mirror of https://github.com/PCSX2/pcsx2.git
851 lines
23 KiB
HLSL
851 lines
23 KiB
HLSL
// Cg Shaders for PS2 GS emulation
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// divides by z for every pixel, instead of in vertex shader
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// fixes kh textures
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#define PERSPECTIVE_CORRECT_TEX
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//#define TEST_AEM // tests AEM for black pixels
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//#define REGION_REPEAT // set if texture wrapping mode is region repeat
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//#define WRITE_DEPTH // set if depth is also written in a MRT
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//#define ACCURATE_DECOMPRESSION // set for less capable hardware ATI Radeon 9000 series
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//#define EXACT_COLOR // make sure the output color is clamped to 1/255 boundaries (for alpha testing)
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#ifdef PERSPECTIVE_CORRECT_TEX
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#define TEX_XY tex.xy/tex.z
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#define TEX_DECL float3
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#else
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#define TEX_XY tex.xy
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#define TEX_DECL float2
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#endif
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#ifdef WRITE_DEPTH
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#define DOZWRITE(x) x
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#else
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#define DOZWRITE(x)
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#endif
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#include "ps2hw_ctx.fx"
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// used to get the tiled offset into a page given the linear offset
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uniform samplerRECT g_sSrcFinal : register(s2);
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uniform sampler2D g_sBlocks : register(s3);
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uniform sampler2D g_sBilinearBlocks : register(s4);
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uniform sampler2D g_sConv16to32 : register(s4);
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uniform sampler3D g_sConv32to16 : register(s4);
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uniform samplerRECT g_sBitwiseANDX : register(s5);
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uniform samplerRECT g_sBitwiseANDY : register(s6);
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uniform samplerRECT g_sInterlace : register(s7);
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// used only on rare cases where the render target is PSMT8H
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uniform sampler2D g_sCLUT : register(s2);
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// global pixel shader constants
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uniform float4 g_fInvTexDims : register(c22); // similar to g_fClutOff
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uniform float4 g_fFogColor : register(c23);
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// used for rectblitting
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uniform float4 g_fBitBltZ : register(c24);
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uniform half4 g_fOneColor : register(c25); // col*.xxxy+.zzzw
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// vertex shader constants
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uniform float4 g_fBitBltPos : register(c4);
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uniform float4 g_fZ : register(c5); // transforms d3dcolor z into float z
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uniform float4 g_fZNorm : register(c6);
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uniform float4 g_fZMin: register(c26) = float4(0.0f, 1.0f, 0.0f, 0.0f);
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uniform float4 g_fBitBltTex : register(c7);
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// pixel shader consts
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// .z is used for the addressing fn
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uniform half4 g_fExactColor : register(c27) = half4(0.5,0.5/256.0f,0,1/255.0f);
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uniform float4 g_fBilinear : register(c28) = float4(-0.7f, -0.65f, 0.9,1/32767.0f);
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uniform float4 g_fZBias : register(c29) = half4(1.0f/256.0f, 1.0004f, 1, 0.5); // also for vs
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uniform float4 g_fc0 : register(c30) = float4(0,1, 0.001, 0.5f); // also for vs
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uniform float4 g_fMult : register(c31) = float4(1/1024.0f, 0.2f/1024.0f, 1/128.0f, 1/512.0f);
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// vertex shader consts
