mirror of https://github.com/PCSX2/pcsx2.git
1091 lines
19 KiB
HLSL
1091 lines
19 KiB
HLSL
#ifdef SHADER_MODEL // make safe to include in resource file to enforce dependency
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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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#if SHADER_MODEL >= 0x400
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#ifndef VS_BPPZ
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#define VS_BPPZ 0
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#define VS_TME 1
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#define VS_FST 1
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#endif
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#ifndef GS_IIP
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#define GS_IIP 0
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#define GS_PRIM 3
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#define GS_POINT 0
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#define GS_LINE 0
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#endif
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#ifndef PS_FST
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#define PS_FST 0
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#define PS_WMS 0
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#define PS_WMT 0
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#define PS_FMT FMT_32
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#define PS_AEM 0
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#define PS_TFX 0
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#define PS_TCC 1
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#define PS_ATST 1
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#define PS_FOG 0
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#define PS_CLR1 0
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#define PS_FBA 0
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#define PS_AOUT 0
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#define PS_LTF 1
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#define PS_COLCLIP 0
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#define PS_DATE 0
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#define PS_SPRITEHACK 0
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#define PS_TCOFFSETHACK 0
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#define PS_POINT_SAMPLER 0
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#define PS_SHUFFLE 0
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#define PS_READ_BA 0
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#define PS_DEPTH_FMT 0
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#define PS_PAL_FMT 0
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#define PS_CHANNEL_FETCH 0
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#define PS_TALES_OF_ABYSS_HLE 0
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#define PS_URBAN_CHAOS_HLE 0
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#endif
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struct VS_INPUT
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{
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float2 st : TEXCOORD0;
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float4 c : COLOR0;
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float q : TEXCOORD1;
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uint2 p : POSITION0;
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uint z : POSITION1;
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uint2 uv : TEXCOORD2;
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float4 f : COLOR1;
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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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float4 t : TEXCOORD0;
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#if VS_RTCOPY
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float4 tp : TEXCOORD1;
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#endif
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float4 c : COLOR0;
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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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float4 t : TEXCOORD0;
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#if PS_DATE > 0
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float4 tp : TEXCOORD1;
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#endif
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float4 c : COLOR0;
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};
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struct PS_OUTPUT
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{
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float4 c0 : SV_Target0;
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float4 c1 : SV_Target1;
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};
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Texture2D<float4> Texture : register(t0);
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Texture2D<float4> Palette : register(t1);
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Texture2D<float4> RTCopy : register(t2);
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Texture2D<float4> RawTexture : register(t4);
