variable
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subroutine void AlphaTestType(vec4 c);
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layout(location = 0) subroutine uniform AlphaTestType atst;
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subroutine vec4 TfxType(vec4 t, vec4 c);
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layout(location = 2) subroutine uniform TfxType tfx;
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subroutine void ColClipType(inout vec4 c);
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layout(location = 1) subroutine uniform ColClipType colclip;
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#endif
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vec4 sample_c(vec2 uv)
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{
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// FIXME: check the issue on openGL
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#if (ATI_SUCKS == 1) && (PS_POINT_SAMPLER == 1)
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// Weird issue with ATI cards (happens on at least HD 4xxx and 5xxx),
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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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uv = (trunc(uv * WH.zw) + vec2(0.5, 0.5)) / WH.zw;
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#endif
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return texture(TextureSampler, uv);
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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(idx, 0u), 0);
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}
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vec4 wrapuv(vec4 uv)
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{
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vec4 uv_out = uv;
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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, MinMax.xyxy, MinMax.zwzw);
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#elif PS_WMS == 3
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uv_out = vec4((ivec4(uv * WH.xyxy) & ivec4(MskFix.xyxy)) | ivec4(MskFix.zwzw)) / WH.xyxy;
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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.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);
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#elif PS_WMS == 3
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uv_out.xz = vec2((ivec2(uv.xz * WH.xx) & ivec2(MskFix.xx)) | ivec2(MskFix.zz)) / WH.xx;
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#endif
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#if 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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uv_out.yw = vec2((ivec2(uv.yw * WH.yy) & ivec2(MskFix.yy)) | ivec2(MskFix.ww)) / WH.yy;
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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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vec2 clampuv(vec2 uv)
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{
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vec2 uv_out = uv;
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#if (PS_WMS == 2) && (PS_WMT == 2)
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uv_out = clamp(uv, MinF, MinMax.zw);
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#elif PS_WMS == 2
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uv_out.x = clamp(uv.x, MinF.x, MinMax.z);
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#elif PS_WMT == 2
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uv_out.y = clamp(uv.y, MinF.y, MinMax.w);
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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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// FIXME investigate texture gather (filtering impact?)
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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 GSdx 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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// FIXME investigate texture gather (filtering impact?)
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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 * 255.0f + 0.5f); // Denormalize value
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#if PS_IFMT == 1
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// 4HH
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return i >> 4u;
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#elif PS_IFMT == 2
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// 4HL
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return i & 16u;
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#else
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// 8 bits
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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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vec4 sample_color(vec2 st, float q)
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{
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#if (PS_FST == 0)
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st /= q;
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#endif
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#if (PS_TCOFFSETHACK == 1)
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st += TC_OffsetHack.xy;
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#endif
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vec4 t;
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mat4 c;
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vec2 dd;
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#if (PS_LTF == 0 && PS_FMT <= FMT_16 && PS_WMS < 3 && PS_WMT < 3)
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c[0] = sample_c(clampuv(st));
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#ifdef TEX_COORD_DEBUG
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c[0].rg = clampuv(st).xy;
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#endif
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#else
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vec4 uv;
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if(PS_LTF != 0)
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{
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uv = st.xyxy + HalfTexel;
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dd = fract(uv.xy * WH.zw);
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}
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else
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{
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uv = st.xyxy;
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}
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uv = wrapuv(uv);
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if((PS_FMT & FMT_PAL) != 0)
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{
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c = sample_4p(sample_4_index(uv));
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}
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else
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{
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c = sample_4c(uv);
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}
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#ifdef TEX_COORD_DEBUG
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c[0].rg = uv.xy;
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c[1].rg = uv.xy;
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c[2].rg = uv.xy;
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c[3].rg = uv.xy;
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#endif
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#endif
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// PERF: see the impact of the exansion before/after the interpolation
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for (int i = 0; i < 4; i++)
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{
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#if ((PS_FMT & ~FMT_PAL) == FMT_24)
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c[i].a = ( (PS_AEM == 0) || any(bvec3(c[i].rgb)) ) ? TA.x : 0.0f;
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#elif ((PS_FMT & ~FMT_PAL) == FMT_16)
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c[i].a = c[i].a >= 0.5 ? TA.y : ( (PS_AEM == 0) || any(bvec3(c[i].rgb)) ) ? TA.x : 0.0f;
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#endif
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}
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#if(PS_LTF != 0)
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t = mix(mix(c[0], c[1], dd.x), mix(c[2], c[3], dd.x), dd.y);