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uniform float4 g_fBitBltTrans : register(c31) = float4(0.5f, -0.5f, 0.5, 0.5 + 0.4/416.0f);
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// given a local tex coord, returns the coord in the memory
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float2 ps2memcoord(float2 realtex)
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{
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float4 off;
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// block off
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realtex.xy = realtex.xy * g_fTexDims.xy + g_fTexDims.zw;
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realtex.xy = (realtex.xy - frac(realtex.xy)) * g_fMult.zw;
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float2 fblock = frac(realtex.xy);
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off.xy = realtex.xy-fblock.xy;
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//#if 0
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#ifdef ACCURATE_DECOMPRESSION
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off.zw = tex2D(g_sBlocks, g_fTexBlock.xy*fblock + g_fTexBlock.zw).ar;
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off.x = dot(off.xy, g_fTexOffset.xy);
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float r = g_fTexOffset.w;
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float f = frac(off.x);
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float fadd = g_fTexOffset.z * off.z;
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off.w = off.x + fadd + r;
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off.x = frac(f + fadd + r);
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off.w -= off.x ;
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#else
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off.z = tex2D(g_sBlocks, g_fTexBlock.xy*fblock + g_fTexBlock.zw).a;
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// combine the two
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off.x = dot(off.xyz, g_fTexOffset.xyz)+g_fTexOffset.w;
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off.x = modf(off.x, off.w);
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#endif
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off.xy = off.xw * g_fPageOffset.zy + g_fPageOffset.wx;
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//off.y = off.w * g_fPageOffset.y + g_fPageOffset.x;
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return off.xy;
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}
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// find all texcoords for bilinear filtering
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// assume that orgtex are already on boundaries
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void ps2memcoord4(float4 orgtex, out float4 off0, out float4 off1)
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{
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//float4 off0, off1, off2, off3;
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float4 realtex;
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// block off
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realtex = (orgtex * g_fTexDims.xyxy + g_fTexDims.zwzw);// * g_fMult.zwzw;
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float4 fblock = frac(realtex.xyzw);
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float4 ftransblock = g_fTexBlock.xyxy*fblock + g_fTexBlock.zwzw;
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realtex -= fblock;
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float4 transvals = g_fTexOffset.x * realtex.xzxz + g_fTexOffset.y * realtex.yyww + g_fTexOffset.w;
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float4 colors;// = tex2D(g_sBilinearBlocks, ftransblock.xy);
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// this is faster on ffx ingame
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colors.x = tex2D(g_sBlocks, ftransblock.xy).a;
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colors.y = tex2D(g_sBlocks, ftransblock.zy).a;
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colors.z = tex2D(g_sBlocks, ftransblock.xw).a;
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colors.w = tex2D(g_sBlocks, ftransblock.zw).a;
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float4 fr, rem;
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#ifdef ACCURATE_DECOMPRESSION
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fr = frac(transvals);
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float4 fadd = colors * g_fTexOffset.z;
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rem = transvals + fadd;
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fr = frac(fr + fadd);
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rem -= fr;
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#else
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transvals += colors * g_fTexOffset.z;
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fr = modf(transvals, rem);
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#endif
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rem = rem * g_fPageOffset.y + g_fPageOffset.x;
