rpcsx/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXFragmentTextureMSAAOps.glsl

31 lines
1.8 KiB
GLSL

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))
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;
// We calculate the weights by getting the distances of our sample points from the 'texel centers' and scaling by the actual step
// However, since our weights must add up to exactly 1.0, we can skip one term and just get the remainder for a more accurate result
// Let's allot the overflow to the original texel in this case (a)
// const float a0 = next_coord_step;
const float b0 = min(next_coord_step_plus_one, next_sample_point);
const float c0 = max(next_coord_step_plus_one, next_sample_point);
// const float a1 = coord;
const float b1 = next_coord_step;
const float c1 = next_coord_step_plus_one;
const vec2 computed_weights = vec2(b0 - b1, c0 - c1) / actual_step;
return vec3(1.0 - (computed_weights.x + computed_weights.y), computed_weights.xy);
}
)"