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3 Commits

Author SHA1 Message Date
refractionpcsx2
b6930c10b9 GS/HW: Clean up target download formats 2025-06-05 13:51:21 +02:00
refractionpcsx2
852734580d GameDB: Update Harry Potter fixes. 2025-06-05 13:51:21 +02:00
refractionpcsx2
d1dc6a9c1d GS/HW: Add 16bit to 8bit conversion shader 2025-06-05 13:51:21 +02:00
15 changed files with 544 additions and 65 deletions

View File

@@ -12927,7 +12927,7 @@ SLAJ-25041:
name: "Harry Potter and the Prisoner of Azkaban"
region: "NTSC-C"
gsHWFixes:
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Aligns mirror reflections, removes some bloom-related ghosting.
recommendedBlendingLevel: 4 # Improves lighting effects.
SLAJ-25042:
@@ -16829,7 +16829,7 @@ SLES-51192:
- EETimingHack # Fixes flickering textures.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing lighting effects.
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects.
texturePreloading: 0 # Performs better on certain areas like mid-game in and around the castle as the hash goes easily to 200 MB.
SLES-51193:
@@ -16839,7 +16839,7 @@ SLES-51193:
- EETimingHack # Fixes flickering textures.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing lighting effects.
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects.
texturePreloading: 0 # Performs better on certain areas like mid-game in and around the castle as the hash goes easily to 200 MB.
SLES-51194:
@@ -16849,7 +16849,7 @@ SLES-51194:
- EETimingHack # Fixes flickering textures.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing lighting effects.
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects.
texturePreloading: 0 # Performs better on certain areas like mid-game in and around the castle as the hash goes easily to 200 MB.
SLES-51195:
@@ -16859,7 +16859,7 @@ SLES-51195:
- EETimingHack # Fixes flickering textures.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing lighting effects.
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects.
texturePreloading: 0 # Performs better on certain areas like mid-game in and around the castle as the hash goes easily to 200 MB.
SLES-51196:
@@ -16869,7 +16869,7 @@ SLES-51196:
- EETimingHack # Fixes flickering textures.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing lighting effects.
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects.
texturePreloading: 0 # Performs better on certain areas like mid-game in and around the castle as the hash goes easily to 200 MB.
SLES-51197:
@@ -16926,7 +16926,7 @@ SLES-51214:
- EETimingHack # Fixes flickering textures.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing lighting effects.
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects.
texturePreloading: 0 # Performs better on certain areas like mid-game in and around the castle as the hash goes easily to 200 MB.
SLES-51215:
@@ -16936,7 +16936,7 @@ SLES-51215:
- EETimingHack # Fixes flickering textures.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing lighting effects.
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects.
texturePreloading: 0 # Performs better on certain areas like mid-game in and around the castle as the hash goes easily to 200 MB.
SLES-51216:
@@ -16946,7 +16946,7 @@ SLES-51216:
- EETimingHack # Fixes flickering textures.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing lighting effects.
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects.
texturePreloading: 0 # Performs better on certain areas like mid-game in and around the castle as the hash goes easily to 200 MB.
SLES-51217:
@@ -16956,7 +16956,7 @@ SLES-51217:
- EETimingHack # Fixes flickering textures.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing lighting effects.
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects.
texturePreloading: 0 # Performs better on certain areas like mid-game in and around the castle as the hash goes easily to 200 MB.
SLES-51218:
@@ -16966,7 +16966,7 @@ SLES-51218:
- EETimingHack # Fixes flickering textures.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing lighting effects.
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects.
texturePreloading: 0 # Performs better on certain areas like mid-game in and around the castle as the hash goes easily to 200 MB.
SLES-51219:
@@ -16976,7 +16976,7 @@ SLES-51219:
- EETimingHack # Fixes flickering textures.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing lighting effects.
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects.
texturePreloading: 0 # Performs better on certain areas like mid-game in and around the castle as the hash goes easily to 200 MB.
SLES-51220:
@@ -19896,7 +19896,7 @@ SLES-52440:
region: "PAL-M7"
compat: 3
gsHWFixes:
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Aligns mirror reflections, removes some bloom-related ghosting.
recommendedBlendingLevel: 4 # Improves lighting effects.
SLES-52444:
@@ -20123,7 +20123,7 @@ SLES-52527:
name: "Harry Potter og Fangen fra Azkaban"
region: "PAL-M4"
gsHWFixes:
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Aligns mirror reflections, removes some bloom-related ghosting.
recommendedBlendingLevel: 4 # Improves lighting effects.
SLES-52531:
@@ -20434,7 +20434,7 @@ SLES-52600:
name: "Harry Potter and the Prisoner of Azkaban"
region: "PAL-PL"
gsHWFixes:
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Aligns mirror reflections, removes some bloom-related ghosting.
recommendedBlendingLevel: 4 # Improves lighting effects.
SLES-52601:
@@ -31108,7 +31108,7 @@ SLKA-25172:
name: "Harry Potter and the Prisoner of Azkaban"
region: "NTSC-K"
gsHWFixes:
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Aligns mirror reflections, removes some bloom-related ghosting.
recommendedBlendingLevel: 4 # Improves lighting effects.
SLKA-25173:
@@ -36957,7 +36957,7 @@ SLPM-62241:
- EETimingHack # Fixes flickering textures.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing lighting effects.
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects.
SLPM-62242:
name: "撞球 ビリヤードマスター2"
@@ -38369,7 +38369,7 @@ SLPM-62513:
- EETimingHack # Fixes flickering textures.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing lighting effects.
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects.
SLPM-62514:
name: "シムピープル ~お茶の間劇場~ [EA BEST HITS]"
@@ -39800,7 +39800,7 @@ SLPM-64528:
- EETimingHack # Fixes flickering textures.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing lighting effects.
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects.
SLPM-64532:
name: "Digital Holmes"
@@ -43355,7 +43355,7 @@ SLPM-65612:
name-en: "Harry Potter and the Prisoner of Azkaban"
region: "NTSC-J"
gsHWFixes:
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Aligns mirror reflections, removes some bloom-related ghosting.
recommendedBlendingLevel: 4 # Improves lighting effects.
SLPM-65613:
@@ -52157,7 +52157,7 @@ SLPM-68005:
- EETimingHack # Fixes flickering textures.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing lighting effects.
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects.
SLPM-68007:
name: "カラオケレボリューション用マイク同梱お試しディスク"
@@ -54308,7 +54308,7 @@ SLPS-20234:
- EETimingHack # Fixes flickering textures.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing lighting effects.
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects.
SLPS-20237:
name: "Saikyou Toudai Shougi 3"
@@ -65273,7 +65273,7 @@ SLUS-20576:
- EETimingHack # Fixes flickering textures.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing lighting effects.
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects.
SLUS-20577:
name: "Drome Racers"
@@ -67218,7 +67218,7 @@ SLUS-20926:
name: "Harry Potter and the Prisoner of Azkaban"
region: "NTSC-U"
gsHWFixes:
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Aligns mirror reflections, removes some bloom-related ghosting.
recommendedBlendingLevel: 4 # Improves lighting effects.
SLUS-20927:

