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			200 lines
		
	
	
	
		
			5.6 KiB
		
	
	
	
		
			HLSL
		
	
	
	
	
	
			
		
		
	
	
			200 lines
		
	
	
	
		
			5.6 KiB
		
	
	
	
		
			HLSL
		
	
	
	
	
	
| #define FLT_MIN asfloat(0xff7fffff)
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| #define FLT_MAX asfloat(0x7f7fffff)
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| 
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| #ifdef __spirv__
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| 
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| struct PushConstants
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| {
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|     uint64_t VertexShaderConstants;
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|     uint64_t PixelShaderConstants;
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|     uint64_t SharedConstants;
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| };
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| 
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| [[vk::push_constant]] ConstantBuffer<PushConstants> g_PushConstants;
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| 
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| #define CONSTANT_BUFFER(NAME, REGISTER) struct NAME
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| #define PACK_OFFSET(REGISTER)
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| 
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| #define GET_CONSTANT(NAME) constants.NAME
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| #define GET_SHARED_CONSTANT(NAME) sharedConstants.NAME
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| 
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| #else
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| 
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| #define CONSTANT_BUFFER(NAME, REGISTER) cbuffer NAME : register(REGISTER, space4)
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| #define PACK_OFFSET(REGISTER) : packoffset(REGISTER)
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| 
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| #define GET_CONSTANT(NAME) NAME
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| #define GET_SHARED_CONSTANT(NAME) NAME
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| 
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| #endif
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| 
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| #define INPUT_LAYOUT_FLAG_HAS_R11G11B10_NORMAL (1 << 0)
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| 
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| #define SHARED_CONSTANTS \
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|     [[vk::offset(128)]] uint g_AlphaTestMode PACK_OFFSET(c8.x); \
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|     [[vk::offset(132)]] float g_AlphaThreshold PACK_OFFSET(c8.y); \
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|     [[vk::offset(136)]] uint g_Booleans PACK_OFFSET(c8.z); \
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|     [[vk::offset(140)]] uint g_SwappedTexcoords PACK_OFFSET(c8.w); \
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|     [[vk::offset(144)]] uint g_InputLayoutFlags PACK_OFFSET(c9.x); \
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|     [[vk::offset(148)]] bool g_EnableGIBicubicFiltering PACK_OFFSET(c9.y)
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| 
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| Texture2D<float4> g_Texture2DDescriptorHeap[] : register(t0, space0);
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| Texture3D<float4> g_Texture3DDescriptorHeap[] : register(t0, space1);
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| TextureCube<float4> g_TextureCubeDescriptorHeap[] : register(t0, space2);
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| SamplerState g_SamplerDescriptorHeap[] : register(s0, space3);
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| 
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| float4 tfetch2D(uint resourceDescriptorIndex, uint samplerDescriptorIndex, float2 texCoord, float2 offset)
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| {
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|     Texture2D<float4> texture = g_Texture2DDescriptorHeap[resourceDescriptorIndex];
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|     
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|     uint2 dimensions;
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|     texture.GetDimensions(dimensions.x, dimensions.y);
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|     
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|     return texture.Sample(g_SamplerDescriptorHeap[samplerDescriptorIndex], texCoord + offset / dimensions);
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| }
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| 
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| float2 getWeights2D(uint resourceDescriptorIndex, uint samplerDescriptorIndex, float2 texCoord, float2 offset)
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| {
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|     Texture2D<float4> texture = g_Texture2DDescriptorHeap[resourceDescriptorIndex];
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|     
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|     uint2 dimensions;
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|     texture.GetDimensions(dimensions.x, dimensions.y);
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|     
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|     return frac(texCoord * dimensions + offset - 0.5);
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| }
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| 
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| float w0(float a)
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| {
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|     return (1.0f / 6.0f) * (a * (a * (-a + 3.0f) - 3.0f) + 1.0f);
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| }
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| 
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| float w1(float a)
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| {
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|     return (1.0f / 6.0f) * (a * a * (3.0f * a - 6.0f) + 4.0f);
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| }
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| 
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| float w2(float a)
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| {
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|     return (1.0f / 6.0f) * (a * (a * (-3.0f * a + 3.0f) + 3.0f) + 1.0f);
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| }
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| 
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| float w3(float a)
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| {
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|     return (1.0f / 6.0f) * (a * a * a);
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| }
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| 
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| float g0(float a)
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| {
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|     return w0(a) + w1(a);
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| }
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| 
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| float g1(float a)
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| {
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|     return w2(a) + w3(a);
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| }
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| 
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| float h0(float a)
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| {
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|     return -1.0f + w1(a) / (w0(a) + w1(a)) + 0.5f;
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| }
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| 
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| float h1(float a)
