Files
pcsx2/bin/resources/shaders/vulkan/tfx.glsl
T
TJnotJT 017b4d07da GS/HW: Improve ROV discard behavior.
Try to avoid color/depth write when it's discarded.
2026-07-02 19:46:47 +02:00

1995 lines
51 KiB
GLSL

// SPDX-FileCopyrightText: 2002-2026 PCSX2 Dev Team
// SPDX-License-Identifier: GPL-3.0+
//////////////////////////////////////////////////////////////////////
// Vertex Shader
//////////////////////////////////////////////////////////////////////
#if defined(VERTEX_SHADER)
#ifndef VS_EXPAND_NONE
#define VS_EXPAND_NONE 0
#define VS_EXPAND_POINT 1
#define VS_EXPAND_LINE 2
#define VS_EXPAND_SPRITE 3
#define VS_EXPAND_LINE_AA1 4
#define VS_EXPAND_TRIANGLE_AA1 5
#endif
layout(std140, set = 0, binding = 0) uniform cb0
{
vec2 VertexScale;
vec2 VertexOffset;
vec2 TextureScale;
vec2 TextureOffset;
vec2 PointSize;
uint MaxDepth;
float LineAA1Width;
};
layout(location = 0) out VSOutput
{
vec4 t;
vec4 ti;
#if VS_IIP != 0
vec4 c;
#else
flat vec4 c;
#endif
float inv_cov; // We use the inverse to make it simpler to interpolate.
flat uint interior; // 1 for triangle interior; 0 for edge;
} vsOut;
#if VS_EXPAND == VS_EXPAND_NONE
layout(location = 0) in vec2 a_st;
layout(location = 1) in uvec4 a_c;
layout(location = 2) in float a_q;
layout(location = 3) in uvec2 a_p;
layout(location = 4) in uint a_z;
layout(location = 5) in uvec2 a_uv;
layout(location = 6) in vec4 a_f;
void main()
{
// Clamp to max depth, gs doesn't wrap
uint z = min(a_z, MaxDepth);
// pos -= 0.05 (1/320 pixel) helps avoiding rounding problems (integral part of pos is usually 5 digits, 0.05 is about as low as we can go)
// example: ceil(afterseveralvertextransformations(y = 133)) => 134 => line 133 stays empty
// input granularity is 1/16 pixel, anything smaller than that won't step drawing up/left by one pixel
// example: 133.0625 (133 + 1/16) should start from line 134, ceil(133.0625 - 0.05) still above 133
gl_Position = vec4(a_p, float(z), 1.0f) - vec4(0.05f, 0.05f, 0, 0);
gl_Position.xy = gl_Position.xy * vec2(VertexScale.x, -VertexScale.y) - vec2(VertexOffset.x, -VertexOffset.y);
gl_Position.z *= exp2(-32.0f); // integer->float depth
gl_Position.y = -gl_Position.y;
#if VS_TME
vec2 uv = a_uv - TextureOffset;
vec2 st = a_st - TextureOffset;
// Integer nomalized
vsOut.ti.xy = uv * TextureScale;
#if VS_FST
// Integer integral
vsOut.ti.zw = uv;
#else
// float for post-processing in some games
vsOut.ti.zw = st / TextureScale;
#endif
// Float coords
vsOut.t.xy = st;
vsOut.t.w = a_q;
#else
vsOut.t = vec4(0.0f, 0.0f, 0.0f, 1.0f);
vsOut.ti = vec4(0.0f);
#endif
#if VS_POINT_SIZE
gl_PointSize = PointSize.x;
#endif
vsOut.c = vec4(a_c);
vsOut.t.z = a_f.r;
}
#else // VS_EXPAND
struct RawVertex
{
vec2 ST;
uint RGBA;
float Q;
uint XY;
uint Z;
uint UV;
uint FOG;
};
layout(push_constant) uniform cb2
{
uint BaseVertex;
uint BaseIndex;
uint pad_cb2_0;
uint pad_cb2_1;
};
layout(std140, set = 0, binding = 2) readonly buffer VertexBuffer {
RawVertex vertex_buffer[];
};
// Warning: use std430 instead of std140 so that the ints are tightly packed.
layout(std430, set = 0, binding = 3) readonly buffer IndexBuffer {
uint index_buffer[];
};
struct ProcessedVertex
{
vec4 p;
vec4 t;
vec4 ti;
vec4 c;
};
uint load_index(uint _i)
{
uint i = _i + BaseIndex;
// i is even => load lower 16 bits; i odd => load upper 16 bits.
uint shift = (i & 1u) << 4u;
return (index_buffer[i >> 1u] >> shift) & 0xFFFFu;
}
ProcessedVertex load_vertex(uint index)
{
RawVertex rvtx = vertex_buffer[BaseVertex + index];
vec2 a_st = rvtx.ST;
uvec4 a_c = uvec4(bitfieldExtract(rvtx.RGBA, 0, 8), bitfieldExtract(rvtx.RGBA, 8, 8),
bitfieldExtract(rvtx.RGBA, 16, 8), bitfieldExtract(rvtx.RGBA, 24, 8));
float a_q = rvtx.Q;
uvec2 a_p = uvec2(bitfieldExtract(rvtx.XY, 0, 16), bitfieldExtract(rvtx.XY, 16, 16));
uint a_z = rvtx.Z;
uvec2 a_uv = uvec2(bitfieldExtract(rvtx.UV, 0, 16), bitfieldExtract(rvtx.UV, 16, 16));
vec4 a_f = unpackUnorm4x8(rvtx.FOG);
ProcessedVertex vtx;
uint z = min(a_z, MaxDepth);
vtx.p = vec4(a_p, float(z), 1.0f) - vec4(0.05f, 0.05f, 0, 0);
vtx.p.xy = vtx.p.xy * vec2(VertexScale.x, -VertexScale.y) - vec2(VertexOffset.x, -VertexOffset.y);
vtx.p.z *= exp2(-32.0f); // integer->float depth
vtx.p.y = -vtx.p.y;
#if VS_TME
vec2 uv = a_uv - TextureOffset;
vec2 st = a_st - TextureOffset;
vtx.ti.xy = uv * TextureScale;
#if VS_FST
vtx.ti.zw = uv;
#else
vtx.ti.zw = st / TextureScale;
#endif
vtx.t.xy = st;
vtx.t.w = a_q;
#else
vtx.t = vec4(0.0f, 0.0f, 0.0f, 1.0f);
vtx.ti = vec4(0.0f);
#endif
vtx.c = a_c;
vtx.t.z = a_f.r;
return vtx;
}
// Convert XY from NDC to GS pixel coordinates (i.e. 1.0 = 1 GS pixel).
vec2 get_xy_unscaled(vec2 xy)
{
return round(xy / VertexScale) / 16.0f;
}
// Get the XY deltas in GS pixel coordinates, using first vertex as the origin.
mat2 get_xy_deltas_unscaled(ProcessedVertex v0, ProcessedVertex v1, ProcessedVertex v2)
{
vec2 xy0 = get_xy_unscaled(v0.p.xy);
vec2 xy1 = get_xy_unscaled(v1.p.xy);
vec2 xy2 = get_xy_unscaled(v2.p.xy);
return mat2(xy1 - xy0, xy2 - xy0);
}
// Get the AA1 outward expand direction to the edge formed by the first two vertices.
// This is up or down for shallow (X dominant) edges, and right or left for steep (Y dominant) edges.
// Similar expansion to line AA1 except instead of expanding on both sides of the line,
// expand on on the side towards the outside of the triangle.
vec2 get_aa1_triangle_expand_dir(ProcessedVertex v0, ProcessedVertex v1, ProcessedVertex v2)
{
mat2 xy_deltas = get_xy_deltas_unscaled(v0, v1, v2);
vec2 line_delta = xy_deltas[0];
vec2 line_opposite = xy_deltas[1];
vec2 line_normal = vec2(line_delta.y, -line_delta.x);
vec2 line_expand = abs(line_delta.x) >= abs(line_delta.y) ? vec2(0.0f, 1.0f) : vec2(1.0f, 0.0f);
if ((dot(line_expand, line_normal) >= 0.0f) == (dot(line_opposite, line_normal) >= 0.0f))
{
// Expand direction point towards the interior so flip it.
line_expand = -line_expand;
}
return line_expand;
}
mat2 get_inverse(mat2 mat, float det)
{
return mat2(mat[1][1], -mat[0][1], -mat[1][0], mat[0][0]) * (1 / det);
}
// Extrapolate triangle attributes from the first vertex along the given direction.