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fr = fr * g_fPageOffset.z + g_fPageOffset.w;
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// combine
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off0 = g_fc0.yxyx * fr.xxyy + g_fc0.xyxy * rem.xxyy;
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off1 = g_fc0.yxyx * fr.zzww + g_fc0.xyxy * rem.zzww;
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}
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void ps2memcoord4_fast(float4 orgtex, out float4 off0, out float4 off1)
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{
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float4 realtex;
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realtex = (orgtex * g_fTexDims.xyxy + g_fTexDims.zwzw);// * g_fMult.zwzw;
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float4 fblock = frac(realtex.xyzw);
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float2 ftransblock = g_fTexBlock.xy*fblock.xy + g_fTexBlock.zw;
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realtex -= fblock;
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float4 transvals = g_fTexOffset.x * realtex.xzxz + g_fTexOffset.y * realtex.yyww + g_fTexOffset.w;
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float4 colors = tex2D(g_sBilinearBlocks, ftransblock.xy);
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float4 fr, rem;
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#ifdef ACCURATE_DECOMPRESSION
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fr = frac(transvals);
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float4 fadd = colors * g_fTexOffset.z;
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rem = transvals + fadd;
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fr = frac(fr + fadd);
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rem -= fr;
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#else
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transvals += colors * g_fTexOffset.z;
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fr = modf(transvals, rem);
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#endif
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rem = rem * g_fPageOffset.y + g_fPageOffset.x;
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fr = fr * g_fPageOffset.z;
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off0 = g_fc0.yxyx * fr.xxyy + g_fc0.xyxy * rem.xxyy;
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off1 = g_fc0.yxyx * fr.zzww + g_fc0.xyxy * rem.zzww;
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}
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// Wrapping modes
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#if defined(REPEAT)
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float2 ps2addr(float2 coord)
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{
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return frac(coord.xy);
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}
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#elif defined(CLAMP)
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float2 ps2addr(float2 coord)
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{
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return clamp(coord.xy, g_fClampExts.xy, g_fClampExts.zw);
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}
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#elif defined(REGION_REPEAT)
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// computes the local tex coord along with addressing modes
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float2 ps2addr(float2 coord)
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{
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float2 final = frac(clamp(coord.xy, g_fClampExts.xy, g_fClampExts.zw));
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if( TexWrapMode.x > g_fBilinear.z ) // region repeat mode for x (umsk&x)|ufix
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final.x = texRECT(g_sBitwiseANDX, abs(coord.x)*TexWrapMode.zz).x * g_fClampExts.x + g_fClampExts.z;
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if( TexWrapMode.y > g_fBilinear.z ) // region repeat mode for x (vmsk&x)|vfix
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final.y = texRECT(g_sBitwiseANDY, abs(coord.y)*TexWrapMode.ww).x * g_fClampExts.y + g_fClampExts.w;
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return final;
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}
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#else
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float2 ps2addr(float2 coord)
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{
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return frac(clamp(coord.xy, g_fClampExts.xy, g_fClampExts.zw));
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}
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#endif
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half4 tex2DPS_32(float2 tex0)
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{
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return texRECT(g_sMemory, ps2memcoord(tex0).xy);
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}
