pcsx2/plugins/GSdx/res/glsl/tfx_fs.glsl

800 lines
18 KiB
GLSL

//#version 420 // Keep it for text editor detection
// note lerp => mix
#define FMT_32 0
#define FMT_24 1
#define FMT_16 2
#define FMT_PAL 4 /* flag bit */
// APITRACE_DEBUG allows to force pixel output to easily detect
// the fragment computed by primitive
#define APITRACE_DEBUG 0
// TEX_COORD_DEBUG output the uv coordinate as color. It is useful
// to detect bad sampling due to upscaling
//#define TEX_COORD_DEBUG
// Not sure we have same issue on opengl. Doesn't work anyway on ATI card
// And I say this as an ATI user.
#define ATI_SUCKS 0
#ifdef FRAGMENT_SHADER
in SHADER
{
vec4 t;
vec4 c;
flat vec4 fc;
} PSin;
#define PSin_t (PSin.t)
#define PSin_c (PSin.c)
#define PSin_fc (PSin.fc)
// Same buffer but 2 colors for dual source blending
layout(location = 0, index = 0) out vec4 SV_Target0;
layout(location = 0, index = 1) out vec4 SV_Target1;
#ifdef ENABLE_BINDLESS_TEX
layout(bindless_sampler, location = 0) uniform sampler2D TextureSampler;
layout(bindless_sampler, location = 1) uniform sampler2D PaletteSampler;
#else
layout(binding = 0) uniform sampler2D TextureSampler;
layout(binding = 1) uniform sampler2D PaletteSampler;
layout(binding = 3) uniform sampler2D RtSampler; // note 2 already use by the image below
#endif
#ifndef DISABLE_GL42_image
#if PS_DATE > 0
// FIXME how to declare memory access
layout(r32i, binding = 2) coherent uniform iimage2D img_prim_min;
// Don't enable it. Discard fragment can still write in the depth buffer
// it breaks shadow in Shin Megami Tensei Nocturne
//layout(early_fragment_tests) in;
// I don't remember why I set this parameter but it is surely useless
//layout(pixel_center_integer) in vec4 gl_FragCoord;
#endif
#else
// use basic stencil
#endif
layout(std140, binding = 21) uniform cb21
{
vec3 FogColor;
float AREF;
vec4 WH;
vec2 MinF;
vec2 TA;
uvec4 MskFix;
uvec4 FbMask;
vec3 _not_yet_used;
float Af;
vec4 HalfTexel;
vec4 MinMax;
vec2 TC_OffsetHack;
};
#ifdef SUBROUTINE_GL40
// Function pointer type + the functionn pointer variable
subroutine void AlphaTestType(vec4 c);
layout(location = 0) subroutine uniform AlphaTestType atst;
subroutine vec4 TfxType(vec4 t, vec4 c);
layout(location = 2) subroutine uniform TfxType tfx;
subroutine void ColClipType(inout vec4 c);
layout(location = 1) subroutine uniform ColClipType colclip;
#endif
vec4 sample_c(vec2 uv)
{
// FIXME: check the issue on openGL
#if (ATI_SUCKS == 1) && (PS_POINT_SAMPLER == 1)
// Weird issue with ATI cards (happens on at least HD 4xxx and 5xxx),
// it looks like they add 127/128 of a texel to sampling coordinates
// occasionally causing point sampling to erroneously round up.
// I'm manually adjusting coordinates to the centre of texels here,
// though the centre is just paranoia, the top left corner works fine.
