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antic.wgsl
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487 lines (412 loc) · 15.5 KB
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struct Vertex {
[[location(0)]] position: vec3<f32>;
[[location(1)]] uv: vec2<f32>;
[[location(2), interpolate(flat)]] custom: vec4<f32>;
};
struct VertexOutput {
[[builtin(position)]] clip_position: vec4<f32>;
[[location(1)]] uv: vec2<f32>;
[[location(2), interpolate(flat)]] custom: vec4<f32>;
};
struct FragmentOutput {
[[location(0)]] color: vec4<f32>;
[[location(1)]] collisions: vec4<u32>;
};
let memory_offset: i32 = 7680; // memory reserved for gtia regs: 240 * 32;
let COLPM0: i32 = 0x12;
let COLPF0: i32 = 0x16;
let COLBK: i32 = 0x1A;
struct Palette {
palette: array<vec4<f32>, 256>;
};
struct AnticConfig {
debug_scan_line: i32;
};
[[group(0), binding(0)]]
var memory: texture_2d<u32>;
[[group(0), binding(1)]]
var<uniform> palette: Palette;
[[group(0), binding(2)]]
var<uniform> antic_config: AnticConfig;
fn get_gtia_reg(scan_line: i32, k: i32) -> i32 {
let offset = scan_line * 32 + k;
let w = offset & 0xff;
let h = offset >> 8u;
let v: vec4<u32> = textureLoad(memory, vec2<i32>(w, h), 0);
return i32(v.x & 0xffu);
}
fn get_gtia_reg4(scan_line: i32, k: i32) -> vec4<u32> {
let offset = scan_line * 32 + k;
let w = offset & 0xff;
let h = offset >> 8u;
let v1: vec4<u32> = textureLoad(memory, vec2<i32>(w, h), 0);
let v2: vec4<u32> = textureLoad(memory, vec2<i32>(w+1, h), 0);
let v3: vec4<u32> = textureLoad(memory, vec2<i32>(w+2, h), 0);
let v4: vec4<u32> = textureLoad(memory, vec2<i32>(w+3, h), 0);
return vec4<u32>(v1.x, v2.x, v3.x, v4.x);
}
fn get_pm_pixels(px: vec4<f32>, w: f32, scan_line: i32, msize: vec4<f32>, hpos: vec4<f32>, data: vec4<u32>) -> vec4<f32> {
let cond = vec4<f32>(px >= hpos) * vec4<f32>(px < hpos + msize);
let bit = vec4<u32>(mix(vec4<f32>(w - 0.001), vec4<f32>(0.0), (px - hpos) / msize));
return mix(vec4<f32>(0.0), vec4<f32>(((data >> bit) & vec4<u32>(1u)) > vec4<u32>(0u)), cond);
}
fn get_memory(offset: i32) -> i32 {
let w = (offset + memory_offset) & 0xff;
let h = (offset + memory_offset) >> 8u;
let v: vec4<u32> = textureLoad(memory, vec2<i32>(w, h), 0);
return i32(v.x & 0xffu);
}
fn cond_i32(pred: bool, a: i32, b: i32) -> i32 {
if(pred) {
return a;
};
return b;
}
[[stage(vertex)]]
fn vertex(vertex: Vertex) -> VertexOutput {
let world_position = vec4<f32>(vertex.position, 1.0);
var out: VertexOutput;
let view_proj = mat4x4<f32>(
vec4<f32>(2.0 / 384.0, 0.0, 0.0, 0.0),
vec4<f32>(0.0, 2.0 / 240.0, 0.0, 0.0),
vec4<f32>(0.0, 0.0, 0.001, 0.0),
vec4<f32>(-1.0, -1.0, 1.0, 1.0)
);
out.clip_position = view_proj * world_position;
out.uv = vertex.uv;
out.custom = vertex.custom;
