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https://github.com/libretro/pcsx2.git
synced 2024-12-28 04:35:08 +00:00
gsdx glsl: extend hw shader to sample depth texture
Will use integral coordinate to avoid any rescaling. Bilinear interpolation isn't supported. I don't think it is allowed to filter a depth texture anyway.
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583de1bf0b
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fda511a949
@ -777,6 +777,7 @@ GLuint GSDeviceOGL::CompilePS(PSSelector sel)
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+ format("#define PS_WMT %d\n", sel.wmt)
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+ format("#define PS_TEX_FMT %d\n", sel.tex_fmt)
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+ format("#define PS_DFMT %d\n", sel.dfmt)
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+ format("#define PS_DEPTH_FMT %d\n", sel.depth_fmt)
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+ format("#define PS_AEM %d\n", sel.aem)
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+ format("#define PS_TFX %d\n", sel.tfx)
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+ format("#define PS_TCC %d\n", sel.tcc)
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@ -247,6 +247,7 @@ class GSDeviceOGL final : public GSDevice
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// Format
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uint32 tex_fmt:4;
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uint32 dfmt:2;
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uint32 depth_fmt:2;
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// Alpha extension/Correction
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uint32 aem:1;
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uint32 fba:1;
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@ -270,7 +271,7 @@ class GSDeviceOGL final : public GSDevice
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uint32 write_rg:1;
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uint32 fbmask:1;
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uint32 _free1:2;
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//uint32 _free1:0;
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// *** Word 2
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// Blend and Colclip
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@ -175,6 +175,94 @@ mat4 sample_4p(vec4 u)
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return c;
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}
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//////////////////////////////////////////////////////////////////////
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// Depth sampling
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//////////////////////////////////////////////////////////////////////
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vec4 fetch_c(ivec2 uv)
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{
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return texelFetch(TextureSampler, ivec2(uv), 0);
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}
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ivec2 clamp_wrap_uv_depth(ivec2 uv)
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{
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ivec2 uv_out = uv;
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// Keep the full precision
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// It allow to multiply the ScalingFactor before the 1/16 coeff
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ivec4 mask = ivec4(MskFix) << 4;
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#if PS_WMS == PS_WMT
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#if PS_WMS == 2
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uv_out = clamp(uv, mask.xy, mask.zw);
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#elif PS_WMS == 3
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uv_out = (uv & mask.xy) | mask.zw;
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#endif
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#else // PS_WMS != PS_WMT
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#if PS_WMS == 2
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uv_out.x = clamp(uv, mask.x, mask.z);
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#elif PS_WMS == 3
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uv_out.x = (uv.x & mask.x) | mask.z;
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#endif
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#if PS_WMT == 2
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uv_out.y = clamp(uv, mask.y, mask.w);
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#elif PS_WMT == 3
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uv_out.y = (uv.y & mask.y) | mask.w;
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#endif
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#endif
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return uv_out;
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}
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vec4 sample_depth(vec2 st)
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{
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vec2 uv_f = vec2(clamp_wrap_uv_depth(ivec2(st))) * vec2(ScalingFactor.xy) * vec2(1.0f/16.0f);
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ivec2 uv = ivec2(uv_f);
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vec4 t;
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#if PS_DEPTH_FMT == 1
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// Based on ps_main11 of convert
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// Convert a GL_FLOAT32 depth texture into a RGBA color texture
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const vec4 bitSh = vec4(exp2(24.0f), exp2(16.0f), exp2(8.0f), exp2(0.0f));
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const vec4 bitMsk = vec4(0.0, 1.0/256.0, 1.0/256.0, 1.0/256.0);
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vec4 res = fract(vec4(fetch_c(uv).r) * bitSh);
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t = (res - res.xxyz * bitMsk) * 256.0f;
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#elif PS_DEPTH_FMT == 2
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// Based on ps_main12 of convert