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SamplerState TextureSampler : register(s0);
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SamplerState PaletteSampler : register(s1);
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SamplerState RTCopySampler : register(s2);
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cbuffer cb0
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{
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float4 VertexScale;
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float4 VertexOffset;
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float4 Texture_Scale_Offset;
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};
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cbuffer cb1
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{
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float3 FogColor;
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float AREF;
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float4 HalfTexel;
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float4 WH;
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float4 MinMax;
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float2 MinF;
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float2 TA;
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uint4 MskFix;
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int4 ChannelShuffle;
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float4 TC_OffsetHack;
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};
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cbuffer cb2
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{
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float2 PointSize;
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};
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float4 sample_c(float2 uv)
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{
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if (PS_POINT_SAMPLER)
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{
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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) + float2(0.5, 0.5)) / WH.zw;
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}
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return Texture.Sample(TextureSampler, uv);
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}
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float4 sample_p(float u)
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{
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return Palette.Sample(PaletteSampler, u);
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}
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float4 sample_rt(float2 uv)
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{
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return RTCopy.Sample(RTCopySampler, uv);
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}
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float4 fetch_raw_color(int2 xy)
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{
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return RawTexture.Load(int3(xy, 0));
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}
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int fetch_raw_depth(int2 xy)
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{
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float4 col = RawTexture.Load(int3(xy, 0));
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return (int)(col.r * exp2(32.0f));
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}
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float4 fetch_red(int2 xy)
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{
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float4 rt;
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if ((PS_DEPTH_FMT == 1) || (PS_DEPTH_FMT == 2))
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{
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int depth = (fetch_raw_depth(xy)) & 0xFF;
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rt = (float4)(depth) / 255.0f;
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}
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else
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{
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rt = fetch_raw_color(xy);
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}
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return sample_p(rt.r);
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}
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float4 fetch_blue(int2 xy)
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{
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float4 rt;
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if ((PS_DEPTH_FMT == 1) || (PS_DEPTH_FMT == 2))
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{
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int depth = (fetch_raw_depth(xy) >> 16) & 0xFF;
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rt = (float4)(depth) / 255.0f;
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}
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else
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{
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rt = fetch_raw_color(xy);