return out;
}
[[stage(vertex)]]
fn collision_agg_vertex(vertex: Vertex) -> VertexOutput {
let world_position = vec4<f32>(vertex.position, 1.0);
var out: VertexOutput;
let view_proj = mat4x4<f32>(
vec4<f32>(2.0 / 128.0, 0.0, 0.0, 0.0),
vec4<f32>(0.0, 2.0 / 384.0, 0.0, 0.0),
vec4<f32>(0.0, 0.0, 0.001, 0.0),
vec4<f32>(-1.0, -1.0, 1.0, 1.0)
);
out.clip_position = view_proj * world_position;
out.uv = vertex.uv;
out.custom = vertex.custom;
return out;
}
[[stage(fragment)]]
fn collisions_agg_fragment(
[[location(1)]] uv: vec2<f32>,
[[location(2), interpolate(flat)]] custom: vec4<f32>
) -> [[location(0)]] vec4<u32> {
var TEXTURE_HEIGHT = 32;
# ifdef T_1
TEXTURE_HEIGHT = 1;
# endif
# ifdef T_2
TEXTURE_HEIGHT = 2;
# endif
# ifdef T_3
TEXTURE_HEIGHT = 3;
# endif
# ifdef T_4
TEXTURE_HEIGHT = 4;
# endif
# ifdef T_6
TEXTURE_HEIGHT = 6;
# endif
# ifdef T_8
TEXTURE_HEIGHT = 8;
# endif
# ifdef T_12
TEXTURE_HEIGHT = 12;
# endif
# ifdef T_16
TEXTURE_HEIGHT = 16;
# endif
# ifdef T_24
TEXTURE_HEIGHT = 24;
# endif
# ifdef T_32
TEXTURE_HEIGHT = 32;
# endif
# ifdef T_384
TEXTURE_HEIGHT = 384;
# endif
let STRIP_WIDTH = 384 / TEXTURE_HEIGHT;
let px = i32(uv.y * f32(TEXTURE_HEIGHT)) * STRIP_WIDTH;
let py = i32(uv.x * 120.0) * 2;
var v = vec4<u32>(0u, 0u, 0u, 0u);
for(var x = 0; x < STRIP_WIDTH; x = x + 1) {
let t1 = textureLoad(memory, vec2<i32>(px + x, py), 0);
let a = t1[0] | (t1[1] << 16u);
let b = t1[2] | (t1[3] << 16u);
let t2 = textureLoad(memory, vec2<i32>(px + x + 1, py), 0);
let c = t2[0] | (t2[1] << 16u);
let d = t2[2] | (t2[3] << 16u);
v = v | vec4<u32>(a, b, c, d);
}
return v;
}
[[stage(fragment)]]
fn fragment(
[[location(1)]] uv: vec2<f32>,
[[location(2), interpolate(flat)]] custom: vec4<f32>
) -> FragmentOutput {
let c0 = u32(custom[0]);
let c1 = u32(custom[1]);
let video_memory_offset = i32(custom[2]);
let charset_memory_offset = i32(custom[3]);
let mode = i32(c0 & 0xffu);
let start_scan_line = i32((c0 >> 8u) & 0xffu);
let line_height = i32((c0 >> 16u) & 0xffu);
let hscrol = i32(c1 & 0xffu);
let line_voffset = i32((c1 >> 8u) & 0xffu);
let line_width = f32((c1 >> 16u) & 0xffu) * 2.0;
let x = uv[0] * 384.0;
let px = x - 192.0 + line_width / 2.0;
let px_scrolled = px + f32(hscrol); // pixel x position
let cy = i32(uv[1] * f32(line_height) * 0.99);
let y = cy + line_voffset;
var hires = false;
let scan_line = start_scan_line + cy;
let hpos_offs = vec4<f32>(line_width / 2.0 - 256.0);
let hposp = vec4<f32>(get_gtia_reg4(scan_line, 0x00)) * 2.0 + hpos_offs;
let hposm = vec4<f32>(get_gtia_reg4(scan_line, 0x04)) * 2.0 + hpos_offs;
var color_reg_index = 0; // bg_color
let prior = get_gtia_reg(scan_line, 0x1b);
let gtia_mode = prior >> 6u;
var color_reg = 0;
// var ccc: vec4<f32>;
// let bit = 31u - u32(uv[0] * 32.0);
