Files
pcsx2/bin/resources/shaders/dx11/tfx.fx
T
TJnotJT eb5e3fcd13 GS/HW: Make all vertices the same color in certain flat shading cases.
Fixes issues with AA1 with flat shading.
2026-07-10 10:16:51 +02:00

2027 lines
50 KiB
HLSL

// SPDX-FileCopyrightText: 2002-2026 PCSX2 Dev Team
// SPDX-License-Identifier: GPL-3.0+
#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_IIP 0
#define VS_TME 1
#define VS_FST 1
#endif
#ifndef GS_IIP
#define GS_IIP 0
#define GS_PRIM 3
#define GS_FORWARD_PRIMID 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_IIP 0
#define PS_FST 0
#define PS_WMS 0
#define PS_WMT 0
#define PS_ADJS 0
#define PS_ADJT 0
#define PS_AEM_FMT FMT_32
#define PS_AEM 0
#define PS_TFX 0
#define PS_TCC 1
#define PS_ATST 1
#define PS_FOG 0
#define PS_IIP 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_POINT_SAMPLER 0
#define PS_REGION_RECT 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_READ16_SRC 0
#define PS_WRITE_RG 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_RTA_CORRECTION 0
#define PS_RTA_SRC_CORRECTION 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_BLEND_MIX 0
#define PS_ROUND_INV 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_AA1 0
#define PS_ABE 0
#define PS_ROV_COLOR 0
#define PS_ROV_DEPTH 0
#endif
#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
#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 NEEDS_RT_FOR_AFAIL (PS_AFAIL == AFAIL_ZB_ONLY || PS_AFAIL == AFAIL_RGB_ONLY || PS_AFAIL == AFAIL_RGB_ONLY_SW_Z)
#define NEEDS_DEPTH_FOR_AFAIL (PS_AFAIL == AFAIL_FB_ONLY || PS_AFAIL == AFAIL_RGB_ONLY_SW_Z)
#define NEEDS_DEPTH_FOR_ZTST (PS_ZTST == ZTST_GEQUAL || PS_ZTST == ZTST_GREATER)
#define NEEDS_DEPTH_FOR_AA1 (PS_AA1 == PS_AA1_TRIANGLE_SW_Z)
#define SW_DEPTH (NEEDS_DEPTH_FOR_AFAIL || NEEDS_DEPTH_FOR_ZTST || NEEDS_DEPTH_FOR_AA1)
#define ZWRITE (PS_ZFLOOR || PS_ZCLAMP || SW_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)
struct VS_INPUT
{
float2 st : TEXCOORD0;
uint4 c : COLOR0;
float q : TEXCOORD1;
uint2 p : POSITION0;
uint z : POSITION1;
uint2 uv : TEXCOORD2;
float4 f : COLOR1;
};
struct VS_OUTPUT
{
float4 p : SV_Position;
float4 t : TEXCOORD0;
float4 ti : TEXCOORD2;
#if VS_IIP != 0 || GS_IIP != 0 || PS_IIP != 0
float4 c : COLOR0;
#else
nointerpolation float4 c : COLOR0;
#endif
float inv_cov : COLOR1; // We use the inverse to make it simpler to interpolate.
nointerpolation uint interior : COLOR2; // 1 for triangle interior; 0 for edge;
};
struct PS_INPUT
{
noperspective centroid float4 p : SV_Position;
float4 t : TEXCOORD0;
float4 ti : TEXCOORD2;
#if VS_IIP != 0 || GS_IIP != 0 || PS_IIP != 0
float4 c : COLOR0;
#else
nointerpolation float4 c : COLOR0;
#endif
float inv_cov : COLOR1; // We use the inverse to make it simpler to interpolate.
nointerpolation uint interior : COLOR2; // 1 for triangle interior; 0 for edge;
#if (PS_DATE >= 1 && PS_DATE <= 3) || GS_FORWARD_PRIMID
uint primid : SV_PrimitiveID;
#endif
};
#ifdef PIXEL_SHADER
struct PS_OUTPUT
{
#define NUM_RTS 0
#if PS_RETURN_COLOR
#if PS_DATE == 1 || PS_DATE == 2
float c : SV_Target;
#else
float4 c0 : SV_Target0;
#undef NUM_RTS
#define NUM_RTS 1
#if !PS_NO_COLOR1
float4 c1 : SV_Target1;
#endif
#endif
#endif
#if PS_RETURN_DEPTH
// In DX12 we do depth feedback loops with a color copy.
#if SW_DEPTH && PS_NO_COLOR1 && PS_DEPTH_FEEDBACK_SUPPORT == 2
#if NUM_RTS > 0
float depth_color : SV_Target1;
#else
float depth_color : SV_Target0;
#endif
#endif
#if PS_HAS_CONSERVATIVE_DEPTH && !SW_DEPTH
float depth : SV_DepthLessEqual;
#else
float depth : SV_Depth;
#endif
#endif
#undef NUM_RTS
};
Texture2D<float4> Texture : register(t0);
Texture2D<float4> Palette : register(t1);
#if !PS_ROV_COLOR
Texture2D<float4> RtTexture : register(t2);
#endif
Texture2D<float> PrimMinTexture : register(t3);
#if !PS_ROV_DEPTH
Texture2D<float> DepthTexture : register(t4);
#endif
SamplerState TextureSampler : register(s0);
#if PS_ROV_COLOR
RasterizerOrderedTexture2D<unorm float4> RtTextureRov : register(u0);
static float4 rov_rt_value;
#endif
#if PS_ROV_DEPTH
RasterizerOrderedTexture2D<float> DepthTextureRov : register(u1);
static float rov_depth_value;
#endif
#ifdef DX12
cbuffer cb1 : register(b1)
#else
cbuffer cb1
#endif
{
float3 FogColor;
float AREF;
float4 WH;
float2 TA;
float MaxDepthPS;
float Af;
uint4 FbMask;
float4 HalfTexel;
float4 MinMax;
float4 LODParams;
float4 STRange;
int4 ChannelShuffle;
float2 ChannelShuffleOffset;
float2 TC_OffsetHack;
float2 STScale;
float4x4 DitherMatrix;
float ScaledScaleFactor;
float RcpScaleFactor;
float _pad0_cb1;
float _pad1_cb1;
float LineCovScale;
float _pad2_cb1;
float _pad3_cb1;
float _pad4_cb1;
};
float4 RtLoad(int2 xy)
{
#if PS_ROV_COLOR
return rov_rt_value;
#else
return RtTexture.Load(int3(int2(xy), 0));
#endif
}
float DepthLoad(int2 xy)
{
#if PS_ROV_DEPTH
return rov_depth_value;
#else
return DepthTexture.Load(int3(int2(xy), 0));
#endif
}
void RtWrite(int2 xy, float4 c)
{
#if PS_ROV_COLOR
RtTextureRov[xy] = c;
#endif
}
void DepthWrite(int2 xy, float d)
{
#if PS_ROV_DEPTH
DepthTextureRov[xy] = d;
#endif
}
#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
bool2 nan_or_inf(float2 xy)
{
// FXC (<=SM5.1) may optimise away isnan and isinf.
