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GLSL

// SPDX-FileCopyrightText: 2002-2026 PCSX2 Dev Team
// SPDX-License-Identifier: GPL-3.0+
//#version 420 // Keep it for text editor detection
layout(std140, binding = 1) uniform cb20
{
vec2 VertexScale;
vec2 VertexOffset;
vec2 TextureScale;
vec2 TextureOffset;
vec2 PointSize;
uint MaxDepth;
float LineAA1Width;
};
#ifdef VERTEX_SHADER
#ifndef VS_EXPAND_NONE
#define VS_EXPAND_NONE 0
#define VS_EXPAND_POINT 1
#define VS_EXPAND_LINE 2
#define VS_EXPAND_SPRITE 3
#define VS_EXPAND_LINE_AA1 4
#define VS_EXPAND_TRIANGLE_AA1 5
#endif
out SHADER
{
vec4 t_float;
vec4 t_int;
#if VS_IIP != 0
vec4 c;
#else
flat vec4 c;
#endif
float inv_cov; // We use the inverse to make it simpler to interpolate.
flat uint interior; // 1 for triangle interior; 0 for edge.
} VSout;
const float exp_min32 = exp2(-32.0f);
#if VS_EXPAND == VS_EXPAND_NONE
layout(location = 0) in vec2 i_st;
layout(location = 2) in vec4 i_c;
layout(location = 3) in float i_q;
layout(location = 4) in uvec2 i_p;
layout(location = 5) in uint i_z;
layout(location = 6) in uvec2 i_uv;
layout(location = 7) in vec4 i_f;
void texture_coord()
{
vec2 uv = vec2(i_uv) - TextureOffset;
vec2 st = i_st - TextureOffset;
// Float coordinate
VSout.t_float.xy = st;
VSout.t_float.w = i_q;
// Integer coordinate => normalized
VSout.t_int.xy = uv * TextureScale;
#if VS_FST
// Integer coordinate => integral
VSout.t_int.zw = uv;
#else
// Some games uses float coordinate for post-processing effect
VSout.t_int.zw = st / TextureScale;
#endif
}
void vs_main()
{
// Clamp to max depth, gs doesn't wrap
highp uint z = min(i_z, MaxDepth);
// pos -= 0.05 (1/320 pixel) helps avoiding rounding problems (integral part of pos is usually 5 digits, 0.05 is about as low as we can go)
// example: ceil(afterseveralvertextransformations(y = 133)) => 134 => line 133 stays empty
// input granularity is 1/16 pixel, anything smaller than that won't step drawing up/left by one pixel
// example: 133.0625 (133 + 1/16) should start from line 134, ceil(133.0625 - 0.05) still above 133
gl_Position.xy = vec2(i_p) - vec2(0.05f, 0.05f);
gl_Position.xy = gl_Position.xy * VertexScale - VertexOffset;
#if HAS_CLIP_CONTROL
gl_Position.z = float(z) * exp_min32;
#else
// GLES doesn't support ARB_clip_control, so remap [0,1] to [-1,1].
gl_Position.z = min(float(z) * exp2(-23.0f), 2.0f) - 1.0f;
#endif
gl_Position.w = 1.0f;
#if GPU_PROFILE_MALI
// Mali HW bug (PPSSPP EQUAL_WZ_CORRUPTS_DEPTH): a draw where clip-space z == w
// corrupts the depth buffer after the perspective divide. Nudge z off w by a
// negligible amount. No-op on any non-Mali GPU (the define is 0 there).
if (gl_Position.z == gl_Position.w) gl_Position.z *= 0.999999f;
#endif
texture_coord();
VSout.c = i_c;
VSout.t_float.z = i_f.x; // pack for with texture
#if VS_POINT_SIZE
gl_PointSize = PointSize.x;
#endif
}
#else // VS_EXPAND
struct RawVertex
{
vec2 ST;
uint RGBA;
float Q;
uint XY;
uint Z;
uint UV;
uint FOG;
};
layout(std140, binding = 4) uniform cb22
{
uint BaseVertex;
uint BaseIndex;
uint pad_cb22_0;
uint pad_cb22_1;
};
layout(std140, binding = 2) readonly buffer VertexBuffer {
RawVertex vertex_buffer[];
};
// Warning: use std430 instead of std140 so that the ints are tightly packed.
