mirror of https://github.com/PCSX2/pcsx2.git
403 lines
9.4 KiB
HLSL
403 lines
9.4 KiB
HLSL
#ifdef SHADER_MODEL // make safe to include in resource file to enforce dependency
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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 DOFFSET;
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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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output.c = float4(c.rgb, 1.0);
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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_hdr_init(PS_INPUT input)
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{
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PS_OUTPUT output;
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float4 value = sample_c(input.t);
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output.c = float4(round(value.rgb * 255) / 65535, value.a);
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return output;
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}
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PS_OUTPUT ps_hdr_resolve(PS_INPUT input)
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{
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PS_OUTPUT output;
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float4 value = sample_c(input.t);
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output.c = float4(float3(uint3(value.rgb * 65535.5) & 255) / 255, value.a);
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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 rgba8_to_depth32(float4 val)
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{
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uint4 c = uint4(val * 255.5f);
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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 rgba8_to_depth24(float4 val)
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{
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uint3 c = uint3(val.rgb * 255.5f);
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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 rgba8_to_depth16(float4 val)
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{
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uint2 c = uint2(val.rg * 255.5f);
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return float(c.r | (c.g << 8)) * exp2(-32.0f);
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}
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float rgb5a1_to_depth16(float4 val)
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{
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uint4 c = uint4(val * 255.5f);
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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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float ps_convert_rgba8_float32(PS_INPUT input) : SV_Depth
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{
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// Convert an RGBA texture into a float depth texture
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return rgba8_to_depth32(sample_c(input.t));
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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 an RGBA texture into a float depth texture
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return rgba8_to_depth24(sample_c(input.t));
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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 an RGBA texture into a float depth texture
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return rgba8_to_depth16(sample_c(input.t));
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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 an RGB5A1 (saved as RGBA8) color to a 16 bit Z
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return rgb5a1_to_depth16(sample_c(input.t));
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}
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#define SAMPLE_RGBA_DEPTH_BILN(CONVERT_FN) \
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uint width, height; \
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Texture.GetDimensions(width, height); \
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float2 top_left_f = input.t * float2(width, height) - 0.5f; \
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int2 top_left = int2(floor(top_left_f)); \
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int4 coords = clamp(int4(top_left, top_left + 1), int4(0, 0, 0, 0), int2(width - 1, height - 1).xyxy); \
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float2 mix_vals = frac(top_left_f); \
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float depthTL = CONVERT_FN(Texture.Load(int3(coords.xy, 0))); \
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float depthTR = CONVERT_FN(Texture.Load(int3(coords.zy, 0))); \
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float depthBL = CONVERT_FN(Texture.Load(int3(coords.xw, 0))); \
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float depthBR = CONVERT_FN(Texture.Load(int3(coords.zw, 0))); \
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return lerp(lerp(depthTL, depthTR, mix_vals.x), lerp(depthBL, depthBR, mix_vals.x), mix_vals.y);
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float ps_convert_rgba8_float32_biln(PS_INPUT input) : SV_Depth
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{
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// Convert an RGBA texture into a float depth texture
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SAMPLE_RGBA_DEPTH_BILN(rgba8_to_depth32);
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}
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float ps_convert_rgba8_float24_biln(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 an RGBA texture into a float depth texture
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SAMPLE_RGBA_DEPTH_BILN(rgba8_to_depth24);
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}
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float ps_convert_rgba8_float16_biln(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 an RGBA texture into a float depth texture
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SAMPLE_RGBA_DEPTH_BILN(rgba8_to_depth16);
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}
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float ps_convert_rgb5a1_float16_biln(PS_INPUT input) : SV_Depth
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{
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// Convert an RGB5A1 (saved as RGBA8) color to a 16 bit Z
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SAMPLE_RGBA_DEPTH_BILN(rgb5a1_to_depth16);
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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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// 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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uint2 pos = uint2(input.p.xy);
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// Collapse separate R G B A areas into their base pixel
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uint2 block = (pos & ~uint2(15u, 3u)) >> 1;
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uint2 subblock = pos & uint2(7u, 1u);
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uint2 coord = block | subblock;
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// Compensate for potentially differing page pitch.
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uint SBW = uint(EMODA);
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uint DBW = uint(EMODC);
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uint2 block_xy = coord / uint2(64, 32);
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uint block_num = (block_xy.y * (DBW / 128)) + block_xy.x;
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uint2 block_offset = uint2((block_num % (SBW / 64)) * 64, (block_num / (SBW / 64)) * 32);
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coord = (coord % uint2(64, 32)) + block_offset;
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// Apply offset to cols 1 and 2
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uint is_col23 = pos.y & 4u;
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uint is_col13 = pos.y & 2u;
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uint is_col12 = is_col23 ^ (is_col13 << 1);
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coord.x ^= is_col12; // If cols 1 or 2, flip bit 3 of x
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float ScaleFactor = BGColor.x;
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if (floor(ScaleFactor) != ScaleFactor)
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coord = uint2(float2(coord) * ScaleFactor);
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else
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coord *= uint(ScaleFactor);
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float4 pixel = Texture.Load(int3(int2(coord), 0));
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float2 sel0 = (pos.y & 2u) == 0u ? pixel.rb : pixel.ga;
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float sel1 = (pos.x & 8u) == 0u ? sel0.x : sel0.y;
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output.c = (float4)(sel1); // Divide by something here?
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return output;
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}
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PS_OUTPUT ps_convert_clut_4(PS_INPUT input)
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{
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// Borrowing the YUV constant buffer.
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float scale = BGColor.x;
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uint2 offset = uint2(uint(EMODA), uint(EMODC)) + uint(DOFFSET);
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// CLUT4 is easy, just two rows of 8x8.
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uint index = uint(input.p.x);
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uint2 pos = uint2(index % 8u, index / 8u);
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int2 final = int2(floor(float2(offset + pos) * scale));
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PS_OUTPUT output;
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output.c = Texture.Load(int3(final, 0), 0);
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return output;
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}
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PS_OUTPUT ps_convert_clut_8(PS_INPUT input)
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{
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float scale = BGColor.x;
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uint2 offset = uint2(uint(EMODA), uint(EMODC));
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uint index = min(uint(input.p.x) + uint(DOFFSET), 255u);
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// CLUT is arranged into 8 groups of 16x2, with the top-right and bottom-left quadrants swapped.
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// This can probably be done better..
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uint subgroup = (index / 8u) % 4u;
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uint2 pos;
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pos.x = (index % 8u) + ((subgroup >= 2u) ? 8u : 0u);
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pos.y = ((index / 32u) * 2u) + (subgroup % 2u);
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int2 final = int2(floor(float2(offset + pos) * scale));
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PS_OUTPUT output;
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output.c = Texture.Load(int3(final, 0), 0);
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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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