mirror of
https://github.com/PCSX2/pcsx2.git
synced 2026-07-11 01:34:17 +02:00
eb5e3fcd13
Fixes issues with AA1 with flat shading.
2027 lines
50 KiB
HLSL
2027 lines
50 KiB
HLSL
// SPDX-FileCopyrightText: 2002-2026 PCSX2 Dev Team
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// SPDX-License-Identifier: GPL-3.0+
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#define FMT_32 0
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#define FMT_24 1
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#define FMT_16 2
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#define SHUFFLE_READ 1
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#define SHUFFLE_WRITE 2
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#define SHUFFLE_READWRITE 3
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#ifndef VS_TME
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#define VS_IIP 0
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#define VS_TME 1
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#define VS_FST 1
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#endif
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#ifndef GS_IIP
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#define GS_IIP 0
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#define GS_PRIM 3
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#define GS_FORWARD_PRIMID 0
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#endif
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#ifndef ZTST_GEQUAL
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#define ZTST_GEQUAL 2
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#define ZTST_GREATER 3
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#endif
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#ifndef AFAIL_KEEP
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#define AFAIL_KEEP 0
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#define AFAIL_FB_ONLY 1
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#define AFAIL_ZB_ONLY 2
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#define AFAIL_RGB_ONLY 3
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#define AFAIL_RGB_ONLY_DSB 4
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#define AFAIL_RGB_ONLY_SW_Z 5
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#endif
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#ifndef PS_ATST_NONE
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#define PS_ATST_NONE 0
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#define PS_ATST_LEQUAL 1
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#define PS_ATST_GEQUAL 2
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#define PS_ATST_EQUAL 3
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#define PS_ATST_NOTEQUAL 4
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#endif
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#ifndef PS_AA1_NONE
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#define PS_AA1_NONE 0
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#define PS_AA1_LINE 1
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#define PS_AA1_TRIANGLE 2
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#define PS_AA1_TRIANGLE_SW_Z 3
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#endif
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#ifndef PS_ROV_DEPTH_NONE
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#define PS_ROV_DEPTH_NONE 0
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#define PS_ROV_DEPTH_READ_WRITE 1
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#define PS_ROV_DEPTH_READ_ONLY 2
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#endif
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#ifndef PS_FST
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#define PS_IIP 0
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#define PS_FST 0
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#define PS_WMS 0
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#define PS_WMT 0
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#define PS_ADJS 0
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#define PS_ADJT 0
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#define PS_AEM_FMT FMT_32
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#define PS_AEM 0
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#define PS_TFX 0
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#define PS_TCC 1
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#define PS_ATST 1
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#define PS_FOG 0
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#define PS_IIP 0
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#define PS_BLEND_HW 0
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#define PS_A_MASKED 0
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#define PS_FBA 0
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#define PS_FBMASK 0
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#define PS_LTF 1
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#define PS_TCOFFSETHACK 0
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#define PS_POINT_SAMPLER 0
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#define PS_REGION_RECT 0
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#define PS_SHUFFLE 0
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#define PS_SHUFFLE_SAME 0
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#define PS_PROCESS_BA 0
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#define PS_PROCESS_RG 0
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#define PS_SHUFFLE_ACROSS 0
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#define PS_READ16_SRC 0
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#define PS_WRITE_RG 0
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#define PS_DST_FMT 0
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#define PS_DEPTH_FMT 0
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#define PS_PAL_FMT 0
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#define PS_CHANNEL_FETCH 0
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#define PS_TALES_OF_ABYSS_HLE 0