uv = (trunc(uv * WH.zw) + vec2(0.5, 0.5)) / WH.zw;
#endif
return texture(TextureSampler, uv);
}
vec4 sample_p(uint idx)
{
return texelFetch(PaletteSampler, ivec2(idx, 0u), 0);
}
vec4 wrapuv(vec4 uv)
{
vec4 uv_out = uv;
#if PS_WMS == PS_WMT
#if PS_WMS == 2
uv_out = clamp(uv, MinMax.xyxy, MinMax.zwzw);
#elif PS_WMS == 3
uv_out = vec4((ivec4(uv * WH.xyxy) & ivec4(MskFix.xyxy)) | ivec4(MskFix.zwzw)) / WH.xyxy;
#endif
#else // PS_WMS != PS_WMT
#if PS_WMS == 2
uv_out.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);
#elif PS_WMS == 3
uv_out.xz = vec2((ivec2(uv.xz * WH.xx) & ivec2(MskFix.xx)) | ivec2(MskFix.zz)) / WH.xx;
#endif
#if PS_WMT == 2
uv_out.yw = clamp(uv.yw, MinMax.yy, MinMax.ww);
#elif PS_WMT == 3
uv_out.yw = vec2((ivec2(uv.yw * WH.yy) & ivec2(MskFix.yy)) | ivec2(MskFix.ww)) / WH.yy;
#endif
#endif
return uv_out;
}
vec2 clampuv(vec2 uv)
{
vec2 uv_out = uv;
#if (PS_WMS == 2) && (PS_WMT == 2)
uv_out = clamp(uv, MinF, MinMax.zw);
#elif PS_WMS == 2
uv_out.x = clamp(uv.x, MinF.x, MinMax.z);
#elif PS_WMT == 2
uv_out.y = clamp(uv.y, MinF.y, MinMax.w);
#endif
return uv_out;
}
mat4 sample_4c(vec4 uv)
{
mat4 c;
// FIXME investigate texture gather (filtering impact?)
c[0] = sample_c(uv.xy);
c[1] = sample_c(uv.zy);
c[2] = sample_c(uv.xw);
c[3] = sample_c(uv.zw);
return c;
}
uvec4 sample_4_index(vec4 uv)
{
vec4 c;
// Either GSdx will send a texture that contains a single channel
// in this case the red channel is remapped as alpha channel
//
// Or we have an old RT (ie RGBA8) that contains index (4/8) in the alpha channel
// FIXME investigate texture gather (filtering impact?)
c.x = sample_c(uv.xy).a;
c.y = sample_c(uv.zy).a;
c.z = sample_c(uv.xw).a;
c.w = sample_c(uv.zw).a;
uvec4 i = uvec4(c * 255.0f + 0.5f); // Denormalize value
#if PS_IFMT == 1
// 4HH
return i >> 4u;
#elif PS_IFMT == 2
// 4HL
return i & 16u;
#else
// 8 bits
return i;
#endif
}
mat4 sample_4p(uvec4 u)
{
mat4 c;
c[0] = sample_p(u.x);
c[1] = sample_p(u.y);
c[2] = sample_p(u.z);
c[3] = sample_p(u.w);
return c;
}
vec4 sample_color(vec2 st, float q)
{
#if (PS_FST == 0)
st /= q;
#endif
#if (PS_TCOFFSETHACK == 1)
st += TC_OffsetHack.xy;
#endif
vec4 t;
mat4 c;
vec2 dd;
#if (PS_LTF == 0 && PS_FMT <= FMT_16 && PS_WMS < 3 && PS_WMT < 3)
c[0] = sample_c(clampuv(st));
#ifdef TEX_COORD_DEBUG
c[0].rg = clampuv(st).xy;
#endif
#else
vec4 uv;
if(PS_LTF != 0)
{
uv = st.xyxy + HalfTexel;
dd = fract(uv.xy * WH.zw);
}
else
{
uv = st.xyxy;
}
uv = wrapuv(uv);
if((PS_FMT & FMT_PAL) != 0)
{
c = sample_4p(sample_4_index(uv));
}
else
{
c = sample_4c(uv);
}
#ifdef TEX_COORD_DEBUG
c[0].rg = uv.xy;
c[1].rg = uv.xy;
c[2].rg = uv.xy;
c[3].rg = uv.xy;
#endif
#endif
// PERF: see the impact of the exansion before/after the interpolation
for (int i = 0; i < 4; i++)
{
#if ((PS_FMT & ~FMT_PAL) == FMT_24)