// DXC (>=SM6.0) will preserve them.
#ifdef __hlsl_dx_compiler
return isinf(xy) | isnan(xy);
#else
return (asuint(xy) & 0x7f800000) == 0x7f800000;
#endif
}
float4 sample_c_af(float2 uv, float uv_w)
{
// HW sampler will reject bad UVs, match that here.
uv = any(nan_or_inf(uv)) ? float2(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/
float2 sz;
Texture.GetDimensions(sz.x, sz.y);
float2 dX = ddx(uv) * sz;
float2 dY = ddy(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(nan_or_inf(dX) | nan_or_inf(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 = f * f;
float p = A - C;
float q = A + C;
float t = sqrt(p * p + B * B);
float sqrt_num_plus = sqrt(F * (t + p));
float sqrt_num_minus = sqrt(F * (t - p));
float inv_sqrt_denom_plus = rsqrt(t * (q + t));
float inv_sqrt_denom_minus = rsqrt(t * (q - t));
float signB = sign(B);
float2 new_dX = float2(
sqrt_num_plus * inv_sqrt_denom_plus,
sqrt_num_minus * inv_sqrt_denom_plus * signB
);
float2 new_dY = float2(
sqrt_num_minus * inv_sqrt_denom_minus * -signB,
sqrt_num_plus * inv_sqrt_denom_minus
);
d_inf_nan = any(nan_or_inf(new_dX) | nan_or_inf(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;
float2 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 = float2(0.0f, 0.0f);
}
else
{
float2 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
float4 colour;
if (aniso_ratio == 1.0f)
colour = Texture.SampleLevel(TextureSampler, uv, lod);
else
{
float4 num = float4(0.0f, 0.0f, 0.0f, 0.0f);
float2 segment = (2.0f * aniso_line) / aniso_ratio;
int aniso_ratio_i = (int)aniso_ratio;
for (int i = 0; i < aniso_ratio_i; i++)
{
float2 d = -aniso_line + (0.5f + i) * segment;
float2 uv_sample = uv + d;
float4 sample_colour = Texture.SampleLevel(TextureSampler, uv_sample, lod);
num += sample_colour;
}
colour = num / aniso_ratio;
}
return colour;
}
#endif
float4 sample_c(float2 uv, float uv_w, int2 xy)
{
#if PS_TEX_IS_FB == 1
return RtLoad(xy);
#elif PS_REGION_RECT == 1
return Texture.Load(int3(int2(uv), 0));
#else
if (PS_POINT_SAMPLER)
{
// Weird issue with ATI/AMD cards,
// it looks like they add 127/128 of a texel to sampling coordinates
// occasionally causing point sampling to erroneously round up.
// I'm manually adjusting coordinates to the centre of texels here,
// though the centre is just paranoia, the top left corner works fine.
// As of 2018 this issue is still present.
uv = (trunc(uv * WH.zw) + float2(0.5, 0.5)) / WH.zw;
}
#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, uv_w);
#elif PS_AUTOMATIC_LOD == 1
return Texture.Sample(TextureSampler, uv);
#elif PS_MANUAL_LOD == 1
return Texture.SampleLevel(TextureSampler, uv, manual_lod(uv_w));
#else
return Texture.SampleLevel(TextureSampler, uv, 0); // No lod
#endif
#endif
}
float4 sample_p(uint u)
{
return Palette.Load(int3(int(u), 0, 0));
}
float4 sample_p_norm(float u)
{
return sample_p(uint(u * 255.5f));
}
float4 clamp_wrap_uv(float4 uv)
{
float4 tex_size = WH.xyxy;
if(PS_WMS == PS_WMT)
{
if(PS_REGION_RECT != 0 && PS_WMS == 0)
{
uv = frac(uv);
}
else if(PS_REGION_RECT != 0 && PS_WMS == 1)
{
uv = saturate(uv);
}
else if(PS_WMS == 2)
{
uv = clamp(uv, MinMax.xyxy, MinMax.zwzw);
}
else if(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 = frac(uv);
#endif
uv = (float4)(((uint4)(uv * tex_size) & asuint(MinMax.xyxy)) | asuint(MinMax.zwzw)) / tex_size;
}
}
else
{
if(PS_REGION_RECT != 0 && PS_WMS == 0)
{
uv.xz = frac(uv.xz);
}
else if(PS_REGION_RECT != 0 && PS_WMS == 1)
{
uv.xz = saturate(uv.xz);
}
else if(PS_WMS == 2)
{
uv.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);
}
else if(PS_WMS == 3)
{
#if PS_FST == 0
uv.xz = frac(uv.xz);
#endif
uv.xz = (float2)(((uint2)(uv.xz * tex_size.xx) & asuint(MinMax.xx)) | asuint(MinMax.zz)) / tex_size.xx;
}
if(PS_REGION_RECT != 0 && PS_WMT == 0)
{
uv.yw = frac(uv.yw);
}
else if(PS_REGION_RECT != 0 && PS_WMT == 1)
{
uv.yw = saturate(uv.yw);
}
else if(PS_WMT == 2)
{
uv.yw = clamp(uv.yw, MinMax.yy, MinMax.ww);
}
else if(PS_WMT == 3)
{
#if PS_FST == 0
uv.yw = frac(uv.yw);
#endif
uv.yw = (float2)(((uint2)(uv.yw * tex_size.yy) & asuint(MinMax.yy)) | asuint(MinMax.ww)) / tex_size.yy;
}
}
if(PS_REGION_RECT != 0)
{
// Normalized -> Integer Coordinates.