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#define PS_URBAN_CHAOS_HLE 0
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#define PS_COLCLIP_HW 0
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#define PS_RTA_CORRECTION 0
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#define PS_RTA_SRC_CORRECTION 0
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#define PS_COLCLIP 0
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#define PS_BLEND_A 0
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#define PS_BLEND_B 0
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#define PS_BLEND_C 0
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#define PS_BLEND_D 0
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#define PS_BLEND_MIX 0
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#define PS_ROUND_INV 0
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#define PS_FIXED_ONE_A 0
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#define PS_PABE 0
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#define PS_DITHER 0
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#define PS_DITHER_ADJUST 0
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#define PS_ZCLAMP 0
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#define PS_ZFLOOR 0
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#define PS_SCANMSK 0
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#define PS_AUTOMATIC_LOD 0
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#define PS_MANUAL_LOD 0
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#define PS_TEX_IS_FB 0
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#define PS_NO_COLOR 0
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#define PS_NO_COLOR1 0
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#define PS_DATE 0
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#define PS_TEX_IS_FB 0
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#define PS_AA1 0
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#define PS_ABE 0
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#define PS_ROV_COLOR 0
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#define PS_ROV_DEPTH 0
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#endif
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#ifndef VS_EXPAND_NONE
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#define VS_EXPAND_NONE 0
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#define VS_EXPAND_POINT 1
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#define VS_EXPAND_LINE 2
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#define VS_EXPAND_SPRITE 3
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#define VS_EXPAND_LINE_AA1 4
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#define VS_EXPAND_TRIANGLE_AA1 5
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#endif
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#define SW_BLEND (PS_BLEND_A || PS_BLEND_B || PS_BLEND_D)
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#define SW_BLEND_NEEDS_RT (SW_BLEND && (PS_BLEND_A == 1 || PS_BLEND_B == 1 || PS_BLEND_C == 1 || PS_BLEND_D == 1))
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#define SW_AD_TO_HW (PS_BLEND_C == 1 && PS_A_MASKED)
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#define NEEDS_RT_FOR_AFAIL (PS_AFAIL == AFAIL_ZB_ONLY || PS_AFAIL == AFAIL_RGB_ONLY || PS_AFAIL == AFAIL_RGB_ONLY_SW_Z)
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#define NEEDS_DEPTH_FOR_AFAIL (PS_AFAIL == AFAIL_FB_ONLY || PS_AFAIL == AFAIL_RGB_ONLY_SW_Z)
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#define NEEDS_DEPTH_FOR_ZTST (PS_ZTST == ZTST_GEQUAL || PS_ZTST == ZTST_GREATER)
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#define NEEDS_DEPTH_FOR_AA1 (PS_AA1 == PS_AA1_TRIANGLE_SW_Z)
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#define SW_DEPTH (NEEDS_DEPTH_FOR_AFAIL || NEEDS_DEPTH_FOR_ZTST || NEEDS_DEPTH_FOR_AA1)
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#define ZWRITE (PS_ZFLOOR || PS_ZCLAMP || SW_DEPTH)
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#define PS_RETURN_COLOR_ROV (!PS_NO_COLOR && PS_ROV_COLOR)
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#define PS_RETURN_COLOR (!PS_NO_COLOR && !PS_ROV_COLOR)
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#define PS_RETURN_DEPTH_ROV (PS_ROV_DEPTH == PS_ROV_DEPTH_READ_WRITE)
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#define PS_RETURN_DEPTH (ZWRITE && !PS_ROV_DEPTH)
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#define PS_ROV_EARLYDEPTHSTENCIL (PS_ROV_COLOR && !PS_ROV_DEPTH && !ZWRITE)
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struct VS_INPUT
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{
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float2 st : TEXCOORD0;
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uint4 c : COLOR0;
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float q : TEXCOORD1;
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uint2 p : POSITION0;
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uint z : POSITION1;
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uint2 uv : TEXCOORD2;
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float4 f : COLOR1;
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};
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struct VS_OUTPUT
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{
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float4 p : SV_Position;
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float4 t : TEXCOORD0;
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float4 ti : TEXCOORD2;
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#if VS_IIP != 0 || GS_IIP != 0 || PS_IIP != 0
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float4 c : COLOR0;
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#else
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nointerpolation float4 c : COLOR0;
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#endif
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float inv_cov : COLOR1; // We use the inverse to make it simpler to interpolate.
