diff options
| -rw-r--r-- | README.txt | 3 | ||||
| -rw-r--r-- | Scripts/3dmigoto_unsigned_int_and_hacks.diff | 76 | ||||
| -rwxr-xr-x | Scripts/generate_diffs.sh | 4 | ||||
| -rw-r--r-- | Shaders/fxaa_max_quality.hlsl | 87 | ||||
| -rw-r--r-- | Shaders/notes.txt | 11 |
5 files changed, 170 insertions, 11 deletions
diff --git a/README.txt b/README.txt new file mode 100644 index 0000000..0c44d17 --- /dev/null +++ b/README.txt @@ -0,0 +1,3 @@ +== World Tuning Tool + +// vim: set syntax=asciidoc: diff --git a/Scripts/3dmigoto_unsigned_int_and_hacks.diff b/Scripts/3dmigoto_unsigned_int_and_hacks.diff new file mode 100644 index 0000000..b45317d --- /dev/null +++ b/Scripts/3dmigoto_unsigned_int_and_hacks.diff @@ -0,0 +1,76 @@ +For more complete decompile of Monster Hunter World shaders. +diff --git a/BinaryDecompiler/decode.cpp b/BinaryDecompiler/decode.cpp +index 89ac94f0..9356d27b 100644 +--- a/BinaryDecompiler/decode.cpp ++++ b/BinaryDecompiler/decode.cpp +@@ -333,7 +333,7 @@ uint32_t DecodeOperand (const uint32_t *pui32Tokens, Operand* psOperand) + } + default: + { +- ASSERT(0); ++ //ASSERT(0); + break; + } + } +diff --git a/HLSLDecompiler/DecompileHLSL.cpp b/HLSLDecompiler/DecompileHLSL.cpp +index 6175e733..24913e88 100644 +--- a/HLSLDecompiler/DecompileHLSL.cpp ++++ b/HLSLDecompiler/DecompileHLSL.cpp +@@ -1493,7 +1493,7 @@ public: + { + int in[4] = { 0, 0, 0, 0 }; + +- numRead = sscanf_s(c + pos, "// = %i %i %i %i", in + 0, in + 1, in + 2, in + 3); ++ numRead = sscanf_s(c + pos, "// = %d %d %d %d", in + 0, in + 1, in + 2, in + 3); + NextLine(c, pos, size); + + if (structLevel < 0) +@@ -1510,10 +1510,37 @@ public: + + for (int i = 0; i < numRead - 1; ++i) + { +- sprintf(buffer, "%i,", in[i]); ++ sprintf(buffer, "%d,", in[i]); + mOutput.insert(mOutput.end(), buffer, buffer + strlen(buffer)); + } +- sprintf(buffer, "%i};\n", in[numRead - 1]); ++ sprintf(buffer, "%d};\n", in[numRead - 1]); ++ mOutput.insert(mOutput.end(), buffer, buffer + strlen(buffer)); ++ } ++ else if (e.bt == DT_uint || e.bt == DT_uint2 || e.bt == DT_uint3 || e.bt == DT_uint4) ++ { ++ unsigned in[4] = { 0, 0, 0, 0 }; ++ ++ numRead = sscanf_s(c + pos, "// = %u %u %u %u", in + 0, in + 1, in + 2, in + 3); ++ NextLine(c, pos, size); ++ ++ if (structLevel < 0) ++ { ++ if (suboffset == 0) ++ sprintf(buffer, " %s%s %s : packoffset(c%u) = {", modifier.c_str(), type, name, packoffset); ++ else ++ sprintf(buffer, " %s%s %s : packoffset(c%u.%c) = {", modifier.c_str(), type, name, packoffset, INDEX_MASK[suboffset]); ++ } ++ else ++ sprintf(buffer, " %s%s%s %s = {", structSpacing.c_str(), modifier.c_str(), type, name); ++ ++ mOutput.insert(mOutput.end(), buffer, buffer + strlen(buffer)); ++ ++ for (int i = 0; i < numRead - 1; ++i) ++ { ++ sprintf(buffer, "%u,", in[i]); ++ mOutput.insert(mOutput.end(), buffer, buffer + strlen(buffer)); ++ } ++ sprintf(buffer, "%u};\n", in[numRead - 1]); + mOutput.insert(mOutput.end(), buffer, buffer + strlen(buffer)); + } + else if (e.bt == DT_float || e.bt == DT_float2 || e.bt == DT_float3 || e.bt == DT_float4) +@@ -2510,7 +2537,7 @@ public: + else if (!strncmp(textype, "TextureCubeArray<", strlen("TextureCubeArray<"))) pos = 5; // float4 .xyzw + else logDecompileError(" unknown texture type for truncation: " + string(textype)); + cpos = strrchr(op, '.'); +- cpos[pos] = 0; ++ if (cpos) cpos[pos] = 0; + } + } + diff --git a/Scripts/generate_diffs.sh b/Scripts/generate_diffs.sh index b0c5687..d7e0d70 100755 --- a/Scripts/generate_diffs.sh +++ b/Scripts/generate_diffs.sh @@ -1,5 +1,9 @@ #! /usr/bin/env sh +# https://github.com/bo3b/3Dmigoto +# Disassemble: cmd_Decompiler.exe -d shader.dxbc (saved from RenderDoc). +# Assemble: cmd_Decompiler.exe -a shader.asm (edited) + #wine cmd_Decompiler.exe -d ../Shaders/Original/*.dxbc #wine cmd_Decompiler.exe -d ../Shaders/*.shdr #diff -u orig.asm edit.asm diff --git a/Shaders/fxaa_max_quality.hlsl b/Shaders/fxaa_max_quality.hlsl index e122754..d7bb253 100644 --- a/Shaders/fxaa_max_quality.hlsl +++ b/Shaders/fxaa_max_quality.hlsl @@ -1,3 +1,8 @@ +// https://web.archive.org/web/20120121124756/https://docs.google.com/leaf?id=0B2manFVVrzQAOWUwODM1YmQtNmEwOC00ZDBlLThlYzMtYzE4ZDM1ZjRlMzMx&hl=en_US +// https://gist.githubusercontent.com/kosua20/0c506b81b3812ac900048059d2383126/raw/9c1f4b97ea5a2ac4bf632fff509f64d7dff0e96a/gistfile1.txt +// Both sources identical and contain this final patch. +// https://web.archive.org/web/20120121124756/http://timothylottes.blogspot.com/2011/08/fxaa-311-bug-fixes-for-360.html + #define FXAA_PC 1 #define FXAA_HLSL_5 1 #define FXAA_QUALITY__PRESET 39 @@ -2050,6 +2055,87 @@ half4 FxaaPixelShader( /*==========================================================================*/ #endif +// https://github.com/Mortalitas/GShade/blob/345b45dda62ccb2070c096b9982fdfbc90280fc6/Shaders/NFAA.fx +// Edited for readability. Just a test, worse than FXAA. + +#define AA_Adjust 16 +#define View_Mode 0 +#define Mask_Adjust 1.0 + +float4 NFAAGetBB(SamplerState smpl, Texture2D tex, float2 texcoord : TEXCOORD) +{ + return tex.SampleLevel(smpl, texcoord, 0.0); +} + +float4 NFAAOut(float4 position : SV_Position, float2 texcoord : TEXCOORD, SamplerState smpl, Texture2D tex, float2 pix) : SV_Target +{ + float4 NFAA; // The Edge Seeking code can be adjusted to look for longer edges. + float2 UV = texcoord.xy; // But, I don't think it's really needed. + float2 SW = pix; + float2 n; + float t, l, r, d; + // Find Edges. + t = NFAAGetBB( smpl, tex, float2( UV.x, UV.y - SW.y ) ).a; + d = NFAAGetBB( smpl, tex, float2( UV.x, UV.y + SW.y ) ).a; + l = NFAAGetBB( smpl, tex, float2( UV.x - SW.x, UV.y ) ).a; + r = NFAAGetBB( smpl, tex, float2( UV.x + SW.x, UV.y ) ).a; + n = float2(t - d, -(r - l)); + // I should have made rep adjustable. But, I didn't see the need. + // Since my goal was to make this AA fast cheap and simple. + float nl = length(n), Rep = rcp(AA_Adjust); + + if (View_Mode == 3) + { + Rep = rcp(128); + } + // Seek aliasing and apply AA. Think of this as basicly blur control. + if (nl < Rep) + { + NFAA = NFAAGetBB( smpl, tex,UV); + } + else + { + n *= pix / (nl * 0.5); + + const float4 o = NFAAGetBB( smpl, tex, UV ), + t0 = NFAAGetBB( smpl, tex, UV + float2(n.x, -n.y) * 0.5) * 0.9, + t1 = NFAAGetBB( smpl, tex, UV - float2(n.x, -n.y) * 0.5) * 0.9, + t2 = NFAAGetBB( smpl, tex, UV + n * 0.9) * 0.75, + t3 = NFAAGetBB( smpl, tex, UV - n * 0.9) * 0.75; + + NFAA = (o + t0 + t1 + t2 + t3) / 4.3; + } + // Lets make that mask for a sharper image. + float Mask = nl*(2.5 * Mask_Adjust); + + if (Mask > 0.025) + { + Mask = 1-Mask; + } + else + { + Mask = 1; + } + // Super Evil Magic Number. + Mask = saturate(lerp(Mask, 1, -1)); + + // Final color. + if (View_Mode == 0) + { + NFAA = lerp(NFAA, NFAAGetBB( smpl, tex, texcoord.xy ), Mask); + } + else if (View_Mode == 1) + { + NFAA = Mask; + } + else if (View_Mode == 2) + { + NFAA = float4(-float2(-(r - l), -(t - d)) * 0.5 + 0.5, 1, 1.0); + } + + return NFAA; +} + // ---- Created with 3Dmigoto v1.4.9 on Wed Feb 25 15:30:06 2026 cbuffer CBScreen : register(b1) @@ -2092,6 +2178,7 @@ void main( float4 v2 : Color0, out float4 o0 : SV_Target0) { + //o0 = NFAAOut(v0, v1, SSFilter, tBaseMap, fScreenInverseSize); FxaaTex tex; tex.smpl = SSFilter; tex.tex = tBaseMap; diff --git a/Shaders/notes.txt b/Shaders/notes.txt deleted file mode 100644 index a2e172b..0000000 --- a/Shaders/notes.txt +++ /dev/null @@ -1,11 +0,0 @@ -# FXAA Source -https://web.archive.org/web/20120121124756/https://docs.google.com/leaf?id=0B2manFVVrzQAOWUwODM1YmQtNmEwOC00ZDBlLThlYzMtYzE4ZDM1ZjRlMzMx&hl=en_US -https://gist.githubusercontent.com/kosua20/0c506b81b3812ac900048059d2383126/raw/9c1f4b97ea5a2ac4bf632fff509f64d7dff0e96a/gistfile1.txt -# Both sources identical and contain this final patch. -https://web.archive.org/web/20120121124756/http://timothylottes.blogspot.com/2011/08/fxaa-311-bug-fixes-for-360.html - -# Links -https://github.com/bo3b/3Dmigoto -https://stackoverflow.com/questions/74722423/i-need-a-source-of-information-about-directxs-assembler -https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/registers---cs-5-0 -https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-to-load |