mirror of https://github.com/PCSX2/pcsx2.git
388 lines
6.8 KiB
HLSL
388 lines
6.8 KiB
HLSL
#ifdef SHADER_MODEL // make safe to include in resource file to enforce dependency
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#ifndef VS_TME
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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 2
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#endif
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#ifndef PS_BATCH_SIZE
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#define PS_BATCH_SIZE 2048
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#define PS_FPSM PSM_PSMCT32
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#define PS_ZPSM PSM_PSMZ16
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#endif
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#define PSM_PSMCT32 0
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#define PSM_PSMCT24 1
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#define PSM_PSMCT16 2
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#define PSM_PSMCT16S 10
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#define PSM_PSMT8 19
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#define PSM_PSMT4 20
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#define PSM_PSMT8H 27
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#define PSM_PSMT4HL 36
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#define PSM_PSMT4HH 44
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#define PSM_PSMZ32 48
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#define PSM_PSMZ24 49
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#define PSM_PSMZ16 50
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#define PSM_PSMZ16S 58
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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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float2 z : TEXCOORD0;
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float4 t : TEXCOORD1;
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float4 c : COLOR0;
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};
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struct GS_OUTPUT
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{
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float4 p : SV_Position;
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float2 z : TEXCOORD0;
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float4 t : TEXCOORD1;
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float4 c : COLOR0;
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uint id : SV_PrimitiveID;
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};
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cbuffer VSConstantBuffer : register(c0)
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{
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float4 VertexScale;
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float4 VertexOffset;
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};
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cbuffer PSConstantBuffer : register(c0)
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{
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uint2 WriteMask;
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};
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struct FragmentLinkItem
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{
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uint c, z, id, next;
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};
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RWByteAddressBuffer VideoMemory : register(u0);
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RWStructuredBuffer<FragmentLinkItem> FragmentLinkBuffer : register(u1);
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RWByteAddressBuffer StartOffsetBuffer : register(u2);
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//RWTexture2D<uint> VideoMemory : register(u2); // 8192 * 512 R8_UINT
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Buffer<int2> FZRowOffset : register(t0);
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Buffer<int2> FZColOffset : register(t1);
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Texture2D<float4> Palette : register(t2);
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Texture2D<float4> Texture : register(t3);
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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 = float4(input.p, 0.0f, 0.0f) * VertexScale - VertexOffset;
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output.z = float2(input.z & 0xffff, input.z >> 16); // TODO: min(input.z, 0xffffff00) ?
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if(VS_TME)
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{
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if(VS_FST)
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{
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output.t.xy = input.uv;
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output.t.w = 1.0f;
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}
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else
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{
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output.t.xy = input.st;
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output.t.w = input.q;
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}
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}
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else
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{
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output.t.xy = 0;
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output.t.w = 1.0f;
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}
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output.c = input.c;
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output.t.z = input.f.r;
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return output;
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}
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#if GS_PRIM == 0
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[maxvertexcount(1)]
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void gs_main(point VS_OUTPUT input[1], inout PointStream<GS_OUTPUT> stream, uint id : SV_PrimitiveID)
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{
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GS_OUTPUT output;
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output.p = input[0].p;
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output.z = input[0].z;
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output.t = input[0].t;
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output.c = input[0].c;
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output.id = id;
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stream.Append(output);
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}
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#elif GS_PRIM == 1
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[maxvertexcount(2)]
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void gs_main(line VS_OUTPUT input[2], inout LineStream<GS_OUTPUT> stream, uint id : SV_PrimitiveID)
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{
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[unroll]
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for(int i = 0; i < 2; i++)
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{
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GS_OUTPUT output;
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output.p = input[i].p;
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output.z = input[i].z;
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output.t = input[i].t;
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output.c = input[i].c;
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output.id = id;
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#if GS_IIP == 0
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if(i != 1) output.c = input[1].c;
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#endif
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stream.Append(output);
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}
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}
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#elif GS_PRIM == 2
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[maxvertexcount(3)]
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void gs_main(triangle VS_OUTPUT input[3], inout TriangleStream<GS_OUTPUT> stream, uint id : SV_PrimitiveID)
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{
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[unroll]
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for(int i = 0; i < 3; i++)
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{
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GS_OUTPUT output;
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output.p = input[i].p;
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output.z = input[i].z;
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output.t = input[i].t;
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output.c = input[i].c;
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output.id = id;
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#if GS_IIP == 0
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if(i != 2) output.c = input[2].c;
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#endif
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stream.Append(output);
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}
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}
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#elif GS_PRIM == 3
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[maxvertexcount(4)]
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void gs_main(line VS_OUTPUT input[2], inout TriangleStream<GS_OUTPUT> stream, uint id : SV_PrimitiveID)
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{
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GS_OUTPUT lt, rb, lb, rt;
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lt.p = input[0].p;
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lt.z = input[1].z;
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lt.t.xy = input[0].t.xy;
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lt.t.zw = input[1].t.zw;
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lt.c = input[0].c;
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lt.id = id;
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#if GS_IIP == 0