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}
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return sample_p(rt.b);
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}
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float4 fetch_green(int2 xy)
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{
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float4 rt = fetch_raw_color(xy);
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return sample_p(rt.g);
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}
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float4 fetch_alpha(int2 xy)
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{
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float4 rt = fetch_raw_color(xy);
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return sample_p(rt.a);
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}
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float4 fetch_rgb(int2 xy)
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{
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float4 rt = fetch_raw_color(xy);
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float4 c = float4(sample_p(rt.r).r, sample_p(rt.g).g, sample_p(rt.b).b, 1.0);
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return c;
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}
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float4 fetch_gXbY(int2 xy)
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{
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if ((PS_DEPTH_FMT == 1) || (PS_DEPTH_FMT == 2))
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{
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int depth = fetch_raw_depth(xy);
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int bg = (depth >> (8 + ChannelShuffle.w)) & 0xFF;
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return (float4)(bg);
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}
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else
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{
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int4 rt = (int4)(fetch_raw_color(xy) * 255.0);
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int green = (rt.g >> ChannelShuffle.w) & ChannelShuffle.z;
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int blue = (rt.b << ChannelShuffle.y) & ChannelShuffle.x;
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return (float4)(green | blue) / 255.0;
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}
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}
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#elif SHADER_MODEL <= 0x300
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#ifndef VS_BPPZ
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#define VS_BPPZ 0
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#define VS_TME 1
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#define VS_FST 1
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#define VS_LOGZ 1
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#endif
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#ifndef PS_FST
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#define PS_FST 0
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#define PS_WMS 0
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#define PS_WMT 0
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#define PS_FMT FMT_32
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#define PS_AEM 0
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#define PS_TFX 0
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#define PS_TCC 0
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#define PS_ATST 4
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#define PS_FOG 0
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#define PS_CLR1 0
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#define PS_RT 0
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#define PS_LTF 0
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#define PS_COLCLIP 0
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#define PS_DATE 0
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#define PS_PAL_FMT 0
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#endif
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struct VS_INPUT
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{
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float4 p : POSITION0;
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float2 t : TEXCOORD0;
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float4 c : COLOR0;
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float4 f : COLOR1;
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};
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struct VS_OUTPUT
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{
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float4 p : POSITION;
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float4 t : TEXCOORD0;
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#if VS_RTCOPY
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float4 tp : TEXCOORD1;
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#endif
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float4 c : COLOR0;
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};
