Pack vertex attributes and palette into a single integer bitfield.

This commit is contained in:
Paul Chote
2023-10-23 19:07:55 +01:00
committed by Gustas
parent 143cd8f856
commit 3bb42522b8
6 changed files with 143 additions and 181 deletions

View File

@@ -19,17 +19,13 @@ uniform vec2 DepthPreviewParams;
uniform float DepthTextureScale;
uniform float AntialiasPixelsPerTexel;
in vec4 vColor;
in vec4 vTexCoord;
in float vTexPalette;
in vec4 vChannelMask;
in vec4 vDepthMask;
in vec2 vTexSampler;
in vec4 vColorFraction;
in vec4 vRGBAFraction;
in vec4 vPalettedFraction;
flat in float vTexPalette;
flat in vec4 vChannelMask;
flat in uint vChannelSampler;
flat in uint vChannelType;
flat in vec4 vDepthMask;
flat in uint vDepthSampler;
in vec4 vTint;
out vec4 fragColor;
@@ -77,47 +73,53 @@ vec4 linear2srgb(vec4 c)
return c.a * vec4(linear2srgb(c.r / c.a), linear2srgb(c.g / c.a), linear2srgb(c.b / c.a), 1.0f);
}
ivec2 Size(float samplerIndex)
ivec2 Size(uint samplerIndex)
{
if (samplerIndex < 0.5)
return textureSize(Texture0, 0);
else if (samplerIndex < 1.5)
return textureSize(Texture1, 0);
else if (samplerIndex < 2.5)
return textureSize(Texture2, 0);
else if (samplerIndex < 3.5)
return textureSize(Texture3, 0);
else if (samplerIndex < 4.5)
return textureSize(Texture4, 0);
else if (samplerIndex < 5.5)
return textureSize(Texture5, 0);
else if (samplerIndex < 6.5)
return textureSize(Texture6, 0);
return textureSize(Texture7, 0);
switch (samplerIndex)
{
case 7u:
return textureSize(Texture7, 0);
case 6u:
return textureSize(Texture6, 0);
case 5u:
return textureSize(Texture5, 0);
case 4u:
return textureSize(Texture4, 0);
case 3u:
return textureSize(Texture3, 0);
case 2u:
return textureSize(Texture2, 0);
case 1u:
return textureSize(Texture1, 0);
default:
return textureSize(Texture0, 0);
}
}
vec4 Sample(float samplerIndex, vec2 pos)
vec4 Sample(uint samplerIndex, vec2 pos)
{
if (samplerIndex < 0.5)
return texture(Texture0, pos);
else if (samplerIndex < 1.5)
return texture(Texture1, pos);
else if (samplerIndex < 2.5)
return texture(Texture2, pos);
else if (samplerIndex < 3.5)
return texture(Texture3, pos);
else if (samplerIndex < 4.5)
return texture(Texture4, pos);
else if (samplerIndex < 5.5)
return texture(Texture5, pos);
else if (samplerIndex < 6.5)
return texture(Texture6, pos);
return texture(Texture7, pos);
switch (samplerIndex)
{
case 7u:
return texture(Texture7, pos);
case 6u:
return texture(Texture6, pos);
case 5u:
return texture(Texture5, pos);
case 4u:
return texture(Texture4, pos);
case 3u:
return texture(Texture3, pos);
case 2u:
return texture(Texture2, pos);
case 1u:
return texture(Texture1, pos);
default:
return texture(Texture0, pos);
}
}
vec4 SamplePalettedBilinear(float samplerIndex, vec2 coords, vec2 textureSize)
vec4 SamplePalettedBilinear(uint samplerIndex, vec2 coords, vec2 textureSize)
{
vec2 texPos = (coords * textureSize) - vec2(0.5);
vec2 interp = fract(texPos);
@@ -152,11 +154,13 @@ vec4 ColorShift(vec4 c, float p)
void main()
{
vec2 coords = vTexCoord.st;
bool isPaletted = (vChannelType & 0x01u) != 0u;
bool isColor = vChannelType == 0u;
vec4 c;
if (AntialiasPixelsPerTexel > 0.0)
{
vec2 textureSize = vec2(Size(vTexSampler.s));
vec2 textureSize = vec2(Size(vChannelSampler));
vec2 offset = fract(coords.st * textureSize);
// Offset the sampling point to simulate bilinear intepolation in window coordinates instead of texture coordinates
@@ -167,28 +171,33 @@ void main()
vec2 interp = clamp(offset * ik * AntialiasPixelsPerTexel, 0.0, .5) + clamp((offset - 1.0) * ik * AntialiasPixelsPerTexel + .5, 0.0, .5);
coords = (floor(coords.st * textureSize) + interp) / textureSize;
if (vPalettedFraction.x > 0.0)
c = SamplePalettedBilinear(vTexSampler.s, coords, textureSize);
if (isPaletted)
c = SamplePalettedBilinear(vChannelSampler, coords, textureSize);
}
if (!(AntialiasPixelsPerTexel > 0.0 && vPalettedFraction.x > 0.0))
if (!(AntialiasPixelsPerTexel > 0.0 && isPaletted))
{
vec4 x = Sample(vTexSampler.s, coords);
vec4 x = Sample(vChannelSampler, coords);
vec2 p = vec2(dot(x, vChannelMask), vTexPalette);
c = vPalettedFraction * texture(Palette, p) + vRGBAFraction * x + vColorFraction * vTexCoord;
if (isPaletted)
c = texture(Palette, p);
else if (isColor)
c = vTexCoord;
else
c = x;
}
// Discard any transparent fragments (both color and depth)
if (c.a == 0.0)
discard;
if (vRGBAFraction.r > 0.0 && vTexPalette > 0.0)
if (!isPaletted && vTexPalette > 0.0)
c = ColorShift(c, vTexPalette);
float depth = gl_FragCoord.z;
if (length(vDepthMask) > 0.0)
{
vec4 y = Sample(vTexSampler.t, vTexCoord.pq);
vec4 y = Sample(vDepthSampler, vTexCoord.pq);
depth = depth + DepthTextureScale * dot(y, vDepthMask);
}