View File

@@ -313,6 +313,127 @@ float ps_convert_rgb5a1_float16_biln(PS_INPUT input) : SV_Depth
SAMPLE_RGBA_DEPTH_BILN(rgb5a1_to_depth16);
}
PS_OUTPUT ps_convert_rgb5a1_8i(PS_INPUT input)
{
PS_OUTPUT output;
// Convert a RGB5A1 texture into a 8 bits packed texture
// Input column: 16x2 RGB5A1 pixels
// 0: 16 RGBA
// 1: 16 RGBA
// Output column: 16x4 Index pixels
// 0: 16 R5G2
// 1: 16 R5G2
// 2: 16 G2B5A1
// 3: 16 G2B5A1
uint2 pos = uint2(input.p.xy);
// Collapse separate R G B A areas into their base pixel
uint2 column = (pos & ~uint2(0u, 3u)) / uint2(1,2);
uint2 subcolumn = (pos & uint2(0u, 1u));
column.x -= (column.x / 128) * 64;
column.y += (column.y / 32) * 32;
uint PSM = uint(DOFFSET);
// Deal with swizzling differences
if ((PSM & 0x8) != 0) // PSMCT16S
{
if ((pos.x & 32) != 0)
{
column.y += 32; // 4 columns high times 4 to get bottom 4 blocks
column.x &= ~32;
}
if ((pos.x & 64) != 0)
{
column.x -= 32;
}
if (((pos.x & 16) != 0) != ((pos.y & 16) != 0))
{
column.x ^= 16;
column.y ^= 8;
}
if ((PSM & 0x30) != 0) // PSMZ16S - Untested but hopefully ok if anything uses it.
{
column.x ^= 32;
column.y ^= 16;
}
}
else // PSMCT16
{
if ((pos.y & 32) != 0)
{
column.y -= 16;
column.x += 32;
}
if ((pos.x & 96) != 0)
{
uint multi = (pos.x & 96) / 32;
column.y += 16 * multi; // 4 columns high times 4 to get bottom 4 blocks
column.x -= (pos.x & 96);
}
if (((pos.x & 16) != 0) != ((pos.y & 16) != 0))
{
column.x ^= 16;
column.y ^= 8;
}
if ((PSM & 0x30) != 0) // PSMZ16 - Untested but hopefully ok if anything uses it.
{
column.x ^= 32;
column.y ^= 32;
}
}
uint2 coord = column | subcolumn;
// Compensate for potentially differing page pitch.
uint SBW = uint(EMODA);
uint DBW = uint(EMODC);
uint2 block_xy = coord / uint2(64,64);
uint block_num = (block_xy.y * (DBW / 128)) + block_xy.x;
uint2 block_offset = uint2((block_num % (SBW / 64)) * 64, (block_num / (SBW / 64)) * 64);
coord = (coord % uint2(64, 64)) + block_offset;
// Apply offset to cols 1 and 2
uint is_col23 = pos.y & 4u;
uint is_col13 = pos.y & 2u;
uint is_col12 = is_col23 ^ (is_col13 << 1);
coord.x ^= is_col12; // If cols 1 or 2, flip bit 3 of x
float ScaleFactor = BGColor.x;
if (floor(ScaleFactor) != ScaleFactor)
coord = uint2(float2(coord) * ScaleFactor);
else
coord *= uint(ScaleFactor);
float4 pixel = Texture.Load(int3(int2(coord), 0));
uint4 denorm_c = (uint4)(pixel * 255.5f);
if ((pos.y & 2u) == 0u)
{
uint red = (denorm_c.r >> 3) & 0x1Fu;
uint green = (denorm_c.g >> 3) & 0x1Fu;
float sel0 = (float)(((green << 5) | red) & 0xFF) / 255.0f;
output.c = (float4)(sel0);
}
else
{
uint green = (denorm_c.g >> 3) & 0x1Fu;
uint blue = (denorm_c.b >> 3) & 0x1Fu;
uint alpha = denorm_c.a & 0x80u;
float sel0 = (float)((alpha | (blue << 2) | (green >> 3)) & 0xFF) / 255.0f;
output.c = (float4)(sel0);
}
return output;
}
PS_OUTPUT ps_convert_rgba_8i(PS_INPUT input)
{
PS_OUTPUT output;