layout(std430, binding = 3) readonly buffer IndexBuffer {
uint index_buffer[];
};
struct ProcessedVertex
{
vec4 p;
vec4 t_float;
vec4 t_int;
vec4 c;
};
uint load_index(uint _i)
{
uint i = _i + BaseIndex;
// i is even => load lower 16 bits; i odd => load upper 16 bits.
uint shift = (i & 1u) << 4u;
return (index_buffer[i >> 1u] >> shift) & 0xFFFFu;
}
ProcessedVertex load_vertex(uint index)
{
RawVertex rvtx = vertex_buffer[BaseVertex + index];
vec2 i_st = rvtx.ST;
vec4 i_c = vec4(uvec4(bitfieldExtract(rvtx.RGBA, 0, 8), bitfieldExtract(rvtx.RGBA, 8, 8),
bitfieldExtract(rvtx.RGBA, 16, 8), bitfieldExtract(rvtx.RGBA, 24, 8)));
float i_q = rvtx.Q;
uvec2 i_p = uvec2(bitfieldExtract(rvtx.XY, 0, 16), bitfieldExtract(rvtx.XY, 16, 16));
uint i_z = rvtx.Z;
uvec2 i_uv = uvec2(bitfieldExtract(rvtx.UV, 0, 16), bitfieldExtract(rvtx.UV, 16, 16));
vec4 i_f = unpackUnorm4x8(rvtx.FOG);
ProcessedVertex vtx;
uint z = min(i_z, MaxDepth);
vtx.p.xy = vec2(i_p) - vec2(0.05f, 0.05f);
vtx.p.xy = vtx.p.xy * VertexScale - VertexOffset;
#if HAS_CLIP_CONTROL
vtx.p.z = float(z) * exp_min32;
#else
// GLES doesn't support ARB_clip_control, so remap [0,1] to [-1,1].
vtx.p.z = min(float(z) * exp2(-23.0f), 2.0f) - 1.0f;
#endif
vtx.p.w = 1.0f;
vec2 uv = vec2(i_uv) - TextureOffset;
vec2 st = i_st - TextureOffset;
vtx.t_float.xy = st;
vtx.t_float.w = i_q;
vtx.t_int.xy = uv * TextureScale;
#if VS_FST
vtx.t_int.zw = uv;
#else
vtx.t_int.zw = st / TextureScale;
#endif
vtx.c = i_c;
vtx.t_float.z = i_f.x;
return vtx;
}
// Convert XY from NDC to GS pixel coordinates (i.e. 1.0 = 1 GS pixel).
vec2 get_xy_unscaled(vec2 xy)
{
return round(xy / VertexScale) / 16.0f;
}
// Get the XY deltas in GS pixel coordinates, using first vertex as the origin.
mat2 get_xy_deltas_unscaled(ProcessedVertex v0, ProcessedVertex v1, ProcessedVertex v2)
{
vec2 xy0 = get_xy_unscaled(v0.p.xy);
vec2 xy1 = get_xy_unscaled(v1.p.xy);
vec2 xy2 = get_xy_unscaled(v2.p.xy);
return mat2(xy1 - xy0, xy2 - xy0);
}
// Get the AA1 outward expand direction to the edge formed by the first two vertices.
// This is up or down for shallow (X dominant) edges, and right or left for steep (Y dominant) edges.