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// use when texture is not tiled -- shader 1
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half4 tex2DPS_tex32(float2 tex0)
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{
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return texRECT(g_sMemory, g_fTexDims.xy*tex0+g_fTexDims.zw)*g_fZBias.zzzw+g_fPageOffset.w;
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}
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// use when texture is not tiled -- shader 2
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half4 tex2DPS_clut32(float2 tex0)
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{
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float index = texRECT(g_sMemory, g_fTexDims.xy*tex0+g_fTexDims.zw).a+g_fPageOffset.w;
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return tex2D(g_sCLUT, index*g_fExactColor.xz+g_fExactColor.yz);
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}
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// Shader 3
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// use when texture is not tiled and converting from 32bit to 16bit
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// don't convert on the block level, only on the column level
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// so every other 8 pixels, use the upper bits instead of lower
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half4 tex2DPS_tex32to16(float2 tex0)
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{
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bool upper = false;
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tex0.y += g_fPageOffset.z;
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float2 ffrac = fmod(tex0, g_fTexOffset.xy);
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tex0.xy = g_fc0.ww * (tex0.xy + ffrac);
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if( ffrac.x > g_fTexOffset.z ) {
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tex0.x -= g_fTexOffset.z;
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upper = true;
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}
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if( ffrac.y >= g_fTexOffset.w ) {
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tex0.y -= g_fTexOffset.w;
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tex0.x += g_fc0.w;
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}
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half4 color = texRECT(g_sMemory, g_fTexDims.xy*tex0+g_fTexDims.zw)*g_fZBias.zzzw+g_fPageOffset.w;
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float2 uv = upper ? color.xw : color.zy;
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return tex2D(g_sConv16to32, uv+g_fPageOffset.xy);
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}
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// Shader 4
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// used when a 16 bit texture is used an 8h
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half4 tex2DPS_tex16to8h(float2 tex0)
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{
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float4 final;
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float2 ffrac = fmod(tex0+g_fPageOffset.zw, g_fTexOffset.xy);
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tex0.xy = g_fPageOffset.xy * tex0.xy - ffrac * g_fc0.yw;
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if( ffrac.x > g_fTexOffset.x*g_fc0.w )
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tex0.x += g_fTexOffset.x*g_fc0.w;
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if( tex0.x >= g_fc0.y ) tex0 += g_fTexOffset.zw;
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float4 upper = texRECT(g_sMemory, g_fTexDims.xy*tex0+g_fTexDims.zw);
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// only need alpha
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float index = tex3D(g_sConv32to16, upper.zyx-g_fc0.z).y + upper.w*g_fc0.w*g_fc0.w;
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return tex2D(g_sCLUT, index+g_fExactColor.yz);
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}
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// Shader 5
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// used when a 16 bit texture is used a 32bit one
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half4 tex2DPS_tex16to32(float2 tex0)
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{
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float4 final;
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float2 ffrac = fmod(tex0+g_fPageOffset.zw, g_fTexOffset.xy);
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//tex0.xy = g_fPageOffset.xy * tex0.xy - ffrac * g_fc0.yw;
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tex0.y += g_fPageOffset.y * ffrac.y;
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if( ffrac.x > g_fTexOffset.z ) {
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tex0.x -= g_fTexOffset.z;
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tex0.y += g_fTexOffset.w;
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}
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float fconst = g_fc0.w*g_fc0.w;