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#else
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t = c[0];
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#endif
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return t;
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}
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#ifndef SUBROUTINE_GL40
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vec4 tfx(vec4 t, vec4 c)
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{
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vec4 c_out = c;
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#if (PS_TFX == 0)
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if(PS_TCC != 0)
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c_out = c * t * 255.0f / 128.0f;
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else
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c_out.rgb = c.rgb * t.rgb * 255.0f / 128.0f;
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#elif (PS_TFX == 1)
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if(PS_TCC != 0)
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c_out = t;
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else
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c_out.rgb = t.rgb;
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#elif (PS_TFX == 2)
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c_out.rgb = c.rgb * t.rgb * 255.0f / 128.0f + c.a;
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if(PS_TCC != 0)
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c_out.a += t.a;
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#elif (PS_TFX == 3)
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c_out.rgb = c.rgb * t.rgb * 255.0f / 128.0f + c.a;
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if(PS_TCC != 0)
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c_out.a = t.a;
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#endif
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return c_out;
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}
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#endif
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#ifndef SUBROUTINE_GL40
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void atst(vec4 c)
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{
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float a = trunc(c.a * 255.0 + 0.01);
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#if (PS_ATST == 0) // never
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discard;
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#elif (PS_ATST == 1) // always
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// nothing to do
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#elif (PS_ATST == 2) // l
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if ((AREF - a - 0.5f) < 0.0f)
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discard;
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#elif (PS_ATST == 3 ) // le
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if ((AREF - a + 0.5f) < 0.0f)
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discard;
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#elif (PS_ATST == 4) // e
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if ((0.5f - abs(a - AREF)) < 0.0f)
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discard;
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#elif (PS_ATST == 5) // ge
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if ((a-AREF + 0.5f) < 0.0f)
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discard;
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#elif (PS_ATST == 6) // g
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if ((a-AREF - 0.5f) < 0.0f)
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discard;
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#elif (PS_ATST == 7) // ne
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if ((abs(a - AREF) - 0.5f) < 0.0f)
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discard;
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#endif
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}
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#endif
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#ifndef SUBROUTINE_GL40
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void colclip(inout vec4 c)
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{
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#if (PS_COLCLIP == 2)
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c.rgb = 256.0f/255.0f - c.rgb;
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#endif
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#if (PS_COLCLIP > 0)
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bvec3 factor = lessThan(c.rgb, vec3(128.0f/255.0f));
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c.rgb *= vec3(factor);
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#endif
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}
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#endif
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void fog(inout vec4 c, float f)
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{
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#if PS_FOG != 0
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c.rgb = mix(FogColor, c.rgb, f);
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#endif
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}
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vec4 ps_color()
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{
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vec4 t = sample_color(PSin_t.xy, PSin_t.w);
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vec4 zero = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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vec4 one = vec4(1.0f, 1.0f, 1.0f, 1.0f);
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#ifdef TEX_COORD_DEBUG
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vec4 c = clamp(t, zero, one);
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#else
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#if PS_IIP == 1
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vec4 c = clamp(tfx(t, PSin_c), zero, one);
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#else
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vec4 c = clamp(tfx(t, PSin_fc), zero, one);
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#endif
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#endif
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atst(c);
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fog(c, PSin_t.z);
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#if (PS_COLCLIP < 3)
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colclip(c);
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#endif
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#if (PS_CLR1 != 0) // needed for Cd * (As/Ad/F + 1) blending modes
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c.rgb = vec3(1.0f, 1.0f, 1.0f);
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#endif
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return c;
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}
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void ps_fbmask(inout vec4 c)
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{
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// FIXME do I need special case for 16 bits
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#if PS_FBMASK
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vec4 rt = texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0);
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uvec4 denorm_rt = uvec4(rt * 255.0f + 0.5f);
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uvec4 denorm_c = uvec4(c * 255.0f + 0.5f);
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c = vec4((denorm_c & ~FbMask) | (denorm_rt & FbMask)) / 255.0f;
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#endif
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}
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#if PS_BLEND > 0
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void ps_blend(inout vec4 c, in float As)
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{
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vec4 rt = texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0);
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#if PS_DFMT == FMT_24
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float Ad = 1.0f;
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#else
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// FIXME FMT_16 case
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// FIXME Ad or Ad * 2?