c[i].a = ( (PS_AEM == 0) || any(bvec3(c[i].rgb)) ) ? TA.x : 0.0f;
#elif ((PS_FMT & ~FMT_PAL) == FMT_16)
c[i].a = c[i].a >= 0.5 ? TA.y : ( (PS_AEM == 0) || any(bvec3(c[i].rgb)) ) ? TA.x : 0.0f;
#endif
}
#if(PS_LTF != 0)
t = mix(mix(c[0], c[1], dd.x), mix(c[2], c[3], dd.x), dd.y);
#else
t = c[0];
#endif
return t;
}
#ifndef SUBROUTINE_GL40
vec4 tfx(vec4 t, vec4 c)
{
vec4 c_out = c;
#if (PS_TFX == 0)
if(PS_TCC != 0)
c_out = c * t * 255.0f / 128.0f;
else
c_out.rgb = c.rgb * t.rgb * 255.0f / 128.0f;
#elif (PS_TFX == 1)
if(PS_TCC != 0)
c_out = t;
else
c_out.rgb = t.rgb;
#elif (PS_TFX == 2)
c_out.rgb = c.rgb * t.rgb * 255.0f / 128.0f + c.a;
if(PS_TCC != 0)
c_out.a += t.a;
#elif (PS_TFX == 3)
c_out.rgb = c.rgb * t.rgb * 255.0f / 128.0f + c.a;
if(PS_TCC != 0)
c_out.a = t.a;
#endif
return c_out;
}
#endif
#ifndef SUBROUTINE_GL40
void atst(vec4 c)
{
float a = trunc(c.a * 255.0 + 0.01);
#if (PS_ATST == 0) // never
discard;
#elif (PS_ATST == 1) // always
// nothing to do
#elif (PS_ATST == 2) // l
if ((AREF - a - 0.5f) < 0.0f)
discard;
#elif (PS_ATST == 3 ) // le
if ((AREF - a + 0.5f) < 0.0f)
discard;
#elif (PS_ATST == 4) // e
if ((0.5f - abs(a - AREF)) < 0.0f)
discard;
#elif (PS_ATST == 5) // ge
if ((a-AREF + 0.5f) < 0.0f)
discard;
#elif (PS_ATST == 6) // g
if ((a-AREF - 0.5f) < 0.0f)
discard;
#elif (PS_ATST == 7) // ne
if ((abs(a - AREF) - 0.5f) < 0.0f)
discard;
#endif
}
#endif
#ifndef SUBROUTINE_GL40
void colclip(inout vec4 c)
{
#if (PS_COLCLIP == 2)
c.rgb = 256.0f/255.0f - c.rgb;
#endif
#if (PS_COLCLIP > 0)
bvec3 factor = lessThan(c.rgb, vec3(128.0f/255.0f));
c.rgb *= vec3(factor);
#endif
}
#endif
void fog(inout vec4 c, float f)
{
#if PS_FOG != 0
c.rgb = mix(FogColor, c.rgb, f);
#endif
}
vec4 ps_color()
{
vec4 t = sample_color(PSin_t.xy, PSin_t.w);
vec4 zero = vec4(0.0f, 0.0f, 0.0f, 0.0f);
vec4 one = vec4(1.0f, 1.0f, 1.0f, 1.0f);
#ifdef TEX_COORD_DEBUG
vec4 c = clamp(t, zero, one);
#else
#if PS_IIP == 1
vec4 c = clamp(tfx(t, PSin_c), zero, one);
#else
vec4 c = clamp(tfx(t, PSin_fc), zero, one);
#endif
#endif
atst(c);
fog(c, PSin_t.z);
#if (PS_COLCLIP < 3)
colclip(c);
#endif
#if (PS_CLR1 != 0) // needed for Cd * (As/Ad/F + 1) blending modes
c.rgb = vec3(1.0f, 1.0f, 1.0f);
#endif
return c;
}
void ps_fbmask(inout vec4 c)
{
// FIXME do I need special case for 16 bits
#if PS_FBMASK
vec4 rt = texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0);
uvec4 denorm_rt = uvec4(rt * 255.0f + 0.5f);
uvec4 denorm_c = uvec4(c * 255.0f + 0.5f);
c = vec4((denorm_c & ~FbMask) | (denorm_rt & FbMask)) / 255.0f;
#endif
}
#if PS_BLEND > 0
void ps_blend(inout vec4 c, in float As)
{
vec4 rt = texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0);
#if PS_DFMT == FMT_24
float Ad = 1.0f;
#else
// FIXME FMT_16 case
// FIXME Ad or Ad * 2?