// dp_mat is derived from the input vertices, it is passed in to avoid recomputing.
void extrapolate_aa1_triangle_edge(inout ProcessedVertex v0, ProcessedVertex v1, ProcessedVertex v2, mat2 dp_mat, vec2 dp)
{
// Get texture deltas
#if VS_TME
#if VS_FST
mat2 dt = mat2(v1.ti.zw - v0.ti.zw, v2.ti.zw - v0.ti.zw);
#else
mat2 dt = mat2(v1.t.xy - v0.t.xy, v2.t.xy - v0.t.xy);
#endif
#endif
// Get color delta if interpolating
#if VS_IIP
mat2x4 dc = mat2x4(v1.c - v0.c, v2.c - v0.c);
#endif
vec2 dz = vec2(v1.p.z - v0.p.z, v2.p.z - v0.p.z); // Z deltas
vec2 df = vec2(v1.t.z - v0.t.z, v2.t.z - v0.t.z); // Fog deltas
vec2 dq = vec2(v1.t.w - v0.t.w, v2.t.w - v0.t.w); // Q deltas
// To prevent unstable extrapolation, do not extrapolate if the
// minimum perpendicular length of the triangle is < 2 pixels.
float dp_det = determinant(dp_mat); // Twice signed triangle area.
float len0 = length(dp_mat[0]);
float len1 = length(dp_mat[1]);
float len2 = length(dp_mat[1] - dp_mat[0]);
float min_perp_length = abs(dp_det) / max(max(len0, len1), len2);
// Get the position -> barycentric weight matrix
mat2 inv_dp_mat = get_inverse(dp_mat, dp_det);
vec2 weights = min_perp_length < 2 ? vec2(0) : inv_dp_mat * dp;
v0.p.xy += dp * PointSize; // Extrapolate position
// Extrapolate texture coords
#if VS_TME
#if VS_FST
v0.ti.zw += dt * weights;
v0.ti.xy = v0.ti.zw * TextureScale;
#else
v0.t.xy += dt * weights;
v0.ti.zw = v0.t.xy / TextureScale;
v0.t.w += dot(dq, weights);
#endif
#endif
// Extrapolate and clamp color
#if VS_IIP
v0.c += dc * weights;
v0.c = clamp(v0.c, vec4(0), vec4(255));
#endif
v0.p.z += dot(dz, weights); // Extrapolate depth
v0.t.z += dot(df, weights); // Extrapolate fog
}
void main()
{
ProcessedVertex vtx;
uint vid = uint(gl_VertexIndex);
#if VS_EXPAND == VS_EXPAND_POINT
vtx = load_vertex(vid >> 2);
vtx.p.x += ((vid & 1u) != 0u) ? PointSize.x : 0.0f;
vtx.p.y += ((vid & 2u) != 0u) ? PointSize.y : 0.0f;
#elif (VS_EXPAND == VS_EXPAND_LINE) || (VS_EXPAND == VS_EXPAND_LINE_AA1)
uint vid_base = vid >> 2;
bool is_bottom = (vid & 2u) != 0u;
bool is_right = (vid & 1u) != 0u;
uint vid_other = is_bottom ? vid_base - 1 : vid_base + 1;
vtx = load_vertex(vid_base);
ProcessedVertex other = load_vertex(vid_other);
// Use bottom minus top for delta regardless of which vertex we are expanding.
vec2 line_delta = is_bottom ? (vtx.p.xy - other.p.xy) : (other.p.xy - vtx.p.xy);
vec2 line_vector = normalize(line_delta / VertexScale);
vec2 line_expand = vec2(line_vector.y, -line_vector.x);
#if VS_EXPAND == VS_EXPAND_LINE_AA1
line_expand *= 2.0f * LineAA1Width;
#endif
vec2 line_width = (line_expand * PointSize) / 2;
vec2 offset = is_right ? line_width : -line_width;
vtx.p.xy += offset;
#if VS_EXPAND == VS_EXPAND_LINE_AA1
vsOut.inv_cov = is_right ? 1.0f : -1.0f;
#endif
// Lines will be run as (0 1 2) (1 2 3)
// This means that both triangles will have a point based off the top line point as their first point
// So we don't have to do anything for !IIP
#elif VS_EXPAND == VS_EXPAND_SPRITE
// Sprite points are always in pairs
uint vid_base = vid >> 1;
uint vid_lt = vid_base & ~1u;
uint vid_rb = vid_base | 1u;
ProcessedVertex lt = load_vertex(vid_lt);
ProcessedVertex rb = load_vertex(vid_rb);
vtx = rb;
bool is_right = ((vid & 1u) != 0u);
vtx.p.x = is_right ? lt.p.x : vtx.p.x;
vtx.t.x = is_right ? lt.t.x : vtx.t.x;
vtx.ti.xz = is_right ? lt.ti.xz : vtx.ti.xz;
bool is_bottom = ((vid & 2u) != 0u);
vtx.p.y = is_bottom ? lt.p.y : vtx.p.y;
vtx.t.y = is_bottom ? lt.t.y : vtx.t.y;
vtx.ti.yw = is_bottom ? lt.ti.yw : vtx.ti.yw;
#elif VS_EXPAND == VS_EXPAND_TRIANGLE_AA1
// Triangles with AA1 are expanded as follows:
// - Vertices 0-2: Interior of triangle (1 triangle).
// - Vertices 3-8: First edge expanded (2 triangles).
// - Vertices 9-14: Second edge expanded (2 triangles).
// - Vertices 15-20: Third edge expanded (2 triangles).
// - Vertices 21-26: First corner cap (2 triangles).
// - Vertices 27-32: Second corner cap (2 triangles).
// - Vertices 33-38: Third corner cap (2 triangles).
uint prim_id = vid / 39;
uint prim_offset = vid - 39 * prim_id; // range: 0-38
bool interior = prim_offset < 3;
bool edge = 3 <= prim_offset && prim_offset < 21;
if (interior)
{
vtx = load_vertex(load_index(3 * prim_id + prim_offset));
vsOut.inv_cov = 0.0f; // Full coverage
vsOut.interior = 1;
}
else if (edge)
{
// Vertex indices for this edge. We need all 3 for determining exterior/interior.
uint prim_offset_edges = prim_offset - 3; // range: 0-17
uint i0 = prim_offset_edges / 6;
uint i1 = (i0 >= 2) ? i0 - 2 : i0 + 1;
uint i2 = (i0 >= 1) ? i0 - 1 : i0 + 2;
uint edge_offset = prim_offset_edges - 6 * i0; // range: 0-5
// Note: order of top/bottom, inside/outside is arbitrary,
// as long as it assembles into two triangles forming a quad.
bool is_bottom = (2 <= edge_offset) && (edge_offset <= 4);
bool is_outside = (edge_offset & 1) != 0;
vtx = load_vertex(load_index(3 * prim_id + (is_bottom ? i1 : i0)));
ProcessedVertex other = load_vertex(load_index(3 * prim_id + (is_bottom ? i0 : i1)));
ProcessedVertex opposite = load_vertex(load_index(3 * prim_id + i2));
mat2 pos_deltas = get_xy_deltas_unscaled(vtx, other, opposite);
vec2 expand_dir = is_outside ? get_aa1_triangle_expand_dir(vtx, other, opposite) : vec2(0);
// Do actual extrapolation, or no-op if expand_dir == 0.
extrapolate_aa1_triangle_edge(vtx, other, opposite, pos_deltas, expand_dir);
vsOut.inv_cov = is_outside ? 1.0f : 0.0f; // No coverage on outside, otherwise full.
vsOut.interior = 0;
}
else // Corner cap
{
// Vertex indices for this cap. We need all 3 for determining exterior/interior.
uint prim_offset_cap = prim_offset - 21; // range: 0-8
uint i0 = prim_offset_cap / 6;
uint i1 = (i0 >= 2) ? i0 - 2 : i0 + 1;
uint i2 = (i0 >= 1) ? i0 - 1 : i0 + 2;
uint cap_offset = prim_offset_cap - 6 * i0; // range: 0-5
bool is_near_corner = cap_offset == 0 || cap_offset == 3;
bool is_far_corner = cap_offset == 2 || cap_offset == 5;
bool is_first_tri = cap_offset < 3;
// First triangle is on the side of vertex i1 and second is on the side of vertex i2.
vtx = load_vertex(load_index(3 * prim_id + i0));
ProcessedVertex other = load_vertex(load_index(3 * prim_id + (is_first_tri ? i1 : i2)));
ProcessedVertex opposite = load_vertex(load_index(3 * prim_id + (is_first_tri ? i2 : i1)));
mat2 pos_deltas = get_xy_deltas_unscaled(vtx, other, opposite);
// Get the edge expansion directions of both incident edges.
vec2 edge_expand_dir_0 = get_aa1_triangle_expand_dir(vtx, other, opposite);
vec2 edge_expand_dir_1 = get_aa1_triangle_expand_dir(vtx, opposite, other);
// Check if the corner is already filled by the expanded edges.
// This happens if the expand directions are the same.