// let grid = u32(uv[0] * 256.0);
// if((grid & 0x7u) == 0u) {
// ccc = vec4<f32>(0.0, 1.0, 0.0, 1.0);
// } elseif(((video_memory_offset >> bit) & 1) > 0) {
// ccc = vec4<f32>(1.0, 0.0, 0.0, 1.0);
// } else {
// ccc = vec4<f32>(0.0, 0.0, 0.0, 1.0);
// }
let colbk = get_gtia_reg(scan_line, COLBK);
if(mode == 0x0 || px < 0.0 || px >= line_width) {
} else if(mode == 2) {
let w = px_scrolled / 8.0;
let n = i32(w);
let frac = w - f32(n);
let c = get_memory(video_memory_offset + n);
let inv = c >> 7u;
let offs = (c & 0x7f) * 8 + y;
var byte = get_memory(charset_memory_offset + offs);
if(gtia_mode == 0) {
let bit_offs = 7u - u32(frac * 8.0);
let pixel_val = (((byte >> bit_offs) & 1) ^ inv);
color_reg_index = 3 - pixel_val; // pf2 pf1
hires = true;
} else {
let bit_offs = 4u - u32(frac * 2.0) * 4u; // nibble offset
let value = (byte >> bit_offs) & 0xf;
if(gtia_mode == 1) {
color_reg = value | colbk & 0xf0;
} else if(gtia_mode == 3) {
color_reg = value << 4u;
if(color_reg > 0) {
color_reg = color_reg | (colbk & 0xf);
}
} else if(gtia_mode == 2) {
if(value < 4) {
color_reg_index = value + 1;
} else if(value < 8) {
let idx = value - 4;
color_reg = get_gtia_reg(scan_line, COLPM0 + idx);
} else {
color_reg = colbk;
}
};
};
} else if(mode == 4 || mode == 5) {
let w = px_scrolled / 8.0;
let n = i32(w);
let frac = w - f32(n);
let bit_offs = 6u - u32(frac * 4.0) * 2u;
let c = get_memory(video_memory_offset + n);
let inv = c >> 7u;
let offs = (c & 0x7f) * 8 + y;
let byte = get_memory(charset_memory_offset + offs);
color_reg_index = (byte >> bit_offs) & 3;
if(inv != 0 && color_reg_index == 3) {
color_reg_index = 4;
};
} else if(mode == 6 || mode == 7) {
let w = px_scrolled / 16.0;
let n = i32(w);
let frac = w - f32(n);
let bit_offs = 7u - u32(frac * 8.0);
var yy = y;
if(mode == 7) {yy = yy / 2;};
let c = get_memory(video_memory_offset + n);
let cc = c >> 6u;
let offs = (c & 0x3f) * 8 + yy;
let byte = get_memory(charset_memory_offset + offs);
if(((byte >> bit_offs) & 1) > 0) {
color_reg_index = cc + 1;
} else {
color_reg_index = 0;
};
} else if(mode == 8) {
let w = px_scrolled / 32.0;;
let n = i32(w); // byte offset
let frac = w - f32(n);
let bit_offs = 6u - u32(frac * 4.0) * 2u; // bit offset in byte
let byte = get_memory(video_memory_offset + n);
color_reg_index = (byte >> bit_offs) & 3;
} else if(mode == 9) {
let w = px_scrolled / 32.0;;
let n = i32(w); // byte offset
let frac = w - f32(n);
let bit_offs = 7u - u32(frac * 8.0);
let byte = get_memory(video_memory_offset + n);
color_reg_index = (byte >> bit_offs) & 1;
} else if(mode == 10) {
let w = px_scrolled / 16.0;
let n = i32(w); // byte offset
let frac = w - f32(n);
let bit_offs = 6u - u32(frac * 4.0) * 2u; // bit offset in byte