uv = clamp(uv * WH.zwzw + STRange.xyxy, STRange.xyxy, STRange.zwzw);
}
return uv;
}
float4x4 sample_4c(float4 uv, float uv_w, int2 xy)
{
float4x4 c;
c[0] = sample_c(uv.xy, uv_w, xy);
c[1] = sample_c(uv.zy, uv_w, xy);
c[2] = sample_c(uv.xw, uv_w, xy);
c[3] = sample_c(uv.zw, uv_w, xy);
return c;
}
uint4 sample_4_index(float4 uv, float uv_w, int2 xy)
{
float4 c;
c.x = sample_c(uv.xy, uv_w, xy).a;
c.y = sample_c(uv.zy, uv_w, xy).a;
c.z = sample_c(uv.xw, uv_w, xy).a;
c.w = sample_c(uv.zw, uv_w, xy).a;
// Denormalize value
uint4 i;
if (PS_RTA_SRC_CORRECTION)
{
i = uint4(round(c * 128.25f)); // Denormalize value
}
else
{
i = uint4(c * 255.5f); // Denormalize value
}
if (PS_PAL_FMT == 1)
{
// 4HL
return i & 0xFu;
}
else if (PS_PAL_FMT == 2)
{
// 4HH
return i >> 4u;
}
else
{
// 8
return i;
}
}
float4x4 sample_4p(uint4 u)
{
float4x4 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(int2 xy)
{
#if PS_TEX_IS_FB == 1
float4 col = RtLoad(xy);
#else
float4 col = Texture.Load(int3(xy, 0));
#endif
return (uint)(col.r * exp2(32.0f));
}
float4 fetch_raw_color(int2 xy)
{
#if PS_TEX_IS_FB == 1
return RtLoad(xy);
#else
return Texture.Load(int3(xy, 0));
#endif
}
float4 fetch_c(int2 uv)
{
#if PS_TEX_IS_FB == 1
return RtLoad(uv);
#else
return Texture.Load(int3(uv, 0));
#endif
}
//////////////////////////////////////////////////////////////////////
// Depth sampling
//////////////////////////////////////////////////////////////////////
int2 clamp_wrap_uv_depth(int2 uv)
{
int4 mask = asint(MinMax) << 4;
if (PS_WMS == PS_WMT)
{
if (PS_WMS == 2)
{
uv = clamp(uv, mask.xy, mask.zw);
}
else if (PS_WMS == 3)
{
uv = (uv & mask.xy) | mask.zw;
}
}
else
{
if (PS_WMS == 2)
{
uv.x = clamp(uv.x, mask.x, mask.z);
}
else if (PS_WMS == 3)
{
uv.x = (uv.x & mask.x) | mask.z;
}
if (PS_WMT == 2)
{
uv.y = clamp(uv.y, mask.y, mask.w);
}
else if (PS_WMT == 3)
{
uv.y = (uv.y & mask.y) | mask.w;
}
}
return uv;
}
float4 sample_depth(float2 st, float2 pos)
{
float2 uv_f = (float2)clamp_wrap_uv_depth(int2(st)) * (float2)ScaledScaleFactor;
#if PS_REGION_RECT == 1
uv_f = clamp(uv_f + STRange.xy, STRange.xy, STRange.zw);
#endif
int2 uv = (int2)uv_f;
float4 t = (float4)(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 = Palette.Load(int3((depth >> 8u) & 0xFFu, 0, 0)) * 255.0f;
}
else if (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 FLOAT32 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 = Palette.Load(int3(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;
}
else if (PS_DEPTH_FMT == 1)
{
// Based on ps_convert_depth32_rgba8 of convert
// Convert a FLOAT32 depth texture into a RGBA color texture
uint d = uint(fetch_c(uv).r * exp2(32.0f));
t = float4(uint4((d & 0xFFu), ((d >> 8) & 0xFFu), ((d >> 16) & 0xFFu), (d >> 24)));
}
else if (PS_DEPTH_FMT == 2)
{
// Based on ps_convert_depth16_rgb5a1 of convert
// Convert a FLOAT32 (only 16 lsb) depth into a RGB5A1 color texture
uint d = uint(fetch_c(uv).r * exp2(32.0f));
t = float4(uint4((d & 0x1Fu), ((d >> 5) & 0x1Fu), ((d >> 10) & 0x1Fu), (d >> 15) & 0x01u)) * float4(8.0f, 8.0f, 8.0f, 128.0f);
}
else if (PS_DEPTH_FMT == 3)
{
// Convert a RGBA/RGB5A1 color texture into a RGBA/RGB5A1 color texture
t = fetch_c(uv) * 255.0f;
}
if (PS_AEM_FMT == FMT_24)
{
t.a = ((PS_AEM == 0) || any(bool3(t.rgb))) ? 255.0f * TA.x : 0.0f;
}
else if (PS_AEM_FMT == FMT_16)
{
t.a = t.a >= 128.0f ? 255.0f * TA.y : ((PS_AEM == 0) || any(bool3(t.rgb))) ? 255.0f * TA.x : 0.0f;
}
else if (PS_PAL_FMT != 0 && !PS_TALES_OF_ABYSS_HLE && !PS_URBAN_CHAOS_HLE)
{
t = trunc(sample_4p(uint4(t.aaaa))[0] * 255.0f + 0.05f);
}
return t;
}
//////////////////////////////////////////////////////////////////////
// Fetch a Single Channel
//////////////////////////////////////////////////////////////////////
float4 fetch_red(int2 xy)
{
float4 rt;
if ((PS_DEPTH_FMT == 1) || (PS_DEPTH_FMT == 2))
{
uint depth = (fetch_raw_depth(xy)) & 0xFFu;
rt = (float4)(depth) / 255.0f;
