diff --git a/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXDefines2.glsl b/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXDefines2.glsl new file mode 100644 index 0000000000..eaf21d252c --- /dev/null +++ b/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXDefines2.glsl @@ -0,0 +1,10 @@ +R"( +// Small structures that should be defined before any backend logic +struct sampler_info +{ + vec4 scale_bias; + uint remap; + uint flags; +}; + +)" diff --git a/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXFragmentPrologue.glsl b/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXFragmentPrologue.glsl new file mode 100644 index 0000000000..b3c98e0870 --- /dev/null +++ b/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXFragmentPrologue.glsl @@ -0,0 +1,42 @@ +R"( + +#ifdef _32_BIT_OUTPUT +// Default. Used when we're not utilizing native fp16 +#define round_to_8bit(v4) (floor(fma(v4, vec4(255.), vec4(0.5))) / vec4(255.)) +#else +// FP16 version +#define round_to_8bit(v4) (floor(fma(v4, f16vec4(255.), f16vec4(0.5))) / f16vec4(255.)) +#endif + +#ifdef _DISABLE_EARLY_DISCARD +#define kill() _fragment_discard = true +#else +#define kill() discard +#endif + +#ifdef _ENABLE_WPOS +vec4 get_wpos() +{ + float abs_scale = abs(wpos_scale); + return (gl_FragCoord * vec4(abs_scale, wpos_scale, 1., 1.)) + vec4(0., wpos_bias, 0., 0.); +} +#endif + +// Required by all fragment shaders for alpha test +bool comparison_passes(const in float a, const in float b, const in uint func) +{ + switch (func) + { + default: + case 0: return false; //never + case 1: return (CMP_FIXUP(a) < CMP_FIXUP(b)); //less + case 2: return (CMP_FIXUP(a) == CMP_FIXUP(b)); //equal + case 3: return (CMP_FIXUP(a) <= CMP_FIXUP(b)); //lequal + case 4: return (CMP_FIXUP(a) > CMP_FIXUP(b)); //greater + case 5: return (CMP_FIXUP(a) != CMP_FIXUP(b)); //nequal + case 6: return (CMP_FIXUP(a) >= CMP_FIXUP(b)); //gequal + case 7: return true; //always + } +} + +)" diff --git a/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXFragmentTextureDepthConversion.glsl b/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXFragmentTextureDepthConversion.glsl new file mode 100644 index 0000000000..68cea535ce --- /dev/null +++ b/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXFragmentTextureDepthConversion.glsl @@ -0,0 +1,69 @@ +R"( +#define ZS_READ(index, coord) vec2(texture(TEX_NAME(index), coord).r, float(texture(TEX_NAME_STENCIL(index), coord).x)) +#define TEX1D_Z24X8_RGBA8(index, coord1) process_texel(convert_z24x8_to_rgba8(ZS_READ(index, COORD_SCALE1(index, coord1)), texture_parameters[index].remap, TEX_FLAGS(index)), TEX_FLAGS(index)) +#define TEX2D_Z24X8_RGBA8(index, coord2) process_texel(convert_z24x8_to_rgba8(ZS_READ(index, COORD_SCALE2(index, coord2)), texture_parameters[index].remap, TEX_FLAGS(index)), TEX_FLAGS(index)) +#define TEX3D_Z24X8_RGBA8(index, coord3) process_texel(convert_z24x8_to_rgba8(ZS_READ(index, COORD_SCALE3(index, coord3)), texture_parameters[index].remap, TEX_FLAGS(index)), TEX_FLAGS(index)) + +// NOTE: Memory layout is fetched as byteswapped BGRA [GBAR] (GOW collection, DS2, DeS) +// The A component (Z) is useless (should contain stencil8 or just 1) +vec4 