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

96 lines
3.4 KiB
GLSL

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 scaled_coords = COORD_SCALE2(index, coords);
const vec2 normalized_coords = mod(scaled_coords, vec2(1.0));
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);
}
}
)"