}
else
{
rt = fetch_raw_color(xy);
}
return sample_p_norm(rt.r) * 255.0f;
}
float4 fetch_green(int2 xy)
{
float4 rt;
if ((PS_DEPTH_FMT == 1) || (PS_DEPTH_FMT == 2))
{
uint depth = (fetch_raw_depth(xy) >> 8u) & 0xFFu;
rt = (float4)(depth) / 255.0f;
}
else
{
rt = fetch_raw_color(xy);
}
return sample_p_norm(rt.g) * 255.0f;
}
float4 fetch_blue(int2 xy)
{
float4 rt;
if ((PS_DEPTH_FMT == 1) || (PS_DEPTH_FMT == 2))
{
uint depth = (fetch_raw_depth(xy) >> 16u) & 0xFFu;
rt = (float4)(depth) / 255.0f;
}
else
{
rt = fetch_raw_color(xy);
}
return sample_p_norm(rt.b) * 255.0f;
}
float4 fetch_alpha(int2 xy)
{
float4 rt = fetch_raw_color(xy);
return sample_p_norm(rt.a) * 255.0f;
}
float4 fetch_rgb(int2 xy)
{
float4 rt = fetch_raw_color(xy);
float4 c = float4(sample_p_norm(rt.r).r, sample_p_norm(rt.g).g, sample_p_norm(rt.b).b, 1.0);
return c * 255.0f;
}
float4 fetch_gXbY(int2 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 (float4)(bg);
}
else
{
int4 rt = (int4)(fetch_raw_color(xy) * 255.0);
int green = (rt.g >> ChannelShuffle.w) & ChannelShuffle.z;
int blue = (rt.b << ChannelShuffle.y) & ChannelShuffle.x;
return (float4)(green | blue);
}
}
float4 sample_color(float2 st, float uv_w, int2 xy)
{
#if PS_TCOFFSETHACK
st += TC_OffsetHack.xy;
#endif
float4 t;
float4x4 c;
float2 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, uv_w, xy);
}
else
{
float4 uv;
if(PS_LTF)
{
uv = st.xyxy + HalfTexel;
dd = frac(uv.xy * WH.zw);
if(PS_FST == 0)
{
dd = clamp(dd, (float2)0.0f, (float2)0.9999999f);
}
}
else
{
uv = st.xyxy;
}
uv = clamp_wrap_uv(uv);
#if PS_PAL_FMT != 0
c = sample_4p(sample_4_index(uv, uv_w, xy));
#else
c = sample_4c(uv, uv_w, xy);
#endif
}
[unroll]
for (uint i = 0; i < 4; i++)
{
if(PS_AEM_FMT == FMT_24)
{
c[i].a = !PS_AEM || any(c[i].rgb) ? TA.x : 0;
}
else if(PS_AEM_FMT == FMT_16)
{
c[i].a = c[i].a >= 0.5 ? TA.y : !PS_AEM || any(int3(c[i].rgb * 255.0f) & 0xF8) ? TA.x : 0;
}
}
if(PS_LTF)
{
t = lerp(lerp(c[0], c[1], dd.x), lerp(c[2], c[3], dd.x), dd.y);
}
else
{
t = c[0];
}
if (PS_AEM_FMT == FMT_32 && PS_PAL_FMT == 0 && PS_RTA_SRC_CORRECTION)
t.a = t.a * (128.5f / 255.0f);
return trunc(t * 255.0f + 0.05f);
}
float4 tfx(float4 T, float4 C)
{
float4 C_out;
float4 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(float4 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
}
float4 fog(float4 c, float f)
{
if(PS_FOG)
{
c.rgb = trunc(lerp(FogColor, c.rgb, (f * 255.0f) / 256.0f));
}
return c;
}
float4 ps_color(PS_INPUT input)
{
#if PS_FST == 0
float2 st = input.t.xy / input.t.w;
float2 st_int = input.ti.zw / input.t.w;
#else
float2 st = input.ti.xy;
float2 st_int = input.ti.zw;
#endif
#if PS_CHANNEL_FETCH == 1
float4 T = fetch_red(int2(input.p.xy + ChannelShuffleOffset));
#elif PS_CHANNEL_FETCH == 2
float4 T = fetch_green(int2(input.p.xy + ChannelShuffleOffset));
#elif PS_CHANNEL_FETCH == 3
float4 T = fetch_blue(int2(input.p.xy + ChannelShuffleOffset));
#elif PS_CHANNEL_FETCH == 4
float4 T = fetch_alpha(int2(input.p.xy + ChannelShuffleOffset));
#elif PS_CHANNEL_FETCH == 5
float4 T = fetch_rgb(int2(input.p.xy + ChannelShuffleOffset));
#elif PS_CHANNEL_FETCH == 6
float4 T = fetch_gXbY(int2(input.p.xy + ChannelShuffleOffset));
#elif PS_DEPTH_FMT > 0
float4 T = sample_depth(st_int, input.p.xy);
#else
float4 T = sample_color(st, input.t.w, int2(input.p.xy));
#endif
if (PS_SHUFFLE && !PS_SHUFFLE_SAME && !PS_READ16_SRC && !(PS_PROCESS_BA == SHUFFLE_READWRITE && PS_PROCESS_RG == SHUFFLE_READWRITE))
{
uint4 denorm_c_before = uint4(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);
}
T.a = (T.a >= 127.5f ? TA.y : !PS_AEM || any(int3(T.rgb) & 0xF8) ? TA.x : 0) * 255.0f;
}
float4 C = tfx(T, input.c);
C = fog(C, input.t.z);
return C;
}
void ps_fbmask(inout float4 C, float2 pos_xy)
{
if (PS_FBMASK)
{
float multi = PS_COLCLIP_HW ? 65535.0f : 255.0f;
float4 RT = trunc(RtLoad(int2(pos_xy)) * multi + 0.1f);