decode_depth24(const in float depth_value, const in bool depth_float) +{ + uint value; + if (!depth_float) + { + value = uint(depth_value * 16777215.); + } + else + { + value = _get_bits(floatBitsToUint(depth_value), 7, 24); + } + + uint b = _get_bits(value, 0, 8); + uint g = _get_bits(value, 8, 8); + uint r = _get_bits(value, 16, 8); + const vec4 color = vec4(float(g), float(b) , 1., float(r)); + const vec4 scale = vec4(255., 255., 1., 255.); + return color / scale; +} + +vec4 remap_vector(const in vec4 color, const in uint remap) +{ + vec4 result; + if (_get_bits(remap, 0, 8) == 0xE4) + { + result = color; + } + else + { + uvec4 remap_channel = uvec4(remap) >> uvec4(2, 4, 6, 0); + remap_channel &= 3; + remap_channel = (remap_channel + 3) % 4; // Map A-R-G-B to R-G-B-A + + // Generate remapped result + result.a = color[remap_channel.a]; + result.r = color[remap_channel.r]; + result.g = color[remap_channel.g]; + result.b = color[remap_channel.b]; + } + + if (_get_bits(remap, 8, 8) == 0xAA) + return result; + + uvec4 remap_select = uvec4(remap) >> uvec4(10, 12, 14, 8); + remap_select &= 3; + bvec4 choice = lessThan(remap_select, uvec4(2)); + return _select(result, vec4(remap_select), choice); +} + +vec4 convert_z24x8_to_rgba8(const in vec2 depth_stencil, const in uint remap, const in uint flags) +{ + vec4 result = decode_depth24(depth_stencil.x, _test_bit(flags, DEPTH_FLOAT)); + result.z = depth_stencil.y / 255.; + + if (remap == 0xAAE4) + return result; + + return remap_vector(result, remap); +} + +)" diff --git a/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXFragmentTextureMSAAOps.glsl b/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXFragmentTextureMSAAOps.glsl new file mode 100644 index 0000000000..786605a3c0 --- /dev/null +++ b/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXFragmentTextureMSAAOps.glsl @@ -0,0 +1,18 @@ +R"( +#define ZCOMPARE_FUNC(index) _get_bits(TEX_FLAGS(index), DEPTH_COMPARE, 3) +#define ZS_READ_MS(index, coord) vec2(sampleTexture2DMS(TEX_NAME(index), coord, index).r, float(sampleTexture2DMS(TEX_NAME_STENCIL(index), coord, index).x)) +#define TEX2D_MS(index, coord2) process_texel(sampleTexture2DMS(TEX_NAME(index), coord2, index), TEX_FLAGS(index)) +#define TEX2D_SHADOW_MS(index, coord3) vec4(comparison_passes(sampleTexture2DMS(TEX_NAME(index), coord3.xy, index).x, coord3.z, ZCOMPARE_FUNC(index))) +#define TEX2D_SHADOWPROJ_MS(index, coord4) TEX2D_SHADOW_MS(index, (coord4.xyz / coord4.w)) +#define TEX2D_Z24X8_RGBA8_MS(index, coord2) process_texel(convert_z24x8_to_rgba8(ZS_READ_MS(index, coord2), texture_parameters[index].remap, TEX_FLAGS(index)), TEX_FLAGS(index))\n; + +vec3 compute2x2DownsampleWeights(const in float coord, const in float uv_step, const in float actual_step) +{ + const float next_sample_point = coord + actual_step; + const float next_coord_step = fma(floor(coord / uv_step), uv_step, uv_step); + const float next_coord_step_plus_one = next_coord_step + uv_step; + vec3 weights = vec3(next_coord_step, min(next_coord_step_plus_one, next_sample_point), max(next_coord_step_plus_one, next_sample_point)) - vec3(coord, next_coord_step, next_coord_step_plus_one); + return weights / actual_step; +} + +)" diff --git