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float Ad = rt.a * 255.0f / 128.0f;
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#endif
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// Let the compiler do its jobs !
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vec3 Cd = rt.rgb;
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vec3 Cs = c.rgb;
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#if PS_BLEND == 1
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// 1 => 0000: (Cs - Cs)*As + Cs ==> Cs
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; // nop
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#elif PS_BLEND == 2
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// 2 => 0001: (Cs - Cs)*As + Cd ==> Cd
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c.rgb = Cd;
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#elif PS_BLEND == 3
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// 3 => 0002: (Cs - Cs)*As + 0 ==> 0
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c.rgb = vec3(0.0);
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#elif PS_BLEND == 4
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// 4 => *0100: (Cs - Cd)*As + Cs ==> Cs*(As + 1) - Cd*As
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c.rgb = Cs * (As + 1.0f) - Cd * As;
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#elif PS_BLEND == 5
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// 5 => *0110: (Cs - Cd)*Ad + Cs ==> Cs*(Ad + 1) - Cd*Ad
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c.rgb = Cs * (Ad + 1.0f) - Cd * Ad;
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#elif PS_BLEND == 6
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// 6 => *0120: (Cs - Cd)*F + Cs ==> Cs*(F + 1) - Cd*F
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c.rgb = Cs * (Af + 1.0f) - Cd * Af;
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#elif PS_BLEND == 7
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// 7 => *0200: (Cs - 0)*As + Cs ==> Cs*(As + 1)
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c.rgb = Cs * (As + 1.0f);
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#elif PS_BLEND == 8
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// 8 => *0210: (Cs - 0)*Ad + Cs ==> Cs*(Ad + 1)
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c.rgb = Cs * (Ad + 1.0f);
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#elif PS_BLEND == 9
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// 9 => *0220: (Cs - 0)*F + Cs ==> Cs*(F + 1)
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c.rgb = Cs * (Af + 1.0f);
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#elif PS_BLEND == 10
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// 10 => *1001: (Cd - Cs)*As + Cd ==> Cd*(As + 1) - Cs*As
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c.rgb = Cd * (As + 1.0f) - Cs * As;
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#elif PS_BLEND == 11