C = (float4)(((uint4)C & ~FbMask) | ((uint4)RT & FbMask));
}
}
void ps_dither(inout float3 C, float As, float2 pos_xy)
{
if (PS_DITHER > 0 && PS_DITHER < 3)
{
int2 fpos;
if (PS_DITHER == 2)
fpos = int2(pos_xy);
else
fpos = int2(pos_xy * RcpScaleFactor);
float value = DitherMatrix[fpos.x & 3][fpos.y & 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)
{
float Alpha = PS_BLEND_C == 2 ? Af : As;
value *= Alpha > 0.0f ? min(1.0f / Alpha, 1.0f) : 1.0f;
}
if (PS_ROUND_INV)
C -= value;
else
C += value;
}
}
void ps_color_clamp_wrap(inout float3 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
// Standard Clamp
if (PS_COLCLIP == 0 && PS_COLCLIP_HW == 0)
C = clamp(C, (float3)0.0f, (float3)255.0f);
// In 16 bits format, only 5 bits of color are used. It impacts shadows computation of Castlevania
if (PS_DST_FMT == FMT_16 && PS_DITHER != 3 && (PS_BLEND_MIX == 0 || PS_DITHER))
C = (float3)((int3)C & (int3)0xF8);
else if (PS_COLCLIP == 1 || PS_COLCLIP_HW == 1)
C = (float3)((int3)C & (int3)0xFF);
}
else if (PS_DST_FMT == FMT_16 && PS_DITHER != 3 && PS_BLEND_MIX == 0 && PS_BLEND_HW == 0)
C = (float3)((int3)C & (int3)0xF8);
}
void ps_blend(inout float4 Color, inout float4 As_rgba, float2 pos_xy)
{
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 = (float3)0.0f;
return;
}
As_rgba.rgb = (float3)1.0f;
}
float4 RT = SW_BLEND_NEEDS_RT ? RtLoad(int2(pos_xy)) : (float4)0.0f;
if (PS_SHUFFLE && SW_BLEND_NEEDS_RT)
{
uint4 denorm_rt = uint4(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);
}
}
float Ad = PS_RTA_CORRECTION ? trunc(RT.a * 128.0f + 0.1f) / 128.0f : trunc(RT.a * 255.0f + 0.1f) / 128.0f;
float color_multi = PS_COLCLIP_HW ? 65535.0f : 255.0f;
float3 Cd = trunc(RT.rgb * color_multi + 0.1f);
float3 Cs = Color.rgb;
float3 A = (PS_BLEND_A == 0) ? Cs : ((PS_BLEND_A == 1) ? Cd : (float3)0.0f);
float3 B = (PS_BLEND_B == 0) ? Cs : ((PS_BLEND_B == 1) ? Cd : (float3)0.0f);
float C = (PS_BLEND_C == 0) ? As : ((PS_BLEND_C == 1) ? Ad : Af);
float3 D = (PS_BLEND_D == 0) ? Cs : ((PS_BLEND_D == 1) ? Cd : (float3)0.0f);
// 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 = saturate(C_clamped);
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).
else if (PS_BLEND_MIX == 2)
Color.rgb = ((A - B) * C_clamped + D) + (124.0f / 256.0f);
else if (PS_BLEND_MIX == 1)
Color.rgb = ((A - B) * C_clamped + D) - (124.0f / 256.0f);
else
Color.rgb = trunc(((A - B) * C) + D);
if (PS_BLEND_HW == 1)
{
// As or Af
As_rgba.rgb = (float3)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.
float3 alpha_compensate = max((float3)1.0f, Color.rgb / (float3)255.0f);
As_rgba.rgb -= alpha_compensate;
}
else if (PS_BLEND_HW == 2)
{
// Since we can't do Cd*(Alpha + 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 /= (float3)division_alpha;
}
else if (PS_BLEND_HW == 3)
{
// As, Ad or Af clamped.
As_rgba.rgb = (float3)C_clamped;
// Cs*(Alpha + 1) might overflow, if it does then adjust alpha value
// that is sent on second output to compensate.
float3 overflow_check = (Color.rgb - (float3)255.0f) / 255.0f;
float3 alpha_compensate = max((float3)0.0f, overflow_check);
As_rgba.rgb -= alpha_compensate;
}
}
else
{
float3 Alpha = PS_BLEND_C == 2 ? (float3)Af : (float3)As;
if (PS_BLEND_HW == 1)
{
// Needed for Cd * (As/Ad/F + 1) blending modes
Color.rgb = (float3)255.0f;
}
else if (PS_BLEND_HW == 2)
{
// Cd*As,Cd*Ad or Cd*F
Color.rgb = saturate(Alpha - (float3)1.0f) * (float3)255.0f;
}
else if (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 *= (float3)color_compensate;
}
else if (PS_BLEND_HW == 4)
{
// Needed for Cd * (1 - Ad) and Cd*(1 + Alpha).
As_rgba.rgb = Alpha * (float3)(128.0f / 255.0f);
Color.rgb = (float3)127.5f;
}
else if (PS_BLEND_HW == 5)
{
// Needed for Cs*Alpha + Cd*(1 - Alpha).
Alpha *= (float3)(128.0f / 255.0f);
As_rgba.rgb = (Alpha - (float3)0.5f);
Color.rgb = (Color.rgb * Alpha);
}
else if (PS_BLEND_HW == 6)
{
// Needed for Cd*Alpha + Cs*(1 - Alpha).