a/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXFragmentTextureMSAAOpsInternal.glsl b/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXFragmentTextureMSAAOpsInternal.glsl new file mode 100644 index 0000000000..7f9370ba49 --- /dev/null +++ b/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXFragmentTextureMSAAOpsInternal.glsl @@ -0,0 +1,94 @@ +R"( +vec4 texelFetch2DMS(in _MSAA_SAMPLER_TYPE_ tex, const in vec2 sample_count, const in ivec2 icoords, const in int index, const in ivec2 offset) +{ + const vec2 resolve_coords = vec2(icoords + offset); + const vec2 aa_coords = floor(resolve_coords / sample_count); // AA coords = real_coords / sample_count + const vec2 sample_loc = fma(aa_coords, -sample_count, resolve_coords); // Sample ID = real_coords % sample_count + const float sample_index = fma(sample_loc.y, sample_count.y, sample_loc.x); + return texelFetch(tex, ivec2(aa_coords), int(sample_index)); +} + +vec4 sampleTexture2DMS(in _MSAA_SAMPLER_TYPE_ tex, const in vec2 coords, const in int index) +{ + const uint flags = TEX_FLAGS(index); + const vec2 normalized_coords = COORD_SCALE2(index, coords); + const vec2 sample_count = vec2(2., textureSamples(tex) * 0.5); + const vec2 image_size = textureSize(tex) * sample_count; + const ivec2 icoords = ivec2(normalized_coords * image_size); + const vec4 sample0 = texelFetch2DMS(tex, sample_count, icoords, index, ivec2(0)); + + if (_get_bits(flags, FILTERED_MAG_BIT, 2) == 0) + { + return sample0; + } + + // Bilinear scaling, with upto 2x2 downscaling with simple weights + const vec2 uv_step = 1.0 / vec2(image_size); + const vec2 actual_step = vec2(dFdx(normalized_coords.x), dFdy(normalized_coords.y)); + + const bvec2 no_filter = lessThan(abs(uv_step - actual_step), vec2(0.000001)); + if (no_filter.x && no_filter.y) + { + return sample0; + } + + vec4 a, b; + float factor; + const vec4 sample2 = texelFetch2DMS(tex, sample_count, icoords, index, ivec2(0, 1)); // Top left + + if (no_filter.x) + { + // No scaling, 1:1 + a = sample0; + b = sample2; + } + else + { + // Filter required, sample more data + const vec4 sample1 = texelFetch2DMS(tex, sample_count, icoords, index, ivec2(1, 0)); // Bottom right + const vec4 sample3 = texelFetch2DMS(tex, sample_count, icoords, index, ivec2(1, 1)); // Top right + + if (actual_step.x > uv_step.x) + { + // Downscale in X, centered + const vec3 weights = compute2x2DownsampleWeights(normalized_coords.x, uv_step.x, actual_step.x); + + const vec4 sample4 = texelFetch2DMS(tex, sample_count, icoords, index, ivec2(2, 0)); // Further bottom right + a = fma(sample0, weights.xxxx, sample1 * weights.y) + (sample4 * weights.z); // Weighted sum + + if (!no_filter.y) + { + const vec4 sample5 = texelFetch2DMS(tex, sample_count, icoords, index, ivec2(2, 1)); // Further top right + b = fma(sample2, weights.xxxx, sample3 * weights.y) + (sample5 * weights.z); // Weighted sum + } + } + else if (actual_step.x < uv_step.x) + { + // Upscale in X + factor = fract(normalized_coords.x * image_size.x); + a = mix(sample0, sample1, factor); + b = mix(sample2, sample3, factor); + } + } + + if (no_filter.y) + { + // 1:1 no scale + return a; + } + else if (actual_step.y > uv_step.y) + { + // Downscale