View File

@@ -237,9 +237,131 @@ void ps_convert_rgb5a1_float16_biln()
}
#endif
#ifdef ps_convert_rgb5a1_8i
uniform uint SBW;
uniform uint DBW;
uniform uint PSM;
uniform float ScaleFactor;
void ps_convert_rgb5a1_8i()
{
// Convert a RGB5A1 texture into a 8 bits packed texture
// Input column: 16x2 RGB5A1 pixels
// 0: 16 RGBA
// 1: 16 RGBA
// Output column: 16x4 Index pixels
// 0: 16 R5G2
// 1: 16 R5G2
// 2: 16 G2B5A1
// 3: 16 G2B5A1
uvec2 pos = uvec2(gl_FragCoord.xy);
// Collapse separate R G B A areas into their base pixel
uvec2 column = (pos & ~uvec2(0u, 3u)) / uvec2(1,2);
uvec2 subcolumn = (pos & uvec2(0u, 1u));
column.x -= (column.x / 128) * 64;
column.y += (column.y / 32) * 32;
// Deal with swizzling differences
if ((PSM & 0x8) != 0) // PSMCT16S
{
if ((pos.x & 32) != 0)
{
column.y += 32; // 4 columns high times 4 to get bottom 4 blocks
column.x &= ~32;
}
if ((pos.x & 64) != 0)
{
column.x -= 32;
}
if (((pos.x & 16) != 0) != ((pos.y & 16) != 0))
{
column.x ^= 16;
column.y ^= 8;
}
if ((PSM & 0x30) != 0) // PSMZ16S - Untested but hopefully ok if anything uses it.
{
column.x ^= 32;
column.y ^= 16;
}
}
else // PSMCT16
{
if ((pos.y & 32) != 0)
{
column.y -= 16;
column.x += 32;
}
if ((pos.x & 96) != 0)
{
uint multi = (pos.x & 96) / 32;
column.y += 16 * multi; // 4 columns high times 4 to get bottom 4 blocks
column.x -= (pos.x & 96);
}
if (((pos.x & 16) != 0) != ((pos.y & 16) != 0))
{
column.x ^= 16;
column.y ^= 8;
}
if ((PSM & 0x30) != 0) // PSMZ16 - Untested but hopefully ok if anything uses it.
{
column.x ^= 32;
column.y ^= 32;
}
}
uvec2 coord = column | subcolumn;
// Compensate for potentially differing page pitch.
uvec2 block_xy = coord / uvec2(64u, 64u);
uint block_num = (block_xy.y * (DBW / 128u)) + block_xy.x;
uvec2 block_offset = uvec2((block_num % (SBW / 64u)) * 64u, (block_num / (SBW / 64u)) * 64u);
coord = (coord % uvec2(64u, 64u)) + block_offset;
// Apply offset to cols 1 and 2
uint is_col23 = pos.y & 4u;
uint is_col13 = pos.y & 2u;
uint is_col12 = is_col23 ^ (is_col13 << 1);
coord.x ^= is_col12; // If cols 1 or 2, flip bit 3 of x
if (floor(ScaleFactor) != ScaleFactor)
coord = uvec2(vec2(coord) * ScaleFactor);
else
coord *= uvec2(ScaleFactor);
vec4 pixel = texelFetch(TextureSampler, ivec2(coord), 0);
uvec4 denorm_c = uvec4(pixel * 255.5f);
if ((pos.y & 2u) == 0u)
{
uint red = (denorm_c.r >> 3) & 0x1Fu;
uint green = (denorm_c.g >> 3) & 0x1Fu;
float sel0 = float(((green << 5) | red) & 0xFF) / 255.0f;
SV_Target0 = vec4(sel0);
}
else
{
uint green = (denorm_c.g >> 3) & 0x1Fu;
uint blue = (denorm_c.b >> 3) & 0x1Fu;
uint alpha = denorm_c.a & 0x80u;
float sel0 = float((alpha | (blue << 2) | (green >> 3)) & 0xFF) / 255.0f;
SV_Target0 = vec4(sel0);
}
}
#endif
#ifdef ps_convert_rgba_8i
uniform uint SBW;
uniform uint DBW;
uniform uint PSM;
uniform float ScaleFactor;
void ps_convert_rgba_8i()