Alpha *= (float3)(128.0f / 255.0f);
As_rgba.rgb = Alpha;
Color.rgb *= (Alpha - (float3)0.5f);
}
}
}
#if PS_ROV_EARLYDEPTHSTENCIL
[earlydepthstencil]
#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 = RtLoad(input.p.xy)
#define DISCARD_DEPTH input.p.z = DepthLoad(input.p.xy)
#endif
#if (PS_RETURN_COLOR || PS_RETURN_DEPTH)
PS_OUTPUT ps_main(PS_INPUT input)
#else
void ps_main(PS_INPUT input)
#endif
{
// Must floor before depth testing.
#if PS_ZFLOOR
input.p.z = floor(input.p.z * exp2(32.0f)) * exp2(-32.0f);
#endif
#if PS_ROV_COLOR
rov_rt_value = RtTextureRov[input.p.xy];
#endif
#if PS_ROV_DEPTH
rov_depth_value = DepthTextureRov[input.p.xy];
#endif
#if PS_ROV_COLOR || PS_ROV_DEPTH
bool rov_discard_color = false;
bool rov_discard_depth = false;
#endif
// Use ROV discard macro for since we cannot do
// conditional discard based on value read from ROV.
#if PS_ZTST == ZTST_GEQUAL
if (input.p.z < DepthLoad(input.p.xy))
DISCARD;
#elif PS_ZTST == ZTST_GREATER
if (input.p.z <= DepthLoad(input.p.xy))
DISCARD;
#endif
float4 C = ps_color(input);
#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(input.inv_cov)), 0.0f, 1.0f);
#else
float cov = clamp(1.0f - abs(input.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 (PS_SCANMSK & 2)
{
// fail depth test on prohibited lines
if ((int(input.p.y) & 1) == (PS_SCANMSK & 1))
discard;
}
float4 alpha_blend = (float4)0.0f;
if (SW_AD_TO_HW)
{
float4 RT = PS_RTA_CORRECTION ? trunc(RtLoad(input.p.xy) * 128.0f + 0.1f) : trunc(RtLoad(input.p.xy) * 255.0f + 0.1f);
alpha_blend = (float4)(RT.a / 128.0f);
}
else
{
alpha_blend = (float4)(C.a / 128.0f);
}
// Alpha correction
if (PS_DST_FMT == FMT_16)
{
float A_one = 128.0f; // alpha output will be 0x80
C.a = PS_FBA ? A_one : step(A_one, C.a) * A_one;
}
else if ((PS_DST_FMT == FMT_32) && PS_FBA)
{
float A_one = 128.0f;
if (C.a < A_one) C.a += A_one;
}
#if PS_DATE >= 5
#if PS_WRITE_RG == 1
// Pseudo 16 bits access.
float rt_a = RtLoad(input.p.xy).g;
#else
float rt_a = RtLoad(input.p.xy).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
#if PS_DATE == 3
// Note gl_PrimitiveID == stencil_ceil will be the primitive that will update
// the bad alpha value so we must keep it.
int stencil_ceil = int(PrimMinTexture.Load(int3(input.p.xy, 0)));
if (int(input.primid) > stencil_ceil)
discard;
#endif
// Output values
#if !PS_NO_COLOR
#if PS_DATE == 1 || PS_DATE == 2
float o_col0;
#else
float4 o_col0;
#if !PS_NO_COLOR1
float4 o_col1;
#endif
#endif
#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) ? float(input.primid) : float(0x7FFFFFFF);
#elif PS_DATE == 2
// DATM == 1
// Pixel with alpha equal to 0 will failed (0-127)
o_col0 = (C.a < 127.5f) ? float(input.primid) : float(0x7FFFFFFF);
#else
// Not primid DATE setup
ps_blend(C, alpha_blend, input.p.xy);
if (PS_SHUFFLE)
{
if (!PS_SHUFFLE_SAME && !PS_READ16_SRC && !(PS_PROCESS_BA == SHUFFLE_READWRITE && PS_PROCESS_RG == SHUFFLE_READWRITE))
{
uint4 denorm_c_after = uint4(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));
}
}
// Special case for 32bit input and 16bit output, shuffle used by The Godfather
if (PS_SHUFFLE_SAME)
{
uint4 denorm_c = uint4(C);
if (PS_PROCESS_BA & SHUFFLE_READ)
C = (float4)(float((denorm_c.b & 0x7Fu) | (denorm_c.a & 0x80u)));
else
C.ga = C.rg;
}
// Copy of a 16bit source in to this target
else if (PS_READ16_SRC)
{
uint4 denorm_c = uint4(C);
uint2 denorm_TA = uint2(float2(TA.xy) * 255.0f + 0.5f);
C.rb = (float2)float((denorm_c.r >> 3) | (((denorm_c.g >> 3) & 0x7u) << 5));
C.ga = (float2)float((denorm_c.g >> 6) | ((denorm_c.b >> 3) << 2) | (denorm_TA.x & 0x80u));
}
else if (PS_SHUFFLE_ACROSS)
{
if (PS_PROCESS_BA == SHUFFLE_READWRITE && PS_PROCESS_RG == SHUFFLE_READWRITE)
{
C.br = C.rb;
C.ag = C.ga;
}
else if(PS_PROCESS_BA & SHUFFLE_READ)
{
C.rb = C.bb;
C.ga = C.aa;
}
else
{
C.rb = C.rr;
C.ga = C.gg;
}
}
}
ps_dither(C.rgb, alpha_blend.a, input.p.xy);
// Color clamp/wrap needs to be done after sw blending and dithering
ps_color_clamp_wrap(C.rgb);
ps_fbmask(C, input.p.xy);
#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
o_col0.a = PS_RTA_CORRECTION ? C.a / 128.0f : C.a / 255.0f;
o_col0.rgb = PS_COLCLIP_HW ? float3(C.rgb / 65535.0f) : C.rgb / 255.0f;
#if !PS_NO_COLOR1
o_col1 = alpha_blend;
#endif
#endif // !PS_NO_COLOR
// 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 = RtLoad(input.p.xy).a; // discard alpha
#if PS_AFAIL == AFAIL_RGB_ONLY_SW_Z
DISCARD_DEPTH;
#endif
}
#endif
#endif // PS_DATE != 1/2
#if PS_ZCLAMP
input.p.z = min(input.p.z, MaxDepthPS);
#endif
#if PS_AA1 == PS_AA1_TRIANGLE_SW_Z
if (!bool(input.interior))
DISCARD_DEPTH; // No depth update for triangle edges.
