// SPDX-FileCopyrightText: 2002-2026 PCSX2 Dev Team // SPDX-License-Identifier: GPL-3.0+ #if defined(VERTEX_SHADER) struct VS_INPUT { float4 p : POSITION; float2 t : TEXCOORD0; float4 c : COLOR; }; struct VS_OUTPUT { float4 p : SV_Position; float2 t : TEXCOORD0; float4 c : COLOR; }; VS_OUTPUT vs_main(VS_INPUT input) { VS_OUTPUT output; output.p = input.p; output.t = input.t; output.c = input.c; return output; } #endif // VERTEX_SHADER #if defined(PIXEL_SHADER) cbuffer cb0 : register(b0) { float4 BGColor; int EMODA; int EMODC; int DOFFSET; }; static const float3x3 rgb2yuv = { {0.587, 0.114, 0.299}, {-0.311, 0.500, -0.169}, {-0.419, -0.081, 0.500} }; Texture2D Texture; SamplerState TextureSampler; #if HAS_FLOAT32_INPUT float sample_c(float2 uv) { return Texture.Sample(TextureSampler, uv).r; } #else float4 sample_c(float2 uv) { return Texture.Sample(TextureSampler, uv); } #endif struct PS_INPUT { float4 p : SV_Position; float2 t : TEXCOORD0; float4 c : COLOR; }; #if HAS_INTEGER_OUTPUT #define OUTPUT_TYPE uint #define OUTPUT_SV SV_Target #elif HAS_DEPTH_OUTPUT #define OUTPUT_TYPE float #define OUTPUT_SV SV_Depth #elif HAS_FLOAT32_OUTPUT #define OUTPUT_TYPE float #define OUTPUT_SV SV_Target #else #define OUTPUT_TYPE float4 #define OUTPUT_SV SV_Target #endif struct PS_OUTPUT { OUTPUT_TYPE o : OUTPUT_SV; }; uint rgba8_to_uint(float4 c) { uint4 i = uint4(c * 255.5f) & 0xFFu; return i.r | (i.g << 8) | (i.b << 16) | (i.a << 24); } uint rgb5a1_to_uint(float4 c) { uint4 i = uint4(c * 255.5f) & uint4(0xF8u, 0xF8u, 0xF8u, 0x80u); return (i.r >> 3) | (i.g << 2) | (i.b << 7) | (i.a << 8); } uint depth_to_uint(float d) { return uint(d * exp2(32.0f)); } float4 uint_to_rgba8(uint i) { return float4((i & 0xFFu), ((i >> 8) & 0xFFu), ((i >> 16) & 0xFFu), ((i >> 24) & 0xFFu)) / 255.0f; } float4 uint_to_rgb5a1(uint i) { return float4(uint4(i << 3, i >> 2, i >> 7, i >> 8) & uint4(0xF8u, 0xF8u, 0xF8u, 0x80u)) / 255.0f; } float uint_to_depth32(uint i) { return float(i) * exp2(-32.0f); } float uint_to_depth24(uint i) { return float(i & 0xFFFFFFu) * exp2(-32.0f); } float uint_to_depth16(uint i) { return float(i & 0xFFFFu) * exp2(-32.0f); } float rgba8_to_depth32(float4 val) { return uint_to_depth32(rgba8_to_uint(val)); } float rgba8_to_depth24(float4 val) { return uint_to_depth24(rgba8_to_uint(val)); } float rgba8_to_depth16(float4 val) { return uint_to_depth16(rgba8_to_uint(val)); } float rgb5a1_to_depth16(float4 val) { return uint_to_depth16(rgb5a1_to_uint(val)); } float4 depth32_to_rgba8(float d) { return uint_to_rgba8(depth_to_uint(d)); } float4 depth16_to_rgb5a1(float d) { return uint_to_rgb5a1(depth_to_uint(d)); } float depth32_to_depth24(float d) { return uint_to_depth24(depth_to_uint(d)); } #if defined(__ps_copy__) OUTPUT_TYPE ps_copy(PS_INPUT input) : OUTPUT_SV { return sample_c(input.t); } #endif #if defined(__ps_depth_copy__) OUTPUT_TYPE ps_depth_copy(PS_INPUT input) : OUTPUT_SV { return sample_c(input.t); } #endif #if defined(__ps_downsample_copy__) PS_OUTPUT ps_downsample_copy(PS_INPUT input) { int DownsampleFactor = DOFFSET; int2 ClampMin = int2(EMODA, EMODC); float Weight = BGColor.x; float step_multiplier = BGColor.y; int2 coord = max(int2(input.p.xy) * DownsampleFactor, ClampMin); PS_OUTPUT output; output.o = (float4)0; for (int yoff = 0; yoff < DownsampleFactor; yoff++) { for (int xoff = 0; xoff < DownsampleFactor; xoff++) output.o += Texture.Load(int3(coord + int2(xoff * step_multiplier, yoff * step_multiplier), 0)); } output.o /= Weight; return output; } #endif #if