mirror of https://github.com/PCSX2/pcsx2.git
357 lines
6.9 KiB
HLSL
357 lines
6.9 KiB
HLSL
#ifdef SHADER_MODEL // make safe to include in resource file to enforce dependency
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#ifndef PS_SCALE_FACTOR
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#define PS_SCALE_FACTOR 1
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#endif
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struct VS_INPUT
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{
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float4 p : POSITION;
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float2 t : TEXCOORD0;
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float4 c : COLOR;
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};
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struct VS_OUTPUT
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{
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float4 p : SV_Position;
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float2 t : TEXCOORD0;
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float4 c : COLOR;
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};
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cbuffer cb0 : register(b0)
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{
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float4 BGColor;
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int EMODA;
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int EMODC;
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int cb0_pad[2];
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};
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static const float3x3 rgb2yuv =
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{
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{0.587, 0.114, 0.299},
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{-0.311, 0.500, -0.169},
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{-0.419, -0.081, 0.500}
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};
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Texture2D Texture;
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SamplerState TextureSampler;
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float4 sample_c(float2 uv)
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{
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return Texture.Sample(TextureSampler, uv);
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}
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struct PS_INPUT
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{
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float4 p : SV_Position;
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float2 t : TEXCOORD0;
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float4 c : COLOR;
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};
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struct PS_OUTPUT
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{
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float4 c : SV_Target0;
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};
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VS_OUTPUT vs_main(VS_INPUT input)
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{
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VS_OUTPUT output;
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output.p = input.p;
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output.t = input.t;
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output.c = input.c;
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return output;
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}
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PS_OUTPUT ps_copy(PS_INPUT input)
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{
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PS_OUTPUT output;
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output.c = sample_c(input.t);
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return output;
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}
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float ps_depth_copy(PS_INPUT input) : SV_Depth
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{
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return sample_c(input.t).r;
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}
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PS_OUTPUT ps_filter_transparency(PS_INPUT input)
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{
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PS_OUTPUT output;
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float4 c = sample_c(input.t);
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c.a = dot(c.rgb, float3(0.299, 0.587, 0.114));
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output.c = c;
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return output;
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}
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// Need to be careful with precision here, it can break games like Spider-Man 3 and Dogs Life
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uint ps_convert_rgba8_16bits(PS_INPUT input) : SV_Target0
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{
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uint4 i = sample_c(input.t) * float4(255.5f, 255.5f, 255.5f, 255.5f);
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return ((i.x & 0x00F8u) >> 3) | ((i.y & 0x00F8u) << 2) | ((i.z & 0x00f8u) << 7) | ((i.w & 0x80u) << 8);
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}
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PS_OUTPUT ps_datm1(PS_INPUT input)
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{
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PS_OUTPUT output;
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clip(sample_c(input.t).a - 127.5f / 255); // >= 0x80 pass
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output.c = 0;
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return output;
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}
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PS_OUTPUT ps_datm0(PS_INPUT input)
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{
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PS_OUTPUT output;
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clip(127.5f / 255 - sample_c(input.t).a); // < 0x80 pass (== 0x80 should not pass)
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output.c = 0;
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return output;
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}
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PS_OUTPUT ps_mod256(PS_INPUT input)
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{
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PS_OUTPUT output;
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float4 c = round(sample_c(input.t) * 255);
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// We use 2 fmod to avoid negative value.
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float4 fmod1 = fmod(c, 256) + 256;
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float4 fmod2 = fmod(fmod1, 256);
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output.c = fmod2 / 255.0f;
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return output;
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}
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uint ps_convert_float32_32bits(PS_INPUT input) : SV_Target0
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{
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// Convert a FLOAT32 depth texture into a 32 bits UINT texture
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return uint(exp2(32.0f) * sample_c(input.t).r);
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}
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PS_OUTPUT ps_convert_float32_rgba8(PS_INPUT input)
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{
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PS_OUTPUT output;
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// Convert a FLOAT32 depth texture into a RGBA color texture
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uint d = uint(sample_c(input.t).r * exp2(32.0f));
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output.c = float4(uint4((d & 0xFFu), ((d >> 8) & 0xFFu), ((d >> 16) & 0xFFu), (d >> 24))) / 255.0f;
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return output;
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}
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PS_OUTPUT ps_convert_float16_rgb5a1(PS_INPUT input)
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{
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PS_OUTPUT output;
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// Convert a FLOAT32 (only 16 lsb) depth into a RGB5A1 color texture
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uint d = uint(sample_c(input.t).r * exp2(32.0f));
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output.c = float4(uint4((d & 0x1Fu), ((d >> 5) & 0x1Fu), ((d >> 10) & 0x1Fu), (d >> 15) & 0x01u)) / float4(32.0f, 32.0f, 32.0f, 1.0f);
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return output;
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}
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float ps_convert_rgba8_float32(PS_INPUT input) : SV_Depth
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{
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// Convert a RRGBA texture into a float depth texture
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uint4 c = uint4(sample_c(input.t) * 255.0f + 0.5f);
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return float(c.r | (c.g << 8) | (c.b << 16) | (c.a << 24)) * exp2(-32.0f);
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}
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float ps_convert_rgba8_float24(PS_INPUT input) : SV_Depth
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{
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// Same as above but without the alpha channel (24 bits Z)
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// Convert a RRGBA texture into a float depth texture
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uint3 c = uint3(sample_c(input.t).rgb * 255.0f + 0.5f);
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return float(c.r | (c.g << 8) | (c.b << 16)) * exp2(-32.0f);
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}
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float ps_convert_rgba8_float16(PS_INPUT input) : SV_Depth
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{
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// Same as above but without the A/B channels (16 bits Z)
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// Convert a RRGBA texture into a float depth texture
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uint2 c = uint2(sample_c(input.t).rg * 255.0f + 0.5f);
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return float(c.r | (c.g << 8)) * exp2(-32.0f);
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}
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float ps_convert_rgb5a1_float16(PS_INPUT input) : SV_Depth
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{
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// Convert a RGB5A1 (saved as RGBA8) color to a 16 bit Z
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uint4 c = uint4(sample_c(input.t) * 255.0f + 0.5f);
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return float(((c.r & 0xF8u) >> 3) | ((c.g & 0xF8u) << 2) | ((c.b & 0xF8u) << 7) | ((c.a & 0x80u) << 8)) * exp2(-32.0f);
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}
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PS_OUTPUT ps_convert_rgba_8i(PS_INPUT input)
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{
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PS_OUTPUT output;
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// Potential speed optimization. There is a high probability that
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// game only want to extract a single channel (blue). It will allow
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// to remove most of the conditional operation and yield a +2/3 fps
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// boost on MGS3
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//
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// Hypothesis wrong in Prince of Persia ... Seriously WTF !
