pcsx2/plugins/GSdx/res/cs.fx

271 lines
5.1 KiB
HLSL

#ifndef VS_TME
#define VS_TME 1
#define VS_FST 1
#endif
#ifndef GS_IIP
#define GS_IIP 0
#define GS_PRIM 3
#endif
//
globallycoherent RWByteAddressBuffer VideoMemory : register(u0);
//globallycoherent RWTexture2D<uint> VideoMemory : register(u0); // 8192 * 512 R8_UINT
Buffer<int2> FZBufRow : register(t0);
Buffer<int2> FZBufCol : register(t1);
Texture2D<float4> Palette : register(t2);
Texture2D<float4> TextureL0 : register(t3);
Texture2D<float4> TextureL1 : register(t4);
Texture2D<float4> TextureL2 : register(t5);
Texture2D<float4> TextureL3 : register(t6);
Texture2D<float4> TextureL4 : register(t7);
Texture2D<float4> TextureL5 : register(t8);
Texture2D<float4> TextureL6 : register(t9);
cbuffer VSConstantBuffer : register(c0)
{
float4 VertexScale;
float4 VertexOffset;
};
cbuffer PSConstantBuffer : register(c0)
{
// TODO
};
struct VS_INPUT
{
uint2 p : POSITION0;
uint z : POSITION1;
float2 st : TEXCOORD0;
float q : TEXCOORD1;
uint2 uv : TEXCOORD2;
float4 c : COLOR0;
float4 f : COLOR1;
};
struct VS_OUTPUT
{
float4 p : SV_Position;
float2 z : TEXCOORD0;
float4 t : TEXCOORD1;
float4 c : COLOR0;
};
struct GS_OUTPUT
{
float4 p : SV_Position;
float2 z : TEXCOORD0;
float4 t : TEXCOORD1;
float4 c : COLOR0;
uint id : SV_PrimitiveID;
};
VS_OUTPUT vs_main(VS_INPUT input)
{
VS_OUTPUT output;
output.p = float4(input.p, 0.0f, 0.0f) * VertexScale - VertexOffset;
output.z = float2(input.z & 0xffff, input.z >> 16);
if(VS_TME)
{
if(VS_FST)
{
output.t.xy = input.uv;
output.t.w = 1.0f;
}
else
{
output.t.xy = input.st;
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
[maxvertexcount(1)]
void gs_main(point VS_OUTPUT input[1], inout PointStream<GS_OUTPUT> stream, uint id : SV_PrimitiveID)
{
GS_OUTPUT output;
output.p = input[0].p;
output.z = input[0].z;
output.t = input[0].t;
output.c = input[0].c;
output.id = id;
stream.Append(output);
}
#elif GS_PRIM == 1
[maxvertexcount(2)]
void gs_main(line VS_OUTPUT input[2], inout LineStream<GS_OUTPUT> stream, uint id : SV_PrimitiveID)
{
for(int i = 0; i < 2; i++)
{
GS_OUTPUT output;
output.p = input[i].p;
output.z = input[i].z;
output.t = input[i].t;
output.c = input[i].c;
output.id = id;
#if GS_IIP == 0
if(i != 1) output.c = input[1].c;
#endif
stream.Append(output);
}
}
#elif GS_PRIM == 2
[maxvertexcount(3)]
void gs_main(triangle VS_OUTPUT input[3], inout TriangleStream<GS_OUTPUT> stream, uint id : SV_PrimitiveID)
{
for(int i = 0; i < 3; i++)
{
GS_OUTPUT output;
output.p = input[i].p;
output.z = input[i].z;
output.t = input[i].t;
output.c = input[i].c;
output.id = id;
#if GS_IIP == 0
if(i != 1) output.c = input[2].c;
#endif
stream.Append(output);
}
}
#elif GS_PRIM == 3
[maxvertexcount(4)]
void gs_main(line VS_OUTPUT input[2], inout TriangleStream<GS_OUTPUT> stream, uint id : SV_PrimitiveID)
{
GS_OUTPUT lt, rb, lb, rt;
lt.p = input[0].p;
lt.z = input[1].z;
lt.t.xy = input[0].t.xy;
lt.t.zw = input[1].t.zw;
lt.c = input[0].c;
lt.id = id;
#if GS_IIP == 0
lt.c = input[1].c;
#endif
rb.p = input[1].p;
rb.z = input[1].z;
rb.t = input[1].t;
rb.c = input[1].c;
rb.id = id;
lb = lt;
lb.p.y = rb.p.y;
lb.t.y = rb.t.y;
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
uint CompressColor(float4 f)
{
// is there a faster way?
uint4 c = (uint4)(f * 0xff) << uint4(0, 8, 16, 24);
return c.r | c.g | c.b | c.a;
}
void ps_main(GS_OUTPUT input)
{
uint c = CompressColor(input.c);
uint z = (uint)(input.z.y * 0x10000 + input.z.x);
uint x = (uint)input.p.x;
uint y = (uint)input.p.y;
uint2 addr = FZBufRow[y] + FZBufCol[x]; // 16-bit address
uint2 unaligned = addr.xy & 1; // 16-bit formats can address into the middle of an uint (smallest word size for VideoMemory)
addr = (addr & ~1) * 2;
//DeviceMemoryBarrier();
uint zd = VideoMemory.Load(addr.y);
if(z < zd) discard;
VideoMemory.Store(addr.y, z);
VideoMemory.Store(addr.x, c);
/*
addr <<= 1;
uint2 fa0 = uint2(addr.x & 0x1fff, addr.x >> 13);
uint2 fa1 = fa0 + uint2(1, 0);
uint2 fa2 = fa0 + uint2(2, 0);
uint2 fa3 = fa0 + uint2(3, 0);
uint2 za0 = uint2(addr.y & 0x1fff, addr.y >> 13);
uint2 za1 = za0 + uint2(1, 0);
uint2 za2 = za0 + uint2(2, 0);
uint2 za3 = za0 + uint2(3, 0);
DeviceMemoryBarrier();
uint zd =
(VideoMemory[za0] << 0) |
(VideoMemory[za1] << 8) |
(VideoMemory[za2] << 16) |
(VideoMemory[za3] << 24);
if(zd >= z) discard;
VideoMemory[za0] = (z >> 0) & 0xff;
VideoMemory[za1] = (z >> 8) & 0xff;
VideoMemory[za2] = (z >> 16) & 0xff;
VideoMemory[za3] = (z >> 24) & 0xff;
DeviceMemoryBarrier();
VideoMemory[fa0] = (c >> 0) & 0xff;
VideoMemory[fa1] = (c >> 8) & 0xff;
VideoMemory[fa2] = (c >> 16) & 0xff;
VideoMemory[fa3] = (c >> 24) & 0xff;
*/
}