// Similar expansion to line AA1 except instead of expanding on both sides of the line,
// expand on on the side towards the outside of the triangle.
vec2 get_aa1_triangle_expand_dir(ProcessedVertex v0, ProcessedVertex v1, ProcessedVertex v2)
{
mat2 xy_deltas = get_xy_deltas_unscaled(v0, v1, v2);
vec2 line_delta = xy_deltas[0];
vec2 line_opposite = xy_deltas[1];
vec2 line_normal = vec2(line_delta.y, -line_delta.x);
vec2 line_expand = abs(line_delta.x) >= abs(line_delta.y) ? vec2(0.0f, 1.0f) : vec2(1.0f, 0.0f);
if ((dot(line_expand, line_normal) >= 0.0f) == (dot(line_opposite, line_normal) >= 0.0f))
{
// Expand direction point towards the interior so flip it.
line_expand = -line_expand;
}
return line_expand;
}
mat2 get_inverse(mat2 mat, float det)
{
return mat2(mat[1][1], -mat[0][1], -mat[1][0], mat[0][0]) * (1 / det);
}
// Extrapolate triangle attributes from the first vertex along the given direction.
// dp_mat is derived from the input vertices, it is passed in to avoid recomputing.
void extrapolate_aa1_triangle_edge(inout ProcessedVertex v0, ProcessedVertex v1, ProcessedVertex v2, mat2 dp_mat, vec2 dp)
{
// Get texture deltas
#if VS_TME
#if VS_FST
mat2 dt = mat2(v1.t_int.zw - v0.t_int.zw, v2.t_int.zw - v0.t_int.zw);
#else
mat2 dt = mat2(v1.t_float.xy - v0.t_float.xy, v2.t_float.xy - v0.t_float.xy);
#endif
#endif
// Get color delta if interpolating
#if VS_IIP
mat2x4 dc = mat2x4(v1.c - v0.c, v2.c - v0.c);
#endif
vec2 dz = vec2(v1.p.z - v0.p.z, v2.p.z - v0.p.z); // Z deltas
vec2 df = vec2(v1.t_float.z - v0.t_float.z, v2.t_float.z - v0.t_float.z); // Fog deltas
vec2 dq = vec2(v1.t_float.w - v0.t_float.w, v2.t_float.w - v0.t_float.w); // Q deltas
// To prevent unstable extrapolation, do not extrapolate if the
// minimum perpendicular length of the triangle is < 2 pixels.
float dp_det = determinant(dp_mat); // Twice signed triangle area.
float len0 = length(dp_mat[0]);
float len1 = length(dp_mat[1]);
float len2 = length(dp_mat[1] - dp_mat[0]);
float min_perp_length = abs(dp_det) / max(max(len0, len1), len2);
// Get the position -> barycentric weight matrix
mat2 inv_dp_mat = get_inverse(dp_mat, dp_det);
vec2 weights = min_perp_length < 2 ? vec2(0) : inv_dp_mat * dp;
v0.p.xy += dp * PointSize; // Extrapolate position
// Extrapolate texture coords
#if VS_TME
#if VS_FST
v0.t_int.zw += dt * weights;
v0.t_int.xy = v0.t_int.zw * TextureScale;
#else
v0.t_float.xy += dt * weights;
v0.t_int.zw = v0.t_float.xy / TextureScale;
v0.t_float.w += dot(dq, weights);
#endif
#endif
// Extrapolate and clamp color
#if VS_IIP
v0.c += dc * weights;
v0.c = clamp(v0.c, vec4(0), vec4(255));
#endif
v0.p.z += dot(dz, weights); // Extrapolate depth
v0.t_float.z += dot(df, weights); // Extrapolate fog
}
void main()
{
ProcessedVertex vtx;
uint vid = uint(gl_VertexID);
#if VS_EXPAND == VS_EXPAND_POINT
vtx = load_vertex(vid >> 2);
vtx.p.x += ((vid & 1u) != 0u) ? PointSize.x : 0.0f;
vtx.p.y += ((vid & 2u) != 0u) ? PointSize.y : 0.0f;
#elif (VS_EXPAND == VS_EXPAND_LINE) || (VS_EXPAND == VS_EXPAND_LINE_AA1)
uint vid_base = vid >> 2;
bool is_bottom = (vid & 2u) != 0u;
bool is_right = (vid & 1u) != 0u;
uint vid_other = is_bottom ? vid_base - 1 : vid_base + 1;
vtx = load_vertex(vid_base);
ProcessedVertex other = load_vertex(vid_other);
// Use bottom minus top for delta regardless of which vertex we are expanding.
