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rsx: Reimplement projected texturing
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@ -27,13 +27,16 @@ R"(
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#define COORD_SCALE1(index, coord1) _texcoord_xform(coord1, texture_parameters[index])
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#define COORD_SCALE1(index, coord1) _texcoord_xform(coord1, texture_parameters[index])
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#define COORD_SCALE2(index, coord2) _texcoord_xform(coord2, texture_parameters[index])
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#define COORD_SCALE2(index, coord2) _texcoord_xform(coord2, texture_parameters[index])
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#define COORD_SCALE3(index, coord3) _texcoord_xform(coord3, texture_parameters[index])
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#define COORD_SCALE3(index, coord3) _texcoord_xform(coord3, texture_parameters[index])
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#define COORD_PROJ1(index, coord2) COORD_SCALE1(coord2.x / coord2.y, texture_parameters[index])
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#define COORD_PROJ2(index, coord3) COORD_SCALE2(coord3.xy / coord3.z, texture_parameters[index])
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#define COORD_PROJ3(index, coord4) COORD_SCALE3(coord4.xyz / coord4.w, texture_parameters[index])
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#ifdef _ENABLE_TEX1D
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#ifdef _ENABLE_TEX1D
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#define TEX1D(index, coord1) _process_texel(texture(TEX_NAME(index), COORD_SCALE1(index, coord1)), TEX_FLAGS(index))
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#define TEX1D(index, coord1) _process_texel(texture(TEX_NAME(index), COORD_SCALE1(index, coord1)), TEX_FLAGS(index))
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#define TEX1D_BIAS(index, coord1, bias) _process_texel(texture(TEX_NAME(index), COORD_SCALE1(index, coord1), bias), TEX_FLAGS(index))
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#define TEX1D_BIAS(index, coord1, bias) _process_texel(texture(TEX_NAME(index), COORD_SCALE1(index, coord1), bias), TEX_FLAGS(index))
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#define TEX1D_LOD(index, coord1, lod) _process_texel(textureLod(TEX_NAME(index), COORD_SCALE1(index, coord1), lod), TEX_FLAGS(index))
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#define TEX1D_LOD(index, coord1, lod) _process_texel(textureLod(TEX_NAME(index), COORD_SCALE1(index, coord1), lod), TEX_FLAGS(index))
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#define TEX1D_GRAD(index, coord1, dpdx, dpdy) _process_texel(textureGrad(TEX_NAME(index), COORD_SCALE1(index, coord1), dpdx, dpdy), TEX_FLAGS(index))
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#define TEX1D_GRAD(index, coord1, dpdx, dpdy) _process_texel(textureGrad(TEX_NAME(index), COORD_SCALE1(index, coord1), dpdx, dpdy), TEX_FLAGS(index))
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#define TEX1D_PROJ(index, coord4) _process_texel(textureProj(TEX_NAME(index), vec2(COORD_SCALE1(index, coord4.x), coord4.w)), TEX_FLAGS(index))
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#define TEX1D_PROJ(index, coord4) _process_texel(texture(TEX_NAME(index), COORD_PROJ1(index, coord4.xw)), TEX_FLAGS(index))
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#endif
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#endif
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#ifdef _ENABLE_TEX2D
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#ifdef _ENABLE_TEX2D
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@ -41,14 +44,14 @@ R"(
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#define TEX2D_BIAS(index, coord2, bias) _process_texel(texture(TEX_NAME(index), COORD_SCALE2(index, coord2), bias), TEX_FLAGS(index))
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#define TEX2D_BIAS(index, coord2, bias) _process_texel(texture(TEX_NAME(index), COORD_SCALE2(index, coord2), bias), TEX_FLAGS(index))
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#define TEX2D_LOD(index, coord2, lod) _process_texel(textureLod(TEX_NAME(index), COORD_SCALE2(index, coord2), lod), TEX_FLAGS(index))
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#define TEX2D_LOD(index, coord2, lod) _process_texel(textureLod(TEX_NAME(index), COORD_SCALE2(index, coord2), lod), TEX_FLAGS(index))
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#define TEX2D_GRAD(index, coord2, dpdx, dpdy) _process_texel(textureGrad(TEX_NAME(index), COORD_SCALE2(index, coord2), dpdx, dpdy), TEX_FLAGS(index))
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#define TEX2D_GRAD(index, coord2, dpdx, dpdy) _process_texel(textureGrad(TEX_NAME(index), COORD_SCALE2(index, coord2), dpdx, dpdy), TEX_FLAGS(index))
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#define TEX2D_PROJ(index, coord4) _process_texel(textureProj(TEX_NAME(index), vec4(COORD_SCALE2(index, coord4.xy), coord4.z, coord4.w)), TEX_FLAGS(index))
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#define TEX2D_PROJ(index, coord4) _process_texel(texture(TEX_NAME(index), COORD_PROJ2(index, coord4)), TEX_FLAGS(index))
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#endif
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#endif
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#ifdef _ENABLE_SHADOW
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#ifdef _ENABLE_SHADOW
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#ifdef _EMULATED_TEXSHADOW
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#ifdef _EMULATED_TEXSHADOW
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#define SHADOW_COORD(index, coord3) vec3(COORD_SCALE2(index, coord3.xy), _test_bit(TEX_FLAGS(index), DEPTH_FLOAT)? coord3.z : min(float(coord3.z), 1.0))
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#define SHADOW_COORD(index, coord3) _texcoord_xform_shadow(coord3, texture_parameters[index])
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#define SHADOW_COORD4(index, coord4) vec4(SHADOW_COORD(index, coord4.xyz), coord4.w)
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#define SHADOW_COORD4(index, coord4) _texcoord_xform_shadow(coord4, texture_parameters[index])
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#define SHADOW_COORD_PROJ(index, coord4) vec4(COORD_SCALE2(index, coord4.xy), _test_bit(TEX_FLAGS(index), DEPTH_FLOAT)? coord4.z : min(coord4.z, coord4.w), coord4.w)
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#define SHADOW_COORD_PROJ(index, coord4) _texcoord_xform_shadow(coord4.xyz / coord4.w, texture_parameters[index])
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#define TEX2D_SHADOW(index, coord3) texture(TEX_NAME(index), SHADOW_COORD(index, coord3))
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#define TEX2D_SHADOW(index, coord3) texture(TEX_NAME(index), SHADOW_COORD(index, coord3))
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#define TEX3D_SHADOW(index, coord4) texture(TEX_NAME(index), SHADOW_COORD4(index, coord4))