View File

@@ -307,12 +307,138 @@ void ps_convert_rgb5a1_float16_biln()
}
#endif
#ifdef ps_convert_rgb5a1_8i
layout(push_constant) uniform cb10
{
uint SBW;
uint DBW;
uint PSM;
float cb_pad1;
float ScaleFactor;
vec3 cb_pad2;
};
void ps_convert_rgb5a1_8i()
{
// Convert a RGB5A1 texture into a 8 bits packed texture
// Input column: 16x2 RGB5A1 pixels
// 0: 16 RGBA
// 1: 16 RGBA
// Output column: 16x4 Index pixels
// 0: 16 R5G2
// 1: 16 R5G2
// 2: 16 G2B5A1
// 3: 16 G2B5A1
uvec2 pos = uvec2(gl_FragCoord.xy);
// Collapse separate R G B A areas into their base pixel
uvec2 column = (pos & ~uvec2(0u, 3u)) / uvec2(1,2);
uvec2 subcolumn = (pos & uvec2(0u, 1u));
column.x -= (column.x / 128) * 64;
column.y += (column.y / 32) * 32;
// Deal with swizzling differences
if ((PSM & 0x8) != 0) // PSMCT16S
{
if ((pos.x & 32) != 0)
{
column.y += 32; // 4 columns high times 4 to get bottom 4 blocks
column.x &= ~32;
}
if ((pos.x & 64) != 0)
{
column.x -= 32;
}
if (((pos.x & 16) != 0) != ((pos.y & 16) != 0))
{
column.x ^= 16;
column.y ^= 8;
}
if ((PSM & 0x30) != 0) // PSMZ16S - Untested but hopefully ok if anything uses it.
{
column.x ^= 32;
column.y ^= 16;
}
}
else // PSMCT16
{
if ((pos.y & 32) != 0)
{
column.y -= 16;
column.x += 32;
}
if ((pos.x & 96) != 0)
{
uint multi = (pos.x & 96) / 32;
column.y += 16 * multi; // 4 columns high times 4 to get bottom 4 blocks
column.x -= (pos.x & 96);
}
if (((pos.x & 16) != 0) != ((pos.y & 16) != 0))
{
column.x ^= 16;
column.y ^= 8;
}
if ((PSM & 0x30) != 0) // PSMZ16 - Untested but hopefully ok if anything uses it.
{
column.x ^= 32;
column.y ^= 32;
}
}
uvec2 coord = column | subcolumn;
// Compensate for potentially differing page pitch.
uvec2 block_xy = coord / uvec2(64u, 64u);
uint block_num = (block_xy.y * (DBW / 128u)) + block_xy.x;
uvec2 block_offset = uvec2((block_num % (SBW / 64u)) * 64u, (block_num / (SBW / 64u)) * 64u);
coord = (coord % uvec2(64u, 64u)) + block_offset;
// Apply offset to cols 1 and 2
uint is_col23 = pos.y & 4u;
uint is_col13 = pos.y & 2u;
uint is_col12 = is_col23 ^ (is_col13 << 1);
coord.x ^= is_col12; // If cols 1 or 2, flip bit 3 of x
if (floor(ScaleFactor) != ScaleFactor)
coord = uvec2(vec2(coord) * ScaleFactor);
else
coord *= uvec2(ScaleFactor);
vec4 pixel = texelFetch(samp0, ivec2(coord), 0);
uvec4 denorm_c = uvec4(pixel * 255.5f);
if ((pos.y & 2u) == 0u)
{
uint red = (denorm_c.r >> 3) & 0x1Fu;
uint green = (denorm_c.g >> 3) & 0x1Fu;
float sel0 = float(((green << 5) | red) & 0xFF) / 255.0f;
o_col0 = vec4(sel0);
}
else
{
uint green = (denorm_c.g >> 3) & 0x1Fu;
uint blue = (denorm_c.b >> 3) & 0x1Fu;
uint alpha = denorm_c.a & 0x80u;
float sel0 = float((alpha | (blue << 2) | (green >> 3)) & 0xFF) / 255.0f;
o_col0 = vec4(sel0);
}
}
#endif
#ifdef ps_convert_rgba_8i
layout(push_constant) uniform cb10
{
uint SBW;
uint DBW;
uvec2 cb_pad1;
uint PSM;
float cb_pad1;
float ScaleFactor;
vec3 cb_pad2;
};