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struct PS_INPUT
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{
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float4 t : TEXCOORD0;
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#if PS_DATE > 0
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float4 tp : TEXCOORD1;
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#endif
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float4 c : COLOR0;
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};
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sampler Texture : register(s0);
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sampler Palette : register(s1);
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sampler RTCopy : register(s2);
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sampler1D UMSKFIX : register(s3);
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sampler1D VMSKFIX : register(s4);
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float4 vs_params[3];
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#define VertexScale vs_params[0]
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#define VertexOffset vs_params[1]
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#define Texture_Scale_Offset vs_params[2]
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float4 ps_params[7];
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#define FogColor ps_params[0].bgr
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#define AREF ps_params[0].a
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#define HalfTexel ps_params[1]
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#define WH ps_params[2]
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#define MinMax ps_params[3]
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#define MinF ps_params[4].xy
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#define TA ps_params[4].zw
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#define TC_OffsetHack ps_params[6]
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float4 sample_c(float2 uv)
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{
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return tex2D(Texture, uv);
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}
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float4 sample_p(float u)
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{
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return tex2D(Palette, u);
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}
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float4 sample_rt(float2 uv)
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{
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return tex2D(RTCopy, uv);
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}
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#endif
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#define PS_AEM_FMT (PS_FMT & 3)
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#if SHADER_MODEL >= 0x400
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float4 sample_depth(float2 pos)
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{
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float4 t = (float4)(0.0f);
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if (PS_TALES_OF_ABYSS_HLE == 1)
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{
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// Warning: UV can't be used in channel effect
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int depth = fetch_raw_depth(pos);
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// Convert msb based on the palette
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t = Palette.Load(int3((depth >> 8) & 0xFF, 0, 0));
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}
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else if (PS_URBAN_CHAOS_HLE == 1)
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{
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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(pos);
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// Convert lsb based on the palette
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t = Palette.Load(int3(depth & 0xFF, 0, 0));
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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 / 255.0f;
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}
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return t;
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}
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#endif
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float4 clamp_wrap_uv(float4 uv)
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{
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if(PS_WMS == PS_WMT)
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{
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/*
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if(PS_WMS == 0)
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{
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uv = frac(uv);
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}
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else if(PS_WMS == 1)
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{