#endif
#if (PS_RETURN_COLOR || PS_RETURN_DEPTH)
PS_OUTPUT output;
#endif
// Color write back
#if PS_RETURN_COLOR
output.c0 = o_col0;
#if !PS_NO_COLOR1
output.c1 = o_col1;
#endif
#elif PS_RETURN_COLOR_ROV
o_col0 = (FbMask == 0xFFu) ? RtLoad(input.p.xy) : o_col0; // channel masking
if (!rov_discard_color)
RtWrite(input.p.xy, o_col0);
#endif
// Depth write back
#if PS_RETURN_DEPTH
output.depth = input.p.z;
#if SW_DEPTH && PS_NO_COLOR1 && PS_DEPTH_FEEDBACK_SUPPORT == 2
// Output color clone for feedback.
output.depth_color = input.p.z;
#endif
#elif PS_RETURN_DEPTH_ROV
if (!rov_discard_depth)
DepthWrite(input.p.xy, input.p.z);
#endif
#if (PS_RETURN_COLOR || PS_RETURN_DEPTH)
return output;
#endif
}
#endif // PIXEL_SHADER
//////////////////////////////////////////////////////////////////////
// Vertex Shader
//////////////////////////////////////////////////////////////////////
#ifdef VERTEX_SHADER
#ifdef DX12
cbuffer cb0 : register(b0)
#else
cbuffer cb0
#endif
{
float2 VertexScale;
float2 VertexOffset;
float2 TextureScale;
float2 TextureOffset;
float2 PointSize;
uint MaxDepth;
float LineAA1Width;
};
#ifdef DX12
cbuffer cb2 : register(b2)
#else
cbuffer cb2
#endif
{
uint BaseVertex;
uint BaseIndex;
uint _cb2_pad0;
uint _cb2_pad1;
};
VS_OUTPUT vs_main(VS_INPUT input)
{
// Clamp to max depth, gs doesn't wrap
input.z = min(input.z, MaxDepth);
VS_OUTPUT output;
// 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
output.p = float4(input.p, input.z, 1.0f) - float4(0.05f, 0.05f, 0, 0);
output.p.xy = output.p.xy * float2(VertexScale.x, -VertexScale.y) - float2(VertexOffset.x, -VertexOffset.y);
output.p.z *= exp2(-32.0f); // integer->float depth
if(VS_TME)
{
float2 uv = input.uv - TextureOffset;
float2 st = input.st - TextureOffset;
// Integer nomalized
output.ti.xy = uv * TextureScale;
if (VS_FST)
{
// Integer integral
output.ti.zw = uv;
}
else
{
// float for post-processing in some games
output.ti.zw = st / TextureScale;
}
// Float coords
output.t.xy = st;
output.t.w = input.q;
}
else
{
output.t.xy = 0;
output.t.w = 1.0f;
output.ti = 0;
}
output.c = input.c;
output.t.z = input.f.r;
// Silence compiler warnings; should be optimized out when not needed.
output.inv_cov = 0.0f;
output.interior = 0;
return output;
}
#if VS_EXPAND != VS_EXPAND_NONE
struct VS_RAW_INPUT
{
float2 ST;
uint RGBA;
float Q;
uint XY;
uint Z;
uint UV;
uint FOG;
};
StructuredBuffer<VS_RAW_INPUT> vertices : register(t0);
StructuredBuffer<uint> IndexBuffer : register(t5);
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 (IndexBuffer.Load(i >> 1u) >> shift) & 0xFFFFu;
}
VS_INPUT load_vertex(uint index)
{
VS_RAW_INPUT raw = vertices.Load(BaseVertex + index);
VS_INPUT vert;
vert.st = raw.ST;
vert.c = uint4(raw.RGBA & 0xFFu, (raw.RGBA >> 8) & 0xFFu, (raw.RGBA >> 16) & 0xFFu, raw.RGBA >> 24);
vert.q = raw.Q;
vert.p = uint2(raw.XY & 0xFFFFu, raw.XY >> 16);
vert.z = raw.Z;
vert.uv = uint2(raw.UV & 0xFFFFu, raw.UV >> 16);
vert.f = float4(float(raw.FOG & 0xFFu), float((raw.FOG >> 8) & 0xFFu), float((raw.FOG >> 16) & 0xFFu), float(raw.FOG >> 24)) / 255.0f;
return vert;
}
// Convert XY from NDC to GS pixel coordinates (i.e. 1.0 = 1 GS pixel).
float2 get_xy_unscaled(float2 xy)
{
return round(xy / VertexScale) / 16.0f;
}
// Get the XY deltas in GS pixel coordinates, using first vertex as the origin.
float2x2 get_xy_deltas_unscaled(VS_OUTPUT v0, VS_OUTPUT v1, VS_OUTPUT v2)
{
float2 xy0 = get_xy_unscaled(v0.p.xy);
float2 xy1 = get_xy_unscaled(v1.p.xy);
float2 xy2 = get_xy_unscaled(v2.p.xy);
return float2x2(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.