View File

@@ -68,6 +68,7 @@ const char* shaderName(ShaderConvert value)
case ShaderConvert::DEPTH_COPY: return "ps_depth_copy";
case ShaderConvert::DOWNSAMPLE_COPY: return "ps_downsample_copy";
case ShaderConvert::RGBA_TO_8I: return "ps_convert_rgba_8i";
case ShaderConvert::RGB5A1_TO_8I: return "ps_convert_rgb5a1_8i";
case ShaderConvert::CLUT_4: return "ps_convert_clut_4";
case ShaderConvert::CLUT_8: return "ps_convert_clut_8";
case ShaderConvert::YUV: return "ps_yuv";

View File

@@ -44,6 +44,7 @@ enum class ShaderConvert
DEPTH_COPY,
DOWNSAMPLE_COPY,
RGBA_TO_8I,
RGB5A1_TO_8I,
CLUT_4,
CLUT_8,
YUV,

View File

@@ -1417,14 +1417,14 @@ void GSDevice11::ConvertToIndexedTexture(GSTexture* sTex, float sScale, u32 offs
{
float scale;
float pad1[3];
u32 SBW, DBW, pad3;
u32 SBW, DBW, SPSM;
};
const Uniforms cb = {sScale, {}, SBW, DBW};
const Uniforms cb = {sScale, {}, SBW, DBW, SPSM};
m_ctx->UpdateSubresource(m_merge.cb.get(), 0, nullptr, &cb, 0, 0);
const GSVector4 dRect(0, 0, dTex->GetWidth(), dTex->GetHeight());
const ShaderConvert shader = ShaderConvert::RGBA_TO_8I;
const ShaderConvert shader = ((SPSM & 0xE) == 0) ? ShaderConvert::RGBA_TO_8I : ShaderConvert::RGB5A1_TO_8I;
StretchRect(sTex, GSVector4::zero(), dTex, dRect, m_convert.ps[static_cast<int>(shader)].get(), m_merge.cb.get(), nullptr, false);
}

View File

@@ -1486,15 +1486,15 @@ void GSDevice12::ConvertToIndexedTexture(
{
float scale;
float pad1[3];
u32 SBW, DBW, pad2;
u32 SBW, DBW, SPSM;
};
const Uniforms cb = {sScale, {}, SBW, DBW};
const Uniforms cb = {sScale, {}, SBW, DBW, SPSM};
SetUtilityRootSignature();
SetUtilityPushConstants(&cb, sizeof(cb));
const GSVector4 dRect(0, 0, dTex->GetWidth(), dTex->GetHeight());
const ShaderConvert shader = ShaderConvert::RGBA_TO_8I;
const ShaderConvert shader = ((SPSM & 0xE) == 0) ? ShaderConvert::RGBA_TO_8I : ShaderConvert::RGB5A1_TO_8I;
DoStretchRect(static_cast<GSTexture12*>(sTex), GSVector4::zero(), static_cast<GSTexture12*>(dTex), dRect,
m_convert[static_cast<int>(shader)].get(), false, true);
}