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// 11 => *1011: (Cd - Cs)*Ad + Cd ==> Cd*(Ad + 1) - Cs*Ad
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c.rgb = Cd * (Ad + 1.0f) - Cs * Ad;
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#elif PS_BLEND == 12
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// 12 => *1021: (Cd - Cs)*F + Cd ==> Cd*(F + 1) - Cs*F
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c.rgb = Cd * (Af + 1.0f) - Cs * Af;
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#elif PS_BLEND == 13
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// 13 => 0101: (Cs - Cd)*As + Cd ==> Cs*As + Cd*(1 - As)
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c.rgb = Cs * As + Cd * (1.0f - As);
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#elif PS_BLEND == 14
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// 14 => 0102: (Cs - Cd)*As + 0 ==> Cs*As - Cd*As
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c.rgb = Cs * As - Cd * As;
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#elif PS_BLEND == 15
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// 15 => 0111: (Cs - Cd)*Ad + Cd ==> Cs*Ad + Cd*(1 - Ad)
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c.rgb = Cs * Ad + Cd * (1.0f - Ad);
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#elif PS_BLEND == 16
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// 16 => 0112: (Cs - Cd)*Ad + 0 ==> Cs*Ad - Cd*Ad
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c.rgb = Cs * Ad - Cd * Ad;
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#elif PS_BLEND == 17
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// 17 => 0121: (Cs - Cd)*F + Cd ==> Cs*F + Cd*(1 - F)
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c.rgb = Cs * Af + Cd * (1.0f - Af);
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#elif PS_BLEND == 18
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// 18 => 0122: (Cs - Cd)*F + 0 ==> Cs*F - Cd*F
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c.rgb = Cs * Af - Cd * Af;
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#elif PS_BLEND == 19
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// 19 => 0201: (Cs - 0)*As + Cd ==> Cs*As + Cd
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c.rgb = Cs * As + Cd;
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#elif PS_BLEND == 20
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// 20 => 0202: (Cs - 0)*As + 0 ==> Cs*As
|
|
c.rgb = Cs * As;
|
|
|
|
#elif PS_BLEND == 21
|
|
// 21 => 0211: (Cs - 0)*Ad + Cd ==> Cs*Ad + Cd
|
|
c.rgb = Cs * Ad + Cd;
|
|
|
|
#elif PS_BLEND == 22
|
|
// 22 => 0212: (Cs - 0)*Ad + 0 ==> Cs*Ad
|
|
c.rgb = Cs * Ad;
|
|
|
|
#elif PS_BLEND == 23
|
|
// 23 => 0221: (Cs - 0)*F + Cd ==> Cs*F + Cd
|
|
c.rgb = Cs * Af + Cd;
|
|
|
|
#elif PS_BLEND == 24
|
|
// 24 => 0222: (Cs - 0)*F + 0 ==> Cs*F
|
|
c.rgb = Cs * Af;
|
|
|
|
#elif PS_BLEND == 25
|
|
// 25 => 1000: (Cd - Cs)*As + Cs ==> Cd*As + Cs*(1 - As)
|
|
c.rgb = Cd * As + Cs * (1.0f - As);
|
|
|
|
#elif PS_BLEND == 26
|
|