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// Convert a GL_FLOAT32 (only 16 lsb) depth into a RGB5A1 color texture
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const vec4 bitSh = vec4(exp2(32.0f), exp2(27.0f), exp2(22.0f), exp2(17.0f));
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const uvec4 bitMsk = uvec4(0x1F, 0x1F, 0x1F, 0x1);
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uvec4 color = uvec4(vec4(fetch_c(uv).r) * bitSh) & bitMsk;
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t = vec4(color) * vec4(8.0f, 8.0f, 8.0f, 128.0f);
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#elif PS_DEPTH_FMT == 3
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// Convert a RGBA/RGB5A1 color texture into a RGBA/RGB5A1 color texture
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t = fetch_c(uv) * 255.0f;
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#endif
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// warning t ranges from 0 to 255
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#if (PS_AEM_FMT == FMT_24)
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t.a = ( (PS_AEM == 0) || any(bvec3(t.rgb)) ) ? 255.0f * TA.x : 0.0f;
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#elif (PS_AEM_FMT == FMT_16)
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t.a = t.a >= 128.0f ? 255.0f * TA.y : ( (PS_AEM == 0) || any(bvec3(t.rgb)) ) ? 255.0f * TA.x : 0.0f;
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#endif
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return t;
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}
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//////////////////////////////////////////////////////////////////////
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vec4 sample_color(vec2 st)
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{
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#if (PS_TCOFFSETHACK == 1)
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@ -328,10 +416,17 @@ vec4 ps_color()
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{
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//FIXME: maybe we can set gl_Position.w = q in VS
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#if (PS_FST == 0)
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vec4 T = sample_color(PSin.t_float.xy / vec2(PSin.t_float.w));
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vec2 st = PSin.t_float.xy / vec2(PSin.t_float.w);
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#else
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// Note xy are normalized coordinate
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vec4 T = sample_color(PSin.t_int.xy);
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vec2 st = PSin.t_int.xy;
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#endif
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#if (PS_DEPTH_FMT > 0)
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// Integral coordinate
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vec4 T = sample_depth(PSin.t_int.zw);
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#else
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vec4 T = sample_color(st);
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#endif
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#if PS_IIP == 1
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@ -1019,6 +1019,94 @@ static const char* const tfx_fs_all_glsl =
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" return c;\n"
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"}\n"
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"\n"
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"//////////////////////////////////////////////////////////////////////\n"
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"// Depth sampling\n"
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"//////////////////////////////////////////////////////////////////////\n"
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"vec4 fetch_c(ivec2 uv)\n"
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"{\n"
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" return texelFetch(TextureSampler, ivec2(uv), 0);\n"
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"}\n"
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"\n"
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"ivec2 clamp_wrap_uv_depth(ivec2 uv)\n"
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"{\n"
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" ivec2 uv_out = uv;\n"
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"\n"
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" // Keep the full precision\n"
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" // It allow to multiply the ScalingFactor before the 1/16 coeff\n"
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" ivec4 mask = ivec4(MskFix) << 4;\n"
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"\n"
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"#if PS_WMS == PS_WMT\n"
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"\n"
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"#if PS_WMS == 2\n"
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" uv_out = clamp(uv, mask.xy, mask.zw);\n"
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"#elif PS_WMS == 3\n"
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" uv_out = (uv & mask.xy) | mask.zw;\n"
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"#endif\n"
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"\n"
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"#else // PS_WMS != PS_WMT\n"
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"\n"
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"#if PS_WMS == 2\n"
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" uv_out.x = clamp(uv, mask.x, mask.z);\n"
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"#elif PS_WMS == 3\n"
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" uv_out.x = (uv.x & mask.x) | mask.z;\n"
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"#endif\n"
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"\n"
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"#if PS_WMT == 2\n"
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" uv_out.y = clamp(uv, mask.y, mask.w);\n"
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"#elif PS_WMT == 3\n"