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@@ -1617,8 +1617,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
{
const bool outside_target = !t->Overlaps(bp, bw, psm, r);
// We don't have a shader for this.
if (!possible_shuffle && TEX0.PSM == PSMT8 && ((GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp != 32) || outside_target))
if (!possible_shuffle && TEX0.PSM == PSMT8 && outside_target)
{
continue;
}
@@ -1647,7 +1646,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
// Make sure the texture actually is INSIDE the RT, it's possibly not valid if it isn't.
// Also check BP >= TBP, create source isn't equpped to expand it backwards and all data comes from the target. (GH3)
else if (GSConfig.UserHacks_TextureInsideRt >= GSTextureInRtMode::InsideTargets &&
(GSLocalMemory::m_psm[color_psm].bpp >= 16 || (/*possible_shuffle &&*/ GSLocalMemory::m_psm[color_psm].bpp == 8 && GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp == 32)) && // Channel shuffles or non indexed lookups.
(GSLocalMemory::m_psm[color_psm].bpp >= 16 || (/*possible_shuffle &&*/ GSLocalMemory::m_psm[color_psm].bpp == 8 && GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp >= 16)) && // Channel shuffles or non indexed lookups.
t->m_age <= 1 && (!found_t || t->m_last_draw > dst->m_last_draw) /*&& CanTranslate(bp, bw, psm, block_boundary_rect, t->m_TEX0.TBP0, t->m_TEX0.PSM, t->m_TEX0.TBW)*/)
{
u32 rt_tbw = std::max(1U, t->m_TEX0.TBW);
@@ -1666,7 +1665,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
// Keep note that 2 bw is basically 1 normal page, as bw is in 64 pixels, and 8bit pages are 128 pixels wide, aka 2 bw.
// Also check for 4HH/HL and 8H which use the alpha channel, if the page order is wrong this can cause problems as well (Jak X font).
else if (!possible_shuffle && GSLocalMemory::m_psm[psm].trbpp <= 8 && (GSUtil::GetChannelMask(t->m_TEX0.PSM) != 0xF ||
(GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp == 32 && (!(block_boundary_rect.w <= GSLocalMemory::m_psm[psm].pgs.y &&
((GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp != 16 || GSLocalMemory::m_psm[psm].bpp < 16) && (!(block_boundary_rect.w <= GSLocalMemory::m_psm[psm].pgs.y &&
((GSLocalMemory::m_psm[psm].bpp == 32) ? bw : ((bw + 1) / 2)) <= t->m_TEX0.TBW) &&
!(((GSLocalMemory::m_psm[psm].bpp == 32) ? bw : ((bw + 1) / 2)) == rt_tbw)))))
{
@@ -2007,7 +2006,6 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
GL_CACHE("TC: src miss (0x%x, 0x%x, %s)", TEX0.TBP0, psm_s.pal > 0 ? TEX0.CBP : 0, psm_str(TEX0.PSM));
}
#endif
// This is for the condition where the target doesn't exist on a shuffle and it needs to load from memory.
// The Godfather clears the depth buffer with a normal clear, so our depth target gets deleted, then because it finds no target
// it assumes it really is 16bits, causing the texture to be full of garbage, and our shuffle handling becomes a mess.
@@ -5667,7 +5665,7 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
if (is_8bits)
{
GL_INS("TC: Reading RT as a packed-indexed 8 bits format");
shader = ShaderConvert::RGBA_TO_8I;
shader = GSLocalMemory::m_psm[dst->m_TEX0.PSM].bpp == 16 ? ShaderConvert::RGB5A1_TO_8I : ShaderConvert::RGBA_TO_8I;
}
#ifdef ENABLE_OGL_DEBUG
@@ -5737,7 +5735,11 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
{
// We're inside the target, so conversion needs to happen on the entire target so we can offset properly.
src->m_unscaled_size.x = dst->m_unscaled_size.x * 2;
src->m_unscaled_size.y = dst->m_unscaled_size.y * 2;
if (GSLocalMemory::m_psm[dst->m_TEX0.PSM].bpp == 32)
src->m_unscaled_size.y = dst->m_unscaled_size.y * 2;
else
src->m_unscaled_size.y = dst->m_unscaled_size.y;
new_size.x = src->m_unscaled_size.x;
new_size.y = src->m_unscaled_size.y;
}
@@ -5908,7 +5910,8 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
// Adjust to match a PSMT8 texture (coordinates are double C32, we shouldn't be converting from anything else).
x_offset *= 2;
y_offset *= 2;
if (GSLocalMemory::m_psm[dst->m_TEX0.PSM].bpp == 32)
y_offset *= 2;
src->m_region.SetX(x_offset, x_offset + tw);
src->m_region.SetY(y_offset, y_offset + th);
@@ -6695,6 +6698,8 @@ void GSTextureCache::Read(Target* t, const GSVector4i& r)
{
case PSMCT32:
case PSMCT24:
case PSMZ32:
case PSMZ24:
{
// If we're downloading a depth buffer that's been reinterpreted as a color
// format, convert it to integer. The format/swizzle is likely wrong, but it's
@@ -6720,27 +6725,11 @@ void GSTextureCache::Read(Target* t, const GSVector4i& r)
case PSMCT16:
case PSMCT16S:
{
fmt = GSTexture::Format::UInt16;
ps_shader = is_depth ? ShaderConvert::FLOAT32_TO_16_BITS : ShaderConvert::RGBA8_TO_16_BITS;
dltex = &m_uint16_download_texture;
}
break;
case PSMZ32:
case PSMZ24:
{
fmt = GSTexture::Format::UInt32;
ps_shader = ShaderConvert::FLOAT32_TO_32_BITS;
dltex = &m_uint32_download_texture;
}
break;
case PSMZ16:
case PSMZ16S:
{
fmt = GSTexture::Format::UInt16;
ps_shader = ShaderConvert::FLOAT32_TO_16_BITS;
ps_shader = is_depth ? ShaderConvert::FLOAT32_TO_16_BITS : ShaderConvert::RGBA8_TO_16_BITS;
dltex = &m_uint16_download_texture;
}
break;