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uv = saturate(uv);
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}
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else
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*/
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if(PS_WMS == 2)
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{
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uv = clamp(uv, MinMax.xyxy, MinMax.zwzw);
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}
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else if(PS_WMS == 3)
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{
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#if SHADER_MODEL >= 0x400
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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 = frac(uv);
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#endif
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uv = (float4)(((uint4)(uv * WH.xyxy) & MskFix.xyxy) | MskFix.zwzw) / WH.xyxy;
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#elif SHADER_MODEL <= 0x300
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uv.x = tex1D(UMSKFIX, uv.x);
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uv.y = tex1D(VMSKFIX, uv.y);
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uv.z = tex1D(UMSKFIX, uv.z);
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uv.w = tex1D(VMSKFIX, uv.w);
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#endif
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}
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}
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else
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{
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/*
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if(PS_WMS == 0)
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{
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uv.xz = frac(uv.xz);
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}
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else if(PS_WMS == 1)
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{
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uv.xz = saturate(uv.xz);
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}
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else
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*/
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if(PS_WMS == 2)
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{
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uv.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);
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}
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else if(PS_WMS == 3)
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{
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#if SHADER_MODEL >= 0x400
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#if PS_FST == 0
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uv.xz = frac(uv.xz);
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#endif
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uv.xz = (float2)(((uint2)(uv.xz * WH.xx) & MskFix.xx) | MskFix.zz) / WH.xx;
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#elif SHADER_MODEL <= 0x300
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uv.x = tex1D(UMSKFIX, uv.x);
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uv.z = tex1D(UMSKFIX, uv.z);
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#endif
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}
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/*
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if(PS_WMT == 0)
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{
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uv.yw = frac(uv.yw);
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}
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else if(PS_WMT == 1)
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{
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uv.yw = saturate(uv.yw);
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}
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else
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*/
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if(PS_WMT == 2)
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{
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uv.yw = clamp(uv.yw, MinMax.yy, MinMax.ww);
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}
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else if(PS_WMT == 3)
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{
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#if SHADER_MODEL >= 0x400
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#if PS_FST == 0
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uv.yw = frac(uv.yw);
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#endif
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uv.yw = (float2)(((uint2)(uv.yw * WH.yy) & MskFix.yy) | MskFix.ww) / WH.yy;
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#elif SHADER_MODEL <= 0x300
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uv.y = tex1D(VMSKFIX, uv.y);
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uv.w = tex1D(VMSKFIX, uv.w);
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#endif