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float4 lower = tex2D(g_sSrcFinal, g_fTexDims.xy*tex0);
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float4 upper = tex2D(g_sMemory, g_fTexDims.xy*tex0+g_fTexDims.zw);
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final.zy = tex3D(g_sConv32to16, lower.zyx).xy + lower.ww*fconst;
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final.xw = tex3D(g_sConv32to16, upper.zyx).xy + upper.ww*fconst;
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return final;
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}
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//half4 f;
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//f.w = old.y > (127.2f/255.0f) ? 1 : 0;
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//old.y -= 0.5f * f.w;
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//f.xyz = frac(old.yyx*half3(2.002*255.0f/256.0f, 64.025f*255.0f/256.0f, 8.002*255.0f/256.0f));
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//f.y += old.x * (0.25f*255.0f/256.0f);
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////////////////////////////////
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// calculates the texture color
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////////////////////////////////
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#define decl_ps2shade(num) \
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decl_ps2shade_##num(_32) \
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decl_ps2shade_##num(_tex32) \
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decl_ps2shade_##num(_clut32) \
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decl_ps2shade_##num(_tex32to16) \
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decl_ps2shade_##num(_tex16to8h) \
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decl_ps2shade_##num(_tex16to32h) \
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// nearest
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#define decl_ps2shade_0(bit) \
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half4 ps2shade0##bit( TEX_DECL tex) \
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{ \
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return tex2DPS##bit( ps2addr(TEX_XY)); \
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} \
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// do fast memcoord4 calcs when textures behave well
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#ifdef REPEAT
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#define PS2MEMCOORD4 ps2memcoord4
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#else
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#define PS2MEMCOORD4 ps2memcoord4
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#endif
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#define decl_BilinearFilter(bit, addrfn) \
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half4 BilinearFilter##bit(float2 tex0) \
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{ \
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float4 off0, off1; \
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float4 ftex; \
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float2 ffrac; \
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ftex.xy = tex0 + g_fBilinear.xy * g_fRealTexDims.zw; \
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ffrac = frac(ftex.xy*g_fRealTexDims.xy); \
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ftex.xy -= ffrac.xy * g_fRealTexDims.zw; \
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\
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ftex.zw = ps2addr(ftex.xy + g_fRealTexDims.zw); \
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ftex.xy = ps2addr(ftex.xy); \
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\
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PS2MEMCOORD4(ftex, off0, off1); \
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half4 c0 = texRECT(g_sMemory, off0.xy); \
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half4 c1 = texRECT(g_sMemory, off0.zw); \
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half4 c2 = texRECT(g_sMemory, off1.xy); \
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half4 c3 = texRECT(g_sMemory, off1.zw); \
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return lerp( lerp(c0, c1, ffrac.x), lerp(c2, c3, ffrac.x), ffrac.y ); \
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} \
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decl_BilinearFilter(_32, ps2addr)
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decl_BilinearFilter(_tex32, ps2addr)
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decl_BilinearFilter(_clut32, ps2addr)
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decl_BilinearFilter(_tex32to16, ps2addr)
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decl_BilinearFilter(_tex16to8h, ps2addr)
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decl_BilinearFilter(_tex16to32h, ps2addr)
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//TODO! For mip maps, only apply when LOD >= 0
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// lcm == 0, LOD = log(1/Q)*L + K, lcm == 1, LOD = K