let byte = get_memory(video_memory_offset + n);
color_reg_index = (byte >> bit_offs) & 3;
} else if(mode == 11 || mode == 12) {
let w = px_scrolled / 16.0;
let n = i32(w); // byte offset
let frac = w - f32(n);
let bit_offs = 7u - u32(frac * 8.0);
let byte = get_memory(video_memory_offset + n);
color_reg_index = (byte >> bit_offs) & 1;
} else if(mode == 13 || mode == 14) {
let w = px_scrolled / 8.0;
let n = i32(w); // byte offset
let frac = w - f32(n);
let bit_offs = 6u - u32(frac * 4.0) * 2u; // bit offset in byte
let byte = get_memory(video_memory_offset + n);
color_reg_index = (byte >> bit_offs) & 3;
} else if(mode == 15) {
let w = px_scrolled / 8.0;
let n = i32(w); // byte offset
let frac = w - f32(n);
let byte = get_memory(video_memory_offset + n);
if(gtia_mode == 0) {
let bit_offs = 7u - u32(frac * 8.0);
let pixel_val = (byte >> bit_offs) & 1;
color_reg_index = 3 - pixel_val;
hires = true;
} else {
let bit_offs = 4u - u32(frac * 2.0) * 4u; // nibble offset
let value = (byte >> bit_offs) & 0xf;
if(gtia_mode == 1) {
color_reg = value | colbk & 0xf0;
} else if(gtia_mode == 3) {
color_reg = value << 4u;
if(color_reg > 0) {
color_reg = color_reg | colbk & 0xf;
};
} else if(gtia_mode == 2) {
if(value < 4) {
color_reg_index = value + 1;
} else if(value < 8) {
color_reg = get_gtia_reg(scan_line, COLPM0 + value - 4);
} else {
color_reg = colbk;
}
};
};
}
let pri0 = (prior & 1) > 0;
let pri1 = (prior & 2) > 0;
let pri2 = (prior & 4) > 0;
let pri3 = (prior & 8) > 0;
let pri01 = pri0 || pri1;
let pri12 = pri1 || pri2;
let pri23 = pri2 || pri3;
let pri03 = pri0 || pri3;
let vpx = vec4<f32>(px);
let missile_shift = vec4<u32>(0u, 2u, 4u, 6u);
let mdata = vec4<u32>(u32(get_gtia_reg(scan_line, 0x11))) >> missile_shift;
let msize_ = (vec4<u32>(u32(get_gtia_reg(scan_line, 0x0c))) >> missile_shift) & vec4<u32>(0x3u);
let msize = vec4<f32>(vec4<i32>(4) << msize_);
let m = get_pm_pixels(vpx, 2.0, scan_line, msize, hposm, mdata);
let m0 = m[0] > 0.0;
let m1 = m[1] > 0.0;
let m2 = m[2] > 0.0;
let m3 = m[3] > 0.0;
let p5 = (prior & 0x10) > 0;
let psize_ = get_gtia_reg4(scan_line, 0x08) & vec4<u32>(0x3u);
let psize = vec4<f32>(vec4<i32>(16) << psize_);
let data = get_gtia_reg4(scan_line, 0x0d);
let p = get_pm_pixels(vpx, 8.0, scan_line, psize, hposp, data);
let p_ = vec4<bool>(p + f32(!p5) * m);
let p0 = p_[0];
let p1 = p_[1];
let p2 = p_[2];
let p3 = p_[3];
let pf0 = color_reg_index == 1;
let pf1 = !hires && color_reg_index == 2;
let pf2 = hires || color_reg_index == 3;
let pf3 = color_reg_index == 4 || p5 && (m0 || m1 || m2 || m3);
let p01 = p0 || p1;
let p23 = p2 || p3;
let pf01 = pf0 || pf1;
let pf23 = pf2 || pf3;
let multi = (prior & 0x20) > 0;
let sp0 = p0 && !(pf01 && pri23) && !(pri2 && pf23);
