diff --git a/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXFragmentTextureOps.glsl b/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXFragmentTextureOps.glsl index 3cf30f86aa..70c2e9b16a 100644 --- a/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXFragmentTextureOps.glsl +++ b/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXFragmentTextureOps.glsl @@ -27,13 +27,16 @@ R"( #define COORD_SCALE1(index, coord1) _texcoord_xform(coord1, texture_parameters[index]) #define COORD_SCALE2(index, coord2) _texcoord_xform(coord2, texture_parameters[index]) #define COORD_SCALE3(index, coord3) _texcoord_xform(coord3, texture_parameters[index]) +#define COORD_PROJ1(index, coord2) COORD_SCALE1(coord2.x / coord2.y, texture_parameters[index]) +#define COORD_PROJ2(index, coord3) COORD_SCALE2(coord3.xy / coord3.z, texture_parameters[index]) +#define COORD_PROJ3(index, coord4) COORD_SCALE3(coord4.xyz / coord4.w, texture_parameters[index]) #ifdef _ENABLE_TEX1D #define TEX1D(index, coord1) _process_texel(texture(TEX_NAME(index), COORD_SCALE1(index, coord1)), TEX_FLAGS(index)) #define TEX1D_BIAS(index, coord1, bias) _process_texel(texture(TEX_NAME(index), COORD_SCALE1(index, coord1), bias), TEX_FLAGS(index)) #define TEX1D_LOD(index, coord1, lod) _process_texel(textureLod(TEX_NAME(index), COORD_SCALE1(index, coord1), lod), TEX_FLAGS(index)) #define TEX1D_GRAD(index, coord1, dpdx, dpdy) _process_texel(textureGrad(TEX_NAME(index), COORD_SCALE1(index, coord1), dpdx, dpdy), TEX_FLAGS(index)) -#define TEX1D_PROJ(index, coord4) _process_texel(textureProj(TEX_NAME(index), vec2(COORD_SCALE1(index, coord4.x), coord4.w)), TEX_FLAGS(index)) +#define TEX1D_PROJ(index, coord4) _process_texel(texture(TEX_NAME(index), COORD_PROJ1(index, coord4.xw)), TEX_FLAGS(index)) #endif #ifdef _ENABLE_TEX2D @@ -41,14 +44,14 @@ R"( #define TEX2D_BIAS(index, coord2, bias) _process_texel(texture(TEX_NAME(index), COORD_SCALE2(index, coord2), bias), TEX_FLAGS(index)) #define TEX2D_LOD(index, coord2, lod) _process_texel(textureLod(TEX_NAME(index), COORD_SCALE2(index, coord2), lod), TEX_FLAGS(index)) #define TEX2D_GRAD(index, coord2, dpdx, dpdy) _process_texel(textureGrad(TEX_NAME(index), COORD_SCALE2(index, coord2), dpdx, dpdy), TEX_FLAGS(index)) -#define TEX2D_PROJ(index, coord4) _process_texel(textureProj(TEX_NAME(index), vec4(COORD_SCALE2(index, coord4.xy), coord4.z, coord4.w)), TEX_FLAGS(index)) +#define TEX2D_PROJ(index, coord4) _process_texel(texture(TEX_NAME(index), COORD_PROJ2(index, coord4)), TEX_FLAGS(index)) #endif #ifdef _ENABLE_SHADOW #ifdef _EMULATED_TEXSHADOW - #define SHADOW_COORD(index, coord3) vec3(COORD_SCALE2(index, coord3.xy), _test_bit(TEX_FLAGS(index), DEPTH_FLOAT)? coord3.z : min(float(coord3.z), 1.0)) - #define SHADOW_COORD4(index, coord4) vec4(SHADOW_COORD(index, coord4.xyz), coord4.w) - #define SHADOW_COORD_PROJ(index, coord4) vec4(COORD_SCALE2(index, coord4.xy), _test_bit(TEX_FLAGS(index), DEPTH_FLOAT)? coord4.z : min(coord4.z, coord4.w), coord4.w) + #define SHADOW_COORD(index, coord3) _texcoord_xform_shadow(coord3, texture_parameters[index]) + #define SHADOW_COORD4(index, coord4) _texcoord_xform_shadow(coord4, texture_parameters[index]) + #define SHADOW_COORD_PROJ(index, coord4) _texcoord_xform_shadow(coord4.xyz / coord4.w, texture_parameters[index]) #define TEX2D_SHADOW(index, coord3) texture(TEX_NAME(index), SHADOW_COORD(index, coord3)) #define TEX3D_SHADOW(index, coord4) texture(TEX_NAME(index), SHADOW_COORD4(index, coord4)) @@ -56,7 +59,7 @@ R"( #else #define TEX2D_SHADOW(index, coord3) texture(TEX_NAME(index), vec3(COORD_SCALE2(index, coord3.xy), coord3.z)) #define TEX3D_SHADOW(index, coord4) texture(TEX_NAME(index), vec4(COORD_SCALE3(index, coord4.xyz), coord4.w)) - #define TEX2D_SHADOWPROJ(index, coord4) textureProj(TEX_NAME(index), vec4(COORD_SCALE2(index, coord4.xy), coord4.zw)) + #define TEX2D_SHADOWPROJ(index, coord4) texture(TEX_NAME(index), COORD_PROJ3(index, coord)) #endif #endif @@ -65,7 +68,7 @@ R"( #define TEX3D_BIAS(index, coord3, bias) _process_texel(texture(TEX_NAME(index), COORD_SCALE3(index, coord3), bias), TEX_FLAGS(index)) #define TEX3D_LOD(index, coord3, lod) _process_texel(textureLod(TEX_NAME(index), COORD_SCALE3(index, coord3), lod), TEX_FLAGS(index)) #define TEX3D_GRAD(index, coord3, dpdx, dpdy) _process_texel(textureGrad(TEX_NAME(index), COORD_SCALE3(index, coord3), dpdx, dpdy), TEX_FLAGS(index)) -#define TEX3D_PROJ(index, coord4) _process_texel(texture(TEX_NAME(index), COORD_SCALE3(index, coord4.xyz) / coord4.w), TEX_FLAGS(index)) +#define TEX3D_PROJ(index, coord4) _process_texel(texture(TEX_NAME(index), COORD_PROJ3(index, coord4).xyz), TEX_FLAGS(index)) #endif #ifdef _ENABLE_TEX1D @@ -117,6 +120,49 @@ vec3 _texcoord_xform(const in vec3 coord, const in sampler_info params) } #endif +#if defined(_ENABLE_SHADOW) && defined(_EMULATED_TEXSHADOW) +#ifdef _ENABLE_TEX2D +vec3 _texcoord_xform_shadow(const in vec3 coord3, const in sampler_info params) +{ + vec3 result; + if (_test_bit(params.flags, DEPTH_FLOAT)) + { + // Depth-float buffer, extended range supported + result.z = coord3.z; + } + else + { + // Clamp to MAX_DEPTH simulate UINT buffer behavior + result.z = min(coord3.z, 1.); + } + + result.xy = _texcoord_xform(coord3.xy, params); + return result; +} +#endif // TEX2D + +#ifdef _ENABLE_TEX3D +vec4 _texcoord_xform_shadow(const in vec4 coord4, const in sampler_info params) +{ + vec4 result; + if (_test_bit(params.flags, DEPTH_FLOAT)) + { + // Depth-float buffer, extended range supported + result.w = coord4.w; + } + else + { + // Clamp to MAX_DEPTH to simulate UINT buffer behavior + result.w = min(coord4.w, 1.); + } + + result.xyz = _texcoord_xform(coord4.xyz, params); + return result; +} +#endif // TEX3D + +#endif // _EMULATE_SHADOW + vec4 _process_texel(in vec4 rgba, const in uint control_bits) { if (control_bits == 0)