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// bilinear
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#define decl_ps2shade_1(bit) \
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half4 ps2shade1##bit(TEX_DECL tex) \
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{ \
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return BilinearFilter##bit(TEX_XY); \
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} \
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// nearest, mip nearest
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#define decl_ps2shade_2(bit) \
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half4 ps2shade2##bit(TEX_DECL tex) \
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{ \
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return tex2DPS##bit( ps2addr(TEX_XY)); \
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} \
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// nearest, mip linear
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#define decl_ps2shade_3(bit) \
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half4 ps2shade3##bit(TEX_DECL tex) \
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{ \
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return tex2DPS##bit(ps2addr(TEX_XY)); \
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} \
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// linear, mip nearest
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#define decl_ps2shade_4(bit) \
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half4 ps2shade4##bit(TEX_DECL tex) \
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{ \
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return BilinearFilter##bit(TEX_XY); \
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} \
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// linear, mip linear
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#define decl_ps2shade_5(bit) \
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half4 ps2shade5##bit(TEX_DECL tex) \
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{ \
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return BilinearFilter##bit(TEX_XY); \
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} \
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decl_ps2shade(0)
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decl_ps2shade(1)
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decl_ps2shade(2)
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decl_ps2shade(3)
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decl_ps2shade(4)
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decl_ps2shade(5)
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half4 ps2CalcShade(half4 texcol, half4 color)
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{
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#ifdef TEST_AEM
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if( dot(texcol.xyzw, g_fTestBlack.xyzw) <= g_fc0.z )
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texcol.w = g_fc0.x;
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else
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#endif
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texcol.w = texcol.w * fTexAlpha.y + fTexAlpha.x;
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texcol = texcol * (fTexAlpha2.zzzw * color + fTexAlpha2.xxxy) + fTexAlpha.zzzw * color.wwww;
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return texcol;
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}
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// final ops on the color
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#ifdef EXACT_COLOR
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half4 ps2FinalColor(half4 col)
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{
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// g_fOneColor has to scale by 255
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half4 temp = col * g_fOneColor.xxxy + g_fOneColor.zzzw;
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temp.w = floor(temp.w)*g_fExactColor.w;
|
|
return temp;
|
|
}
|
|
|
|
#else
|
|
half4 ps2FinalColor(half4 col)
|
|
{
|
|
return col * g_fOneColor.xxxy + g_fOneColor.zzzw;
|
|
}
|
|
#endif
|
|
|
|
////////////////
|
|
// Techniques //
|
|
////////////////
|
|
|
|
// technique to copy a rectangle from source to target
|
|
struct VSOUT_
|
|
{
|
|
float4 pos : POSITION;
|
|
half4 color : COLOR0;
|
|
DOZWRITE(float4 z : TEXCOORD0;)
|
|
};
|
|
|
|
struct VSOUT_T
|
|
{
|
|
float4 pos : POSITION;
|
|
half4 color : COLOR0;
|
|
TEX_DECL tex : TEXCOORD0;
|
|
DOZWRITE(float4 z : TEXCOORD1;)
|
|
};
|
|
|
|
struct VSOUT_F
|
|
{
|
|
float4 pos : POSITION;
|
|
half4 color : COLOR0;
|
|
float fog : TEXCOORD0;
|
|
DOZWRITE(float4 z : TEXCOORD1;)
|
|
};
|
|
|
|
struct VSOUT_TF
|
|
{
|
|
float4 pos : POSITION;
|
|
half4 color : COLOR0;
|
|
TEX_DECL tex : TEXCOORD0;
|
|
half fog : TEXCOORD1;
|
|
DOZWRITE(float4 z : TEXCOORD2;)
|
|
};
|
|
|
|
// just smooth shadering
|
|
VSOUT_ RegularVS(float4 pos : POSITION,
|
|
half4 color : COLOR0,
|
|
float4 z : COLOR1
|
|
)
|
|
{
|
|
VSOUT_ o;
|
|
|
|
o.pos.xy = pos.xy*g_fPosXY.xy+g_fPosXY.zw;
|
|