in Y + const vec3 weights = compute2x2DownsampleWeights(normalized_coords.y, uv_step.y, actual_step.y); + // We only have 2 rows computed for performance reasons, so combine rows 1 and 2 + return a * weights.x + b * (weights.y + weights.z); + } + else if (actual_step.y < uv_step.y) + { + // Upscale in Y + factor = fract(normalized_coords.y * image_size.y); + return mix(a, b, factor); + } +} + +)" diff --git a/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXFragmentTextureOps.glsl b/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXFragmentTextureOps.glsl new file mode 100644 index 0000000000..df897eeef4 --- /dev/null +++ b/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXFragmentTextureOps.glsl @@ -0,0 +1,98 @@ +R"( +#ifdef _ENABLE_TEXTURE_EXPAND + uint _texture_flag_override = 0; + #define _enable_texture_expand() _texture_flag_override = SIGN_EXPAND_MASK + #define _disable_texture_expand() _texture_flag_override = 0 + #define TEX_FLAGS(index) (texture_parameters[index].flags | _texture_flag_override) +#else + #define TEX_FLAGS(index) texture_parameters[index].flags +#endif + +#define TEX_NAME(index) tex##index +#define TEX_NAME_STENCIL(index) tex##index##_stencil + +#define COORD_SCALE1(index, coord1) ((coord1 + texture_parameters[index].scale_bias.w) * texture_parameters[index].scale_bias.x) +#define COORD_SCALE2(index, coord2) ((coord2 + texture_parameters[index].scale_bias.w) * texture_parameters[index].scale_bias.xy) +#define COORD_SCALE3(index, coord3) ((coord3 + texture_parameters[index].scale_bias.w) * texture_parameters[index].scale_bias.xyz) + +#define TEX1D(index, coord1) process_texel(texture(TEX_NAME(index), COORD_SCALE1(index, coord1)), TEX_FLAGS(index)) +#define TEX1D_BIAS(index, coord1, bias) process_texel(texture(TEX_NAME(index), COORD_SCALE1(index, coord1), bias), TEX_FLAGS(index)) +#define TEX1D_LOD(index, coord1, lod) process_texel(textureLod(TEX_NAME(index), COORD_SCALE1(index, coord1), lod), TEX_FLAGS(index)) +#define TEX1D_GRAD(index, coord1, dpdx, dpdy) process_texel(textureGrad(TEX_NAME(index), COORD_SCALE1(index, coord1), dpdx, dpdy), TEX_FLAGS(index)) +#define TEX1D_PROJ(index, coord4) process_texel(textureProj(TEX_NAME(index), vec2(COORD_SCALE1(index, coord4.x), coord4.w)), TEX_FLAGS(index)) + +#define TEX2D(index, coord2) process_texel(texture(TEX_NAME(index), COORD_SCALE2(index, coord2)), TEX_FLAGS(index)) +#define TEX2D_BIAS(index, coord2, bias) process_texel(texture(TEX_NAME(index), COORD_SCALE2(index, coord2), bias), TEX_FLAGS(index)) +#define TEX2D_LOD(index, coord2, lod) process_texel(textureLod(TEX_NAME(index), COORD_SCALE2(index, coord2), lod), TEX_FLAGS(index)) +#define TEX2D_GRAD(index, coord2, dpdx, dpdy) process_texel(textureGrad(TEX_NAME(index), COORD_SCALE2(index, coord2), dpdx, dpdy), TEX_FLAGS(index)) +#define TEX2D_PROJ(index, coord4) process_texel(textureProj(TEX_NAME(index), vec4(COORD_SCALE2(index, coord4.xy), coord4.z, coord4.w)), TEX_FLAGS(index)) + +#ifdef _EMULATED_TEXSHADOW + #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)) + #define SHADOW_COORD4(index, coord4) vec4(SHADOW_COORD(index, coord4.xyz), coord4.w) + #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) + + #define