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pcsx2 Bad Shader 5
pcsx2 Bad Shader 5
#define FMT_24 1
#define FMT_16 2
#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 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_READ_BA 0
#define PS_READ16_SRC 0
#define PS_DFMT 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_HDR 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_ZCLAMP 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_NO_ABLEND 0
#define PS_ONLY_ALPHA 0
#define PS_DATE 0
#endif
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;
struct PS_INPUT
{
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
#if (PS_DATE >= 1 && PS_DATE <= 3) || GS_FORWARD_PRIMID
uint primid : SV_PrimitiveID;
#endif
};
#ifdef PIXEL_SHADER
struct PS_OUTPUT
{
#if !PS_NO_COLOR
#if PS_DATE == 1 || PS_DATE == 2
float c : SV_Target;
#else
float4 c0 : SV_Target0;
#if !PS_NO_COLOR1
float4 c1 : SV_Target1;
#endif
#endif
#endif
#if PS_ZCLAMP
float depth : SV_Depth;
#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 STRange;
int4 ChannelShuffle;
float2 TC_OffsetHack;
float2 STScale;
float4x4 DitherMatrix;
float ScaledScaleFactor;
float RcpScaleFactor;
};
#if PS_AUTOMATIC_LOD == 1
return Texture.Sample(TextureSampler, uv);
#elif PS_MANUAL_LOD == 1
// FIXME add LOD: K - ( LOG2(Q) * (1 << L))
float K = MinMax.x;
float L = MinMax.y;
float bias = MinMax.z;
float max_lod = MinMax.w;
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));
}
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;
}
return c;
}
// Denormalize value
uint4 i = uint4(c * 255.5f);
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;
}
//////////////////////////////////////////////////////////////////////
// Depth sampling
//////////////////////////////////////////////////////////////////////
#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
int depth = fetch_raw_depth(pos);
// Msb is easier
float green = (float)((depth >> 8) & 0xFF) * 36.0f;
green = min(green, 255.0f);
t.g += green;
}
else if (PS_DEPTH_FMT == 1)
{
// Based on ps_convert_float32_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_float16_rgb5a1 of convert
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;
}
return t;
}
//////////////////////////////////////////////////////////////////////
// Fetch a Single Channel
//////////////////////////////////////////////////////////////////////
float4 t;
float4x4 c;
float2 dd;
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));
#else
c = sample_4c(uv, uv_w);
#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(c[i].rgb) ? 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_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
return C_out;
}
void atst(float4 C)
{
float a = C.a;
if(PS_ATST == 0)
{
// nothing to do
}
else if(PS_ATST == 1)
{
if (a > AREF) discard;
}
else if(PS_ATST == 2)
{
if (a < AREF) discard;
}
else if(PS_ATST == 3)
{
if (abs(a - AREF) > 0.5f) discard;
}
else if(PS_ATST == 4)
{
if (abs(a - AREF) < 0.5f) discard;
}
}
return c;
}
#if PS_CHANNEL_FETCH == 1
float4 T = fetch_red(int2(input.p.xy));
#elif PS_CHANNEL_FETCH == 2
float4 T = fetch_green(int2(input.p.xy));
#elif PS_CHANNEL_FETCH == 3
float4 T = fetch_blue(int2(input.p.xy));
#elif PS_CHANNEL_FETCH == 4
float4 T = fetch_alpha(int2(input.p.xy));
#elif PS_CHANNEL_FETCH == 5
float4 T = fetch_rgb(int2(input.p.xy));
#elif PS_CHANNEL_FETCH == 6
float4 T = fetch_gXbY(int2(input.p.xy));
#elif PS_DEPTH_FMT > 0
float4 T = sample_depth(st_int, input.p.xy);
#else
float4 T = sample_color(st, input.t.w);
#endif
atst(C);
C = fog(C, input.t.z);
return C;
}
if (PS_DITHER == 2)
fpos = int2(pos_xy);
else
fpos = int2(pos_xy * RcpScaleFactor);
// Standard Clamp
if (PS_COLCLIP == 0 && PS_HDR == 0)
C = clamp(C, (float3)0.0f, (float3)255.0f);
if (SW_BLEND)
{
// PABE
if (PS_PABE)
{
// No blending so early exit
if (As < 1.0f)
return;
}
float3 Cd = RT.rgb;
float3 Cs = Color.rgb;
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)
{
// Compensate slightly for Cd*(As + 1) - Cs*As.