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}
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}
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return uv;
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}
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float4x4 sample_4c(float4 uv)
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{
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float4x4 c;
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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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float4 sample_4_index(float4 uv)
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{
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float4 c;
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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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#if SHADER_MODEL <= 0x300
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if (PS_RT) c *= 128.0f / 255;
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// D3D9 doesn't support integer operations
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#else
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// Denormalize value
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uint4 i = uint4(c * 255.0f + 0.5f);
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if (PS_PAL_FMT == 1)
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{
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// 4HL
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c = float4(i & 0xFu) / 255.0f;
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}
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else if (PS_PAL_FMT == 2)
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{
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// 4HH
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c = float4(i >> 4u) / 255.0f;
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}
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#endif
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// Most of texture will hit this code so keep normalized float value
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// 8 bits
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return c * 255./256 + 0.5/256;
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}
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float4x4 sample_4p(float4 u)
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{
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float4x4 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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float4 sample_color(float2 st, float q)
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{
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if(!PS_FST) st /= q;
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#if PS_TCOFFSETHACK
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st += TC_OffsetHack.xy;
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#endif
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float4 t;
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float4x4 c;
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float2 dd;
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if (PS_LTF == 0 && PS_AEM_FMT == FMT_32 && PS_PAL_FMT == 0 && PS_WMS < 2 && PS_WMT < 2)
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{
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c[0] = sample_c(st);
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}
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else
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{
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float4 uv;
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if(PS_LTF)
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{
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uv = st.xyxy + HalfTexel;
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dd = frac(uv.xy * WH.zw);
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#if SHADER_MODEL >= 0x400
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if(PS_FST == 0)
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{
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dd = clamp(dd, (float2)0.0, (float2)0.9999999);
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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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uv = st.xyxy;
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}
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uv = clamp_wrap_uv(uv);
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#if PS_PAL_FMT != 0
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c = sample_4p(sample_4_index(uv));
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#else
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c = sample_4c(uv);
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#endif
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}
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[unroll]
|
|
for (uint i = 0; i < 4; i++)
|
|
{
|
|
if(PS_AEM_FMT == FMT_32)
|
|
{
|
|
#if SHADER_MODEL <= 0x300
|
|
if(PS_RT) c[i].a *= 128.0f / 255;
|
|
#endif
|
|
}
|
|
else if(PS_AEM_FMT == FMT_24)
|
|
{
|
|
c[i].a = !PS_AEM || any(c[i].rgb) ? TA.x : 0;
|
|
}
|
|