vec2 line_delta = is_bottom ? (vtx.p.xy - other.p.xy) : (other.p.xy - vtx.p.xy);
vec2 line_vector = normalize(line_delta / VertexScale);
vec2 line_expand = vec2(line_vector.y, -line_vector.x);
#if VS_EXPAND == VS_EXPAND_LINE_AA1
line_expand *= 2.0f * LineAA1Width;
#endif
vec2 line_width = (line_expand * PointSize) / 2;
vec2 offset = is_right ? line_width : -line_width;
vtx.p.xy += offset;
#if VS_EXPAND == VS_EXPAND_LINE_AA1
VSout.inv_cov = is_right ? 1.0f : -1.0f;
#endif
// Lines will be run as (0 1 2) (1 2 3)
// This means that both triangles will have a point based off the top line point as their first point
// So we don't have to do anything for !IIP
#elif VS_EXPAND == VS_EXPAND_SPRITE
// Sprite points are always in pairs
uint vid_base = vid >> 1;
uint vid_lt = vid_base & ~1u;
uint vid_rb = vid_base | 1u;
ProcessedVertex lt = load_vertex(vid_lt);
ProcessedVertex rb = load_vertex(vid_rb);
vtx = rb;
bool is_right = ((vid & 1u) != 0u);
vtx.p.x = is_right ? lt.p.x : vtx.p.x;
vtx.t_float.x = is_right ? lt.t_float.x : vtx.t_float.x;
vtx.t_int.xz = is_right ? lt.t_int.xz : vtx.t_int.xz;
bool is_bottom = ((vid & 2u) != 0u);
vtx.p.y = is_bottom ? lt.p.y : vtx.p.y;
vtx.t_float.y = is_bottom ? lt.t_float.y : vtx.t_float.y;
vtx.t_int.yw = is_bottom ? lt.t_int.yw : vtx.t_int.yw;
#elif VS_EXPAND == VS_EXPAND_TRIANGLE_AA1
// Triangles with AA1 are expanded as follows:
// - Vertices 0-2: Interior of triangle (1 triangle).
// - Vertices 3-8: First edge expanded (2 triangles).
// - Vertices 9-14: Second edge expanded (2 triangles).
// - Vertices 15-20: Third edge expanded (2 triangles).
// - Vertices 21-26: First corner cap (2 triangles).
// - Vertices 27-32: Second corner cap (2 triangles).
// - Vertices 33-38: Third corner cap (2 triangles).
uint prim_id = vid / 39;
uint prim_offset = vid - 39 * prim_id; // range: 0-38
bool interior = prim_offset < 3;
bool edge = 3 <= prim_offset && prim_offset < 21;
if (interior)
{
vtx = load_vertex(load_index(3 * prim_id + prim_offset));
VSout.inv_cov = 0.0f; // Full coverage
VSout.interior = 1;
}
else if (edge)
{
// Vertex indices for this edge. We need all 3 for determining exterior/interior.
uint prim_offset_edges = prim_offset - 3; // range: 0-17
uint i0 = prim_offset_edges / 6;
uint i1 = (i0 >= 2) ? i0 - 2 : i0 + 1;
uint i2 = (i0 >= 1) ? i0 - 1 : i0 + 2;
uint edge_offset = prim_offset_edges - 6 * i0; // range: 0-5
// Note: order of top/bottom, inside/outside is arbitrary,
// as long as it assembles into two triangles forming a quad.