defined(__ps_filter_transparency__) PS_OUTPUT ps_filter_transparency(PS_INPUT input) { PS_OUTPUT output; float4 c = sample_c(input.t); output.o = float4(c.rgb, 1.0); return output; } #endif #if defined(__ps_convert_rgb5a1_16bits__) OUTPUT_TYPE ps_convert_rgb5a1_16bits(PS_INPUT input) : OUTPUT_SV { // Need to be careful with precision here, it can break games like Spider-Man 3 and Dogs Life return rgb5a1_to_uint(sample_c(input.t)); } #endif #if defined(__ps_datm1__) void ps_datm1(PS_INPUT input) { clip(sample_c(input.t).a - 127.5f / 255); // >= 0x80 pass } #endif #if defined(__ps_datm0__) void ps_datm0(PS_INPUT input) { clip(127.5f / 255 - sample_c(input.t).a); // < 0x80 pass (== 0x80 should not pass) } #endif #if defined(__ps_datm1_rta_correction__) void ps_datm1_rta_correction(PS_INPUT input) { clip(sample_c(input.t).a - 254.5f / 255); // >= 0x80 pass } #endif #if defined(__ps_datm0_rta_correction__) void ps_datm0_rta_correction(PS_INPUT input) { clip(254.5f / 255 - sample_c(input.t).a); // < 0x80 pass (== 0x80 should not pass) } #endif #if defined(__ps_rta_correction__) PS_OUTPUT ps_rta_correction(PS_INPUT input) { PS_OUTPUT output; float4 value = sample_c(input.t); output.o = float4(value.rgb, value.a / (128.25f / 255.0f)); return output; } #endif #if defined(__ps_rta_decorrection__) PS_OUTPUT ps_rta_decorrection(PS_INPUT input) { PS_OUTPUT output; float4 value = sample_c(input.t); output.o = float4(value.rgb, value.a * (128.25f / 255.0f)); return output; } #endif #if defined(__ps_colclip_init__) PS_OUTPUT ps_colclip_init(PS_INPUT input) { PS_OUTPUT output; float4 value = sample_c(input.t); output.o = float4(round(value.rgb * 255) / 65535, value.a); return output; } #endif #if defined(__ps_colclip_resolve__) PS_OUTPUT ps_colclip_resolve(PS_INPUT input) { PS_OUTPUT output; float4 value = sample_c(input.t); output.o = float4(float3(uint3(value.rgb * 65535.5) & 255) / 255, value.a); return output; } #endif #if defined(__ps_convert_depth32_32bits__) OUTPUT_TYPE ps_convert_depth32_32bits(PS_INPUT input) : OUTPUT_SV { // Convert a depth texture into a 32 bits UINT texture return depth_to_uint(sample_c(input.t)); } #endif #if defined(__ps_convert_depth32_rgba8__) OUTPUT_TYPE ps_convert_depth32_rgba8(PS_INPUT input) : OUTPUT_SV { // Convert a depth texture into a RGBA color texture return depth32_to_rgba8(sample_c(input.t)); } #endif #if defined(__ps_convert_depth16_rgb5a1__) OUTPUT_TYPE ps_convert_depth16_rgb5a1(PS_INPUT input) : OUTPUT_SV { // Convert depth (only 16 lsb) into a RGB5A1 color texture return depth16_to_rgb5a1(sample_c(input.t)); } #endif #if defined(__ps_convert_depth32_depth24__) OUTPUT_TYPE ps_convert_depth32_depth24(PS_INPUT input) : OUTPUT_SV { // Truncates depth value to 24bits return depth32_to_depth24(sample_c(input.t)); } #endif #define SAMPLE_RGBA_DEPTH_BILN(CONVERT_FN) \ uint width, height; \ Texture.GetDimensions(width, height); \ float2 top_left_f = input.t * float2(width, height) - 0.5f; \ int2 top_left = int2(floor(top_left_f)); \ int4 coords = clamp(int4(top_left, top_left + 1), int4(0, 0, 0, 0), int2(width - 1, height - 1).xyxy); \ float2 mix_vals = frac(top_left_f); \ float depthTL = CONVERT_FN(Texture.Load(int3(coords.xy, 0))); \ float depthTR = CONVERT_FN(Texture.Load(int3(coords.zy, 0))); \ float depthBL = CONVERT_FN(Texture.Load(int3(coords.xw, 0))); \ float depthBR = CONVERT_FN(Texture.Load(int3(coords.zw, 0))); \ return lerp(lerp(depthTL, depthTR, mix_vals.x), lerp(depthBL, depthBR, mix_vals.x), mix_vals.y); #if