TEX2D_SHADOW(index, coord3) texture(TEX_NAME(index), SHADOW_COORD(index, coord3)) + #define TEX3D_SHADOW(index, coord4) texture(TEX_NAME(index), SHADOW_COORD4(index, coord4)) + #define TEX2D_SHADOWPROJ(index, coord4) textureProj(TEX_NAME(index), SHADOW_COORD_PROJ(index, coord4)) +#else + #define TEX2D_SHADOW(index, coord3) texture(TEX_NAME(index), vec3(COORD_SCALE2(index, coord3.xy), coord3.z)) + #define TEX3D_SHADOW(index, coord4) texture(TEX_NAME(index), vec4(COORD_SCALE3(index, coord4.xyz), coord4.w)) + #define TEX2D_SHADOWPROJ(index, coord4) textureProj(TEX_NAME(index), vec4(COORD_SCALE2(index, coord4.xy), coord4.zw)) +#endif + +#define TEX3D(index, coord3) process_texel(texture(TEX_NAME(index), COORD_SCALE3(index, coord3)), TEX_FLAGS(index)) +#define TEX3D_BIAS(index, coord3, bias) process_texel(texture(TEX_NAME(index), COORD_SCALE3(index, coord3), bias), TEX_FLAGS(index)) +#define TEX3D_LOD(index, coord3, lod) process_texel(textureLod(TEX_NAME(index), COORD_SCALE3(index, coord3), lod), TEX_FLAGS(index)) +#define TEX3D_GRAD(index, coord3, dpdx, dpdy) process_texel(textureGrad(TEX_NAME(index), COORD_SCALE3(index, coord3), dpdx, dpdy), TEX_FLAGS(index)) +#define TEX3D_PROJ(index, coord4) process_texel(texture(TEX_NAME(index), COORD_SCALE3(index, coord4.xyz) / coord4.w), TEX_FLAGS(index)) + +vec4 process_texel(in vec4 rgba, const in uint control_bits) +{ + if (control_bits == 0) + { + return rgba; + } + + if (_test_bit(control_bits, ALPHAKILL)) + { + // Alphakill + if (rgba.a < 0.000001) + { + _kill(); + return rgba; + } + } + + if (_test_bit(control_bits, RENORMALIZE)) + { + // Renormalize to 8-bit (PS3) accuracy + rgba = floor(rgba * 255.); + rgba /= 255.; + } + + uvec4 mask; + vec4 convert; + uint op_mask = control_bits & uint(SIGN_EXPAND_MASK); + + if (op_mask != 0) + { + // Expand to signed normalized + mask = uvec4(op_mask) & uvec4(EXPAND_R_MASK, EXPAND_G_MASK, EXPAND_B_MASK, EXPAND_A_MASK); + convert = (rgba * 2.f - 1.f); + rgba = _select(rgba, convert, notEqual(mask, uvec4(0))); + } + + op_mask = control_bits & uint(GAMMA_CTRL_MASK); + if (op_mask != 0u) + { + // Gamma correction + mask = uvec4(op_mask) & uvec4(GAMMA_R_MASK, GAMMA_G_MASK, GAMMA_B_MASK, GAMMA_A_MASK); + convert = srgb_to_linear(rgba); + return _select(rgba, convert, notEqual(mask, uvec4(0))); + } + + return rgba; +} + +)" diff --git a/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXProgramCommon.glsl b/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXProgramCommon.glsl new file mode 100644 index 0000000000..887212f1d2 --- /dev/null +++ b/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXProgramCommon.glsl @@ -0,0 +1,27 @@ +R"( +#define _select mix +#define _saturate(x) clamp(x, 0., 1.) +#define _get_bits(x, off, count) bitfieldExtract(x, off, count) +#define _set_bits(x, y, off, count) bitfieldInsert(x, y, off, count) +#define _test_bit(x, y) (_get_bits(x, y, 1) != 0) +#define _rand(seed) fract(sin(dot(seed.xy, vec2(12.9898f, 78.233f))) * 43758.5453f) + +#ifdef _GPU_LOW_PRECISION_COMPARE +#define CMP_FIXUP(a) (sign(a) * 16. + a) +#else +#define CMP_FIXUP(a) (a) +#endif + +#ifdef _ENABLE_LIT_EMULATION +vec4 lit_legacy(const in vec4 val) +{ + vec4 clamped_val = vec4(max(val.xy, vec2(0.)), val.zw); + return vec4( + 1., + clamped_val.x, + exp2(clamped_val.w * log2(max(clamped_val.y, 0.0000000001))) * sign(clamped_val.x), + 1.); +} +#endif + +)" \ No newline at end of file diff --git a/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXVertexPrologue.glsl b/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXVertexPrologue.glsl new file mode 100644 index 0000000000..23e272625f --- /dev/null +++ b/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXVertexPrologue.glsl @@ -0,0 +1,58 @@ +R"( +#ifdef _FORCE_POSITION_INVARIANCE +invariant gl_Position; +#endif + +#ifdef _EMULATE_ZCLIP_XFORM_STANDARD +// Technically the depth value here is the 'final' depth that should be stored in the Z buffer. +// Forward mapping eqn is d' = d * (f - n) + n, where d' is the stored Z value (this) and d is the normalized API value. +vec4 apply_zclip_xform( + const in vec4 pos, + const in float near_plane, + const in float far_plane) +{ + if (pos.w != 0.0) + { + const float real_n = min(far_plane, near_plane); + const float real_f = max(far_plane, near_plane); + const double depth_range = double(real_f - real_n); + const double inv_range = (depth_range > 0.000001) ? (1.0 / (depth_range * pos.w)) : 0.0; + const double actual_d = (double(pos.z) - double(real_n * pos.w)) * inv_range; + const double nearest_d = floor(actual_d + 0.5); + const double epsilon = (inv_range * pos.w) / 16777215.; // Epsilon value is the minimum discernable change in Z that should affect the stored Z + const double d = _select(actual_d, nearest_d, abs(actual_d - nearest_d) < epsilon); + return vec4(pos.xy, float(d * pos.w), pos.w); + } + else + { + return pos; // Only values where Z=0 can ever pass this clip + } +} +#elif defined(_EMULATE_ZCLIP_XFORM_FALLBACK) +vec4 apply_zclip_xform( + const in vec4 pos, + const in float near_plane, + const in float far_plane) +{ + float d = float(pos.z / pos.w); + if (d < 0.f && d >= near_plane) + { + // Clamp + d = 0.f; + } + else if (d > 1.f && d <= far_plane) + { + // Compress Z and store towards highest end of the range + d = min(1., 0.99 + (0.01 * (pos.z - near_plane) / (far_plane - near_plane))); + } + else // This catch-call also handles w=0 since d=inf + { + return pos; + } + + return vec4(pos.x, pos.y, d * pos.w, pos.w); +}\n +#endif + + +)" diff --git a/rpcs3/emucore.vcxproj b/rpcs3/emucore.vcxproj index 7298809bc1..8d3d6c04d1 100644 --- a/rpcs3/emucore.vcxproj +++ b/rpcs3/emucore.vcxproj @@ -904,6 +904,14 @@ + + + + + + + + diff --git a/rpcs3/emucore.vcxproj.filters b/rpcs3/emucore.vcxproj.filters index a3505ea837..d219df8c18 100644 --- a/rpcs3/emucore.vcxproj.filters +++ b/rpcs3/emucore.vcxproj.filters @@ -85,6 +85,9 @@ {017e5a5d-b190-4032-baed-57f8020861a5} + + {f990b0be-adbd-4a1c-b8c7-d6f963d5b629} + @@ -2403,5 +2406,29 @@ Emu\GPU\RSX\Program\Snippets + + Emu\GPU\RSX\Program\Snippets\RSXProg + + + Emu\GPU\RSX\Program\Snippets\RSXProg + + + Emu\GPU\RSX\Program\Snippets\RSXProg + + + Emu\GPU\RSX\Program\Snippets\RSXProg + + + Emu\GPU\RSX\Program\Snippets\RSXProg + + + Emu\GPU\RSX\Program\Snippets\RSXProg + + + Emu\GPU\RSX\Program\Snippets\RSXProg + + + Emu\GPU\RSX\Program\Snippets\RSXProg + \ No newline at end of file