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| {
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|     return 1.0f + w3(a) / (w2(a) + w3(a)) + 0.5f;
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| }
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| 
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| float4 tfetch2DBicubic(uint resourceDescriptorIndex, uint samplerDescriptorIndex, float2 texCoord, float2 offset)
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| {
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|     Texture2D<float4> texture = g_Texture2DDescriptorHeap[resourceDescriptorIndex];
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|     SamplerState samplerState = g_SamplerDescriptorHeap[samplerDescriptorIndex];
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|     
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|     uint2 dimensions;
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|     texture.GetDimensions(dimensions.x, dimensions.y);
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|     
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|     float x = texCoord.x * dimensions.x + offset.x;
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|     float y = texCoord.y * dimensions.y + offset.y;
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| 
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|     x -= 0.5f;
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|     y -= 0.5f;
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|     float px = floor(x);
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|     float py = floor(y);
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|     float fx = x - px;
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|     float fy = y - py;
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| 
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|     float g0x = g0(fx);
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|     float g1x = g1(fx);
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|     float h0x = h0(fx);
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|     float h1x = h1(fx);
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|     float h0y = h0(fy);
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|     float h1y = h1(fy);
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| 
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|     float4 r =
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|         g0(fy) * (g0x * texture.Sample(samplerState, float2(px + h0x, py + h0y) / float2(dimensions)) +
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|             g1x * texture.Sample(samplerState, float2(px + h1x, py + h0y) / float2(dimensions))) +
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|         g1(fy) * (g0x * texture.Sample(samplerState, float2(px + h0x, py + h1y) / float2(dimensions)) +
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|             g1x * texture.Sample(samplerState, float2(px + h1x, py + h1y) / float2(dimensions)));
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| 
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|     return r;
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| }
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| 
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| float4 tfetch3D(uint resourceDescriptorIndex, uint samplerDescriptorIndex, float3 texCoord)
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| {
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|     return g_Texture3DDescriptorHeap[resourceDescriptorIndex].Sample(g_SamplerDescriptorHeap[samplerDescriptorIndex], texCoord);
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| }
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| 
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| struct CubeMapData
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| {
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|     float3 cubeMapDirections[2];
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|     uint cubeMapIndex;
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| };
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| 
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| float4 tfetchCube(uint resourceDescriptorIndex, uint samplerDescriptorIndex, float3 texCoord, inout CubeMapData cubeMapData)
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| {
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|     return g_TextureCubeDescriptorHeap[resourceDescriptorIndex].Sample(g_SamplerDescriptorHeap[samplerDescriptorIndex], cubeMapData.cubeMapDirections[texCoord.z]);
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| }
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| 
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| float4 tfetchR11G11B10(uint inputLayoutFlags, uint4 value)
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| {
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|     if (inputLayoutFlags & INPUT_LAYOUT_FLAG_HAS_R11G11B10_NORMAL)
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|     {
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|         return float4(
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|             (value.x & 0x00000400 ? -1.0 : 0.0) + ((value.x & 0x3FF) / 1024.0),
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|             (value.x & 0x00200000 ? -1.0 : 0.0) + (((value.x >> 11) & 0x3FF) / 1024.0),
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|             (value.x & 0x80000000 ? -1.0 : 0.0) + (((value.x >> 22) & 0x1FF) / 512.0),
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|             0.0);
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|     }
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|     else
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|     {
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|         return asfloat(value);
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|     }
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| }
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| 
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| float4 tfetchTexcoord(uint swappedTexcoords, float4 value, uint semanticIndex)
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| {
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|     return (swappedTexcoords & (1 << semanticIndex)) != 0 ? value.yxwz : value;
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| }
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| 
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| float4 cube(float4 value, inout CubeMapData cubeMapData)
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| {
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|     uint index = cubeMapData.cubeMapIndex;
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|     cubeMapData.cubeMapDirections[index] = value.xyz;
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|     ++cubeMapData.cubeMapIndex;
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|     
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|     return float4(0.0, 0.0, 0.0, index);
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| }
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| 
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| float4 dst(float4 src0, float4 src1)
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| {
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|     float4 dest;
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|     dest.x = 1.0;
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|     dest.y = src0.y * src1.y;
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|     dest.z = src0.z;
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|     dest.w = src1.w;
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|     return dest;
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| }
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| 
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| float4 max4(float4 src0)
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| {
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|     return max(max(src0.x, src0.y), max(src0.z, src0.w));
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| }
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| 
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