defined(__ps_convert_rgba8_depth32__) OUTPUT_TYPE ps_convert_rgba8_depth32(PS_INPUT input) : OUTPUT_SV { // Convert an RGBA texture into a float depth texture #if HAS_BILN SAMPLE_RGBA_DEPTH_BILN(rgba8_to_depth32); #else return rgba8_to_depth32(sample_c(input.t)); #endif } #endif #if defined(__ps_convert_rgba8_depth24__) OUTPUT_TYPE ps_convert_rgba8_depth24(PS_INPUT input) : OUTPUT_SV { // Same as above but without the alpha channel (24 bits Z) // Convert an RGBA texture into a float depth texture #if HAS_BILN SAMPLE_RGBA_DEPTH_BILN(rgba8_to_depth24); #else return rgba8_to_depth24(sample_c(input.t)); #endif } #endif #if defined(__ps_convert_rgba8_depth16__) OUTPUT_TYPE ps_convert_rgba8_depth16(PS_INPUT input) : OUTPUT_SV { // Same as above but without the A/B channels (16 bits Z) // Convert an RGBA texture into a float depth texture #if HAS_BILN SAMPLE_RGBA_DEPTH_BILN(rgba8_to_depth16); #else return rgba8_to_depth16(sample_c(input.t)); #endif } #endif #if defined(__ps_convert_rgb5a1_depth16__) OUTPUT_TYPE ps_convert_rgb5a1_depth16(PS_INPUT input) : OUTPUT_SV { // Convert an RGB5A1 (saved as RGBA8) color to a 16 bit Z #if HAS_BILN SAMPLE_RGBA_DEPTH_BILN(rgb5a1_to_depth16); #else return rgb5a1_to_depth16(sample_c(input.t)); #endif } #endif #if defined(__ps_convert_rgb5a1_8i__) 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(1u, 2u); uint2 subcolumn = (pos & uint2(0u, 1u)); column.x -= (column.x / 128u) * 64u; column.y += (column.y / 32u) * 32u; uint PSM = uint(DOFFSET); // Deal with swizzling differences if ((PSM & 0x8u) != 0u) // PSMCT16S { if ((pos.x & 32u) != 0u) { column.y += 32u; // 4 columns high times 4 to get bottom 4 blocks column.x &= ~32u; } if ((pos.x & 64u) != 0u) { column.x -= 32u; } if (((pos.x & 16u) != 0u) != ((pos.y & 16u) != 0u)) { column.x ^= 16u; column.y ^= 8u; } if ((PSM & 0x30u) != 0u) // PSMZ16S - Untested but hopefully ok if anything uses it. { column.x ^= 32u; column.y ^= 16u; } } else // PSMCT16 { if ((pos.y & 32u) != 0u) { column.y -= 16u; column.x += 32u; } if ((pos.x & 96u) != 0u) { uint multi = (pos.x & 96u) / 32u; column.y += 16u * multi; // 4 columns high times 4 to get bottom 4 blocks column.x -= (pos.x & 96u); } if (((pos.x & 16u) != 0u) != ((pos.y & 16) != 0)) { column.x ^= 16u; column.y ^= 8u; } if ((PSM & 0x30u) != 0u) // PSMZ16 - Untested but hopefully ok if anything uses it. { column.x ^= 32u; column.y ^= 32u; } } uint2 coord = column | subcolumn; // Compensate for potentially differing page pitch. uint SBW = uint(EMODA); uint DBW = uint(EMODC); uint2 block_xy = coord / uint2(64u, 64u); uint block_num = (block_xy.y * (DBW / 128u)) + block_xy.x; uint2 block_offset = uint2((block_num % (SBW / 64u)) * 64u, (block_num / (SBW / 64u)) * 64u); coord = (coord % uint2(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 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; output.o = (float4)(((float)(((green << 5) | red) & 0xFFu)) / 255.0f); } else { uint green = (denorm_c.g >> 3) & 0x1Fu; uint blue = (denorm_c.b >> 3) & 0x1Fu; uint alpha = denorm_c.a & 0x80u; output.o = (float4)(((float)((alpha | (blue << 2) | (green >> 3)) & 0xFFu)) / 255.0f); } return output; } #endif #if defined(__ps_convert_rgba_8i__) PS_OUTPUT ps_convert_rgba_8i(PS_INPUT input) { PS_OUTPUT output; // Convert a RGBA texture into a 8 bits packed texture // Input column: 8x2 RGBA pixels // 0: 8 RGBA // 1: 8 RGBA // Output column: 16x4 Index pixels // 0: 8 R | 8 B // 1: 8 R | 8 B // 2: 8 G | 8 A // 3: 8 G | 8 A uint2 pos = uint2(input.p.xy); // Collapse separate R G B A areas into