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//#define ONLY_BLUE;
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// Convert a RGBA texture into a 8 bits packed texture
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// Input column: 8x2 RGBA pixels
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// 0: 8 RGBA
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// 1: 8 RGBA
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// Output column: 16x4 Index pixels
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// 0: 8 R | 8 B
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// 1: 8 R | 8 B
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// 2: 8 G | 8 A
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// 3: 8 G | 8 A
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float c;
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uint2 sel = uint2(input.p.xy) % uint2(16u, 16u);
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int2 tb = ((int2(input.p.xy) & ~int2(15, 3)) >> 1);
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int ty = tb.y | (int(input.p.y) & 1);
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int txN = tb.x | (int(input.p.x) & 7);
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int txH = tb.x | ((int(input.p.x) + 4) & 7);
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txN *= PS_SCALE_FACTOR;
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txH *= PS_SCALE_FACTOR;
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ty *= PS_SCALE_FACTOR;
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// TODO investigate texture gather
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float4 cN = Texture.Load(int3(txN, ty, 0));
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float4 cH = Texture.Load(int3(txH, ty, 0));
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if ((sel.y & 4u) == 0u)
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{
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#ifdef ONLY_BLUE
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c = cN.b;
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#else
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// Column 0 and 2
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if ((sel.y & 3u) < 2u)
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{
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// First 2 lines of the col
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if (sel.x < 8u)
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c = cN.r;
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else
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c = cN.b;
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}
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else
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{
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if (sel.x < 8u)
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c = cH.g;
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else
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c = cH.a;
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}
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#endif
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}
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else
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{
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#ifdef ONLY_BLUE
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c = cH.b;
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#else
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// Column 1 and 3
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if ((sel.y & 3u) < 2u)
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{
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// First 2 lines of the col
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if (sel.x < 8u)
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c = cH.r;
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else
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c = cH.b;
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}
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else
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{
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if (sel.x < 8u)
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c = cN.g;
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else
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c = cN.a;
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}
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#endif
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}
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output.c = (float4)(c); // Divide by something here?
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return output;
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}
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PS_OUTPUT ps_yuv(PS_INPUT input)
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{
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PS_OUTPUT output;
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float4 i = sample_c(input.t);
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float3 yuv = mul(rgb2yuv, i.gbr);
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float Y = float(0xDB) / 255.0f * yuv.x + float(0x10) / 255.0f;
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float Cr = float(0xE0) / 255.0f * yuv.y + float(0x80) / 255.0f;
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float Cb = float(0xE0) / 255.0f * yuv.z + float(0x80) / 255.0f;
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switch (EMODA)
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{
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case 0:
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output.c.a = i.a;
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break;
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case 1:
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output.c.a = Y;
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break;
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case 2:
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output.c.a = Y / 2.0f;
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break;
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case 3:
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default:
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output.c.a = 0.0f;
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break;
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}
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switch (EMODC)
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{
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case 0:
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output.c.rgb = i.rgb;
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break;
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case 1:
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output.c.rgb = float3(Y, Y, Y);
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break;
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case 2:
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output.c.rgb = float3(Y, Cb, Cr);
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break;
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case 3:
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default:
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output.c.rgb = float3(i.a, i.a, i.a);
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break;
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}
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return output;
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}
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float ps_stencil_image_init_0(PS_INPUT input) : SV_Target
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{
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float c;
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if ((127.5f / 255.0f) < sample_c(input.t).a) // < 0x80 pass (== 0x80 should not pass)
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c = float(-1);
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else
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c = float(0x7FFFFFFF);
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return c;
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}
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float ps_stencil_image_init_1(PS_INPUT input) : SV_Target
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{
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float c;
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if (sample_c(input.t).a < (127.5f / 255.0f)) // >= 0x80 pass
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c = float(-1);
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else
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c = float(0x7FFFFFFF);
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return c;
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}
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#endif
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