// If so we output a degenerate triangle at this corner.
bool corner_filled = all(equal(edge_expand_dir_0, edge_expand_dir_1));
// Nothing if corner is filled, otherwise opposite to the bisector of the corner angle.
vec2 far_corner_dir = corner_filled ? vec2(0) : -normalize((pos_deltas[0] + pos_deltas[1]) / 2);
// Determine the expand direction.
vec2 expand_dir = is_near_corner ? vec2(0) : // No extrapolation
is_far_corner ? far_corner_dir : // Opposite to the angle bisector of corner
edge_expand_dir_0; // Standard AA1 edge expansion
// Do the actual extrapolation (no-op if expand_dir == 0).
extrapolate_aa1_triangle_edge(vtx, other, opposite, pos_deltas, expand_dir);
vsOut.inv_cov = is_near_corner ? 0.0f : 1.0f; // Full coverage at near corner, otherwise none.
vsOut.interior = 0;
#if !VS_IIP
// Get the provoking vertex color (last vertex in VK)
vtx.c = i0 == 2 ? vtx.c : (i1 == 2 ? other.c : opposite.c);
#endif
}
#endif
gl_Position = vtx.p;
vsOut.t = vtx.t;
vsOut.ti = vtx.ti;
vsOut.c = vtx.c;
}
#endif // VS_EXPAND
#endif // VERTEX_SHADER
#ifdef FRAGMENT_SHADER
#define FMT_32 0
#define FMT_24 1
#define FMT_16 2
#define SHUFFLE_READ 1
#define SHUFFLE_WRITE 2
#define SHUFFLE_READWRITE 3
#ifndef VS_TME
#define VS_TME 1
#define VS_FST 1
#endif
#ifndef GS_IIP
#define GS_IIP 0
#define GS_PRIM 3
#define GS_POINT 0
#define GS_LINE 0
#endif
#ifndef ZTST_GEQUAL
#define ZTST_GEQUAL 2
#define ZTST_GREATER 3
#endif
#ifndef AFAIL_KEEP
#define AFAIL_KEEP 0
#define AFAIL_FB_ONLY 1
#define AFAIL_ZB_ONLY 2
#define AFAIL_RGB_ONLY 3
#define AFAIL_RGB_ONLY_DSB 4
#define AFAIL_RGB_ONLY_SW_Z 5
#endif
#ifndef PS_ATST_NONE
#define PS_ATST_NONE 0
#define PS_ATST_LEQUAL 1
#define PS_ATST_GEQUAL 2
#define PS_ATST_EQUAL 3
#define PS_ATST_NOTEQUAL 4
#endif
#ifndef PS_AA1_NONE
#define PS_AA1_NONE 0
#define PS_AA1_LINE 1
#define PS_AA1_TRIANGLE 2
#define PS_AA1_TRIANGLE_SW_Z 3
#endif
#ifndef PS_ROV_DEPTH_NONE
#define PS_ROV_DEPTH_NONE 0
#define PS_ROV_DEPTH_READ_WRITE 1
#define PS_ROV_DEPTH_READ_ONLY 2
#endif
#ifndef PS_FST
#define PS_FST 0
#define PS_WMS 0
#define PS_WMT 0
#define PS_ADJS 0
#define PS_ADJT 0
#define PS_FMT FMT_32
#define PS_AEM 0
#define PS_TFX 0
#define PS_TCC 1
#define PS_ATST 1
#define PS_AFAIL 0
#define PS_FOG 0
#define PS_BLEND_HW 0
#define PS_A_MASKED 0
#define PS_FBA 0
#define PS_FBMASK 0
#define PS_LTF 1
#define PS_TCOFFSETHACK 0
#define PS_SHUFFLE 0
#define PS_SHUFFLE_SAME 0
#define PS_PROCESS_BA 0
#define PS_PROCESS_RG 0
#define PS_SHUFFLE_ACROSS 0
#define PS_WRITE_RG 0
#define PS_READ16_SRC 0
#define PS_DST_FMT 0
#define PS_DEPTH_FMT 0
#define PS_PAL_FMT 0
#define PS_CHANNEL_FETCH 0
#define PS_TALES_OF_ABYSS_HLE 0
#define PS_URBAN_CHAOS_HLE 0
#define PS_COLCLIP_HW 0
#define PS_COLCLIP 0
#define PS_BLEND_A 0
#define PS_BLEND_B 0
#define PS_BLEND_C 0
#define PS_BLEND_D 0
#define PS_FIXED_ONE_A 0
#define PS_PABE 0
#define PS_DITHER 0
#define PS_DITHER_ADJUST 0
#define PS_ZCLAMP 0
#define PS_ZFLOOR 0
#define PS_SCANMSK 0
#define PS_AUTOMATIC_LOD 0
#define PS_MANUAL_LOD 0
#define PS_TEX_IS_FB 0
#define PS_NO_COLOR 0
#define PS_NO_COLOR1 0
#define PS_DATE 0
#define PS_TEX_IS_FB 0
#define PS_ROV_COLOR 0
#define PS_ROV_DEPTH 0
#endif
#define SW_BLEND (PS_BLEND_A || PS_BLEND_B || PS_BLEND_D)
#define SW_BLEND_NEEDS_RT (SW_BLEND && (PS_BLEND_A == 1 || PS_BLEND_B == 1 || PS_BLEND_C == 1 || PS_BLEND_D == 1))
#define SW_AD_TO_HW (PS_BLEND_C == 1 && PS_A_MASKED)
#define AFAIL_NEEDS_RT (PS_AFAIL == AFAIL_ZB_ONLY || PS_AFAIL == AFAIL_RGB_ONLY || PS_AFAIL == AFAIL_RGB_ONLY_SW_Z)
#define AFAIL_NEEDS_DEPTH (PS_AFAIL == AFAIL_FB_ONLY || PS_AFAIL == AFAIL_RGB_ONLY_SW_Z)
#define ZTST_NEEDS_DEPTH (PS_ZTST == ZTST_GEQUAL || PS_ZTST == ZTST_GREATER)
#define AA1_NEEDS_DEPTH (PS_AA1 == PS_AA1_TRIANGLE_SW_Z)
#define PS_FEEDBACK_LOOP_IS_NEEDED_RT (PS_TEX_IS_FB == 1 || AFAIL_NEEDS_RT || PS_FBMASK || SW_BLEND_NEEDS_RT || SW_AD_TO_HW || (PS_DATE >= 5))
#define PS_FEEDBACK_LOOP_IS_NEEDED_DEPTH (AFAIL_NEEDS_DEPTH || ZTST_NEEDS_DEPTH || AA1_NEEDS_DEPTH)
#define ZWRITE (PS_ZCLAMP || PS_ZFLOOR || SW_DEPTH || PS_FEEDBACK_LOOP_IS_NEEDED_DEPTH)
#define PS_RETURN_COLOR_ROV (!PS_NO_COLOR && PS_ROV_COLOR)
#define PS_RETURN_COLOR (!PS_NO_COLOR && !PS_ROV_COLOR)
#define PS_RETURN_DEPTH_ROV (PS_ROV_DEPTH == PS_ROV_DEPTH_READ_WRITE)
#define PS_RETURN_DEPTH (ZWRITE && !PS_ROV_DEPTH)
#define PS_ROV_EARLYDEPTHSTENCIL (PS_ROV_COLOR && !PS_ROV_DEPTH && !ZWRITE)
#define NEEDS_TEX (PS_TFX != 4)
layout(std140, set = 0, binding = 1) uniform cb1
{
vec3 FogColor;
float AREF;
vec4 WH;
vec2 TA;
float MaxDepthPS;
float Af;
uvec4 FbMask;
vec4 HalfTexel;
vec4 MinMax;
vec4 LODParams;
vec4 STRange;
ivec4 ChannelShuffle;
vec2 ChannelShuffleOffset;
vec2 TC_OffsetHack;
vec2 STScale;
mat4 DitherMatrix;
float ScaledScaleFactor;
float RcpScaleFactor;
float _pad0_cb1;
float _pad1_cb1;
float LineCovScale;
float _pad2_cb1;
float _pad3_cb1;
float _pad4_cb1;
};
layout(location = 0) in VSOutput
{
vec4 t;
vec4 ti;
#if PS_IIP != 0
vec4 c;
#else
flat vec4 c;
#endif
float inv_cov; // We use the inverse to make it simpler to interpolate.
flat uint interior; // 1 for triangle interior; 0 for edge;
} vsIn;
#if PS_RETURN_COLOR
#if !PS_NO_COLOR1
layout(location = 0, index = 0) out vec4 o_col0;
layout(location = 0, index = 1) out vec4 o_col1;
#elif !PS_NO_COLOR
layout(location = 0) out vec4 o_col0;
#endif
#elif PS_RETURN_COLOR_ROV
vec4 o_col0;
#endif
#if PS_ROV_COLOR
layout(set = 1, binding = 5, rgba8) uniform restrict coherent image2D RtImageRov;
vec4 rov_rt_value;
vec4 sample_from_rt() { return rov_rt_value; }
#endif
#if PS_ROV_DEPTH
layout(set = 1, binding = 6, r32f) uniform restrict coherent image2D DepthImageRov;
float rov_depth_value;
float sample_from_depth() { return rov_depth_value; }
#endif
#if NEEDS_TEX
layout(set = 1, binding = 0) uniform sampler2D Texture;
layout(set = 1, binding = 1) uniform texture2D Palette;
#endif
#if PS_FEEDBACK_LOOP_IS_NEEDED_RT || PS_FEEDBACK_LOOP_IS_NEEDED_DEPTH
#if defined(DISABLE_TEXTURE_BARRIER) || defined(HAS_FEEDBACK_LOOP_LAYOUT)
#if (PS_FEEDBACK_LOOP_IS_NEEDED_RT && !PS_ROV_COLOR)
layout(set = 1, binding = 2) uniform texture2D RtSampler;
vec4 sample_from_rt() { return texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0); }
#endif
#if (PS_FEEDBACK_LOOP_IS_NEEDED_DEPTH && !PS_ROV_DEPTH)
layout(set = 1, binding = 4) uniform texture2D DepthSampler;
float sample_from_depth() { return texelFetch(DepthSampler, ivec2(gl_FragCoord.xy), 0).r; }
#endif
#else
// Must consider each case separately since the input attachment indices must be consecutive.