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nointerpolation uint interior : COLOR2; // 1 for triangle interior; 0 for edge;
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};
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struct PS_INPUT
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{
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noperspective centroid float4 p : SV_Position;
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float4 t : TEXCOORD0;
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float4 ti : TEXCOORD2;
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#if VS_IIP != 0 || GS_IIP != 0 || PS_IIP != 0
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float4 c : COLOR0;
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#else
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nointerpolation float4 c : COLOR0;
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#endif
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float inv_cov : COLOR1; // We use the inverse to make it simpler to interpolate.
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nointerpolation uint interior : COLOR2; // 1 for triangle interior; 0 for edge;
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#if (PS_DATE >= 1 && PS_DATE <= 3) || GS_FORWARD_PRIMID
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uint primid : SV_PrimitiveID;
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#endif
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};
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#ifdef PIXEL_SHADER
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struct PS_OUTPUT
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{
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#define NUM_RTS 0
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#if PS_RETURN_COLOR
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#if PS_DATE == 1 || PS_DATE == 2
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float c : SV_Target;
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#else
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float4 c0 : SV_Target0;
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#undef NUM_RTS
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#define NUM_RTS 1
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#if !PS_NO_COLOR1
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float4 c1 : SV_Target1;
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#endif
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#endif
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#endif
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#if PS_RETURN_DEPTH
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// In DX12 we do depth feedback loops with a color copy.
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#if SW_DEPTH && PS_NO_COLOR1 && PS_DEPTH_FEEDBACK_SUPPORT == 2
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#if NUM_RTS > 0
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float depth_color : SV_Target1;
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#else
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float depth_color : SV_Target0;
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#endif
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#endif
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#if PS_HAS_CONSERVATIVE_DEPTH && !SW_DEPTH
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float depth : SV_DepthLessEqual;
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#else
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float depth : SV_Depth;
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#endif
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#endif
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#undef NUM_RTS
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};
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Texture2D<float4> Texture : register(t0);
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Texture2D<float4> Palette : register(t1);
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#if !PS_ROV_COLOR
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Texture2D<float4> RtTexture : register(t2);
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#endif
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Texture2D<float> PrimMinTexture : register(t3);
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#if !PS_ROV_DEPTH
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Texture2D<float> DepthTexture : register(t4);
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#endif
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SamplerState TextureSampler : register(s0);
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#if PS_ROV_COLOR
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RasterizerOrderedTexture2D<unorm float4> RtTextureRov : register(u0);
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static float4 rov_rt_value;
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#endif
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#if PS_ROV_DEPTH
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RasterizerOrderedTexture2D<float> DepthTextureRov : register(u1);
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static float rov_depth_value;
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#endif
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#ifdef DX12
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cbuffer cb1 : register(b1)
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#else
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cbuffer cb1
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#endif
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{
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float3 FogColor;
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float AREF;
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float4 WH;
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float2 TA;
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float MaxDepthPS;
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float Af;
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uint4 FbMask;
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float4 HalfTexel;
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float4 MinMax;
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float4 LODParams;
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float4 STRange;
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int4 ChannelShuffle;
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float2 ChannelShuffleOffset;
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float2 TC_OffsetHack;
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float2 STScale;
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float4x4 DitherMatrix;
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float ScaledScaleFactor;
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float RcpScaleFactor;
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float _pad0_cb1;
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float _pad1_cb1;
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float LineCovScale;
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float _pad2_cb1;
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float _pad3_cb1;
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float _pad4_cb1;
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};
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float4 RtLoad(int2 xy)
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{
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#if PS_ROV_COLOR
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return rov_rt_value;
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#else
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return RtTexture.Load(int3(int2(xy), 0));
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#endif
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}
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float DepthLoad(int2 xy)
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{
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#if PS_ROV_DEPTH
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return rov_depth_value;
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#else
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return DepthTexture.Load(int3(int2(xy), 0));
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#endif
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}
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void RtWrite(int2 xy, float4 c)
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{
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#if PS_ROV_COLOR
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RtTextureRov[xy] = c;
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#endif
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}
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void DepthWrite(int2 xy, float d)
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{
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#if PS_ROV_DEPTH
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DepthTextureRov[xy] = d;
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#endif
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}
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#if (PS_AUTOMATIC_LOD != 1) && (PS_MANUAL_LOD == 1)
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float manual_lod(float uv_w)
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{
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// FIXME add LOD: K - ( LOG2(Q) * (1 << L))
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float K = LODParams.x;
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float L = LODParams.y;
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float bias = LODParams.z;
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float max_lod = LODParams.w;
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float gs_lod = K - log2(abs(uv_w)) * L;
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// FIXME max useful ?