// 26 => 1002: (Cd - Cs)*As + 0 ==> Cd*As - Cs*As
|
|
c.rgb = Cd * As - Cs * As;
|
|
|
|
#elif PS_BLEND == 27
|
|
// 27 => 1010: (Cd - Cs)*Ad + Cs ==> Cd*Ad + Cs*(1 - Ad)
|
|
c.rgb = Cd * Ad + Cs * (1.0f - Ad);
|
|
|
|
#elif PS_BLEND == 28
|
|
// 28 => 1012: (Cd - Cs)*Ad + 0 ==> Cd*Ad - Cs*Ad
|
|
c.rgb = Cd * Ad - Cs * Ad;
|
|
|
|
#elif PS_BLEND == 29
|
|
// 29 => 1020: (Cd - Cs)*F + Cs ==> Cd*F + Cs*(1 - F)
|
|
c.rgb = Cd * Af + Cs * (1.0f - Af);
|
|
|
|
#elif PS_BLEND == 30
|
|
// 30 => 1022: (Cd - Cs)*F + 0 ==> Cd*F - Cs*F
|
|
c.rgb = Cd * Af - Cs * Af;
|
|
|
|
#elif PS_BLEND == 31
|
|
// 31 => 1200: (Cd - 0)*As + Cs ==> Cs + Cd*As
|
|
c.rgb = Cs + Cd * As;
|
|
|
|
#elif PS_BLEND == 55
|
|
// C_CLR | 55 => #1201: (Cd - 0)*As + Cd ==> Cd*(1 + As)
|
|
c.rgb = Cd * (1.0f + As);
|
|
|
|
#elif PS_BLEND == 32
|
|
// 32 => 1202: (Cd - 0)*As + 0 ==> Cd*As
|
|
c.rgb = Cd * As;
|
|
|
|
#elif PS_BLEND == 33
|
|
// 33 => 1210: (Cd - 0)*Ad + Cs ==> Cs + Cd*Ad
|
|
c.rgb = Cs + Cd * Ad;
|
|
|
|
#elif PS_BLEND == 56
|
|
// C_CLR | 56 => #1211: (Cd - 0)*Ad + Cd ==> Cd*(1 + Ad)
|
|
c.rgb = Cd * (1.0f + Ad);
|
|
|
|
#elif PS_BLEND == 34
|
|
// 34 => 1212: (Cd - 0)*Ad + 0 ==> Cd*Ad
|
|
c.rgb = Cd * Ad;
|
|
|
|
#elif PS_BLEND == 35
|
|
// 35 => 1220: (Cd - 0)*F + Cs ==> Cs + Cd*F
|
|
c.rgb = Cs + Cd * Af;
|
|
|
|
#elif PS_BLEND == 57
|
|
// C_CLR | 57 => #1221: (Cd - 0)*F + Cd ==> Cd*(1 + F)
|
|
c.rgb = Cd * (1.0f + Af);
|
|
|
|
#elif PS_BLEND == 36
|
|
// 36 => 1222: (Cd - 0)*F + 0 ==> Cd*F
|
|
c.rgb = Cd * Af;
|
|
|
|
#elif PS_BLEND == 37
|
|
// 37 => 2000: (0 - Cs)*As + Cs ==> Cs*(1 - As)
|
|
c.rgb = Cs * (1.0f - As);
|
|
|
|
#elif PS_BLEND == 38
|
|
// 38 => 2001: (0 - Cs)*As + Cd ==> Cd - Cs*As
|
|
c.rgb = Cd - Cs * As;
|
|
|
|
#elif PS_BLEND == 39
|
|
// 39 => 2002: (0 - Cs)*As + 0 ==> 0 - Cs*As
|
|
c.rgb = - Cs * As;
|
|
|
|
#elif PS_BLEND == 40
|
|
// 40 => 2010: (0 - Cs)*Ad + Cs ==> Cs*(1 - Ad)
|
|
c.rgb = Cs * (1.0f - Ad);
|
|
|
|
#elif PS_BLEND == 41
|
|
// 41 => 2011: (0 - Cs)*Ad + Cd ==> Cd - Cs*Ad
|
|
c.rgb = Cd - Cs * Ad;
|
|
|
|
#elif PS_BLEND == 42
|
|
// 42 => 2012: (0 - Cs)*Ad + 0 ==> 0 - Cs*Ad
|
|
c.rgb = - Cs * Ad;
|
|
|
|
#elif PS_BLEND == 43
|
|
// 43 => 2020: (0 - Cs)*F + Cs ==> Cs*(1 - F)
|
|
c.rgb = Cs * (1.0f - Af);
|
|
|
|
#elif PS_BLEND == 44
|
|
// 44 => 2021: (0 - Cs)*F + Cd ==> Cd - Cs*F
|
|
c.rgb = Cd - Cs * Af;
|
|
|
|
#elif PS_BLEND == 45
|
|
// 45 => 2022: (0 - Cs)*F + 0 ==> 0 - Cs*F
|
|
c.rgb = - Cs * Af;
|
|
|
|
#elif PS_BLEND == 46
|
|
// 46 => 2100: (0 - Cd)*As + Cs ==> Cs - Cd*As
|
|
c.rgb = Cs - Cd * As;
|
|
|
|
#elif PS_BLEND == 47
|
|
// 47 => 2101: (0 - Cd)*As + Cd ==> Cd*(1 - As)
|
|
c.rgb = Cd * (1.0f - As);
|
|
|
|
#elif PS_BLEND == 48
|
|
// 48 => 2102: (0 - Cd)*As + 0 ==> 0 - Cd*As
|
|
c.rgb = - Cd * As;
|
|
|
|
#elif PS_BLEND == 49
|
|
// 49 => 2110: (0 - Cd)*Ad + Cs ==> Cs - Cd*Ad
|
|
c.rgb = Cs - Cd * Ad;
|
|
|
|
#elif PS_BLEND == 50
|
|
// 50 => 2111: (0 - Cd)*Ad + Cd ==> Cd*(1 - Ad)
|
|
c.rgb = Cd * (1.0f - Ad);
|
|
|
|
#elif PS_BLEND == 51
|
|