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#define TEX3D_SHADOW(index, coord4) texture(TEX_NAME(index), SHADOW_COORD4(index, coord4))
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@ -56,7 +59,7 @@ R"(
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#else
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#else
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#define TEX2D_SHADOW(index, coord3) texture(TEX_NAME(index), vec3(COORD_SCALE2(index, coord3.xy), coord3.z))
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#define TEX2D_SHADOW(index, coord3) texture(TEX_NAME(index), vec3(COORD_SCALE2(index, coord3.xy), coord3.z))
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#define TEX3D_SHADOW(index, coord4) texture(TEX_NAME(index), vec4(COORD_SCALE3(index, coord4.xyz), coord4.w))
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#define TEX3D_SHADOW(index, coord4) texture(TEX_NAME(index), vec4(COORD_SCALE3(index, coord4.xyz), coord4.w))
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#define TEX2D_SHADOWPROJ(index, coord4) textureProj(TEX_NAME(index), vec4(COORD_SCALE2(index, coord4.xy), coord4.zw))
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#define TEX2D_SHADOWPROJ(index, coord4) texture(TEX_NAME(index), COORD_PROJ3(index, coord))
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#endif
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#endif
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#endif
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#endif
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@ -65,7 +68,7 @@ R"(
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#define TEX3D_BIAS(index, coord3, bias) _process_texel(texture(TEX_NAME(index), COORD_SCALE3(index, coord3), bias), TEX_FLAGS(index))
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#define TEX3D_BIAS(index, coord3, bias) _process_texel(texture(TEX_NAME(index), COORD_SCALE3(index, coord3), bias), TEX_FLAGS(index))
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#define TEX3D_LOD(index, coord3, lod) _process_texel(textureLod(TEX_NAME(index), COORD_SCALE3(index, coord3), lod), TEX_FLAGS(index))
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#define TEX3D_LOD(index, coord3, lod) _process_texel(textureLod(TEX_NAME(index), COORD_SCALE3(index, coord3), lod), TEX_FLAGS(index))
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#define TEX3D_GRAD(index, coord3, dpdx, dpdy) _process_texel(textureGrad(TEX_NAME(index), COORD_SCALE3(index, coord3), dpdx, dpdy), TEX_FLAGS(index))
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#define TEX3D_GRAD(index, coord3, dpdx, dpdy) _process_texel(textureGrad(TEX_NAME(index), COORD_SCALE3(index, coord3), dpdx, dpdy), TEX_FLAGS(index))
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#define TEX3D_PROJ(index, coord4) _process_texel(texture(TEX_NAME(index), COORD_SCALE3(index, coord4.xyz) / coord4.w), TEX_FLAGS(index))
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#define TEX3D_PROJ(index, coord4) _process_texel(texture(TEX_NAME(index), COORD_PROJ3(index, coord4).xyz), TEX_FLAGS(index))
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#endif
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#endif
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#ifdef _ENABLE_TEX1D
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#ifdef _ENABLE_TEX1D
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@ -117,6 +120,49 @@ vec3 _texcoord_xform(const in vec3 coord, const in sampler_info params)
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}
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}
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#endif
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#endif
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#if defined(_ENABLE_SHADOW) && defined(_EMULATED_TEXSHADOW)
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#ifdef _ENABLE_TEX2D
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vec3 _texcoord_xform_shadow(const in vec3 coord3, const in sampler_info params)
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{
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vec3 result;
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if (_test_bit(params.flags, DEPTH_FLOAT))
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{
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// Depth-float buffer, extended range supported
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result.z = coord3.z;
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}
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else
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{
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// Clamp to MAX_DEPTH simulate UINT buffer behavior
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result.z = min(coord3.z, 1.);
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}
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result.xy = _texcoord_xform(coord3.xy, params);
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return result;
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}
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#endif // TEX2D
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#ifdef _ENABLE_TEX3D
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vec4 _texcoord_xform_shadow(const in vec4 coord4, const in sampler_info params)
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{
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vec4 result;
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if (_test_bit(params.flags, DEPTH_FLOAT))
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{
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// Depth-float buffer, extended range supported
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result.w = coord4.w;
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}
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else
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{
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// Clamp to MAX_DEPTH to simulate UINT buffer behavior
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result.w = min(coord4.w, 1.);
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}
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result.xyz = _texcoord_xform(coord4.xyz, params);
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return result;
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}
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#endif // TEX3D
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#endif // _EMULATE_SHADOW
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vec4 _process_texel(in vec4 rgba, const in uint control_bits)
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vec4 _process_texel(in vec4 rgba, const in uint control_bits)
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{
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{
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if (control_bits == 0)
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if (control_bits == 0)
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