else if(PS_AEM_FMT == FMT_16)
|
|
{
|
|
c[i].a = c[i].a >= 0.5 ? TA.y : !PS_AEM || any(c[i].rgb) ? TA.x : 0;
|
|
}
|
|
}
|
|
|
|
if(PS_LTF)
|
|
{
|
|
t = lerp(lerp(c[0], c[1], dd.x), lerp(c[2], c[3], dd.x), dd.y);
|
|
}
|
|
else
|
|
{
|
|
t = c[0];
|
|
}
|
|
|
|
return t;
|
|
}
|
|
|
|
float4 tfx(float4 t, float4 c)
|
|
{
|
|
if(PS_TFX == 0)
|
|
{
|
|
if(PS_TCC)
|
|
{
|
|
c = c * t * 255.0f / 128;
|
|
}
|
|
else
|
|
{
|
|
c.rgb = c.rgb * t.rgb * 255.0f / 128;
|
|
}
|
|
}
|
|
else if(PS_TFX == 1)
|
|
{
|
|
if(PS_TCC)
|
|
{
|
|
c = t;
|
|
}
|
|
else
|
|
{
|
|
c.rgb = t.rgb;
|
|
}
|
|
}
|
|
else if(PS_TFX == 2)
|
|
{
|
|
c.rgb = c.rgb * t.rgb * 255.0f / 128 + c.a;
|
|
|
|
if(PS_TCC)
|
|
{
|
|
c.a += t.a;
|
|
}
|
|
}
|
|
else if(PS_TFX == 3)
|
|
{
|
|
c.rgb = c.rgb * t.rgb * 255.0f / 128 + c.a;
|
|
|
|
if(PS_TCC)
|
|
{
|
|
c.a = t.a;
|
|
}
|
|
}
|
|
|
|
return saturate(c);
|
|
}
|
|
|
|
void datst(PS_INPUT input)
|
|
{
|
|
#if PS_DATE > 0
|
|
float alpha = sample_rt(input.tp.xy).a;
|
|
#if SHADER_MODEL >= 0x400
|
|
float alpha0x80 = 128. / 255;
|
|
#else
|
|
float alpha0x80 = 1;
|
|
#endif
|
|
|
|
if (PS_DATE == 1 && alpha >= alpha0x80)
|
|
discard;
|
|
else if (PS_DATE == 2 && alpha < alpha0x80)
|
|
discard;
|
|
#endif
|
|
}
|
|
|
|
void atst(float4 c)
|
|
{
|
|
float a = trunc(c.a * 255 + 0.01);
|
|
|
|
#if 0
|
|
switch(Uber_ATST) {
|
|
case 0:
|
|
break;
|
|
case 1:
|
|
if (a > AREF) discard;
|
|
break;
|
|
case 2:
|
|
if (a < AREF) discard;
|
|
break;
|
|
case 3:
|
|
if (abs(a - AREF) > 0.5f) discard;
|
|
break;
|
|
case 4:
|
|
if (abs(a - AREF) < 0.5f) discard;
|
|
break;
|
|
}
|
|
|
|
#endif
|
|
|
|
#if 1
|
|
if(PS_ATST == 0)
|
|
{
|
|
// nothing to do
|
|
}
|
|
else if(PS_ATST == 1)
|
|
{
|
|
#if PS_SPRITEHACK == 0
|
|
if (a > AREF) discard;
|
|
#endif
|
|
}
|
|
else if(PS_ATST == 2)
|
|
{
|
|
if (a < AREF) discard;
|
|
}
|
|
else if(PS_ATST == 3)
|
|
{
|
|
if (abs(a - AREF) > 0.5f) discard;
|
|
}
|
|
else if(PS_ATST == 4)
|
|
{
|
|
if (abs(a - AREF) < 0.5f) discard;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
float4 fog(float4 c, float f)
|
|
{
|
|
if(PS_FOG)
|
|
{
|
|
c.rgb = lerp(FogColor, c.rgb, f);
|
|
}
|
|
|
|
return c;
|
|
}
|
|
|
|
float4 ps_color(PS_INPUT input)
|
|
{
|
|
datst(input);
|
|
|
|
#if PS_CHANNEL_FETCH == 1
|
|
float4 t = fetch_red(int2(input.p.xy));
|
|
#elif PS_CHANNEL_FETCH == 2
|
|
float4 t = fetch_green(int2(input.p.xy));
|
|
#elif PS_CHANNEL_FETCH == 3
|
|
float4 t = fetch_blue(int2(input.p.xy));
|
|
#elif PS_CHANNEL_FETCH == 4
|
|
float4 t = fetch_alpha(int2(input.p.xy));
|
|
#elif PS_CHANNEL_FETCH == 5
|
|
float4 t = fetch_rgb(int2(input.p.xy));
|
|
#elif PS_CHANNEL_FETCH == 6
|
|
float4 t = fetch_gXbY(int2(input.p.xy));
|
|
#elif PS_DEPTH_FMT > 0
|
|
float4 t = sample_depth(input.p.xy);
|
|
#else
|
|
float4 t = sample_color(input.t.xy, input.t.w);
|
|
#endif
|
|
|
|
float4 c = tfx(t, input.c);
|
|
|
|
atst(c);
|
|
|
|
c = fog(c, input.t.z);
|
|
|
|
if (PS_COLCLIP == 2)
|
|
{
|
|
c.rgb = 256./255. - c.rgb;
|
|
}
|
|
if (PS_COLCLIP > 0)
|
|
{
|
|
c.rgb *= c.rgb < 128./255;
|
|
}
|
|
|
|
if(PS_CLR1) // needed for Cd * (As/Ad/F + 1) blending modes
|
|
{
|
|
c.rgb = 1;
|
|
}
|
|
|
|
return c;
|
|
}
|
|
|
|
#if SHADER_MODEL >= 0x400
|
|
|
|
VS_OUTPUT vs_main(VS_INPUT input)
|
|
{
|
|
if(VS_BPPZ == 1) // 24
|
|
{
|
|
input.z = input.z & 0xffffff;
|
|
}
|
|
else if(VS_BPPZ == 2) // 16
|
|
{
|
|
input.z = input.z & 0xffff;
|
|
}
|
|
|
|
VS_OUTPUT output;
|
|
|
|
// pos -= 0.05 (1/320 pixel) helps avoiding rounding problems (integral part of pos is usually 5 digits, 0.05 is about as low as we can go)
|
|
// example: ceil(afterseveralvertextransformations(y = 133)) => 134 => line 133 stays empty
|
|
// input granularity is 1/16 pixel, anything smaller than that won't step drawing up/left by one pixel
|
|
// example: 133.0625 (133 + 1/16) should start from line 134, ceil(133.0625 - 0.05) still above 133
|
|
|
|
float4 p = float4(input.p, input.z, 0) - float4(0.05f, 0.05f, 0, 0);
|
|
|
|
output.p = p * VertexScale - VertexOffset;
|
|
#if VS_RTCOPY
|
|
output.tp = (p * VertexScale - VertexOffset) * float4(0.5, -0.5, 0, 0) + 0.5;
|
|
#endif
|
|
|
|
if(VS_TME)
|
|
{
|
|
if(VS_FST)
|
|
{
|
|
float2 uv = input.uv - Texture_Scale_Offset.zw;
|
|
|
|
output.t.xy = uv * Texture_Scale_Offset.xy;
|
|
output.t.zw = uv;
|
|
}
|
|
else
|
|
{
|
|
output.t.xy = input.st - Texture_Scale_Offset.zw;
|
|
output.t.w = input.q;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
output.t.xy = 0;
|
|
output.t.w = 1.0f;
|
|
}
|
|
|
|
output.c = input.c;
|
|
output.t.z = input.f.r;
|
|
|
|
return output;
|
|
}
|
|
|
|
#if GS_PRIM == 0 && GS_POINT == 0
|
|
|
|
[maxvertexcount(1)]
|
|
void gs_main(point VS_OUTPUT input[1], inout PointStream<VS_OUTPUT> stream)
|
|
{
|
|
stream.Append(input[0]);
|
|
}
|
|
|
|
#elif GS_PRIM == 0 && GS_POINT == 1
|
|
|
|
[maxvertexcount(6)]
|
|
void gs_main(point VS_OUTPUT input[1], inout TriangleStream<VS_OUTPUT> stream)
|
|
{
|
|
// Transform a point to a NxN sprite
|
|
VS_OUTPUT Point = input[0];
|
|
|
|
// Get new position
|
|
float4 lt_p = input[0].p;
|
|
float4 rb_p = input[0].p + float4(PointSize.x, PointSize.y, 0.0f, 0.0f);
|
|
float4 lb_p = rb_p;
|
|
float4 rt_p = rb_p;
|
|
lb_p.x = lt_p.x;
|
|
rt_p.y = lt_p.y;
|
|
|
|
// Triangle 1
|
|
Point.p = lt_p;
|
|
stream.Append(Point);
|
|
|
|
Point.p = lb_p;
|
|
stream.Append(Point);
|
|
|
|
Point.p = rt_p;