// The initial factor we chose is 1 (0.00392)
// as that is the minimum color Cd can be,
// then we multiply by alpha to get the minimum
// blended value it can be.
float color_compensate = 1.0f * (C + 1.0f);
Color.rgb -= (float3)color_compensate;
}
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
{
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
PS_OUTPUT output;
if (PS_SCANMSK & 2)
{
// fail depth test on prohibited lines
if ((int(input.p.y) & 1) == (PS_SCANMSK & 1))
discard;
}
if (PS_SHUFFLE)
{
uint4 denorm_c = uint4(C);
uint2 denorm_TA = uint2(float2(TA.xy) * 255.0f + 0.5f);
if (PS_READ16_SRC)
{
C.rb = (float2)float((denorm_c.r >> 3) | (((denorm_c.g >> 3) &
0x7u) << 5));
if (denorm_c.a & 0x80u)
C.ga = (float2)float((denorm_c.g >> 6) | ((denorm_c.b >> 3)
<< 2) | (denorm_TA.y & 0x80u));
else
C.ga = (float2)float((denorm_c.g >> 6) | ((denorm_c.b >> 3)
<< 2) | (denorm_TA.x & 0x80u));
}
else
{
// Mask will take care of the correct destination
if (PS_READ_BA)
C.rb = C.bb;
else
C.rb = C.rr;
if (PS_READ_BA)
{
if (denorm_c.a & 0x80u)
C.ga = (float2)(float((denorm_c.a & 0x7Fu) |
(denorm_TA.y & 0x80u)));
else
C.ga = (float2)(float((denorm_c.a & 0x7Fu) |
(denorm_TA.x & 0x80u)));
}
else
{
if (denorm_c.g & 0x80u)
C.ga = (float2)(float((denorm_c.g & 0x7Fu) |
(denorm_TA.y & 0x80u)));
else
C.ga = (float2)(float((denorm_c.g & 0x7Fu) |
(denorm_TA.x & 0x80u)));
}
}
}
float4 alpha_blend;
if (SW_AD_TO_HW)
{
float4 RT = trunc(RtTexture.Load(int3(input.p.xy, 0)) * 255.0f + 0.1f);
alpha_blend = (float4)(RT.a / 128.0f);
}
else
{
alpha_blend = (float4)(C.a / 128.0f);
}
// Alpha correction
if (PS_DFMT == 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_DFMT == FMT_32) && PS_FBA)
{
float A_one = 128.0f;
if (C.a < A_one) C.a += A_one;
}
#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
#elif PS_DATE == 2
// DATM == 1
// Pixel with alpha equal to 0 will failed (0-127)
output.c = (C.a < 127.5f) ? float(input.primid) : float(0x7FFFFFFF);
#else
// Not primid DATE setup
ps_dither(C.rgb, 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_NO_COLOR
output.c0 = PS_HDR ? float4(C.rgb / 65535.0f, C.a / 255.0f) : C / 255.0f;
#if !PS_NO_COLOR1
output.c1 = alpha_blend;
#endif
#if PS_NO_ABLEND
// write alpha blend factor into col0
output.c0.a = alpha_blend.a;
#endif
#if PS_ONLY_ALPHA
// rgb isn't used
output.c0.rgb = float3(0.0f, 0.0f, 0.0f);
#endif
#endif
#endif
#if PS_ZCLAMP
output.depth = min(input.p.z, MaxDepthPS);
#endif
return output;
}
#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;
uint BaseVertex; // Only used in DX11.
};
// 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
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;
return output;
}
#if VS_EXPAND != 0
struct VS_RAW_INPUT
{
float2 ST;
uint RGBA;
float Q;
uint XY;
uint Z;
uint UV;
uint FOG;
};
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;
}
return vtx;
return vtx;
VS_OUTPUT lt = vs_main(load_vertex(vid_lt));
VS_OUTPUT rb = vs_main(load_vertex(vid_rb));
VS_OUTPUT vtx = rb;
return vtx;
#endif
}
#endif // VS_EXPAND
#endif // VERTEX_SHADER