#if (PS_FEEDBACK_LOOP_IS_NEEDED_RT && !PS_ROV_COLOR) && (PS_FEEDBACK_LOOP_IS_NEEDED_DEPTH && !PS_ROV_DEPTH)
layout(input_attachment_index = 0, set = 1, binding = 2) uniform subpassInput RtSampler;
layout(input_attachment_index = 1, set = 1, binding = 4) uniform subpassInput DepthSampler;
vec4 sample_from_rt() { return subpassLoad(RtSampler); }
float sample_from_depth() { return subpassLoad(DepthSampler).r; }
#elif (PS_FEEDBACK_LOOP_IS_NEEDED_RT && !PS_ROV_COLOR)
layout(input_attachment_index = 0, set = 1, binding = 2) uniform subpassInput RtSampler;
vec4 sample_from_rt() { return subpassLoad(RtSampler); }
#elif (PS_FEEDBACK_LOOP_IS_NEEDED_DEPTH && !PS_ROV_DEPTH)
layout(input_attachment_index = 0, set = 1, binding = 4) uniform subpassInput DepthSampler;
float sample_from_depth() { return subpassLoad(DepthSampler).r; }
#endif
#endif
#endif
#if PS_DATE > 0
layout(set = 1, binding = 3) uniform texture2D PrimMinTexture;
#endif
#if ZWRITE && !PS_FEEDBACK_LOOP_IS_NEEDED_DEPTH
layout(depth_less) out float gl_FragDepth;
#endif
#if NEEDS_TEX
#if (PS_AUTOMATIC_LOD != 1) && (PS_MANUAL_LOD == 1)
float manual_lod(float uv_w)
{
// FIXME add LOD: K - ( LOG2(Q) * (1 << L))
float K = LODParams.x;
float L = LODParams.y;
float bias = LODParams.z;
float max_lod = LODParams.w;
float gs_lod = K - log2(abs(uv_w)) * L;
// FIXME max useful ?
//return max(min(gs_lod, max_lod) - bias, 0.0f);
return min(gs_lod, max_lod) - bias;
}
#endif
#if PS_ANISOTROPIC_FILTERING > 1
vec4 sample_c_af(vec2 uv, float uv_w)
{
// HW sampler will reject bad UVs, match that here.
uv = (any(isnan(uv)) || any(isinf(uv))) ? vec2(0.0f, 0.0f) : uv;
// Large floating point values risk NaN/Inf values.
// Above this value floats lose decimal precision, so seems a resonable limit for UVs.
uv = clamp(uv, -8388608.0f, 8388608.0f);
// Below taken from https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#7.18.11%20LOD%20Calculations
// And https://registry.khronos.org/OpenGL/extensions/EXT/EXT_texture_filter_anisotropic.txt
// With guidance from https://pema.dev/2025/05/09/mipmaps-too-much-detail/
vec2 sz = textureSize(Texture, 0);
vec2 dX = dFdx(uv) * sz;
vec2 dY = dFdy(uv) * sz;
float length_x = length(dX);
float length_y = length(dY);
// Calculate Ellipse Transform
bool d_zero = length_x < 0.001f || length_y < 0.001f;
float f = (dX.x * dY.y - dX.y * dY.x);
bool d_par = f < 0.001f;
bool d_per = dot(dX, dY) < 0.001f;
bool d_inf_nan = any(isinf(dX)) || any(isinf(dY)) || any(isnan(dX)) || any(isnan(dY));
if (!(d_zero || d_par || d_per || d_inf_nan))
{
float A = dX.y * dX.y + dY.y * dY.y;
float B = -2 * (dX.x * dX.y + dY.x * dY.y);
float C = dX.x * dX.x + dY.x * dY.x;
float f = (dX.x * dY.y - dY.x * dX.y);
float F = f * f;
float p = A - C;
float q = A + C;
float t = sqrt(p * p + B * B);
float signB = sign(B);
float denom_plus = t * (q + t);
float denom_minus = t * (q - t);
float sqrtA = sqrt(F * (t + p));
float sqrtB = sqrt(F * (t - p));
float inv_sqrt_denom_plus = inversesqrt(denom_plus);
float inv_sqrt_denom_minus = inversesqrt(denom_minus);
vec2 new_dX = vec2(
sqrtA * inv_sqrt_denom_plus,
sqrtB * inv_sqrt_denom_plus * signB
);
vec2 new_dY = vec2(
sqrtB * inv_sqrt_denom_minus * -signB,
sqrtA * inv_sqrt_denom_minus
);
d_inf_nan = any(isinf(new_dX)) || any(isinf(new_dY)) || any(isnan(new_dX)) || any(isnan(new_dY));
if (!d_inf_nan)
{
dX = new_dX;
dY = new_dY;
length_x = length(dX);
length_y = length(dY);
}
}
// Compute AF values
bool is_major_x = length_x > length_y;
float length_major = is_major_x ? length_x : length_y;
float length_minor = is_major_x ? length_y : length_x;
float aniso_ratio;
float length_lod;
vec2 aniso_line;
if (length_major <= 1.0f)
{
// A zero length_major would result in NaN Lod and break sampling.
// A small length_major would result in aniso_ratio getting clamped to 1.
// Perform isotropic filtering instead.
aniso_ratio = 1.0f;
length_lod = length_major;
aniso_line = vec2(0.0f, 0.0f);
}
else
{
vec2 aniso_line_dir = is_major_x ? dX : dY;
aniso_ratio = min(length_major / length_minor, PS_ANISOTROPIC_FILTERING);
length_lod = length_major / aniso_ratio;
// clamp to top Lod
if (length_lod < 1.0f)
aniso_ratio = max(1.0f, aniso_ratio * length_lod);
aniso_ratio = round(aniso_ratio);
aniso_line = aniso_line_dir * 0.5f * (1.0f / sz);
}
#if PS_AUTOMATIC_LOD == 1
float lod = log2(length_lod);
#elif PS_MANUAL_LOD == 1
float lod = manual_lod(uv_w);
#else
float lod = 0.0f; // No Lod
#endif
vec4 colour;
if (aniso_ratio == 1.0f)
colour = textureLod(Texture, uv, lod);
else
{
vec4 num = vec4(0.0f, 0.0f, 0.0f, 0.0f);
vec2 segment = (2.0f * aniso_line) / aniso_ratio;
for (int i = 0; i < aniso_ratio; i++)
{
vec2 d = -aniso_line + (0.5f + i) * segment;
vec2 uv_sample = uv + d;
vec4 sample_colour = textureLod(Texture, uv_sample, lod);
num += sample_colour;
}
colour = num / aniso_ratio;
}
return colour;
}
#endif
vec4 sample_c(vec2 uv)
{
#if PS_TEX_IS_FB
return sample_from_rt();
#elif PS_REGION_RECT
return texelFetch(Texture, ivec2(uv), 0);
#else
#if !PS_ADJS && !PS_ADJT
uv *= STScale;
#else
#if PS_ADJS
uv.x = (uv.x - STRange.x) * STRange.z;
#else
uv.x = uv.x * STScale.x;
#endif
#if PS_ADJT
uv.y = (uv.y - STRange.y) * STRange.w;
#else
uv.y = uv.y * STScale.y;
#endif
#endif
#if PS_ANISOTROPIC_FILTERING > 1
return sample_c_af(uv, vsIn.t.w);
#elif PS_AUTOMATIC_LOD == 1
return texture(Texture, uv);
#elif PS_MANUAL_LOD == 1
return textureLod(Texture, uv, manual_lod(vsIn.t.w));
#else
return textureLod(Texture, uv, 0); // No lod
#endif
#endif
}
vec4 sample_p(uint idx)
{
return texelFetch(Palette, ivec2(int(idx), 0), 0);
}
vec4 sample_p_norm(float u)
{
return sample_p(uint(u * 255.5f));
}
vec4 clamp_wrap_uv(vec4 uv)
{
vec4 tex_size = WH.xyxy;
#if PS_WMS == PS_WMT
{
#if PS_REGION_RECT == 1 && PS_WMS == 0
{
uv = fract(uv);
}
#elif PS_REGION_RECT == 1 && PS_WMS == 1
{
uv = clamp(uv, vec4(0.0f), vec4(1.0f));
}
#elif PS_WMS == 2
{
uv = clamp(uv, MinMax.xyxy, MinMax.zwzw);
}
#elif PS_WMS == 3
{
#if PS_FST == 0
// wrap negative uv coords to avoid an off by one error that shifted
// textures. Fixes Xenosaga's hair issue.