View File

@@ -1713,12 +1713,12 @@ void GSDeviceMTL::UpdateCLUTTexture(GSTexture* sTex, float sScale, u32 offsetX,
void GSDeviceMTL::ConvertToIndexedTexture(GSTexture* sTex, float sScale, u32 offsetX, u32 offsetY, u32 SBW, u32 SPSM, GSTexture* dTex, u32 DBW, u32 DPSM)
{ @autoreleasepool {
const ShaderConvert shader = ShaderConvert::RGBA_TO_8I;
const ShaderConvert shader = ((SPSM & 0xE) == 0) ? ShaderConvert::RGBA_TO_8I : ShaderConvert::RGB5A1_TO_8I;
id<MTLRenderPipelineState> pipeline = m_convert_pipeline[static_cast<int>(shader)];
if (!pipeline)
[NSException raise:@"StretchRect Missing Pipeline" format:@"No pipeline for %d", static_cast<int>(shader)];
GSMTLIndexedConvertPSUniform uniform = { sScale, SBW, DBW };
GSMTLIndexedConvertPSUniform uniform = { sScale, SBW, DBW, SPSM };
const GSVector4 dRect(0, 0, dTex->GetWidth(), dTex->GetHeight());
DoStretchRect(sTex, GSVector4::zero(), dTex, dRect, pipeline, false, LoadAction::DontCareIfFull, &uniform, sizeof(uniform));

View File

@@ -64,6 +64,7 @@ struct GSMTLIndexedConvertPSUniform
float scale;
uint sbw;
uint dbw;
uint psm;
};
struct GSMTLDownsamplePSUniform

View File

@@ -296,6 +296,121 @@ fragment DepthOut ps_convert_rgb5a1_float16_biln(ConvertShaderData data [[stage_
return res.sample_biln<rgb5a1_to_depth16>(data.t);
}
fragment float4 ps_convert_rgb5a1_8i(ConvertShaderData data [[stage_in]], DirectReadTextureIn<float> res,
constant GSMTLIndexedConvertPSUniform& uniform [[buffer(GSMTLBufferIndexUniforms)]])
{
// Convert a RGB5A1 texture into a 8 bits packed texture
// Input column: 16x2 RGB5A1 pixels
// 0: 16 RGBA
// 1: 16 RGBA
// Output column: 16x4 Index pixels
// 0: 16 R5G2
// 1: 16 R5G2
// 2: 16 G2B5A1
// 3: 16 G2B5A1
uint2 pos = uint2(data.p.xy);
// Collapse separate R G B A areas into their base pixel
uint2 column = (pos & ~uint2(0u, 3u)) / uint2(1,2);
uint2 subcolumn = (pos & uint2(0u, 1u));
column.x -= (column.x / 128) * 64;
column.y += (column.y / 32) * 32;
// Deal with swizzling differences
if ((uniform.psm & 0x8) != 0) // PSMCT16S
{
if ((pos.x & 32) != 0)
{
column.y += 32; // 4 columns high times 4 to get bottom 4 blocks
column.x &= ~32;
}
if ((pos.x & 64) != 0)
{
column.x -= 32;
}
if (((pos.x & 16) != 0) != ((pos.y & 16) != 0))
{
column.x ^= 16;
column.y ^= 8;
}
if ((uniform.psm & 0x30) != 0) // PSMZ16S - Untested but hopefully ok if anything uses it.
{
column.x ^= 32;
column.y ^= 16;
}
}
else // PSMCT16
{
if ((pos.y & 32) != 0)
{
column.y -= 16;
column.x += 32;
}
if ((pos.x & 96) != 0)
{
uint multi = (pos.x & 96) / 32;
column.y += 16 * multi; // 4 columns high times 4 to get bottom 4 blocks
column.x -= (pos.x & 96);
}
if (((pos.x & 16) != 0) != ((pos.y & 16) != 0))
{
column.x ^= 16;
column.y ^= 8;
}
if ((uniform.psm & 0x30) != 0) // PSMZ16 - Untested but hopefully ok if anything uses it.
{
column.x ^= 32;
column.y ^= 32;
}
}
uint2 coord = column | subcolumn;
// Compensate for potentially differing page pitch.
uint2 block_xy = coord / uint2(64, 64);
uint block_num = (block_xy.y * (uniform.dbw / 128)) + block_xy.x;
uint2 block_offset = uint2((block_num % (uniform.sbw / 64)) * 64, (block_num / (uniform.sbw / 64)) * 64);
coord = (coord % uint2(64, 64)) + block_offset;
// Apply offset to cols 1 and 2
uint is_col23 = pos.y & 4;
uint is_col13 = pos.y & 2;
uint is_col12 = is_col23 ^ (is_col13 << 1);
coord.x ^= is_col12; // If cols 1 or 2, flip bit 3 of x
if (any(floor(uniform.scale) != uniform.scale))
coord = uint2(float2(coord) * uniform.scale);
else
coord = mul24(coord, uint2(uniform.scale));
float4 pixel = res.tex.read(coord);
uint4 denorm_c = (uint4)(pixel * 255.5f);
if ((pos.y & 2u) == 0u)
{
uint red = (denorm_c.r >> 3) & 0x1Fu;
uint green = (denorm_c.g >> 3) & 0x1Fu;
float sel0 = (float)(((green << 5) | red) & 0xFF) / 255.0f;
return float4(sel0);
}
else
{
uint green = (denorm_c.g >> 3) & 0x1Fu;
uint blue = (denorm_c.b >> 3) & 0x1Fu;
uint alpha = denorm_c.a & 0x80u;
float sel0 = (float)((alpha | (blue << 2) | (green >> 3)) & 0xFF) / 255.0f;
return float4(sel0);
}
}
fragment float4 ps_convert_rgba_8i(ConvertShaderData data [[stage_in]], DirectReadTextureIn<float> res,
constant GSMTLIndexedConvertPSUniform& uniform [[buffer(GSMTLBufferIndexUniforms)]])
{

