// SPDX-FileCopyrightText: 2002-2026 PCSX2 Dev Team // SPDX-License-Identifier: GPL-3.0+ //#version 420 // Keep it for text editor detection layout(std140, binding = 1) uniform cb20 { vec2 VertexScale; vec2 VertexOffset; vec2 TextureScale; vec2 TextureOffset; vec2 PointSize; uint MaxDepth; float LineAA1Width; }; #ifdef VERTEX_SHADER #ifndef VS_EXPAND_NONE #define VS_EXPAND_NONE 0 #define VS_EXPAND_POINT 1 #define VS_EXPAND_LINE 2 #define VS_EXPAND_SPRITE 3 #define VS_EXPAND_LINE_AA1 4 #define VS_EXPAND_TRIANGLE_AA1 5 #endif out SHADER { vec4 t_float; vec4 t_int; #if VS_IIP != 0 vec4 c; #else flat vec4 c; #endif float inv_cov; // We use the inverse to make it simpler to interpolate. flat uint interior; // 1 for triangle interior; 0 for edge. } VSout; const float exp_min32 = exp2(-32.0f); #if VS_EXPAND == VS_EXPAND_NONE layout(location = 0) in vec2 i_st; layout(location = 2) in vec4 i_c; layout(location = 3) in float i_q; layout(location = 4) in uvec2 i_p; layout(location = 5) in uint i_z; layout(location = 6) in uvec2 i_uv; layout(location = 7) in vec4 i_f; void texture_coord() { vec2 uv = vec2(i_uv) - TextureOffset; vec2 st = i_st - TextureOffset; // Float coordinate VSout.t_float.xy = st; VSout.t_float.w = i_q; // Integer coordinate => normalized VSout.t_int.xy = uv * TextureScale; #if VS_FST // Integer coordinate => integral VSout.t_int.zw = uv; #else // Some games uses float coordinate for post-processing effect VSout.t_int.zw = st / TextureScale; #endif } void vs_main() { // Clamp to max depth, gs doesn't wrap highp uint z = min(i_z, MaxDepth); // pos -= 0.05 (1/320 pixel) helps avoiding rounding problems (integral part of pos is usually 5 digits, 0.05 is about as low as we can go) // example: ceil(afterseveralvertextransformations(y = 133)) => 134 => line 133 stays empty // input granularity is 1/16 pixel, anything smaller than that won't step drawing up/left by one pixel // example: 133.0625 (133 + 1/16) should start from line 134, ceil(133.0625 - 0.05) still above 133 gl_Position.xy = vec2(i_p) - vec2(0.05f, 0.05f); gl_Position.xy = gl_Position.xy * VertexScale - VertexOffset; #if HAS_CLIP_CONTROL gl_Position.z = float(z) * exp_min32; #else // GLES doesn't support ARB_clip_control, so remap [0,1] to [-1,1]. gl_Position.z = min(float(z) * exp2(-23.0f), 2.0f) - 1.0f; #endif gl_Position.w = 1.0f; #if GPU_PROFILE_MALI // Mali HW bug (PPSSPP EQUAL_WZ_CORRUPTS_DEPTH): a draw where clip-space z == w // corrupts the depth buffer after the perspective divide. Nudge z off w by a // negligible amount. No-op on any non-Mali GPU (the define is 0 there). if (gl_Position.z == gl_Position.w) gl_Position.z *= 0.999999f; #endif texture_coord(); VSout.c = i_c; VSout.t_float.z = i_f.x; // pack for with texture #if VS_POINT_SIZE gl_PointSize = PointSize.x; #endif } #else // VS_EXPAND struct RawVertex { vec2 ST; uint RGBA; float Q; uint XY; uint Z; uint UV; uint FOG; }; layout(std140, binding = 4) uniform cb22 { uint BaseVertex; uint BaseIndex; uint pad_cb22_0; uint pad_cb22_1; }; layout(std140, binding = 2) readonly buffer VertexBuffer { RawVertex vertex_buffer[]; }; // Warning: use std430 instead of std140 so that the ints are tightly packed. layout(std430, binding = 3) readonly buffer IndexBuffer { uint index_buffer[]; }; struct ProcessedVertex { vec4 p; vec4 t_float; vec4 t_int; vec4 c; }; uint load_index(uint _i) { uint i = _i + BaseIndex; // i is even => load lower 16 bits; i odd => load upper 16 bits. uint shift = (i & 1u) << 4u; return (index_buffer[i >> 1u] >> shift) & 0xFFFFu; } ProcessedVertex load_vertex(uint