uv = fract(uv);
#endif
uv = vec4((uvec4(uv * tex_size) & floatBitsToUint(MinMax.xyxy)) | floatBitsToUint(MinMax.zwzw)) / tex_size;
}
#endif
}
#else
{
#if PS_REGION_RECT == 1 && PS_WMS == 0
{
uv.xz = fract(uv.xz);
}
#elif PS_REGION_RECT == 1 && PS_WMS == 1
{
uv.xz = clamp(uv.xz, vec2(0.0f), vec2(1.0f));
}
#elif PS_WMS == 2
{
uv.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);
}
#elif PS_WMS == 3
{
#if PS_FST == 0
uv.xz = fract(uv.xz);
#endif
uv.xz = vec2((uvec2(uv.xz * tex_size.xx) & floatBitsToUint(MinMax.xx)) | floatBitsToUint(MinMax.zz)) / tex_size.xx;
}
#endif
#if PS_REGION_RECT == 1 && PS_WMT == 0
{
uv.yw = fract(uv.yw);
}
#elif PS_REGION_RECT == 1 && PS_WMT == 1
{
uv.yw = clamp(uv.yw, vec2(0.0f), vec2(1.0f));
}
#elif PS_WMT == 2
{
uv.yw = clamp(uv.yw, MinMax.yy, MinMax.ww);
}
#elif PS_WMT == 3
{
#if PS_FST == 0
uv.yw = fract(uv.yw);
#endif
uv.yw = vec2((uvec2(uv.yw * tex_size.yy) & floatBitsToUint(MinMax.yy)) | floatBitsToUint(MinMax.ww)) / tex_size.yy;
}
#endif
}
#endif
#if PS_REGION_RECT == 1
// Normalized -> Integer Coordinates.
uv = clamp(uv * WH.zwzw + STRange.xyxy, STRange.xyxy, STRange.zwzw);
#endif
return uv;
}
mat4 sample_4c(vec4 uv)
{
mat4 c;
c[0] = sample_c(uv.xy);
c[1] = sample_c(uv.zy);
c[2] = sample_c(uv.xw);
c[3] = sample_c(uv.zw);
return c;
}
uvec4 sample_4_index(vec4 uv)
{
vec4 c;
c.x = sample_c(uv.xy).a;
c.y = sample_c(uv.zy).a;
c.z = sample_c(uv.xw).a;
c.w = sample_c(uv.zw).a;
// Denormalize value
#if PS_RTA_SRC_CORRECTION
uvec4 i = uvec4(round(c * 128.25f));
#else
uvec4 i = uvec4(c * 255.5f);
#endif
#if PS_PAL_FMT == 1
// 4HL
return i & 0xFu;
#elif PS_PAL_FMT == 2
// 4HH
return i >> 4u;
#else
// 8
return i;
#endif
}
mat4 sample_4p(uvec4 u)
{
mat4 c;
c[0] = sample_p(u.x);
c[1] = sample_p(u.y);
c[2] = sample_p(u.z);
c[3] = sample_p(u.w);
return c;
}
uint fetch_raw_depth(ivec2 xy)
{
#if PS_TEX_IS_FB
vec4 col = sample_from_rt();
#else
vec4 col = texelFetch(Texture, xy, 0);
#endif
return uint(col.r * exp2(32.0f));
}
vec4 fetch_raw_color(ivec2 xy)
{
#if PS_TEX_IS_FB
return sample_from_rt();
#else
return texelFetch(Texture, xy, 0);
#endif
}
vec4 fetch_c(ivec2 uv)
{
#if PS_TEX_IS_FB
return sample_from_rt();
#else
return texelFetch(Texture, uv, 0);
#endif
}
//////////////////////////////////////////////////////////////////////
// Depth sampling
//////////////////////////////////////////////////////////////////////
ivec2 clamp_wrap_uv_depth(ivec2 uv)
{
ivec4 mask = floatBitsToInt(MinMax) << 4;
#if (PS_WMS == PS_WMT)
{
#if (PS_WMS == 2)
{
uv = clamp(uv, mask.xy, mask.zw);
}
#elif (PS_WMS == 3)
{
uv = (uv & mask.xy) | mask.zw;
}
#endif
}
#else
{
#if (PS_WMS == 2)
{
uv.x = clamp(uv.x, mask.x, mask.z);
}
#elif (PS_WMS == 3)
{
uv.x = (uv.x & mask.x) | mask.z;
}
#endif
#if (PS_WMT == 2)
{
uv.y = clamp(uv.y, mask.y, mask.w);
}
#elif (PS_WMT == 3)
{
uv.y = (uv.y & mask.y) | mask.w;
}
#endif
}
#endif
return uv;
}
vec4 sample_depth(vec2 st, ivec2 pos)
{
vec2 uv_f = vec2(clamp_wrap_uv_depth(ivec2(st))) * vec2(ScaledScaleFactor);
#if PS_REGION_RECT == 1
uv_f = clamp(uv_f + STRange.xy, STRange.xy, STRange.zw);
#endif
ivec2 uv = ivec2(uv_f);
vec4 t = vec4(0.0f);
#if (PS_TALES_OF_ABYSS_HLE == 1)
{
// Warning: UV can't be used in channel effect
uint depth = fetch_raw_depth(pos);
// Convert msb based on the palette
t = texelFetch(Palette, ivec2((depth >> 8u) & 0xFFu, 0), 0) * 255.0f;
}
#elif (PS_URBAN_CHAOS_HLE == 1)
{
// Depth buffer is read as a RGB5A1 texture. The game try to extract the green channel.
// So it will do a first channel trick to extract lsb, value is right-shifted.
// Then a new channel trick to extract msb which will shifted to the left.
// OpenGL uses a vec32 format for the depth so it requires a couple of conversion.
// To be faster both steps (msb&lsb) are done in a single pass.
// Warning: UV can't be used in channel effect
uint depth = fetch_raw_depth(pos);
// Convert lsb based on the palette
t = texelFetch(Palette, ivec2(depth & 0xFFu, 0), 0) * 255.0f;
// Msb is easier
float green = float(((depth >> 8u) & 0xFFu) * 36.0f);
green = min(green, 255.0f);
t.g += green;
}
#elif (PS_DEPTH_FMT == 1)
{
// Based on ps_convert_depth32_rgba8 of convert
// Convert a vec32 depth texture into a RGBA color texture
uint d = uint(fetch_c(uv).r * exp2(32.0f));
t = vec4(uvec4((d & 0xFFu), ((d >> 8) & 0xFFu), ((d >> 16) & 0xFFu), (d >> 24)));
}
#elif (PS_DEPTH_FMT == 2)
{
// Based on ps_convert_depth16_rgb5a1 of convert
// Convert a vec32 (only 16 lsb) depth into a RGB5A1 color texture
uint d = uint(fetch_c(uv).r * exp2(32.0f));
t = vec4(uvec4((d & 0x1Fu), ((d >> 5) & 0x1Fu), ((d >> 10) & 0x1Fu), (d >> 15) & 0x01u)) * vec4(8.0f, 8.0f, 8.0f, 128.0f);
}
#elif (PS_DEPTH_FMT == 3)
{
// Convert a RGBA/RGB5A1 color texture into a RGBA/RGB5A1 color texture
t = fetch_c(uv) * 255.0f;
}
#endif
#if (PS_AEM_FMT == FMT_24)
{
t.a = ((PS_AEM == 0) || any(bvec3(t.rgb))) ? 255.0f * TA.x : 0.0f;
}
#elif (PS_AEM_FMT == FMT_16)
{
t.a = t.a >= 128.0f ? 255.0f * TA.y : ((PS_AEM == 0) || any(bvec3(t.rgb))) ? 255.0f * TA.x : 0.0f;
}
#elif PS_PAL_FMT != 0 && !PS_TALES_OF_ABYSS_HLE && !PS_URBAN_CHAOS_HLE
{
t = trunc(sample_4p(uvec4(t.aaaa))[0] * 255.0f + 0.05f);
}
#endif
return t;
}
//////////////////////////////////////////////////////////////////////
// Fetch a Single Channel
//////////////////////////////////////////////////////////////////////
vec4 fetch_red(ivec2 xy)
{
vec4 rt;
#if (PS_DEPTH_FMT == 1) || (PS_DEPTH_FMT == 2)
uint depth = (fetch_raw_depth(xy)) & 0xFFu;
rt = vec4(float(depth) / 255.0f);
#else
rt = fetch_raw_color(xy);
#endif
return sample_p_norm(rt.r) * 255.0f;
}
vec4 fetch_green(ivec2 xy)
{
vec4 rt;
#if (PS_DEPTH_FMT == 1) || (PS_DEPTH_FMT == 2)
uint depth = (fetch_raw_depth(xy) >> 8u) & 0xFFu;
rt = vec4(float(depth) / 255.0f);
#else
rt = fetch_raw_color(xy);
#endif
return sample_p_norm(rt.g) * 255.0f;
}
vec4 fetch_blue(ivec2 xy)
{
vec4 rt;
#if (PS_DEPTH_FMT == 1) || (PS_DEPTH_FMT == 2)
uint depth = (fetch_raw_depth(xy) >> 16u) & 0xFFu;