let sp1 = p1 && !(pf01 && pri23) && !(pri2 && pf23) && (!p0 || multi);
let sp2 = p2 && !p01 && !(pf23 && pri12) && !(pf01 && !pri0);
let sp3 = p3 && !p01 && !(pf23 && pri12) && !(pf01 && !pri0) && (!p2 || multi);
let sf3 = pf3 && !(p23 && pri03) && !(p01 && !pri2);
let sf0 = pf0 && !(p23 && pri0) && !(p01 && pri01) && !sf3;
let sf1 = pf1 && !(p23 && pri0) && !(p01 && pri01) && !sf3;
let sf2 = pf2 && !(p23 && pri03) && !(p01 && !pri2) && !sf3;
let sb = !p01 && !p23 && !pf01 && !pf23;
if(sp0) {color_reg = color_reg | get_gtia_reg(scan_line, COLPM0 + 0);};
if(sp1) {color_reg = color_reg | get_gtia_reg(scan_line, COLPM0 + 1);};
if(sp2) {color_reg = color_reg | get_gtia_reg(scan_line, COLPM0 + 2);};
if(sp3) {color_reg = color_reg | get_gtia_reg(scan_line, COLPM0 + 3);};
if(sf0) {color_reg = color_reg | get_gtia_reg(scan_line, COLPF0 + 0);};
if(sf1) {color_reg = color_reg | get_gtia_reg(scan_line, COLPF0 + 1);};
if(sf2) {color_reg = color_reg | get_gtia_reg(scan_line, COLPF0 + 2);};
if(sf3) {color_reg = color_reg | get_gtia_reg(scan_line, COLPF0 + 3);};
if(sb && gtia_mode == 0) {color_reg = color_reg | colbk;};
if(hires && color_reg_index == 2) {
color_reg = (color_reg & 0xf0) | (get_gtia_reg(scan_line, COLPF0 + 1) & 0xf);
}
// TODO - do not check collisions on HBLANK
let p0_ = bool(p[0]);
let p1_ = bool(p[1]);
let p2_ = bool(p[2]);
let p3_ = bool(p[3]);
let pf_bits = cond_i32(pf0, 1, 0) | cond_i32(pf1, 2, 0) | cond_i32(pf2, 4, 0) | cond_i32(pf3, 8, 0);
let p0pf = cond_i32(p0_, pf_bits, 0);
let p1pf = cond_i32(p1_, pf_bits << 4u, 0);
let p2pf = cond_i32(p2_, pf_bits << 8u, 0);
let p3pf = cond_i32(p3_, pf_bits << 12u, 0);
let m0pf = cond_i32(m0, pf_bits, 0);
let m1pf = cond_i32(m1, pf_bits << 4u, 0);
let m2pf = cond_i32(m2, pf_bits << 8u, 0);
let m3pf = cond_i32(m3, pf_bits << 12u, 0);
let player_bits = i32(p0_) | (i32(p1_) << 1u) | (i32(p2_) << 2u) | (i32(p3_) << 3u);
let m0pl = cond_i32(m0, player_bits, 0);
let m1pl = cond_i32(m1, player_bits << 4u, 0);
let m2pl = cond_i32(m2, player_bits << 8u, 0);
let m3pl = cond_i32(m3, player_bits << 12u, 0);
let p0pl = cond_i32(p0_, player_bits & ~1, 0);
let p1pl = cond_i32(p1_, (player_bits & ~2) << 4u, 0);
let p2pl = cond_i32(p2_, (player_bits & ~4) << 8u, 0);
let p3pl = cond_i32(p3_, (player_bits & ~8) << 12u, 0);
let o_CollisionsTarget = vec4<u32>(
u32(m0pf | m1pf | m2pf | m3pf),
u32(p0pf | p1pf | p2pf | p3pf),
u32(m0pl | m1pl | m2pl | m3pl),
u32(p0pl | p1pl | p2pl | p3pl),
);
var out_color = palette.palette[color_reg];
if(scan_line == antic_config.debug_scan_line) {
let alpha = 0.5;
out_color = vec4<f32>(alpha * vec3<f32>(1.0, 0.0, 0.0) + (1.0 - alpha) * out_color.rgb, 1.0);
};
return FragmentOutput(out_color, o_CollisionsTarget);
}