o.pos.z = (log(g_fc0.y+dot(g_fZ, z.zyxw))*g_fZNorm.x+g_fZNorm.y) * g_fZMin.y + dot(g_fZ, z.zyxw) * g_fZMin.x ;
|
|
o.pos.w = g_fc0.y; // 1
|
|
o.color = color;
|
|
|
|
DOZWRITE(o.z = z*g_fZBias.x+g_fZBias.y; o.z.w = g_fc0.y;)
|
|
return o;
|
|
}
|
|
|
|
void RegularPS(VSOUT_ i, out float4 c0 : COLOR0
|
|
#ifdef WRITE_DEPTH
|
|
, out float4 c1 : COLOR1
|
|
#endif
|
|
)
|
|
{
|
|
// whenever outputting depth, make sure to mult by 255/256 and 1
|
|
c0 = ps2FinalColor(i.color);
|
|
DOZWRITE(c1 = i.z;)
|
|
}
|
|
|
|
// diffuse texture mapping
|
|
VSOUT_T TextureVS(float4 pos : POSITION,
|
|
half4 color : COLOR0,
|
|
float4 z : COLOR1,
|
|
float3 tex0 : TEXCOORD0)
|
|
{
|
|
VSOUT_T o;
|
|
o.pos.xy = pos.xy*g_fPosXY.xy+g_fPosXY.zw;
|
|
o.pos.z = (log(g_fc0.y+dot(g_fZ, z.zyxw))*g_fZNorm.x + g_fZNorm.y) * g_fZMin.y + dot(g_fZ, z.zyxw) * g_fZMin.x ;
|
|
o.pos.w = g_fc0.y;
|
|
o.color = color;
|
|
DOZWRITE(o.z = z*g_fZBias.x+g_fZBias.y; o.z.w = g_fc0.y;)
|
|
#ifdef PERSPECTIVE_CORRECT_TEX
|
|
o.tex = tex0;
|
|
#else
|
|
o.tex = tex0.xy/tex0.z;
|
|
#endif
|
|
return o;
|
|
}
|
|
|
|
#ifdef WRITE_DEPTH
|
|
|
|
#define DECL_TEXPS(num, bit) \
|
|
void Texture##num##bit##PS(VSOUT_T i, out half4 c0 : COLOR0, out float4 c1 : COLOR1) \
|
|
{ \
|
|
c0 = ps2FinalColor(ps2CalcShade(ps2shade##num##bit(i.tex), i.color)); \
|
|
c1 = i.z; \
|
|
} \
|
|
|
|
#else
|
|
|
|
#define DECL_TEXPS(num, bit) \
|
|
void Texture##num##bit##PS(VSOUT_T i, out half4 c0 : COLOR0) \
|
|
{ \
|
|
c0 = ps2FinalColor(ps2CalcShade(ps2shade##num##bit(i.tex), i.color)); \
|
|
} \
|
|
|
|
#endif
|
|
|
|
#define DECL_TEXPS_(num) \
|
|
DECL_TEXPS(num, _32) \
|
|
DECL_TEXPS(num, _tex32) \
|
|
DECL_TEXPS(num, _clut32) \
|
|
DECL_TEXPS(num, _tex32to16) \
|
|
DECL_TEXPS(num, _tex16to8h) \
|
|
|
|
DECL_TEXPS_(0)
|
|
DECL_TEXPS_(1)
|
|
DECL_TEXPS_(2)
|
|
DECL_TEXPS_(3)
|
|
DECL_TEXPS_(4)
|
|
DECL_TEXPS_(5)
|
|
|
|
VSOUT_F RegularFogVS(float4 pos : POSITION,
|
|
half4 color : COLOR0,
|
|
float4 z : COLOR1)
|
|
{
|
|
VSOUT_F o;
|
|
|
|
o.pos.xy = pos.xy*g_fPosXY.xy+g_fPosXY.zw;
|
|
o.pos.z = (log(g_fc0.y+dot(g_fZ, z.zyxw))*g_fZNorm.x+g_fZNorm.y) * g_fZMin.y + dot(g_fZ, z.zyxw) * g_fZMin.x ;
|
|
o.pos.w = g_fc0.y;
|
|
DOZWRITE(o.z = z*g_fZBias.x+g_fZBias.y; o.z.w = g_fc0.y;)
|
|
o.color = color;
|
|
o.fog = pos.z*g_fBilinear.w;
|
|
return o;
|
|
}
|
|
|
|
void RegularFogPS(VSOUT_F i, out half4 c0 : COLOR0
|
|
#ifdef WRITE_DEPTH
|
|
, out float4 c1 : COLOR1
|
|
#endif
|
|
)
|
|
{
|
|
half4 c;
|
|
c.xyz = lerp(g_fFogColor.xyz, i.color.xyz, i.fog);
|
|
c.w = i.color.w;
|
|
c0 = ps2FinalColor(c);
|
|
DOZWRITE(c1 = i.z;)
|
|
}
|
|
|
|
VSOUT_TF TextureFogVS(float4 pos : POSITION,
|
|
half4 color : COLOR0,
|
|
float4 z : COLOR1,
|
|
float3 tex0 : TEXCOORD0)
|
|
{
|
|
VSOUT_TF o;
|
|
|
|
o.pos.xy = pos.xy*g_fPosXY.xy+g_fPosXY.zw;
|
|
o.pos.z = (log(g_fc0.y+dot(g_fZ, z.zyxw))*g_fZNorm.x+g_fZNorm.y) * g_fZMin.y + dot(g_fZ, z.zyxw) * g_fZMin.x ;
|
|
o.pos.w = g_fc0.y;
|
|
o.color = color;
|
|
o.fog = pos.z*g_fBilinear.w;
|
|
DOZWRITE(o.z = z*g_fZBias.x+g_fZBias.y; o.z.w = g_fc0.y;)
|
|
#ifdef PERSPECTIVE_CORRECT_TEX
|
|
o.tex = tex0;
|
|
#else
|
|
o.tex = tex0.xy/tex0.z;
|
|
#endif
|
|
return o;
|
|
}
|
|
|
|
#ifdef WRITE_DEPTH
|
|
|
|
#define DECL_TEXFOGPS(num, bit) \
|
|
void TextureFog##num##bit##PS(VSOUT_TF i, out half4 c0 : COLOR0, out float4 c1 : COLOR1 ) \
|
|
{ \
|
|
half4 c = ps2CalcShade(ps2shade##num##bit(i.tex), i.color); \
|
|
c.xyz = lerp(g_fFogColor.xyz, c.xyz, i.fog); \
|
|
c0 = ps2FinalColor(c); \
|
|
c1 = i.z; \
|
|
} \
|
|
|
|
#else
|
|
|
|
#define DECL_TEXFOGPS(num, bit) \
|
|
void TextureFog##num##bit##PS(VSOUT_TF i, out half4 c0 : COLOR0) \
|
|
{ \
|
|
half4 c = ps2CalcShade(ps2shade##num##bit(i.tex), i.color); \
|
|
c.xyz = lerp(g_fFogColor.xyz, c.xyz, i.fog); \
|
|
c0 = ps2FinalColor(c); \
|
|
} \
|
|
|
|
#endif
|
|
|
|
#define DECL_TEXFOGPS_(num) \
|
|
DECL_TEXFOGPS(num, _32) \
|
|
DECL_TEXFOGPS(num, _tex32) \
|
|
DECL_TEXFOGPS(num, _clut32) \
|
|
DECL_TEXFOGPS(num, _tex32to16) \
|
|
DECL_TEXFOGPS(num, _tex16to8h) \
|
|
|
|
DECL_TEXFOGPS_(0)
|
|
DECL_TEXFOGPS_(1)
|
|
DECL_TEXFOGPS_(2)
|
|
DECL_TEXFOGPS_(3)
|
|
DECL_TEXFOGPS_(4)
|
|
DECL_TEXFOGPS_(5)
|
|
|
|
//-------------------------------------------------------
|
|
// Techniques not related to the main primitive commands
|
|
half4 BilinearBitBlt(float2 tex0)
|
|
{
|
|
float4 ftex;
|
|
float2 ffrac;
|
|
|
|
ffrac.xy = frac(tex0*g_fRealTexDims.xy);
|
|
ftex.xy = tex0 - ffrac.xy * g_fRealTexDims.zw;
|
|
ftex.zw = ftex.xy + g_fRealTexDims.zw;
|
|
|
|
float4 off0, off1;
|
|
ps2memcoord4_fast(ftex, off0, off1);
|
|
half4 c0 = texRECT(g_sMemory, off0.xy);
|
|
half4 c1 = texRECT(g_sMemory, off0.zw);
|
|
half4 c2 = texRECT(g_sMemory, off1.xy);
|
|
half4 c3 = texRECT(g_sMemory, off1.zw);
|
|
|
|
return lerp( lerp(c0, c1, ffrac.x), lerp(c2, c3, ffrac.x), ffrac.y );
|
|
}
|
|
|
|
void BitBltVS(in float4 pos : POSITION,
|
|
in half4 tex0 : COLOR1,
|
|
in float3 tex : TEXCOORD0,
|
|
out float4 opos : POSITION,
|
|
out float2 otex0 : TEXCOORD0,
|
|
out float2 ointerpos : TEXCOORD1)
|
|
{
|
|
opos.xy = pos.xy * g_fBitBltPos.xy + g_fBitBltPos.zw;
|
|
ointerpos = opos.xy * g_fBitBltTrans.xy + g_fBitBltTrans.zw;
|
|
opos.zw = g_fc0.xy;
|
|
otex0 = tex.xy * g_fBitBltTex.xy + g_fBitBltTex.zw;
|
|
}
|
|
|
|