View File

@@ -350,10 +350,11 @@ bool GSDeviceOGL::Create(GSVSyncMode vsync_mode, bool allow_present_throttle)
return false;
m_convert.ps[i].SetFormattedName("Convert pipe %s", name);
if (static_cast<ShaderConvert>(i) == ShaderConvert::RGBA_TO_8I)
if (static_cast<ShaderConvert>(i) == ShaderConvert::RGBA_TO_8I || static_cast<ShaderConvert>(i) == ShaderConvert::RGB5A1_TO_8I)
{
m_convert.ps[i].RegisterUniform("SBW");
m_convert.ps[i].RegisterUniform("DBW");
m_convert.ps[i].RegisterUniform("PSM");
m_convert.ps[i].RegisterUniform("ScaleFactor");
}
else if (static_cast<ShaderConvert>(i) == ShaderConvert::YUV)
@@ -1594,12 +1595,13 @@ void GSDeviceOGL::ConvertToIndexedTexture(GSTexture* sTex, float sScale, u32 off
{
CommitClear(sTex, false);
const ShaderConvert shader = ShaderConvert::RGBA_TO_8I;
const ShaderConvert shader = ((SPSM & 0xE) == 0) ? ShaderConvert::RGBA_TO_8I : ShaderConvert::RGB5A1_TO_8I;
GLProgram& prog = m_convert.ps[static_cast<int>(shader)];
prog.Bind();
prog.Uniform1ui(0, SBW);
prog.Uniform1ui(1, DBW);
prog.Uniform1f(2, sScale);
prog.Uniform1ui(2, SPSM);
prog.Uniform1f(3, sScale);
OMSetDepthStencilState(m_convert.dss);
OMSetBlendState(false);

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@@ -3158,15 +3158,16 @@ void GSDeviceVK::ConvertToIndexedTexture(
{
u32 SBW;
u32 DBW;
u32 pad1[2];
u32 PSM;
u32 pad1[1];
float ScaleFactor;
float pad2[3];
};
const Uniforms uniforms = {SBW, DBW, {}, sScale, {}};
const Uniforms uniforms = {SBW, DBW, SPSM, {}, sScale, {}};
SetUtilityPushConstants(&uniforms, sizeof(uniforms));
const ShaderConvert shader = ShaderConvert::RGBA_TO_8I;
const ShaderConvert shader = ((SPSM & 0xE) == 0) ? ShaderConvert::RGBA_TO_8I : ShaderConvert::RGB5A1_TO_8I;
const GSVector4 dRect(0, 0, dTex->GetWidth(), dTex->GetHeight());
DoStretchRect(static_cast<GSTextureVK*>(sTex), GSVector4::zero(), static_cast<GSTextureVK*>(dTex), dRect,
m_convert[static_cast<int>(shader)], false, true);

View File

@@ -3,4 +3,4 @@
/// Version number for GS and other shaders. Increment whenever any of the contents of the
/// shaders change, to invalidate the cache.
static constexpr u32 SHADER_CACHE_VERSION = 65;
static constexpr u32 SHADER_CACHE_VERSION = 66;