their base pixel uint2 block = (pos & ~uint2(15u, 3u)) >> 1; uint2 subblock = pos & uint2(7u, 1u); uint2 coord = block | subblock; // Compensate for potentially differing page pitch. uint SBW = uint(EMODA); uint DBW = uint(EMODC); uint2 block_xy = coord / uint2(64, 32); uint block_num = (block_xy.y * (DBW / 128)) + block_xy.x; uint2 block_offset = uint2((block_num % (SBW / 64)) * 64, (block_num / (SBW / 64)) * 32); coord = (coord % uint2(64, 32)) + 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)); float2 sel0 = (pos.y & 2u) == 0u ? pixel.rb : pixel.ga; float sel1 = (pos.x & 8u) == 0u ? sel0.x : sel0.y; output.o = (float4)(sel1); // Divide by something here? return output; } #endif #if defined(__ps_convert_clut_4__) PS_OUTPUT ps_convert_clut_4(PS_INPUT input) { // Borrowing the YUV constant buffer. float scale = BGColor.x; uint2 offset = uint2(uint(EMODA), uint(EMODC)) + uint(DOFFSET); // CLUT4 is easy, just two rows of 8x8. uint index = uint(input.p.x); uint2 pos = uint2(index % 8u, index / 8u); int2 final = int2(floor(float2(offset + pos) * scale)); PS_OUTPUT output; output.o = Texture.Load(int3(final, 0), 0); return output; } #endif #if defined(__ps_convert_clut_8__) PS_OUTPUT ps_convert_clut_8(PS_INPUT input) { float scale = BGColor.x; uint2 offset = uint2(uint(EMODA), uint(EMODC)); uint index = min(uint(input.p.x) + uint(DOFFSET), 255u); // CLUT is arranged into 8 groups of 16x2, with the top-right and bottom-left quadrants swapped. // This can probably be done better.. uint subgroup = (index / 8u) % 4u; uint2 pos; pos.x = (index % 8u) + ((subgroup >= 2u) ? 8u : 0u); pos.y = ((index / 32u) * 2u) + (subgroup % 2u); int2 final = int2(floor(float2(offset + pos) * scale)); PS_OUTPUT output; output.o = Texture.Load(int3(final, 0), 0); return output; } #endif #if defined(__ps_yuv__) PS_OUTPUT ps_yuv(PS_INPUT input) { PS_OUTPUT output; float4 i = sample_c(input.t); float3 yuv = mul(rgb2yuv, i.gbr); float Y = float(0xDB) / 255.0f * yuv.x + float(0x10) / 255.0f; float Cr = float(0xE0) / 255.0f * yuv.y + float(0x80) / 255.0f; float Cb = float(0xE0) / 255.0f * yuv.z + float(0x80) / 255.0f; switch (EMODA) { case 0: output.o.a = i.a; break; case 1: output.o.a = Y; break; case 2: output.o.a = Y / 2.0f; break; case 3: default: output.o.a = 0.0f; break; } switch (EMODC) { case 0: output.o.rgb = i.rgb; break; case 1: output.o.rgb = float3(Y, Y, Y); break; case 2: output.o.rgb = float3(Y, Cb, Cr); break; case 3: default: output.o.rgb = float3(i.a, i.a, i.a); break; } return output; } #endif #if defined(__ps_primid_image_init_0__) float ps_primid_image_init_0(PS_INPUT input) : SV_Target { float c; if ((127.5f / 255.0f) < sample_c(input.t).a) // < 0x80 pass (== 0x80 should not pass) c = float(-1); else c = float(0x7FFFFFFF); return c; } #endif #if defined(__ps_primid_image_init_1__) float ps_primid_image_init_1(PS_INPUT input) : SV_Target { float c; if (sample_c(input.t).a < (127.5f / 255.0f)) // >= 0x80 pass c = float(-1); else c = float(0x7FFFFFFF); return c; } #endif #if defined(__ps_primid_image_init_2__) float ps_primid_image_init_2(PS_INPUT input) : SV_Target { float c; if ((254.5f / 255.0f) < sample_c(input.t).a) // < 0x80 pass (== 0x80 should not pass) c = float(-1); else c = float(0x7FFFFFFF); return c; } #endif #if defined(__ps_primid_image_init_3__) float ps_primid_image_init_3(PS_INPUT input) : SV_Target { float c; if (sample_c(input.t).a < (254.5f / 255.0f)) // >= 0x80 pass c = float(-1); else c = float(0x7FFFFFFF); return c; } #endif #endif // PIXEL_SHADER