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lt.c = input[1].c;
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#endif
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rb.p = input[1].p;
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rb.z = input[1].z;
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rb.t = input[1].t;
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rb.c = input[1].c;
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rb.id = id;
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lb = lt;
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lb.p.y = rb.p.y;
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lb.t.y = rb.t.y;
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rt = rb;
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rt.p.y = lt.p.y;
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rt.t.y = lt.t.y;
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stream.Append(lt);
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stream.Append(lb);
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stream.Append(rt);
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stream.Append(rb);
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}
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#endif
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uint CompressColor32(float4 f)
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{
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uint4 c = (uint4)(f * 0xff) << uint4(0, 8, 16, 24);
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return c.r | c.g | c.b | c.a;
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}
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uint DecompressColor16(uint c)
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{
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uint r = (c & 0x001f) << 3;
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uint g = (c & 0x03e0) << 6;
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uint b = (c & 0x7c00) << 9;
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uint a = (c & 0x8000) << 15;
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return r | g | b | a;
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}
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uint ReadPixel(uint addr)
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{
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return VideoMemory.Load(addr) >> ((addr & 2) << 3);
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}
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void WritePixel(uint addr, uint value, uint psm)
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{
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uint tmp;
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switch(psm)
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{
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case PSM_PSMCT32:
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case PSM_PSMZ32:
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case PSM_PSMCT24:
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case PSM_PSMZ24:
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VideoMemory.Store(addr, value);
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break;
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case PSM_PSMCT16:
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case PSM_PSMCT16S:
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case PSM_PSMZ16:
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case PSM_PSMZ16S:
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tmp = (addr & 2) << 3;
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value = ((value << tmp) ^ VideoMemory.Load(addr)) & (0x0000ffff << tmp);
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VideoMemory.InterlockedXor(addr, value, tmp);
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break;
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}
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}
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void ps_main0(GS_OUTPUT input)
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{
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uint x = (uint)input.p.x;
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uint y = (uint)input.p.y;
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uint tail = FragmentLinkBuffer.IncrementCounter();
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uint index = (y << 11) + x;
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uint next = 0;
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StartOffsetBuffer.InterlockedExchange(index * 4, tail, next);
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FragmentLinkItem item;
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// TODO: preprocess color (tfx, alpha test), z-test
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item.c = CompressColor32(input.c);
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item.z = (uint)(input.z.y * 0x10000 + input.z.x);
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item.id = input.id;
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item.next = next;
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FragmentLinkBuffer[tail] = item;
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}
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void ps_main1(GS_OUTPUT input)
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{
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uint2 pos = (uint2)input.p.xy;
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// sort fragments
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uint StartOffsetIndex = (pos.y << 11) + pos.x;
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int index[PS_BATCH_SIZE];
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int count = 0;
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uint next = StartOffsetBuffer.Load(StartOffsetIndex * 4);
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StartOffsetBuffer.Store(StartOffsetIndex * 4, 0);
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[allow_uav_condition]
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while(next != 0)
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{
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index[count++] = next;
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next = FragmentLinkBuffer[next].next;
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}
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int N2 = 1 << (int)(ceil(log2(count)));
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[allow_uav_condition]
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for(int i = count; i < N2; i++)
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{
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index[i] = 0;
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}
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[allow_uav_condition]
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for(int k = 2; k <= N2; k = 2 * k)
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{
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[allow_uav_condition]
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for(int j = k >> 1; j > 0 ; j = j >> 1)
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{
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[allow_uav_condition]
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for(int i = 0; i < N2; i++)
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{
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uint i_id = FragmentLinkBuffer[index[i]].id;
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int ixj = i ^ j;
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if(ixj > i)
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{
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uint ixj_id = FragmentLinkBuffer[index[ixj]].id;
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if((i & k) == 0 && i_id > ixj_id)
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{
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int temp = index[i];
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index[i] = index[ixj];
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index[ixj] = temp;
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}
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if((i & k) != 0 && i_id < ixj_id)
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{
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int temp = index[i];
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index[i] = index[ixj];
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index[ixj] = temp;
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}
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}
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}
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}
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}
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uint2 addr = (uint2)(FZRowOffset[pos.y] + FZColOffset[pos.x]) << 1;
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uint dc = ReadPixel(addr.x);
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uint dz = ReadPixel(addr.y);
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uint sc = dc;
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uint sz = dz;
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[allow_uav_condition]
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while(--count >= 0)
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{
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FragmentLinkItem f = FragmentLinkBuffer[index[count]];
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// TODO
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if(sz < f.z)
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{
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sc = f.c;
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sz = f.z;
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}
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}
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uint c = sc; // (dc & ~WriteMask.x) | (sc & WriteMask.x);
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uint z = 0;//sz; //(dz & ~WriteMask.y) | (sz & WriteMask.y);
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WritePixel(addr.x, c, PS_FPSM);
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WritePixel(addr.y, z, PS_ZPSM);
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}
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#endif
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