rt = vec4(float(depth) / 255.0f);
#else
rt = fetch_raw_color(xy);
#endif
return sample_p_norm(rt.b) * 255.0f;
}
vec4 fetch_alpha(ivec2 xy)
{
vec4 rt = fetch_raw_color(xy);
return sample_p_norm(rt.a) * 255.0f;
}
vec4 fetch_rgb(ivec2 xy)
{
vec4 rt = fetch_raw_color(xy);
vec4 c = vec4(sample_p_norm(rt.r).r, sample_p_norm(rt.g).g, sample_p_norm(rt.b).b, 1.0);
return c * 255.0f;
}
vec4 fetch_gXbY(ivec2 xy)
{
#if (PS_DEPTH_FMT == 1) || (PS_DEPTH_FMT == 2)
uint depth = fetch_raw_depth(xy);
uint bg = (depth >> (8u + uint(ChannelShuffle.w))) & 0xFFu;
return vec4(bg);
#else
ivec4 rt = ivec4(fetch_raw_color(xy) * 255.0);
int green = (rt.g >> ChannelShuffle.w) & ChannelShuffle.z;
int blue = (rt.b << ChannelShuffle.y) & ChannelShuffle.x;
return vec4(float(green | blue));
#endif
}
vec4 sample_color(vec2 st)
{
#if PS_TCOFFSETHACK
st += TC_OffsetHack.xy;
#endif
vec4 t;
mat4 c;
vec2 dd;
#if PS_LTF == 0 && PS_AEM_FMT == FMT_32 && PS_PAL_FMT == 0 && PS_REGION_RECT == 0 && PS_WMS < 2 && PS_WMT < 2
{
c[0] = sample_c(st);
}
#else
{
vec4 uv;
#if PS_LTF
{
uv = st.xyxy + HalfTexel;
dd = fract(uv.xy * WH.zw);
#if PS_FST == 0
{
dd = clamp(dd, vec2(0.0f), vec2(0.9999999f));
}
#endif
}
#else
{
uv = st.xyxy;
}
#endif
uv = clamp_wrap_uv(uv);
#if PS_PAL_FMT != 0
c = sample_4p(sample_4_index(uv));
#else
c = sample_4c(uv);
#endif
}
#endif
for (uint i = 0; i < 4; i++)
{
#if (PS_AEM_FMT == FMT_24)
c[i].a = (PS_AEM == 0 || any(bvec3(c[i].rgb))) ? TA.x : 0.0f;
#elif (PS_AEM_FMT == FMT_16)
c[i].a = (c[i].a >= 0.5) ? TA.y : ((PS_AEM == 0 || any(bvec3(ivec3(c[i].rgb * 255.0f) & ivec3(0xF8)))) ? TA.x : 0.0f);
#endif
}
#if PS_LTF
{
t = mix(mix(c[0], c[1], dd.x), mix(c[2], c[3], dd.x), dd.y);
}
#else
{
t = c[0];
}
#endif
#if PS_AEM_FMT == FMT_32 && PS_PAL_FMT == 0 && PS_RTA_SRC_CORRECTION
t.a = t.a * (128.5f / 255.0f);
#endif
return trunc(t * 255.0f + 0.05f);
}
#endif // NEEDS_TEX
vec4 tfx(vec4 T, vec4 C)
{
vec4 C_out;
vec4 FxT = trunc((C * T) / 128.0f);
#if (PS_TFX == 0)
C_out = FxT;
#elif (PS_TFX == 1)
C_out = T;
#elif (PS_TFX == 2)
C_out.rgb = FxT.rgb + C.a;
C_out.a = T.a + C.a;
#elif (PS_TFX == 3)
C_out.rgb = FxT.rgb + C.a;
C_out.a = T.a;
#else
C_out = C;
#endif
#if (PS_TCC == 0)
C_out.a = C.a;
#endif
#if (PS_TFX == 0) || (PS_TFX == 2) || (PS_TFX == 3)
// Clamp only when it is useful
C_out = min(C_out, 255.0f);
#endif
return C_out;
}
bool atst(vec4 C)
{
float a = C.a;
#if PS_ATST == PS_ATST_LEQUAL
return (a <= AREF);
#elif PS_ATST == PS_ATST_GEQUAL
return (a >= AREF);
#elif PS_ATST == PS_ATST_EQUAL
return (abs(a - AREF) <= 0.5f);
#elif PS_ATST == PS_ATST_NOTEQUAL
return (abs(a - AREF) >= 0.5f);
#else
return true;
#endif
}
vec4 fog(vec4 c, float f)
{
#if PS_FOG
c.rgb = trunc(mix(FogColor, c.rgb, (f * 255.0f) / 256.0f));
#endif
return c;
}
vec4 ps_color()
{
#if PS_FST == 0
vec2 st = vsIn.t.xy / vsIn.t.w;
vec2 st_int = vsIn.ti.zw / vsIn.t.w;
#else
vec2 st = vsIn.ti.xy;
vec2 st_int = vsIn.ti.zw;
#endif
#if !NEEDS_TEX
vec4 T = vec4(0.0f);
#elif PS_CHANNEL_FETCH == 1
vec4 T = fetch_red(ivec2(gl_FragCoord.xy + ChannelShuffleOffset));
#elif PS_CHANNEL_FETCH == 2
vec4 T = fetch_green(ivec2(gl_FragCoord.xy + ChannelShuffleOffset));
#elif PS_CHANNEL_FETCH == 3
vec4 T = fetch_blue(ivec2(gl_FragCoord.xy + ChannelShuffleOffset));
#elif PS_CHANNEL_FETCH == 4
vec4 T = fetch_alpha(ivec2(gl_FragCoord.xy + ChannelShuffleOffset));
#elif PS_CHANNEL_FETCH == 5
vec4 T = fetch_rgb(ivec2(gl_FragCoord.xy + ChannelShuffleOffset));
#elif PS_CHANNEL_FETCH == 6
vec4 T = fetch_gXbY(ivec2(gl_FragCoord.xy + ChannelShuffleOffset));
#elif PS_DEPTH_FMT > 0
vec4 T = sample_depth(st_int, ivec2(gl_FragCoord.xy));
#else
vec4 T = sample_color(st);
#endif
#if PS_SHUFFLE && !PS_READ16_SRC && !PS_SHUFFLE_SAME && !(PS_PROCESS_BA == SHUFFLE_READWRITE && PS_PROCESS_RG == SHUFFLE_READWRITE)
uvec4 denorm_c_before = uvec4(T);
#if (PS_PROCESS_BA & SHUFFLE_READ)
T.r = float((denorm_c_before.b << 3) & 0xF8u);
T.g = float(((denorm_c_before.b >> 2) & 0x38u) | ((denorm_c_before.a << 6) & 0xC0u));
T.b = float((denorm_c_before.a << 1) & 0xF8u);
T.a = float(denorm_c_before.a & 0x80u);
#else
T.r = float((denorm_c_before.r << 3) & 0xF8u);
T.g = float(((denorm_c_before.r >> 2) & 0x38u) | ((denorm_c_before.g << 6) & 0xC0u));
T.b = float((denorm_c_before.g << 1) & 0xF8u);
T.a = float(denorm_c_before.g & 0x80u);
#endif
T.a = ((T.a >= 127.5f) ? TA.y : ((PS_AEM == 0 || any(bvec3(ivec3(T.rgb) & ivec3(0xF8)))) ? TA.x : 0.0f)) * 255.0f;
#endif
vec4 C = tfx(T, vsIn.c);
C = fog(C, vsIn.t.z);
return C;
}
void ps_fbmask(inout vec4 C)
{
#if PS_FBMASK
#if PS_COLCLIP_HW == 1
vec4 RT = trunc(sample_from_rt() * 65535.0f);
#else
vec4 RT = trunc(sample_from_rt() * 255.0f + 0.1f);
#endif
C = vec4((uvec4(C) & ~FbMask) | (uvec4(RT) & FbMask));
#endif
}
void ps_dither(inout vec3 C, float As)
{
#if PS_DITHER > 0 && PS_DITHER < 3
ivec2 fpos;
#if PS_DITHER == 2
fpos = ivec2(gl_FragCoord.xy);
#else
fpos = ivec2(gl_FragCoord.xy * RcpScaleFactor);
#endif
float value = DitherMatrix[fpos.y & 3][fpos.x & 3];
// The idea here is we add on the dither amount adjusted by the alpha before it goes to the hw blend
// so after the alpha blend the resulting value should be the same as (Cs - Cd) * As + Cd + Dither.
#if PS_DITHER_ADJUST
#if PS_BLEND_C == 2
float Alpha = Af;
#else
float Alpha = As;
#endif
value *= Alpha > 0.0f ? min(1.0f / Alpha, 1.0f) : 1.0f;
#endif
#if PS_ROUND_INV
C -= value;
#else
C += value;
#endif
#endif
}
void ps_color_clamp_wrap(inout vec3 C)
{
// When dithering the bottom 3 bits become meaningless and cause lines in the picture
// so we need to limit the color depth on dithered items
#if SW_BLEND || (PS_DITHER > 0 && PS_DITHER < 3) || PS_FBMASK
#if PS_DST_FMT == FMT_16 && PS_BLEND_MIX == 0 && PS_ROUND_INV
C += 7.0f; // Need to round up, not down since the shader will invert
#endif
// Correct the Color value based on the output format
#if PS_COLCLIP == 0 && PS_COLCLIP_HW == 0
// Standard Clamp
C = clamp(C, vec3(0.0f), vec3(255.0f));
#endif
// FIXME rouding of negative float?