half4 BitBltPS(in float2 tex0 : TEXCOORD0) : COLOR
|
|
{
|
|
return texRECT(g_sMemory, ps2memcoord(tex0).xy)*g_fOneColor.xxxy;
|
|
}
|
|
|
|
// used when AA
|
|
half4 BitBltAAPS(in float2 tex0 : TEXCOORD0) : COLOR
|
|
{
|
|
return BilinearBitBlt(tex0)*g_fOneColor.xxxy;
|
|
}
|
|
|
|
void BitBltDepthPS(in float2 tex0 : TEXCOORD0,
|
|
out float4 c : COLOR0,
|
|
out float depth : DEPTH)
|
|
{
|
|
c = texRECT(g_sMemory, ps2memcoord(tex0));
|
|
|
|
depth = (log(g_fc0.y+dot(c, g_fBitBltZ))*g_fOneColor.w) * g_fZMin.y + dot(c, g_fBitBltZ) * g_fZMin.x ;
|
|
c += g_fZBias.y;
|
|
}
|
|
|
|
void BitBltDepthMRTPS(in float2 tex0 : TEXCOORD0,
|
|
out half4 c0 : COLOR0,
|
|
out float4 c1 : COLOR1,
|
|
out float depth : DEPTH)
|
|
{
|
|
c1 = texRECT(g_sMemory, ps2memcoord(tex0));
|
|
|
|
depth = (log(g_fc0.y+dot(c1, g_fBitBltZ))*g_fOneColor.w) * g_fZMin.y + dot(c1, g_fBitBltZ) * g_fZMin.x ;
|
|
c1 += g_fZBias.y;
|
|
c0 = g_fc0.x;
|
|
}
|
|
|
|
/*static const float BlurKernel[9] = {
|
|
0.027601,
|
|
0.066213,
|
|
0.123701,
|
|
0.179952,
|
|
0.205065,
|
|
0.179952,
|
|
0.123701,
|
|
0.066213,
|
|
0.027601
|
|
};*/
|
|
|
|
half4 BilinearFloat16(float2 tex0)
|
|
{
|
|
return texRECT(g_sSrcFinal, tex0.xy);
|
|
}
|
|
|
|
half4 CRTCTargInterPS(in float2 tex0 : TEXCOORD0, in float2 ointerpos : TEXCOORD1) : COLOR
|
|
{
|
|
float finter = texRECT(g_sInterlace, ointerpos.yy).x * g_fOneColor.z + g_fOneColor.w + g_fc0.w;
|
|
half4 c = BilinearFloat16(tex0);
|
|
c.w = ( g_fc0.w*c.w * g_fOneColor.x + g_fOneColor.y ) * finter;
|
|
return c;
|
|
}
|
|
|
|
half4 CRTCTargPS(in float2 tex0 : TEXCOORD0) : COLOR
|
|
{
|
|
float4 c = BilinearFloat16(tex0);
|
|
c.w = g_fc0.w*c.w * g_fOneColor.x + g_fOneColor.y;
|
|
return c;
|
|
}
|
|
|
|
half4 CRTCInterPS(in float2 tex0 : TEXCOORD0, in float2 ointerpos : TEXCOORD1) : COLOR
|
|
{
|
|
float finter = texRECT(g_sInterlace, ointerpos.yy).x * g_fOneColor.z + g_fOneColor.w + g_fc0.w;
|
|
float2 filtcoord = (tex0-frac(tex0))*g_fInvTexDims.xy+g_fInvTexDims.zw;
|
|
half4 c = BilinearBitBlt(filtcoord);
|
|
c.w = (c.w * g_fOneColor.x + g_fOneColor.y)*finter;
|
|
|
|
return c;
|
|
}
|
|
|
|
// simpler
|
|
half4 CRTCInterPS_Nearest(in float2 tex0 : TEXCOORD0, in float2 ointerpos : TEXCOORD1) : COLOR
|
|
{
|
|
float finter = texRECT(g_sInterlace, ointerpos.yy).x * g_fOneColor.z + g_fOneColor.w + g_fc0.w;
|
|
half4 c = texRECT(g_sMemory, ps2memcoord(tex0).xy);
|
|
c.w = (c.w * g_fOneColor.x + g_fOneColor.y)*finter;
|
|
return c;
|
|
}
|
|
|
|
half4 CRTCPS(in float2 tex0 : TEXCOORD0) : COLOR
|
|
{
|
|
float2 filtcoord = (tex0/*-frac(tex0)*/)*g_fInvTexDims.xy+g_fInvTexDims.zw;
|
|
half4 c = BilinearBitBlt(filtcoord);
|
|
c.w = c.w * g_fOneColor.x + g_fOneColor.y;
|
|
|
|
return c;
|
|
}
|
|
|
|
// simpler
|
|
half4 CRTCPS_Nearest(in float2 tex0 : TEXCOORD0) : COLOR
|
|
{
|
|
half4 c = texRECT(g_sMemory, ps2memcoord(tex0).xy);
|
|
c.w = c.w * g_fOneColor.x + g_fOneColor.y;
|
|
return c;
|
|
}
|
|
|
|
half4 CRTC24InterPS(in float2 tex0 : TEXCOORD0, in float2 ointerpos : TEXCOORD1) : COLOR
|
|
{
|
|
float finter = texRECT(g_sInterlace, ointerpos.yy).x * g_fOneColor.z + g_fOneColor.w + g_fc0.w;
|
|
float2 filtcoord = (tex0-frac(tex0))*g_fInvTexDims.xy+g_fInvTexDims.zw;
|
|
|
|
half4 c = texRECT(g_sMemory, ps2memcoord(filtcoord).xy).x;
|
|
c.w = (c.w * g_fOneColor.x + g_fOneColor.y)*finter;
|
|
|
|
return c;
|
|
}
|
|
|
|
half4 CRTC24PS(in float2 tex0 : TEXCOORD0) : COLOR
|
|
{
|
|
float2 filtcoord = (tex0-frac(tex0))*g_fInvTexDims.xy+g_fInvTexDims.zw;
|
|
half4 c = texRECT(g_sMemory, ps2memcoord(filtcoord).xy).x;
|
|
c.w = c.w * g_fOneColor.x + g_fOneColor.y;
|
|
|
|
return c;
|
|
}
|
|
|
|
half4 ZeroPS() : COLOR
|
|
{
|
|
return g_fOneColor.x;
|
|
}
|
|
|
|
half4 BaseTexturePS(in float2 tex0 : TEXCOORD0) : COLOR
|
|
{
|
|
return texRECT(g_sSrcFinal, tex0) * g_fOneColor;
|
|
}
|
|
|
|
half4 Convert16to32PS(float2 tex0 : TEXCOORD0) : COLOR
|
|
{
|
|
float4 final;
|
|
float2 ffrac = fmod(tex0+g_fTexDims.zw, g_fTexOffset.xy);
|
|
tex0.xy = g_fTexDims.xy * tex0.xy - ffrac * g_fc0.yw;
|
|
|
|
if( ffrac.x > g_fTexOffset.x*g_fc0.w )
|
|
tex0.x += g_fTexOffset.x*g_fc0.w;
|
|
if( tex0.x >= g_fc0.y ) tex0 += g_fTexOffset.zw;
|
|
|
|
float4 lower = texRECT(g_sSrcFinal, tex0);
|
|
float4 upper = texRECT(g_sSrcFinal, tex0+g_fPageOffset.xy);
|
|
|
|
final.zy = tex3D(g_sConv32to16, lower.zyx).xy + lower.ww*g_fPageOffset.zw;
|
|
final.xw = tex3D(g_sConv32to16, upper.zyx).xy + upper.ww*g_fPageOffset.zw;
|
|
|
|
return final;
|
|
}
|
|
|
|
// use when texture is not tiled and converting from 32bit to 16bit
|
|
// don't convert on the block level, only on the column level
|
|
// so every other 8 pixels, use the upper bits instead of lower
|
|
half4 Convert32to16PS(float2 tex0 : TEXCOORD0) : COLOR
|
|
{
|
|
bool upper = false;
|
|
float2 ffrac = fmod(tex0+g_fTexDims.zw, g_fTexOffset.xy);
|
|
tex0.xy = g_fc0.ww * (tex0.xy + ffrac);
|
|
if( ffrac.x > g_fTexOffset.z ) {
|
|
tex0.x -= g_fTexOffset.z;
|
|
upper = true;
|
|
}
|
|
if( ffrac.y >= g_fTexOffset.w ) {
|
|
tex0.y -= g_fTexOffset.w;
|
|
tex0.x += g_fc0.w;
|
|
}
|
|
|
|
half4 color = texRECT(g_sSrcFinal, tex0*g_fTexDims.xy)*g_fc0.yyyw;
|
|
float2 uv = upper ? color.xw : color.zy;
|
|
return tex2D(g_sConv16to32, uv*g_fPageOffset.xy+g_fPageOffset.zw)*g_fTexDims.xxxy;
|
|
}
|