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//return max(min(gs_lod, max_lod) - bias, 0.0f);
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return min(gs_lod, max_lod) - bias;
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}
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#endif
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#if PS_ANISOTROPIC_FILTERING > 1
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bool2 nan_or_inf(float2 xy)
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{
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// FXC (<=SM5.1) may optimise away isnan and isinf.
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// DXC (>=SM6.0) will preserve them.
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#ifdef __hlsl_dx_compiler
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return isinf(xy) | isnan(xy);
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#else
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return (asuint(xy) & 0x7f800000) == 0x7f800000;
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#endif
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}
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float4 sample_c_af(float2 uv, float uv_w)
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{
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// HW sampler will reject bad UVs, match that here.
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uv = any(nan_or_inf(uv)) ? float2(0.0f, 0.0f) : uv;
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// Large floating point values risk NaN/Inf values.
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// Above this value floats lose decimal precision, so seems a resonable limit for UVs.
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uv = clamp(uv, -8388608.0f, 8388608.0f);
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// Below taken from https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#7.18.11%20LOD%20Calculations
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// And https://registry.khronos.org/OpenGL/extensions/EXT/EXT_texture_filter_anisotropic.txt
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// With guidance from https://pema.dev/2025/05/09/mipmaps-too-much-detail/
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float2 sz;
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Texture.GetDimensions(sz.x, sz.y);
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float2 dX = ddx(uv) * sz;
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float2 dY = ddy(uv) * sz;
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float length_x = length(dX);
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float length_y = length(dY);
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// Calculate Ellipse Transform
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bool d_zero = length_x < 0.001f || length_y < 0.001f;
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float f = (dX.x * dY.y - dX.y * dY.x);
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bool d_par = f < 0.001f;
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bool d_per = dot(dX, dY) < 0.001f;
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bool d_inf_nan = any(nan_or_inf(dX) | nan_or_inf(dY));
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if (!(d_zero || d_par || d_per || d_inf_nan))
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{
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float A = dX.y * dX.y + dY.y * dY.y;
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float B = -2 * (dX.x * dX.y + dY.x * dY.y);
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float C = dX.x * dX.x + dY.x * dY.x;
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float F = f * f;
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float p = A - C;
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float q = A + C;
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float t = sqrt(p * p + B * B);
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float sqrt_num_plus = sqrt(F * (t + p));
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float sqrt_num_minus = sqrt(F * (t - p));
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float inv_sqrt_denom_plus = rsqrt(t * (q + t));
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float inv_sqrt_denom_minus = rsqrt(t * (q - t));
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float signB = sign(B);
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float2 new_dX = float2(
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sqrt_num_plus * inv_sqrt_denom_plus,
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sqrt_num_minus * inv_sqrt_denom_plus * signB
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);
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float2 new_dY = float2(
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sqrt_num_minus * inv_sqrt_denom_minus * -signB,
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sqrt_num_plus * inv_sqrt_denom_minus
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);
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d_inf_nan = any(nan_or_inf(new_dX) | nan_or_inf(new_dY));
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if (!d_inf_nan)
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{
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dX = new_dX;
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dY = new_dY;
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length_x = length(dX);
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length_y = length(dY);
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}
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}
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// Compute AF values
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bool is_major_x = length_x > length_y;
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float length_major = is_major_x ? length_x : length_y;
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float length_minor = is_major_x ? length_y : length_x;
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float aniso_ratio;
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float length_lod;
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float2 aniso_line;
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if (length_major <= 1.0f)
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{
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// A zero length_major would result in NaN Lod and break sampling.