// compiler uses trunc but it might need floor
// Warning: normally blending equation is mult(A, B) = A * B >> 7. GPU have the full accuracy
// GS: Color = 1, Alpha = 255 => output 1
// GPU: Color = 1/255, Alpha = 255/255 * 255/128 => output 1.9921875
#if PS_DST_FMT == FMT_16 && PS_DITHER != 3 && (PS_BLEND_MIX == 0 || PS_DITHER > 0)
// In 16 bits format, only 5 bits of colors are used. It impacts shadows computation of Castlevania
C = vec3(ivec3(C) & ivec3(0xF8));
#elif PS_COLCLIP == 1 || PS_COLCLIP_HW == 1
C = vec3(ivec3(C) & ivec3(0xFF));
#endif
#elif PS_DST_FMT == FMT_16 && PS_DITHER != 3 && PS_BLEND_MIX == 0 && PS_BLEND_HW == 0
C = vec3(ivec3(C) & ivec3(0xF8));
#endif
}
void ps_blend(inout vec4 Color, inout vec4 As_rgba)
{
float As = As_rgba.a;
#if SW_BLEND
// PABE
#if PS_PABE
// As_rgba needed for accumulation blend to manipulate Cd
// No blending so early exit
if (As < 1.0f)
{
As_rgba.rgb = vec3(0.0f);
return;
}
As_rgba.rgb = vec3(1.0f);
#endif
#if PS_FEEDBACK_LOOP_IS_NEEDED_RT
vec4 RT = sample_from_rt();
#else
// Not used, but we define it to make the selection below simpler.
vec4 RT = vec4(0.0f);
#endif
#if PS_RTA_CORRECTION
float Ad = trunc(RT.a * 128.0f + 0.1f) / 128.0f;
#else
float Ad = trunc(RT.a * 255.0f + 0.1f) / 128.0f;
#endif
#if PS_SHUFFLE && PS_FEEDBACK_LOOP_IS_NEEDED_RT
uvec4 denorm_rt = uvec4(RT);
#if (PS_PROCESS_BA & SHUFFLE_WRITE)
RT.r = float((denorm_rt.b << 3) & 0xF8u);
RT.g = float(((denorm_rt.b >> 2) & 0x38u) | ((denorm_rt.a << 6) & 0xC0u));
RT.b = float((denorm_rt.a << 1) & 0xF8u);
RT.a = float(denorm_rt.a & 0x80u);
#else
RT.r = float((denorm_rt.r << 3) & 0xF8u);
RT.g = float(((denorm_rt.r >> 2) & 0x38u) | ((denorm_rt.g << 6) & 0xC0u));
RT.b = float((denorm_rt.g << 1) & 0xF8u);
RT.a = float(denorm_rt.g & 0x80u);
#endif
#endif
// Let the compiler do its jobs !
#if PS_COLCLIP_HW == 1
vec3 Cd = trunc(RT.rgb * 65535.0f);
#else
vec3 Cd = trunc(RT.rgb * 255.0f + 0.1f);
#endif
vec3 Cs = Color.rgb;
#if PS_BLEND_A == 0
vec3 A = Cs;
#elif PS_BLEND_A == 1
vec3 A = Cd;
#else
vec3 A = vec3(0.0f);
#endif
#if PS_BLEND_B == 0
vec3 B = Cs;
#elif PS_BLEND_B == 1
vec3 B = Cd;
#else
vec3 B = vec3(0.0f);
#endif
#if PS_BLEND_C == 0
float C = As;
#elif PS_BLEND_C == 1
float C = Ad;
#else
float C = Af;
#endif
#if PS_BLEND_D == 0
vec3 D = Cs;
#elif PS_BLEND_D == 1
vec3 D = Cd;
#else
vec3 D = vec3(0.0f);
#endif
// As/Af clamp alpha for Blend mix
// We shouldn't clamp blend mix with blend hw 1 as we want alpha higher
float C_clamped = C;
#if PS_BLEND_MIX > 0 && PS_BLEND_HW != 1 && PS_BLEND_HW != 2
C_clamped = min(C_clamped, 1.0f);
#endif
#if PS_BLEND_A == PS_BLEND_B
Color.rgb = D;
// In blend_mix, HW adds on some alpha factor * dst.
// Truncating here wouldn't quite get the right result because it prevents the <1 bit here from combining with a <1 bit in dst to form a ≥1 amount that pushes over the truncation.
// Instead, apply an offset to convert HW's round to a floor.
// Since alpha is in 1/128 increments, subtracting (0.5 - 0.5/128 == 127/256) would get us what we want if GPUs blended in full precision.
// But they don't. Details here: https://github.com/PCSX2/pcsx2/pull/6809#issuecomment-1211473399
// Based on the scripts at the above link, the ideal choice for Intel GPUs is 126/256, AMD 120/256. Nvidia is a lost cause.
// 124/256 seems like a reasonable compromise, providing the correct answer 99.3% of the time on Intel (vs 99.6% for 126/256), and 97% of the time on AMD (vs 97.4% for 120/256).
#elif PS_BLEND_MIX == 2
Color.rgb = ((A - B) * C_clamped + D) + (124.0f/256.0f);
#elif PS_BLEND_MIX == 1
Color.rgb = ((A - B) * C_clamped + D) - (124.0f/256.0f);
#else
Color.rgb = trunc((A - B) * C + D);
#endif
#if PS_BLEND_HW == 1
// As or Af
As_rgba.rgb = vec3(C);
// Subtract 1 for alpha to compensate for the changed equation,
// if c.rgb > 255.0f then we further need to adjust alpha accordingly,
// we pick the lowest overflow from all colors because it's the safest,
// we divide by 255 the color because we don't know Cd value,
// changed alpha should only be done for hw blend.
vec3 alpha_compensate = max(vec3(1.0f), Color.rgb / vec3(255.0f));
As_rgba.rgb -= alpha_compensate;
#elif PS_BLEND_HW == 2
// Since we can't do Cd*(Aalpha + 1) - Cs*Alpha in hw blend
// what we can do is adjust the Cs value that will be
// subtracted, this way we can get a better result in hw blend.
// Result is still wrong but less wrong than before.
float division_alpha = 1.0f + C;
Color.rgb /= vec3(division_alpha);
#elif PS_BLEND_HW == 3
// As, Ad or Af clamped.
As_rgba.rgb = vec3(C_clamped);
// Cs*(Alpha + 1) might overflow, if it does then adjust alpha value
// that is sent on second output to compensate.
vec3 overflow_check = (Color.rgb - vec3(255.0f)) / 255.0f;
vec3 alpha_compensate = max(vec3(0.0f), overflow_check);
As_rgba.rgb -= alpha_compensate;
#endif
#else
#if PS_BLEND_C == 2
vec3 Alpha = vec3(Af);
#else
vec3 Alpha = vec3(As);
#endif
#if PS_BLEND_HW == 1
// Needed for Cd * (As/Ad/F + 1) blending modes
Color.rgb = vec3(255.0f);
#elif PS_BLEND_HW == 2
// Cd*As,Cd*Ad or Cd*F
Color.rgb = max(vec3(0.0f), (Alpha - vec3(1.0f)));
Color.rgb *= vec3(255.0f);
#elif PS_BLEND_HW == 3 && PS_RTA_CORRECTION == 0
// Needed for Cs*Ad, Cs*Ad + Cd, Cd - Cs*Ad
// Multiply Color.rgb by (255/128) to compensate for wrong Ad/255 value when rgb are below 128.
// When any color channel is higher than 128 then adjust the compensation automatically
// to give us more accurate colors, otherwise they will be wrong.
// The higher the value (>128) the lower the compensation will be.
float max_color = max(max(Color.r, Color.g), Color.b);
float color_compensate = 255.0f / max(128.0f, max_color);
Color.rgb *= vec3(color_compensate);
#elif PS_BLEND_HW == 4
// Needed for Cd * (1 - Ad) and Cd*(1 + Alpha).
As_rgba.rgb = Alpha * vec3(128.0f / 255.0f);
Color.rgb = vec3(127.5f);
#elif PS_BLEND_HW == 5
// Needed for Cs*Alpha + Cd*(1 - Alpha).
Alpha *= vec3(128.0f / 255.0f);
As_rgba.rgb = (Alpha - vec3(0.5f));
Color.rgb = (Color.rgb * Alpha);
#elif PS_BLEND_HW == 6
// Needed for Cd*Alpha + Cs*(1 - Alpha).
Alpha *= vec3(128.0f / 255.0f);
As_rgba.rgb = Alpha;
Color.rgb *= (Alpha - vec3(0.5f));
#endif
#endif
}
#if PS_ROV_COLOR || PS_ROV_DEPTH
layout(pixel_interlock_ordered) in;
#endif
#if PS_ROV_EARLYDEPTHSTENCIL
layout(early_fragment_tests) in;
#endif
#if PS_ROV_COLOR || PS_ROV_DEPTH
#define DISCARD { rov_discard_color = true; rov_discard_depth = true; }
#define DISCARD_COLOR rov_discard_color = true
#define DISCARD_DEPTH rov_discard_depth = true
#else
#define DISCARD discard
#define DISCARD_COLOR o_col0 = sample_from_rt()
#define DISCARD_DEPTH input_z = sample_from_depth()
#endif
void main()
{
float input_z = gl_FragCoord.z;
// Must floor before depth testing.