index) { RawVertex rvtx = vertex_buffer[BaseVertex + index]; vec2 i_st = rvtx.ST; vec4 i_c = vec4(uvec4(bitfieldExtract(rvtx.RGBA, 0, 8), bitfieldExtract(rvtx.RGBA, 8, 8), bitfieldExtract(rvtx.RGBA, 16, 8), bitfieldExtract(rvtx.RGBA, 24, 8))); float i_q = rvtx.Q; uvec2 i_p = uvec2(bitfieldExtract(rvtx.XY, 0, 16), bitfieldExtract(rvtx.XY, 16, 16)); uint i_z = rvtx.Z; uvec2 i_uv = uvec2(bitfieldExtract(rvtx.UV, 0, 16), bitfieldExtract(rvtx.UV, 16, 16)); vec4 i_f = unpackUnorm4x8(rvtx.FOG); ProcessedVertex vtx; uint z = min(i_z, MaxDepth); vtx.p.xy = vec2(i_p) - vec2(0.05f, 0.05f); vtx.p.xy = vtx.p.xy * VertexScale - VertexOffset; #if HAS_CLIP_CONTROL vtx.p.z = float(z) * exp_min32; #else // GLES doesn't support ARB_clip_control, so remap [0,1] to [-1,1]. vtx.p.z = min(float(z) * exp2(-23.0f), 2.0f) - 1.0f; #endif vtx.p.w = 1.0f; vec2 uv = vec2(i_uv) - TextureOffset; vec2 st = i_st - TextureOffset; vtx.t_float.xy = st; vtx.t_float.w = i_q; vtx.t_int.xy = uv * TextureScale; #if VS_FST vtx.t_int.zw = uv; #else vtx.t_int.zw = st / TextureScale; #endif vtx.c = i_c; vtx.t_float.z = i_f.x; return vtx; } // Convert XY from NDC to GS pixel coordinates (i.e. 1.0 = 1 GS pixel). vec2 get_xy_unscaled(vec2 xy) { return round(xy / VertexScale) / 16.0f; } // Get the XY deltas in GS pixel coordinates, using first vertex as the origin. mat2 get_xy_deltas_unscaled(ProcessedVertex v0, ProcessedVertex v1, ProcessedVertex v2) { vec2 xy0 = get_xy_unscaled(v0.p.xy); vec2 xy1 = get_xy_unscaled(v1.p.xy); vec2 xy2 = get_xy_unscaled(v2.p.xy); return mat2(xy1 - xy0, xy2 - xy0); } // Get the AA1 outward expand direction to the edge formed by the first two vertices. // This is up or down for shallow (X dominant) edges, and right or left for steep (Y dominant) edges. // Similar expansion to line AA1 except instead of expanding on both sides of the line, // expand on on the side towards the outside of the triangle. vec2 get_aa1_triangle_expand_dir(ProcessedVertex v0, ProcessedVertex v1, ProcessedVertex v2) { mat2 xy_deltas = get_xy_deltas_unscaled(v0, v1, v2); vec2 line_delta = xy_deltas[0]; vec2 line_opposite = xy_deltas[1]; vec2 line_normal = vec2(line_delta.y, -line_delta.x); vec2 line_expand = abs(line_delta.x) >= abs(line_delta.y) ? vec2(0.0f, 1.0f) : vec2(1.0f, 0.0f); if ((dot(line_expand, line_normal) >= 0.0f) == (dot(line_opposite, line_normal) >= 0.0f)) { // Expand direction point towards the interior so flip it. line_expand = -line_expand; } return line_expand; } mat2 get_inverse(mat2 mat, float det) { return mat2(mat[1][1], -mat[0][1], -mat[1][0], mat[0][0]) * (1 / det); } // Extrapolate triangle attributes from the first vertex along the given direction. // dp_mat is derived from the input vertices, it is passed in to avoid recomputing. void extrapolate_aa1_triangle_edge(inout ProcessedVertex v0, ProcessedVertex v1, ProcessedVertex v2, mat2 dp_mat, vec2 dp) { // Get texture deltas #if VS_TME #if VS_FST mat2 dt = mat2(v1.t_int.zw - v0.t_int.zw, v2.t_int.zw - v0.t_int.zw); #else mat2 dt = mat2(v1.t_float.xy - v0.t_float.xy, v2.t_float.xy - v0.t_float.xy); #endif #endif // Get color delta if interpolating #if VS_IIP mat2x4 dc = mat2x4(v1.c - v0.c, v2.c - v0.c); #endif vec2 dz = vec2(v1.p.z - v0.p.z, v2.p.z - v0.p.z); // Z deltas vec2 df = vec2(v1.t_float.z - v0.t_float.z, v2.t_float.z - v0.t_float.z); // Fog deltas vec2 dq = vec2(v1.t_float.w - v0.t_float.w, v2.t_float.w - v0.t_float.w); // Q deltas // To prevent unstable extrapolation, do not extrapolate if the // minimum perpendicular length of the triangle is < 2 pixels. float dp_det = determinant(dp_mat); // Twice signed triangle area. float len0 = length(dp_mat[0]); float len1 = length(dp_mat[1]); float len2 = length(dp_mat[1] - dp_mat[0]); float min_perp_length = abs(dp_det) / max(max(len0, len1), len2); // Get the position -> barycentric weight matrix mat2 inv_dp_mat = get_inverse(dp_mat, dp_det); vec2 weights = min_perp_length < 2 ? vec2(0) : inv_dp_mat * dp; v0.p.xy += dp * PointSize; // Extrapolate position // Extrapolate texture coords #if VS_TME #if VS_FST v0.t_int.zw += dt * weights; v0.t_int.xy = v0.t_int.zw * TextureScale; #else v0.t_float.xy += dt * weights; v0.t_int.zw = v0.t_float.xy / TextureScale; v0.t_float.w += dot(dq, weights); #endif #endif // Extrapolate and clamp color #if VS_IIP v0.c += dc * weights; v0.c = clamp(v0.c, vec4(0), vec4(255)); #endif v0.p.z += dot(dz, weights); // Extrapolate depth v0.t_float.z += dot(df, weights); // Extrapolate fog } void main() { ProcessedVertex vtx; uint vid = uint(gl_VertexID); #if VS_EXPAND == VS_EXPAND_POINT vtx = load_vertex(vid >> 2); vtx.p.x += ((vid & 1u) != 0u) ? PointSize.x : 0.0f; vtx.p.y += ((vid & 2u) != 0u) ? PointSize.y : 0.0f; #elif (VS_EXPAND == VS_EXPAND_LINE) || (VS_EXPAND == VS_EXPAND_LINE_AA1) uint vid_base = vid >> 2; bool is_bottom = (vid & 2u) != 0u; bool is_right = (vid & 1u) != 0u; uint vid_other = is_bottom ? vid_base - 1 : vid_base + 1; vtx = load_vertex(vid_base); ProcessedVertex other = load_vertex(vid_other); // Use bottom minus top for delta regardless of which vertex we are expanding. vec2 line_delta = is_bottom ? (vtx.p.xy - other.p.xy) : (other.p.xy - vtx.p.xy); vec2 line_vector = normalize(line_delta / VertexScale); vec2 line_expand = vec2(line_vector.y, -line_vector.x); #if VS_EXPAND == VS_EXPAND_LINE_AA1 line_expand *= 2.0f * LineAA1Width; #endif vec2 line_width = (line_expand * PointSize) / 2; vec2 offset = is_right ? line_width : -line_width; vtx.p.xy += offset; #if VS_EXPAND == VS_EXPAND_LINE_AA1 VSout.inv_cov = is_right ? 1.0f : -1.0f; #endif // Lines will be run as (0 1 2) (1 2 3) // This means that both triangles will have a point based off the top line point as their first point // So we don't have to do anything for !IIP #elif VS_EXPAND == VS_EXPAND_SPRITE // Sprite points are always in pairs uint vid_base = vid >> 1; uint vid_lt = vid_base & ~1u; uint vid_rb = vid_base | 1u; ProcessedVertex lt = load_vertex(vid_lt); ProcessedVertex rb = load_vertex(vid_rb); vtx = rb; bool is_right = ((vid & 1u) != 0u); vtx.p.x = is_right ? lt.p.x : vtx.p.x; vtx.t_float.x = is_right ? lt.t_float.x : vtx.t_float.x; vtx.t_int.xz = is_right ? lt.t_int.xz : vtx.t_int.xz; bool is_bottom = ((vid & 2u) != 0u); vtx.p.y = is_bottom ? lt.p.y : vtx.p.y; vtx.t_float.y = is_bottom ? lt.t_float.y : vtx.t_float.y; vtx.t_int.yw = is_bottom ? lt.t_int.yw : vtx.t_int.yw; #elif VS_EXPAND == VS_EXPAND_TRIANGLE_AA1 // Triangles with AA1 are expanded as follows: // - Vertices 0-2: Interior of triangle (1 triangle). // - Vertices 3-8: First edge expanded (2 triangles). // - Vertices 9-14: Second edge expanded (2 triangles). // - Vertices 15-20: Third edge expanded (2 triangles). // - Vertices 21-26: First corner cap (2 triangles). // - Vertices 27-32: Second corner cap (2 triangles). // - Vertices 33-38: Third corner cap (2 triangles). uint prim_id = vid / 39; uint prim_offset = vid - 39 * prim_id; // range: 0-38 bool interior = prim_offset < 3; bool edge = 3 <= prim_offset && prim_offset < 21; if (interior) { vtx = load_vertex(load_index(3 * prim_id + prim_offset)); VSout.inv_cov = 0.0f; // Full coverage VSout.interior = 1; } else if (edge) { // Vertex indices for this edge. We need all 3 for determining exterior/interior. uint prim_offset_edges = prim_offset - 3; // range: 0-17 uint i0 = prim_offset_edges / 6; uint i1 = (i0 >= 2) ? i0 - 2 : i0 + 1; uint i2 = (i0 >= 1) ? i0 - 1 : i0 + 2; uint edge_offset = prim_offset_edges - 6 * i0; // range: 0-5 // Note: order of top/bottom, inside/outside is arbitrary, // as long as it assembles into two triangles forming a quad. bool is_bottom = (2 <= edge_offset) && (edge_offset <= 4); bool is_outside = (edge_offset & 1u) != 0; vtx = load_vertex(load_index(3 * prim_id + (is_bottom ? i1 : i0))); ProcessedVertex other = load_vertex(load_index(3 * prim_id + (is_bottom ? i0 : i1))); ProcessedVertex opposite = load_vertex(load_index(3 * prim_id + i2)); mat2 pos_deltas = get_xy_deltas_unscaled(vtx, other, opposite); vec2 expand_dir = is_outside ? get_aa1_triangle_expand_dir(vtx, other, opposite) : vec2(0); // Do actual extrapolation, or no-op if expand_dir == 0. extrapolate_aa1_triangle_edge(vtx, other, opposite, pos_deltas, expand_dir); VSout.inv_cov = is_outside ? 1.0f : 0.0f; // No coverage on outside, otherwise full. VSout.interior = 0; } else // Corner cap { // Vertex indices for this cap. We need all 3 for determining exterior/interior. uint prim_offset_cap = prim_offset - 21; // range: 0-8 uint i0 = prim_offset_cap / 6; uint i1 = (i0 >= 2) ? i0 - 2 : i0 + 1; uint i2 = (i0 >= 1) ? i0 - 1 : i0 + 2; uint cap_offset = prim_offset_cap - 6 * i0; // range: 0-5 bool is_near_corner = cap_offset == 0 || cap_offset == 3; bool is_far_corner = cap_offset == 2 || cap_offset == 5; bool is_first_tri = cap_offset < 3; // First triangle is on the side of vertex i1 and second is on the side of vertex i2. vtx = load_vertex(load_index(3 * prim_id + i0)); ProcessedVertex other = load_vertex(load_index(3 * prim_id + (is_first_tri ? i1 : i2))); ProcessedVertex opposite = load_vertex(load_index(3 * prim_id + (is_first_tri ? i2 : i1))); mat2 pos_deltas = get_xy_deltas_unscaled(vtx, other, opposite); // Get the edge expansion directions of both incident edges. vec2 edge_expand_dir_0 = get_aa1_triangle_expand_dir(vtx, other, opposite); vec2 edge_expand_dir_1 = get_aa1_triangle_expand_dir(vtx, opposite, other); // Check if the corner is already filled by the expanded edges. // This happens if the expand directions are the same. // If so we output a degenerate triangle at this corner. bool corner_filled = all(equal(edge_expand_dir_0, edge_expand_dir_1)); // Nothing if corner is filled, otherwise opposite to the bisector of the corner angle. vec2 far_corner_dir = corner_filled ? vec2(0) : -normalize((pos_deltas[0] + pos_deltas[1]) / 2); // Determine the expand direction. vec2 expand_dir = is_near_corner ? vec2(0) : // No extrapolation is_far_corner ? far_corner_dir : // Opposite to the angle bisector of corner edge_expand_dir_0; // Standard AA1 edge expansion // Do the actual extrapolation (no-op if expand_dir == 0). extrapolate_aa1_triangle_edge(vtx, other, opposite, pos_deltas, expand_dir); VSout.inv_cov = is_near_corner ? 0.0f : 1.0f; // Full coverage at near corner, otherwise none. VSout.interior = 0; #if !VS_IIP // Get the provoking vertex color (last vertex in GL) vtx.c = i0 == 2 ? vtx.c : (i1 == 2 ? other.c : opposite.c); #endif } #endif gl_Position = vtx.p; #if GPU_PROFILE_MALI // Mali EQUAL_WZ_CORRUPTS_DEPTH nudge (VS_EXPAND path); see vs_main above. if (gl_Position.z == gl_Position.w) gl_Position.z *= 0.999999f; #endif VSout.t_float = vtx.t_float; VSout.t_int = vtx.t_int; VSout.c = vtx.c; } #endif // VS_EXPAND #endif // VERTEX_SHADER