float Ad = rt.a * 255.0f / 128.0f;
#endif
// Let the compiler do its jobs !
vec3 Cd = rt.rgb;
vec3 Cs = c.rgb;
#if PS_BLEND == 1
// 1 => 0000: (Cs - Cs)*As + Cs ==> Cs
; // nop
#elif PS_BLEND == 2
// 2 => 0001: (Cs - Cs)*As + Cd ==> Cd
c.rgb = Cd;
#elif PS_BLEND == 3
// 3 => 0002: (Cs - Cs)*As + 0 ==> 0
c.rgb = vec3(0.0);
#elif PS_BLEND == 4
// 4 => *0100: (Cs - Cd)*As + Cs ==> Cs*(As + 1) - Cd*As
c.rgb = Cs * (As + 1.0f) - Cd * As;
#elif PS_BLEND == 5
// 5 => *0110: (Cs - Cd)*Ad + Cs ==> Cs*(Ad + 1) - Cd*Ad
c.rgb = Cs * (Ad + 1.0f) - Cd * Ad;
#elif PS_BLEND == 6
// 6 => *0120: (Cs - Cd)*F + Cs ==> Cs*(F + 1) - Cd*F
c.rgb = Cs * (Af + 1.0f) - Cd * Af;
#elif PS_BLEND == 7
// 7 => *0200: (Cs - 0)*As + Cs ==> Cs*(As + 1)
c.rgb = Cs * (As + 1.0f);
#elif PS_BLEND == 8
// 8 => *0210: (Cs - 0)*Ad + Cs ==> Cs*(Ad + 1)
c.rgb = Cs * (Ad + 1.0f);
#elif PS_BLEND == 9
// 9 => *0220: (Cs - 0)*F + Cs ==> Cs*(F + 1)
c.rgb = Cs * (Af + 1.0f);
#elif PS_BLEND == 10
// 10 => *1001: (Cd - Cs)*As + Cd ==> Cd*(As + 1) - Cs*As
c.rgb = Cd * (As + 1.0f) - Cs * As;
#elif PS_BLEND == 11
// 11 => *1011: (Cd - Cs)*Ad + Cd ==> Cd*(Ad + 1) - Cs*Ad
c.rgb = Cd * (Ad + 1.0f) - Cs * Ad;
#elif PS_BLEND == 12
// 12 => *1021: (Cd - Cs)*F + Cd ==> Cd*(F + 1) - Cs*F
c.rgb = Cd * (Af + 1.0f) - Cs * Af;
#elif PS_BLEND == 13
// 13 => 0101: (Cs - Cd)*As + Cd ==> Cs*As + Cd*(1 - As)
c.rgb = Cs * As + Cd * (1.0f - As);
#elif PS_BLEND == 14
// 14 => 0102: (Cs - Cd)*As + 0 ==> Cs*As - Cd*As
c.rgb = Cs * As - Cd * As;
#elif PS_BLEND == 15
// 15 => 0111: (Cs - Cd)*Ad + Cd ==> Cs*Ad + Cd*(1 - Ad)
c.rgb = Cs * Ad + Cd * (1.0f - Ad);
#elif PS_BLEND == 16
// 16 => 0112: (Cs - Cd)*Ad + 0 ==> Cs*Ad - Cd*Ad
c.rgb = Cs * Ad - Cd * Ad;
#elif PS_BLEND == 17
// 17 => 0121: (Cs - Cd)*F + Cd ==> Cs*F + Cd*(1 - F)
c.rgb = Cs * Af + Cd * (1.0f - Af);
#elif PS_BLEND == 18
// 18 => 0122: (Cs - Cd)*F + 0 ==> Cs*F - Cd*F
c.rgb = Cs * Af - Cd * Af;
#elif PS_BLEND == 19
// 19 => 0201: (Cs - 0)*As + Cd ==> Cs*As + Cd
c.rgb = Cs * As + Cd;
#elif PS_BLEND == 20
// 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