mirror of
https://github.com/kmc-jp/n64-emu.git
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154 lines
No EOL
5.2 KiB
GLSL
154 lines
No EOL
5.2 KiB
GLSL
#version 450
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/* Copyright (c) 2020 Themaister
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*
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* Permission is hereby granted, free of charge, to any person obtaining
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* a copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#extension GL_EXT_samplerless_texture_functions : require
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#include "small_types.h"
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#include "vi_status.h"
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#include "vi_debug.h"
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#include "noise.h"
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layout(set = 0, binding = 0) uniform mediump utexture2DArray uDivotOutput;
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layout(set = 0, binding = 1) uniform itextureBuffer uHorizontalInfo;
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layout(set = 1, binding = 0) uniform mediump utextureBuffer uGammaTable;
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layout(location = 0) out vec4 FragColor;
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layout(push_constant, std430) uniform Registers
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{
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ivec2 frag_coord_offset;
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int v_start;
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int y_add;
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int frame_count;
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int serrate_shift;
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int serrate_mask;
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int serrate_select;
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int info_y_shift;
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} registers;
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uvec3 vi_lerp(uvec3 a, uvec3 b, uint l)
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{
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return (a + (((b - a) * l + 16u) >> 5u)) & 0xffu;
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}
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uvec3 integer_gamma(uvec3 color)
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{
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uvec3 res;
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if (GAMMA_DITHER)
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{
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color = (color << 6) + noise_get_full_gamma_dither() + 256u;
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res = uvec3(
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texelFetch(uGammaTable, int(color.r)).r,
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texelFetch(uGammaTable, int(color.g)).r,
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texelFetch(uGammaTable, int(color.b)).r);
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}
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else
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{
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res = uvec3(
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texelFetch(uGammaTable, int(color.r)).r,
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texelFetch(uGammaTable, int(color.g)).r,
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texelFetch(uGammaTable, int(color.b)).r);
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}
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return res;
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}
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layout(constant_id = 2) const bool FETCH_BUG = false;
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void main()
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{
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// Handles crop where we start scanning out at an offset.
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ivec2 coord = ivec2(gl_FragCoord.xy) + registers.frag_coord_offset;
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int info_index = coord.y >> registers.info_y_shift;
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ivec4 horiz_info0 = texelFetch(uHorizontalInfo, 2 * info_index + 0);
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ivec4 horiz_info1 = texelFetch(uHorizontalInfo, 2 * info_index + 1);
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int h_start = horiz_info0.x;
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int h_start_clamp = horiz_info0.y;
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int h_end_clamp = horiz_info0.z;
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int x_start = horiz_info0.w;
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int x_add = horiz_info1.x;
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int y_start = horiz_info1.y;
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int y_add = horiz_info1.z;
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int y_base = horiz_info1.w;
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// Rebase Y relative to YStart.
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coord.y -= registers.v_start;
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// Scissor against HStart/End, also handles serrate where we skip every other line.
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if (coord.x < h_start_clamp || coord.x >= h_end_clamp ||
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((coord.y & registers.serrate_mask) != registers.serrate_select))
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discard;
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// Shift the X coord to be relative to sampling, this can change per scanline.
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coord.x -= h_start;
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// Rebase Y in terms of progressive scan.
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coord.y >>= registers.serrate_shift;
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if (GAMMA_DITHER)
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reseed_noise(coord.x, coord.y, registers.frame_count);
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int x = coord.x * x_add + x_start;
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int y = (coord.y - y_base) * y_add + y_start;
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ivec2 base_coord = ivec2(x, y) >> 10;
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uvec3 c00 = texelFetch(uDivotOutput, ivec3(base_coord, 0), 0).rgb;
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int bug_offset = 0;
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if (FETCH_BUG)
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{
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// This is super awkward.
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// Basically there seems to be some kind of issue where if we interpolate in Y,
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// we're going to get buggy output.
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// If we hit this case, the next line we filter against will come from the "buggy" array slice.
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// Why this makes sense, I have no idea.
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//
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// XXX: This assumes constant YAdd.
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// No idea how this is supposed to work if YAdd can vary per scanline.
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int prev_y = (y - registers.y_add) >> 10;
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int next_y = (y + registers.y_add) >> 10;
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if (coord.y != 0 && base_coord.y == prev_y && base_coord.y != next_y)
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bug_offset = 1;
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}
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if (SCALE_AA)
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{
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int x_frac = (x >> 5) & 31;
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int y_frac = (y >> 5) & 31;
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uvec3 c10 = texelFetchOffset(uDivotOutput, ivec3(base_coord, 0), 0, ivec2(1, 0)).rgb;
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uvec3 c01 = texelFetchOffset(uDivotOutput, ivec3(base_coord, bug_offset), 0, ivec2(0, 1)).rgb;
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uvec3 c11 = texelFetchOffset(uDivotOutput, ivec3(base_coord, bug_offset), 0, ivec2(1)).rgb;
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c00 = vi_lerp(c00, c01, y_frac);
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c10 = vi_lerp(c10, c11, y_frac);
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c00 = vi_lerp(c00, c10, x_frac);
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}
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if (GAMMA_ENABLE)
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c00 = integer_gamma(c00);
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else if (GAMMA_DITHER)
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c00 = min(c00 + noise_get_partial_gamma_dither(), uvec3(0xff));
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FragColor = vec4(vec3(c00) / 255.0, 1.0);
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} |