rsx: Fix MSAA sampling operations

This commit is contained in:
kd-11 2025-12-14 15:23:56 +03:00 committed by kd-11
parent 20dcfa5c8a
commit 1a733353de
2 changed files with 15 additions and 15 deletions

View file

@ -1,8 +1,8 @@
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 ZS_READ_MS(index, coord) vec2(sampleTexture2DMS(TEX_NAME(index), coord, TEX_PARAM(index)).r, float(sampleTexture2DMS(TEX_NAME_STENCIL(index), coord, TEX_PARAM(index)).x))
#define TEX2D_MS(index, coord2) _process_texel(sampleTexture2DMS(TEX_NAME(index), coord2, TEX_PARAM(index)), TEX_FLAGS(index))
#define TEX2D_SHADOW_MS(index, coord3) vec4(comparison_passes(sampleTexture2DMS(TEX_NAME(index), coord3.xy, TEX_PARAM(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), TEX_PARAM(index).remap, TEX_FLAGS(index)), TEX_FLAGS(index))

View file

@ -1,5 +1,5 @@
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)
vec4 texelFetch2DMS(in _MSAA_SAMPLER_TYPE_ tex, const in vec2 sample_count, const in ivec2 icoords, 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
@ -8,15 +8,15 @@ vec4 texelFetch2DMS(in _MSAA_SAMPLER_TYPE_ tex, const in vec2 sample_count, cons
return texelFetch(tex, ivec2(aa_coords), int(sample_index));
}
vec4 sampleTexture2DMS(in _MSAA_SAMPLER_TYPE_ tex, const in vec2 coords, const in int index)
vec4 sampleTexture2DMS(in _MSAA_SAMPLER_TYPE_ tex, const in vec2 coords, const in sampler_info tex_params)
{
const uint flags = TEX_FLAGS(index);
const vec2 scaled_coords = COORD_SCALE2(index, coords);
const uint flags = tex_params.flags;
const vec2 scaled_coords = _texcoord_xform(coords, tex_params);
const vec2 normalized_coords = texture2DMSCoord(scaled_coords, flags);
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));
const vec4 sample0 = texelFetch2DMS(tex, sample_count, icoords, ivec2(0));
if (_get_bits(flags, FILTERED_MAG_BIT, 2) == 0)
{
@ -35,7 +35,7 @@ vec4 sampleTexture2DMS(in _MSAA_SAMPLER_TYPE_ tex, const in vec2 coords, const i
vec4 a, b;
float factor;
const vec4 sample2 = texelFetch2DMS(tex, sample_count, icoords, index, ivec2(0, 1)); // Top left
const vec4 sample2 = texelFetch2DMS(tex, sample_count, icoords, ivec2(0, 1)); // Top left
if (no_filter.x)
{
@ -46,21 +46,21 @@ vec4 sampleTexture2DMS(in _MSAA_SAMPLER_TYPE_ tex, const in vec2 coords, const i
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
const vec4 sample1 = texelFetch2DMS(tex, sample_count, icoords, ivec2(1, 0)); // Bottom right
const vec4 sample3 = texelFetch2DMS(tex, sample_count, icoords, 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
const vec4 sample4 = texelFetch2DMS(tex, sample_count, icoords, 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
const vec4 sample5 = texelFetch2DMS(tex, sample_count, icoords, 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)