// 51 => 2112: (0 - Cd)*Ad + 0 ==> 0 - Cd*Ad
|
|
c.rgb = - Cd * Ad;
|
|
|
|
#elif PS_BLEND == 52
|
|
// 52 => 2120: (0 - Cd)*F + Cs ==> Cs - Cd*F
|
|
c.rgb = Cs - Cd * Af;
|
|
|
|
#elif PS_BLEND == 53
|
|
// 53 => 2121: (0 - Cd)*F + Cd ==> Cd*(1 - F)
|
|
c.rgb = Cd * (1.0f - Af);
|
|
|
|
#elif PS_BLEND == 54
|
|
// 54 => 2122: (0 - Cd)*F + 0 ==> 0 - Cd*F
|
|
c.rgb = - Cd * Af;
|
|
|
|
#endif
|
|
|
|
// FIXME dithering
|
|
|
|
// Correct the Color value based on the output format
|
|
#if PS_COLCLIP != 3
|
|
// Standard Clamp
|
|
c.rgb = clamp(c.rgb, vec3(0.0f), vec3(1.0f));
|
|
#endif
|
|
|
|
// 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
|
|
|
|
// Basically we want to do 'c.rgb &= 0xF8' in denormalized mode
|
|
c.rgb = vec3(uvec3(c.rgb * 255.0f) & uvec3(0xF8)) / 255.0f;
|
|
#elif PS_COLCLIP == 3
|
|
// Basically we want to do 'c.rgb &= 0xFF' in denormalized mode
|
|
c.rgb = vec3(uvec3(c.rgb * 255.0f) & uvec3(0xFF)) / 255.0f;
|
|
#endif
|
|
|
|
// Don't compile => unable to find compatible overloaded function "mod(vec3)"
|
|
//c.rgb = mod((c.rgb * 255.0f) + 256.5f) / 255.0f;
|
|
}
|
|
#endif
|
|
|
|
void ps_main()
|
|
{
|
|
#if (PS_DATE & 3) == 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)
|
|
#if PS_DATE >= 5
|
|
discard;
|
|
#else
|
|
imageStore(img_prim_min, ivec2(gl_FragCoord.xy), ivec4(-1));
|
|
return;
|
|
#endif
|
|
}
|
|
#elif (PS_DATE & 3) == 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
|
|
#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 = 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
|
|
|
|
#if PS_SHUFFLE
|
|
uvec4 denorm_c = uvec4(c * 255.0f + 0.5f);
|
|
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
|
|
|
|
// Write GA part. Mask will take care of the correct destination
|
|
#if PS_READ_BA
|
|
if (bool(denorm_c.a & 0x80u))
|
|
c.ga = vec2(float((denorm_c.a & 0x7Fu) | (denorm_TA.y & 0x80u)) / 255.0f);
|
|
else
|
|
c.ga = vec2(float((denorm_c.a & 0x7Fu) | (denorm_TA.x & 0x80u)) / 255.0f);
|
|
#else
|
|
if (bool(denorm_c.g & 0x80u))
|
|
c.ga = vec2(float((denorm_c.g & 0x7Fu) | (denorm_TA.y & 0x80u)) / 255.0f);
|
|
else
|
|
c.ga = vec2(float((denorm_c.g & 0x7Fu) | (denorm_TA.x & 0x80u)) / 255.0f);
|
|
#endif
|
|
|
|
#endif
|
|
|
|
// Must be done before alpha correction
|
|
float alpha = c.a * 255.0f / 128.0f;
|
|
|
|
// Correct the ALPHA value based on the output format
|
|
// FIXME add support of alpha mask to replace properly PS_AOUT
|
|
#if (PS_DFMT == FMT_16) || (PS_AOUT)
|
|
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_DFMT == FMT_32) && (PS_FBA != 0)
|
|
if(c.a < 0.5) c.a += 128.0f/255.0f;
|
|
#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 / 255.0f) {
|
|
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 / 255.0f) {
|
|
imageAtomicMin(img_prim_min, ivec2(gl_FragCoord.xy), gl_PrimitiveID);
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
#if PS_BLEND > 0
|
|
ps_blend(c, alpha);
|
|
#endif
|
|
|
|
ps_fbmask(c);
|
|
|
|
SV_Target0 = c;
|
|
SV_Target1 = vec4(alpha, alpha, alpha, alpha);
|
|
}
|
|
|
|
#endif
|