|
|
stream.Append(Point);
|
|
|
|
// Triangle 2
|
|
Point.p = lb_p;
|
|
stream.Append(Point);
|
|
|
|
Point.p = rt_p;
|
|
stream.Append(Point);
|
|
|
|
Point.p = rb_p;
|
|
stream.Append(Point);
|
|
}
|
|
|
|
#elif GS_PRIM == 1 && GS_LINE == 0
|
|
|
|
[maxvertexcount(2)]
|
|
void gs_main(line VS_OUTPUT input[2], inout LineStream<VS_OUTPUT> stream)
|
|
{
|
|
#if GS_IIP == 0
|
|
input[0].c = input[1].c;
|
|
#endif
|
|
|
|
stream.Append(input[0]);
|
|
stream.Append(input[1]);
|
|
}
|
|
|
|
#elif GS_PRIM == 1 && GS_LINE == 1
|
|
|
|
[maxvertexcount(6)]
|
|
void gs_main(line VS_OUTPUT input[2], inout TriangleStream<VS_OUTPUT> stream)
|
|
{
|
|
// Transform a line to a thick line-sprite
|
|
VS_OUTPUT left = input[0];
|
|
VS_OUTPUT right = input[1];
|
|
float2 lt_p = input[0].p.xy;
|
|
float2 rt_p = input[1].p.xy;
|
|
|
|
// Potentially there is faster math
|
|
float2 line_vector = normalize(rt_p.xy - lt_p.xy);
|
|
float2 line_normal = float2(line_vector.y, -line_vector.x);
|
|
float2 line_width = (line_normal * PointSize) / 2;
|
|
|
|
lt_p -= line_width;
|
|
rt_p -= line_width;
|
|
float2 lb_p = input[0].p.xy + line_width;
|
|
float2 rb_p = input[1].p.xy + line_width;
|
|
|
|
#if GS_IIP == 0
|
|
left.c = right.c;
|
|
#endif
|
|
|
|
// Triangle 1
|
|
left.p.xy = lt_p;
|
|
stream.Append(left);
|
|
|
|
left.p.xy = lb_p;
|
|
stream.Append(left);
|
|
|
|
right.p.xy = rt_p;
|
|
stream.Append(right);
|
|
stream.RestartStrip();
|
|
|
|
// Triangle 2
|
|
left.p.xy = lb_p;
|
|
stream.Append(left);
|
|
|
|
right.p.xy = rt_p;
|
|
stream.Append(right);
|
|
|
|
right.p.xy = rb_p;
|
|
stream.Append(right);
|
|
stream.RestartStrip();
|
|
}
|
|
|
|
#elif GS_PRIM == 2
|
|
|
|
[maxvertexcount(3)]
|
|
void gs_main(triangle VS_OUTPUT input[3], inout TriangleStream<VS_OUTPUT> stream)
|
|
{
|
|
#if GS_IIP == 0
|
|
input[0].c = input[2].c;
|
|
input[1].c = input[2].c;
|
|
#endif
|
|
|
|
stream.Append(input[0]);
|
|
stream.Append(input[1]);
|
|
stream.Append(input[2]);
|
|
}
|
|
|
|
#elif GS_PRIM == 3
|
|
|
|
[maxvertexcount(4)]
|
|
void gs_main(line VS_OUTPUT input[2], inout TriangleStream<VS_OUTPUT> stream)
|
|
{
|
|
VS_OUTPUT lt = input[0];
|
|
VS_OUTPUT rb = input[1];
|
|
|
|
// flat depth
|
|
lt.p.z = rb.p.z;
|
|
// flat fog and texture perspective
|
|
lt.t.zw = rb.t.zw;
|
|
|
|
// flat color
|
|
lt.c = rb.c;
|
|
|
|
// Swap texture and position coordinate
|
|
VS_OUTPUT lb = rb;
|
|
lb.p.x = lt.p.x;
|
|
lb.t.x = lt.t.x;
|
|
|
|
VS_OUTPUT rt = rb;
|
|
rt.p.y = lt.p.y;
|
|
rt.t.y = lt.t.y;
|
|
|
|
stream.Append(lt);
|
|
stream.Append(lb);
|
|
stream.Append(rt);
|
|
stream.Append(rb);
|
|
}
|
|
|
|
#endif
|
|
|
|
PS_OUTPUT ps_main(PS_INPUT input)
|
|
{
|
|
float4 c = ps_color(input);
|
|
|
|
PS_OUTPUT output;
|
|
|
|
if (PS_SHUFFLE)
|
|
{
|
|
uint4 denorm_c = uint4(c * 255.0f + 0.5f);
|
|
uint2 denorm_TA = uint2(float2(TA.xy) * 255.0f + 0.5f);
|
|
|
|
// Mask will take care of the correct destination
|
|
if (PS_READ_BA)
|
|
c.rb = c.bb;
|
|
else
|
|
c.rb = c.rr;
|
|
|
|
if (PS_READ_BA)
|
|
{
|
|
if (denorm_c.a & 0x80u)
|
|
c.ga = (float2)(float((denorm_c.a & 0x7Fu) | (denorm_TA.y & 0x80u)) / 255.0f);
|
|
else
|
|
c.ga = (float2)(float((denorm_c.a & 0x7Fu) | (denorm_TA.x & 0x80u)) / 255.0f);
|
|
}
|
|
else
|
|
{
|
|
if (denorm_c.g & 0x80u)
|
|
c.ga = (float2)(float((denorm_c.g & 0x7Fu) | (denorm_TA.y & 0x80u)) / 255.0f);
|
|
else
|
|
c.ga = (float2)(float((denorm_c.g & 0x7Fu) | (denorm_TA.x & 0x80u)) / 255.0f);
|
|
}
|
|
}
|
|
|
|
output.c1 = c.a * 2; // used for alpha blending
|
|
|
|
if(PS_AOUT) // 16 bit output
|
|
{
|
|
float a = 128.0f / 255; // alpha output will be 0x80
|
|
|
|
c.a = PS_FBA ? a : step(0.5, c.a) * a;
|
|
}
|
|
else if(PS_FBA)
|
|
{
|
|
if(c.a < 0.5) c.a += 0.5;
|
|
}
|
|
|
|
output.c0 = c;
|
|
|
|
return output;
|
|
}
|
|
|
|
#elif SHADER_MODEL <= 0x300
|
|
|
|
VS_OUTPUT vs_main(VS_INPUT input)
|
|
{
|
|
if(VS_BPPZ == 1) // 24
|
|
{
|
|
input.p.z = fmod(input.p.z, 0x1000000);
|
|
}
|
|
else if(VS_BPPZ == 2) // 16
|
|
{
|
|
input.p.z = fmod(input.p.z, 0x10000);
|
|
}
|
|
|
|
VS_OUTPUT output;
|
|
|
|
// pos -= 0.05 (1/320 pixel) helps avoiding rounding problems (integral part of pos is usually 5 digits, 0.05 is about as low as we can go)
|
|
// example: ceil(afterseveralvertextransformations(y = 133)) => 134 => line 133 stays empty
|
|
// input granularity is 1/16 pixel, anything smaller than that won't step drawing up/left by one pixel
|
|
// example: 133.0625 (133 + 1/16) should start from line 134, ceil(133.0625 - 0.05) still above 133
|
|
|
|
float4 p = input.p - float4(0.05f, 0.05f, 0, 0);
|
|
|
|
output.p = p * VertexScale - VertexOffset;
|
|
#if VS_RTCOPY
|
|
output.tp = (p * VertexScale - VertexOffset) * float4(0.5, -0.5, 0, 0) + 0.5;
|
|
#endif
|
|
|
|
if(VS_LOGZ)
|
|
{
|
|
output.p.z = log2(1.0f + input.p.z) / 32;
|
|
}
|
|
|
|
if(VS_TME)
|
|
{
|
|
float2 t = input.t - Texture_Scale_Offset.zw;
|
|
if(VS_FST)
|
|
{
|
|
|
|
output.t.xy = t * Texture_Scale_Offset.xy;
|
|
output.t.zw = t;
|
|
}
|
|
else
|
|
{
|
|
output.t.xy = t;
|
|
output.t.w = input.p.w;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
output.t.xy = 0;
|
|
output.t.w = 1.0f;
|
|
}
|
|
|
|
output.c = input.c;
|
|
output.t.z = input.f.b;
|
|
|
|
return output;
|
|
}
|
|
|
|
float4 ps_main(PS_INPUT input) : COLOR
|
|
{
|
|
float4 c = ps_color(input);
|
|
|
|
c.a *= 2;
|
|
|
|
return c;
|
|
}
|
|
|
|
#endif
|
|
#endif
|