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" uv_out.y = (uv.y & mask.y) | mask.w;\n"
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"#endif\n"
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"\n"
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"#endif\n"
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"\n"
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" return uv_out;\n"
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"}\n"
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"\n"
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"vec4 sample_depth(vec2 st)\n"
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"{\n"
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" vec2 uv_f = vec2(clamp_wrap_uv_depth(ivec2(st))) * vec2(ScalingFactor.xy) * vec2(1.0f/16.0f);\n"
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" ivec2 uv = ivec2(uv_f);\n"
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"\n"
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" vec4 t;\n"
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"#if PS_DEPTH_FMT == 1\n"
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" // Based on ps_main11 of convert\n"
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"\n"
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" // Convert a GL_FLOAT32 depth texture into a RGBA color texture\n"
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" const vec4 bitSh = vec4(exp2(24.0f), exp2(16.0f), exp2(8.0f), exp2(0.0f));\n"
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" const vec4 bitMsk = vec4(0.0, 1.0/256.0, 1.0/256.0, 1.0/256.0);\n"
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"\n"
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" vec4 res = fract(vec4(fetch_c(uv).r) * bitSh);\n"
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"\n"
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" t = (res - res.xxyz * bitMsk) * 256.0f;\n"
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"\n"
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"#elif PS_DEPTH_FMT == 2\n"
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" // Based on ps_main12 of convert\n"
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"\n"
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" // Convert a GL_FLOAT32 (only 16 lsb) depth into a RGB5A1 color texture\n"
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" const vec4 bitSh = vec4(exp2(32.0f), exp2(27.0f), exp2(22.0f), exp2(17.0f));\n"
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" const uvec4 bitMsk = uvec4(0x1F, 0x1F, 0x1F, 0x1);\n"
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" uvec4 color = uvec4(vec4(fetch_c(uv).r) * bitSh) & bitMsk;\n"
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"\n"
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" t = vec4(color) * vec4(8.0f, 8.0f, 8.0f, 128.0f);\n"
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"\n"
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"#elif PS_DEPTH_FMT == 3\n"
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" // Convert a RGBA/RGB5A1 color texture into a RGBA/RGB5A1 color texture\n"
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" t = fetch_c(uv) * 255.0f;\n"
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"\n"
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"#endif\n"
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"\n"
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" // warning t ranges from 0 to 255\n"
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"#if (PS_AEM_FMT == FMT_24)\n"
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" t.a = ( (PS_AEM == 0) || any(bvec3(t.rgb)) ) ? 255.0f * TA.x : 0.0f;\n"
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"#elif (PS_AEM_FMT == FMT_16)\n"
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" t.a = t.a >= 128.0f ? 255.0f * TA.y : ( (PS_AEM == 0) || any(bvec3(t.rgb)) ) ? 255.0f * TA.x : 0.0f;\n"
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"#endif\n"
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"\n"
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"\n"
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" return t;\n"
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"}\n"
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"//////////////////////////////////////////////////////////////////////\n"
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"\n"
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"vec4 sample_color(vec2 st)\n"
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"{\n"
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"#if (PS_TCOFFSETHACK == 1)\n"
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@ -1172,10 +1260,17 @@ static const char* const tfx_fs_all_glsl =
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"{\n"
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" //FIXME: maybe we can set gl_Position.w = q in VS\n"
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"#if (PS_FST == 0)\n"
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" vec4 T = sample_color(PSin.t_float.xy / vec2(PSin.t_float.w));\n"
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" vec2 st = PSin.t_float.xy / vec2(PSin.t_float.w);\n"
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"#else\n"
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" // Note xy are normalized coordinate\n"
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" vec4 T = sample_color(PSin.t_int.xy);\n"
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" vec2 st = PSin.t_int.xy;\n"
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"#endif\n"
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"\n"
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"#if (PS_DEPTH_FMT > 0)\n"
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" // Integral coordinate\n"
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" vec4 T = sample_depth(PSin.t_int.zw);\n"
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"#else\n"
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" vec4 T = sample_color(st);\n"
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"#endif\n"
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"\n"
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"#if PS_IIP == 1\n"
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