float2 get_aa1_triangle_expand_dir(VS_OUTPUT v0, VS_OUTPUT v1, VS_OUTPUT v2)
{
float2x2 xy_deltas = get_xy_deltas_unscaled(v0, v1, v2);
float2 line_delta = xy_deltas[0];
float2 line_opposite = xy_deltas[1];
float2 line_normal = float2(line_delta.y, -line_delta.x);
float2 line_expand = abs(line_delta.x) >= abs(line_delta.y) ? float2(0.0f, 1.0f) : float2(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;
}
float2x2 get_inverse(float2x2 mat, float det)
{
return float2x2(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 VS_OUTPUT v0, VS_OUTPUT v1, VS_OUTPUT v2, float2x2 dp_mat, float2 dp)
{
// Get texture deltas
#if VS_TME
#if VS_FST
float2x2 dt = float2x2(v1.ti.zw - v0.ti.zw, v2.ti.zw - v0.ti.zw);
#else
float2x2 dt = float2x2(v1.t.xy - v0.t.xy, v2.t.xy - v0.t.xy);
#endif
#endif
// Get color delta if interpolating
#if VS_IIP
float2x4 dc = float2x4(v1.c - v0.c, v2.c - v0.c);
#endif
float2 dz = float2(v1.p.z - v0.p.z, v2.p.z - v0.p.z); // Z deltas
float2 df = float2(v1.t.z - v0.t.z, v2.t.z - v0.t.z); // Fog deltas
float2 dq = float2(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
float2x2 inv_dp_mat = get_inverse(dp_mat, dp_det);
float2 weights = min_perp_length < 2 ? 0 : mul(dp, inv_dp_mat);
v0.p.xy += dp * PointSize; // Extrapolate position
// Extrapolate texture coords
#if VS_TME
#if VS_FST
v0.ti.zw += mul(weights, dt);
v0.ti.xy = v0.ti.zw * TextureScale;
#else
v0.t.xy += mul(weights, dt);
v0.ti.zw = v0.t.xy / TextureScale;
v0.t.w += dot(weights, dq);
#endif
#endif
// Extrapolate and clamp color
#if VS_IIP
v0.c += mul(weights, dc);
v0.c = clamp(v0.c, 0, 255);
#endif
v0.p.z += dot(weights, dz); // Extrapolate depth
v0.t.z += dot(weights, df); // Extrapolate fog
}
VS_OUTPUT vs_main_expand(uint vid : SV_VertexID)
{
#if VS_EXPAND == VS_EXPAND_POINT
VS_OUTPUT vtx = vs_main(load_vertex(vid >> 2));
vtx.p.x += ((vid & 1u) != 0u) ? PointSize.x : 0.0f;
vtx.p.y += ((vid & 2u) != 0u) ? PointSize.y : 0.0f;
return vtx;
#elif (VS_EXPAND == VS_EXPAND_LINE) || (VS_EXPAND == VS_EXPAND_LINE_AA1)
// The difference between EXPAND_LINE and EXPAND_LINE_AA1
// is that EXPAND_LINE expands in the perpendicular direction while
// EXPAND_LINE_AA1 expands in the Y direction for shallow lines (X dominant)
// and the X direction for steep lines (Y dominant).
// EXPAND_LINE_AA1 also adds coverage to the output.
uint vid_base = vid >> 2;
bool is_bottom = vid & 2;
bool is_right = vid & 1;
uint vid_other = is_bottom ? vid_base - 1 : vid_base + 1;
VS_OUTPUT vtx = vs_main(load_vertex(vid_base));
VS_OUTPUT other = vs_main(load_vertex(vid_other));
// Use bottom minus top for delta regardless of which vertex we are expanding.
float2 line_delta = is_bottom ? (vtx.p.xy - other.p.xy) : (other.p.xy - vtx.p.xy);
float2 line_vector = normalize(line_delta / VertexScale);
float2 line_expand = float2(line_vector.y, -line_vector.x);
#if VS_EXPAND == VS_EXPAND_LINE_AA1
line_expand *= 2.0f * LineAA1Width;
#endif
float2 line_width = (line_expand * PointSize) / 2;
float2 offset = is_right ? line_width : -line_width;
vtx.p.xy += offset;
#if VS_EXPAND == VS_EXPAND_LINE_AA1
vtx.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
return vtx;
#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;
VS_OUTPUT lt = vs_main(load_vertex(vid_lt));
VS_OUTPUT rb = vs_main(load_vertex(vid_rb));
VS_OUTPUT 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;
return vtx;
#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;
VS_OUTPUT vtx;
if (interior)
{
vtx = vs_main(load_vertex(load_index(3 * prim_id + prim_offset)));
vtx.inv_cov = 0.0f; // Full coverage
vtx.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;
vtx = vs_main(load_vertex(load_index(3 * prim_id + (is_bottom ? i1 : i0))));
VS_OUTPUT other = vs_main(load_vertex(load_index(3 * prim_id + (is_bottom ? i0 : i1))));
VS_OUTPUT opposite = vs_main(load_vertex(load_index(3 * prim_id + i2)));
float2x2 pos_deltas = get_xy_deltas_unscaled(vtx, other, opposite);
float2 expand_dir = is_outside ? get_aa1_triangle_expand_dir(vtx, other, opposite) : 0;
// Do actual extrapolation, or no-op if expand_dir == 0.
extrapolate_aa1_triangle_edge(vtx, other, opposite, pos_deltas, expand_dir);
vtx.inv_cov = is_outside ? 1.0f : 0.0f; // No coverage on outside, otherwise full.
vtx.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;
vtx = vs_main(load_vertex(load_index(3 * prim_id + i0)));
VS_OUTPUT other = vs_main(load_vertex(load_index(3 * prim_id + (is_first_tri ? i1 : i2))));
VS_OUTPUT opposite = vs_main(load_vertex(load_index(3 * prim_id + (is_first_tri ? i2 : i1))));
float2x2 pos_deltas = get_xy_deltas_unscaled(vtx, other, opposite);
// Get the edge expansion directions of both incident edges.
float2 edge_expand_dir_0 = get_aa1_triangle_expand_dir(vtx, other, opposite);
float2 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(edge_expand_dir_0 == edge_expand_dir_1);
// Nothing if corner is filled, otherwise opposite to the bisector of the corner angle.
float2 far_corner_dir = corner_filled ? 0 : -normalize((pos_deltas[0] + pos_deltas[1]) / 2);
// Determine the expand direction.
float2 expand_dir = is_near_corner ? 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);
vtx.inv_cov = is_near_corner ? 0.0f : 1.0f; // Full coverage at near corner, otherwise none.
vtx.interior = 0;
}
return vtx;
#endif
}
#endif // VS_EXPAND
#endif // VERTEX_SHADER