#if PS_ZFLOOR
input_z = floor(input_z * exp2(32.0f)) * exp2(-32.0f);
#endif
#if PS_ROV_COLOR || PS_ROV_DEPTH
beginInvocationInterlockARB();
#endif
#if PS_ROV_COLOR
rov_rt_value = imageLoad(RtImageRov, ivec2(gl_FragCoord.xy));
#endif
#if PS_ROV_DEPTH
rov_depth_value = imageLoad(DepthImageRov, ivec2(gl_FragCoord.xy)).r;
#endif
#if PS_ROV_COLOR || PS_ROV_DEPTH
bool rov_discard_color = gl_HelperInvocation;
bool rov_discard_depth = gl_HelperInvocation;
#endif
#if PS_ZTST == ZTST_GEQUAL
if (input_z < sample_from_depth())
DISCARD;
#elif PS_ZTST == ZTST_GREATER
if (input_z <= sample_from_depth())
DISCARD;
#endif
#if PS_SCANMSK & 2
// fail depth test on prohibited lines
if ((int(gl_FragCoord.y) & 1) == (PS_SCANMSK & 1))
DISCARD;
#endif
#if PS_DATE >= 5
#if PS_WRITE_RG == 1
// Pseudo 16 bits access.
float rt_a = sample_from_rt().g;
#else
float rt_a = sample_from_rt().a;
#endif
#if (PS_DATE & 3) == 1
// DATM == 0: Pixel with alpha equal to 1 will failed
#if PS_RTA_CORRECTION
bool bad = (254.5f / 255.0f) < rt_a;
#else
bool bad = (127.5f / 255.0f) < rt_a;
#endif
#elif (PS_DATE & 3) == 2
// DATM == 1: Pixel with alpha equal to 0 will failed
#if PS_RTA_CORRECTION
bool bad = rt_a < (254.5f / 255.0f);
#else
bool bad = rt_a < (127.5f / 255.0f);
#endif
#endif
if (bad) {
DISCARD;
}
#endif // PS_DATE >= 5
#if PS_DATE == 3
int stencil_ceil = int(texelFetch(PrimMinTexture, ivec2(gl_FragCoord.xy), 0).r);
// Note gl_PrimitiveID == stencil_ceil will be the primitive that will update
// the bad alpha value so we must keep it.
if (gl_PrimitiveID > stencil_ceil) {
DISCARD;
}
#endif
vec4 C = ps_color();
#if PS_AA1
#if PS_AA1 == PS_AA1_LINE
// Blur only outer part of the line by scaling coverage.
float cov = clamp(LineCovScale * (1.0f - abs(vsIn.inv_cov)), 0.0f, 1.0f);
#else
float cov = clamp(1.0f - abs(vsIn.inv_cov), 0.0f, 1.0f);
#endif
#if PS_ABE
if (floor(C.a) == 128.0f) // The coverage is only used if the fragment alpha is 128.
C.a = 128.0f * cov;
#else
C.a = 128.0f * cov;
#endif
#elif PS_FIXED_ONE_A
// AA (Fixed one) will output a coverage of 1.0 as alpha
C.a = 128.0f;
#endif
bool atst_pass = atst(C);
#if PS_ATST != PS_ATST_NONE && PS_AFAIL == AFAIL_KEEP
if (!atst_pass) {
DISCARD;
}
#endif
#if SW_AD_TO_HW
#if PS_RTA_CORRECTION
vec4 RT = trunc(sample_from_rt() * 128.0f + 0.1f);
#else
vec4 RT = trunc(sample_from_rt() * 255.0f + 0.1f);
#endif
vec4 alpha_blend = vec4(RT.a / 128.0f);
#else
vec4 alpha_blend = vec4(C.a / 128.0f);
#endif
// Correct the ALPHA value based on the output format
#if (PS_DST_FMT == FMT_16)
float A_one = 128.0f; // alpha output will be 0x80
C.a = (PS_FBA != 0) ? A_one : step(128.0f, C.a) * A_one;
#elif (PS_DST_FMT == FMT_32) && (PS_FBA != 0)
if(C.a < 128.0f) C.a += 128.0f;
#endif
// Get first primitive that will write a failling alpha value
#if PS_DATE == 1
// DATM == 0
// Pixel with alpha equal to 1 will failed (128-255)
o_col0 = (C.a > 127.5f) ? vec4(gl_PrimitiveID) : vec4(0x7FFFFFFF);
#elif PS_DATE == 2
// DATM == 1
// Pixel with alpha equal to 0 will failed (0-127)
o_col0 = (C.a < 127.5f) ? vec4(gl_PrimitiveID) : vec4(0x7FFFFFFF);
#else
ps_blend(C, alpha_blend);
#if PS_SHUFFLE
#if !PS_READ16_SRC && !PS_SHUFFLE_SAME && !(PS_PROCESS_BA == SHUFFLE_READWRITE && PS_PROCESS_RG == SHUFFLE_READWRITE)
uvec4 denorm_c_after = uvec4(C);
#if (PS_PROCESS_BA & SHUFFLE_READ)
C.b = float(((denorm_c_after.r >> 3) & 0x1Fu) | ((denorm_c_after.g << 2) & 0xE0u));
C.a = float(((denorm_c_after.g >> 6) & 0x3u) | ((denorm_c_after.b >> 1) & 0x7Cu) | (denorm_c_after.a & 0x80u));
#else
C.r = float(((denorm_c_after.r >> 3) & 0x1Fu) | ((denorm_c_after.g << 2) & 0xE0u));
C.g = float(((denorm_c_after.g >> 6) & 0x3u) | ((denorm_c_after.b >> 1) & 0x7Cu) | (denorm_c_after.a & 0x80u));
#endif
#endif
// Special case for 32bit input and 16bit output, shuffle used by The Godfather
#if PS_SHUFFLE_SAME
#if (PS_PROCESS_BA & SHUFFLE_READ)
uvec4 denorm_c = uvec4(C);
C = vec4(float((denorm_c.b & 0x7Fu) | (denorm_c.a & 0x80u)));
#else
C.ga = C.rg;
#endif
// Copy of a 16bit source in to this target
#elif PS_READ16_SRC
uvec4 denorm_c = uvec4(C);
uvec2 denorm_TA = uvec2(vec2(TA.xy) * 255.0f + 0.5f);
C.rb = vec2(float((denorm_c.r >> 3) | (((denorm_c.g >> 3) & 0x7u) << 5)));
C.ga = vec2(float((denorm_c.g >> 6) | ((denorm_c.b >> 3) << 2) | (denorm_TA.x & 0x80u)));
// Write RB part. Mask will take care of the correct destination
#elif PS_SHUFFLE_ACROSS
#if(PS_PROCESS_BA == SHUFFLE_READWRITE && PS_PROCESS_RG == SHUFFLE_READWRITE)
C.br = C.rb;
C.ag = C.ga;
#elif(PS_PROCESS_BA & SHUFFLE_READ)
C.rb = C.bb;
C.ga = C.aa;
#else
C.rb = C.rr;
C.ga = C.gg;
#endif // PS_PROCESS_BA
#endif // PS_SHUFFLE_ACROSS
#endif // PS_SHUFFLE
ps_dither(C.rgb, alpha_blend.a);
// Color clamp/wrap needs to be done after sw blending and dithering
ps_color_clamp_wrap(C.rgb);
ps_fbmask(C);
#if (PS_AFAIL == AFAIL_RGB_ONLY_DSB) && !PS_NO_COLOR1
// Use alpha blend factor to determine whether to update A.
alpha_blend.a = float(atst_pass);
#endif
// Output color scaling
#if !PS_NO_COLOR
#if PS_RTA_CORRECTION
o_col0.a = C.a / 128.0f;
#else
o_col0.a = C.a / 255.0f;
#endif
#if PS_COLCLIP_HW == 1
o_col0.rgb = vec3(C.rgb / 65535.0f);
#else
o_col0.rgb = C.rgb / 255.0f;
#endif
#if !PS_NO_COLOR1
o_col1 = alpha_blend;
#endif
// Alpha test with feedback
#if PS_AFAIL == AFAIL_FB_ONLY
if (!atst_pass)
DISCARD_DEPTH;
#elif PS_AFAIL == AFAIL_ZB_ONLY
if (!atst_pass)
DISCARD_COLOR;
#elif (PS_AFAIL == AFAIL_RGB_ONLY || PS_AFAIL == AFAIL_RGB_ONLY_SW_Z)
if (!atst_pass)
{
o_col0.a = sample_from_rt().a; // discard alpha
#if PS_AFAIL == AFAIL_RGB_ONLY_SW_Z
DISCARD_DEPTH;
#endif
}
#endif
#endif
#if PS_ZCLAMP
input_z = min(input_z, MaxDepthPS);
#endif
#if PS_AA1 == PS_AA1_TRIANGLE_SW_Z
if (!bool(vsIn.interior))
DISCARD_DEPTH; // No depth update for triangle edges.
#endif
// Writing back color (result already written to o_col0 for non-ROV)
#if PS_RETURN_COLOR_ROV
o_col0 = mix(o_col0, sample_from_rt(), equal(FbMask, uvec4(0xFFu))); // channel masking
if (!rov_discard_color)
imageStore(RtImageRov, ivec2(gl_FragCoord.xy), o_col0);
#endif
// Writing back depth
#if PS_RETURN_DEPTH
gl_FragDepth = input_z;
#elif PS_RETURN_DEPTH_ROV
if (!rov_discard_depth)
imageStore(DepthImageRov, ivec2(gl_FragCoord.xy), vec4(input_z, 0, 0, 1.0f));
#endif
#if PS_ROV_COLOR || PS_ROV_DEPTH
endInvocationInterlockARB();
#endif
#endif // PS_DATE
}
#endif