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// A small length_major would result in aniso_ratio getting clamped to 1.
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// Perform isotropic filtering instead.
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aniso_ratio = 1.0f;
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length_lod = length_major;
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aniso_line = float2(0.0f, 0.0f);
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}
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else
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{
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float2 aniso_line_dir = is_major_x ? dX : dY;
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aniso_ratio = min(length_major / length_minor, PS_ANISOTROPIC_FILTERING);
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length_lod = length_major / aniso_ratio;
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// clamp to top Lod
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if (length_lod < 1.0f)
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aniso_ratio = max(1.0f, aniso_ratio * length_lod);
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aniso_ratio = round(aniso_ratio);
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aniso_line = aniso_line_dir * 0.5f * (1.0f / sz);
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}
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#if PS_AUTOMATIC_LOD == 1
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float lod = log2(length_lod);
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#elif PS_MANUAL_LOD == 1
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float lod = manual_lod(uv_w);
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#else
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float lod = 0.0f; // No Lod
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#endif
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float4 colour;
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if (aniso_ratio == 1.0f)
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colour = Texture.SampleLevel(TextureSampler, uv, lod);
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else
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{
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float4 num = float4(0.0f, 0.0f, 0.0f, 0.0f);
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float2 segment = (2.0f * aniso_line) / aniso_ratio;
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int aniso_ratio_i = (int)aniso_ratio;
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for (int i = 0; i < aniso_ratio_i; i++)
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{
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float2 d = -aniso_line + (0.5f + i) * segment;
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float2 uv_sample = uv + d;
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float4 sample_colour = Texture.SampleLevel(TextureSampler, uv_sample, lod);
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num += sample_colour;
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}
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colour = num / aniso_ratio;
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}
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return colour;
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}
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#endif
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float4 sample_c(float2 uv, float uv_w, int2 xy)
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{
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#if PS_TEX_IS_FB == 1
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return RtLoad(xy);
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#elif PS_REGION_RECT == 1
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return Texture.Load(int3(int2(uv), 0));
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#else
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if (PS_POINT_SAMPLER)
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{
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// 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);
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vtx.p.x = is_right ? lt.p.x : vtx.p.x;
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vtx.t.x = is_right ? lt.t.x : vtx.t.x;
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vtx.ti.xz = is_right ? lt.ti.xz : vtx.ti.xz;
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bool is_bottom = ((vid & 2u) != 0u);
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vtx.p.y = is_bottom ? lt.p.y : vtx.p.y;
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vtx.t.y = is_bottom ? lt.t.y : vtx.t.y;
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vtx.ti.yw = is_bottom ? lt.ti.yw : vtx.ti.yw;
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return vtx;
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#elif VS_EXPAND == VS_EXPAND_TRIANGLE_AA1
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// Triangles with AA1 are expanded as follows:
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// - Vertices 0-2: Interior of triangle (1 triangle).
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// - Vertices 3-8: First edge expanded (2 triangles).
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// - Vertices 9-14: Second edge expanded (2 triangles).
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|
// - Vertices 15-20: Third edge expanded (2 triangles).
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// - Vertices 21-26: First corner cap (2 triangles).
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|
// - Vertices 27-32: Second corner cap (2 triangles).
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// - Vertices 33-38: Third corner cap (2 triangles).
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|
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uint prim_id = vid / 39;
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uint prim_offset = vid - 39 * prim_id; // range: 0-38
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bool interior = prim_offset < 3;
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bool edge = 3 <= prim_offset && prim_offset < 21;
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|
|
|
VS_OUTPUT vtx;
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|
if (interior)
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|
{
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vtx = vs_main(load_vertex(load_index(3 * prim_id + prim_offset)));
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vtx.inv_cov = 0.0f; // Full coverage
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|
vtx.interior = 1;
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|
}
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|
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;
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|
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
|