bool is_bottom = (2 <= edge_offset) && (edge_offset <= 4);
bool is_outside = (edge_offset & 1u) != 0;
vtx = load_vertex(load_index(3 * prim_id + (is_bottom ? i1 : i0)));
ProcessedVertex other = load_vertex(load_index(3 * prim_id + (is_bottom ? i0 : i1)));
ProcessedVertex opposite = load_vertex(load_index(3 * prim_id + i2));
mat2 pos_deltas = get_xy_deltas_unscaled(vtx, other, opposite);
vec2 expand_dir = is_outside ? get_aa1_triangle_expand_dir(vtx, other, opposite) : vec2(0);
// Do actual extrapolation, or no-op if expand_dir == 0.
extrapolate_aa1_triangle_edge(vtx, other, opposite, pos_deltas, expand_dir);
VSout.inv_cov = is_outside ? 1.0f : 0.0f; // No coverage on outside, otherwise full.
VSout.interior = 0;
}
else // Corner cap
{
// Vertex indices for this cap. We need all 3 for determining exterior/interior.
uint prim_offset_cap = prim_offset - 21; // range: 0-8
uint i0 = prim_offset_cap / 6;
uint i1 = (i0 >= 2) ? i0 - 2 : i0 + 1;
uint i2 = (i0 >= 1) ? i0 - 1 : i0 + 2;
uint cap_offset = prim_offset_cap - 6 * i0; // range: 0-5
bool is_near_corner = cap_offset == 0 || cap_offset == 3;
bool is_far_corner = cap_offset == 2 || cap_offset == 5;
bool is_first_tri = cap_offset < 3;
// First triangle is on the side of vertex i1 and second is on the side of vertex i2.
vtx = load_vertex(load_index(3 * prim_id + i0));
ProcessedVertex other = load_vertex(load_index(3 * prim_id + (is_first_tri ? i1 : i2)));
ProcessedVertex opposite = load_vertex(load_index(3 * prim_id + (is_first_tri ? i2 : i1)));
mat2 pos_deltas = get_xy_deltas_unscaled(vtx, other, opposite);
// Get the edge expansion directions of both incident edges.
vec2 edge_expand_dir_0 = get_aa1_triangle_expand_dir(vtx, other, opposite);
vec2 edge_expand_dir_1 = get_aa1_triangle_expand_dir(vtx, opposite, other);
// Check if the corner is already filled by the expanded edges.
// This happens if the expand directions are the same.
// If so we output a degenerate triangle at this corner.
bool corner_filled = all(equal(edge_expand_dir_0, edge_expand_dir_1));
// Nothing if corner is filled, otherwise opposite to the bisector of the corner angle.
vec2 far_corner_dir = corner_filled ? vec2(0) : -normalize((pos_deltas[0] + pos_deltas[1]) / 2);
// Determine the expand direction.
vec2 expand_dir = is_near_corner ? vec2(0) : // No extrapolation
is_far_corner ? far_corner_dir : // Opposite to the angle bisector of corner
edge_expand_dir_0; // Standard AA1 edge expansion
// Do the actual extrapolation (no-op if expand_dir == 0).
extrapolate_aa1_triangle_edge(vtx, other, opposite, pos_deltas, expand_dir);
VSout.inv_cov = is_near_corner ? 0.0f : 1.0f; // Full coverage at near corner, otherwise none.
VSout.interior = 0;
#if !VS_IIP
// Get the provoking vertex color (last vertex in GL)
vtx.c = i0 == 2 ? vtx.c : (i1 == 2 ? other.c : opposite.c);
#endif
}
#endif
gl_Position = vtx.p;
#if GPU_PROFILE_MALI
// Mali EQUAL_WZ_CORRUPTS_DEPTH nudge (VS_EXPAND path); see vs_main above.
if (gl_Position.z == gl_Position.w) gl_Position.z *= 0.999999f;
#endif
VSout.t_float = vtx.t_float;
VSout.t_int = vtx.t_int;
VSout.c = vtx.c;
}
#endif // VS_EXPAND
#endif // VERTEX_SHADER