ShaderGen: Support writing integer colors when logic op is enabled
This is required for D3D to support logic op.
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3dd675e613
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@ -10,6 +10,19 @@
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// STATE_TO_SAVE
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BPMemory bpmem;
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bool BlendMode::UseLogicOp() const
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{
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// Logicop bit has lowest priority.
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if (subtract || blendenable || !logicopenable)
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return false;
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// Fast path for Kirby's Return to Dreamland, they use it with dstAlpha.
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if (logicmode == BlendMode::NOOP)
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return false;
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return true;
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}
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float FogParam0::GetA() const
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{
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// scale mantissa from 11 to 23 bits
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@ -648,6 +648,8 @@ union BlendMode
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BitField<12, 4, LogicOp> logicmode;
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u32 hex;
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bool UseLogicOp() const;
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};
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union FogParam0
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@ -175,6 +175,7 @@ PixelShaderUid GetPixelShaderUid()
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uid_data->rgba6_format =
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bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24 && !g_ActiveConfig.bForceTrueColor;
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uid_data->dither = bpmem.blendmode.dither && uid_data->rgba6_format;
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uid_data->uint_output = bpmem.blendmode.UseLogicOp();
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u32 numStages = uid_data->genMode_numtevstages + 1;
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@ -434,7 +435,7 @@ static void SampleTexture(ShaderCode& out, const char* texcoords, const char* te
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static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_data, APIType ApiType,
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bool per_pixel_depth, bool use_dual_source);
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static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data);
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static void WriteColor(ShaderCode& out, const pixel_shader_uid_data* uid_data,
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static void WriteColor(ShaderCode& out, APIType api_type, const pixel_shader_uid_data* uid_data,
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bool use_dual_source);
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ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host_config,
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@ -568,8 +569,12 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
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else // D3D
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{
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out.Write("void main(\n");
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out.Write(" out float4 ocol0 : SV_Target0,\n"
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" out float4 ocol1 : SV_Target1,\n%s"
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if (uid_data->uint_output)
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out.Write(" out uint4 ocol0 : SV_Target,\n");
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else
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out.Write(" out float4 ocol0 : SV_Target0,\n"
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" out float4 ocol1 : SV_Target1,\n");
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out.Write("%s"
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" in float4 rawpos : SV_Position,\n",
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uid_data->per_pixel_depth ? " out float depth : SV_Depth,\n" : "");
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@ -778,7 +783,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
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WriteFog(out, uid_data);
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// Write the color and alpha values to the framebuffer
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WriteColor(out, uid_data, use_dual_source);
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WriteColor(out, ApiType, uid_data, use_dual_source);
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if (uid_data->bounding_box)
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{
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@ -1302,8 +1307,19 @@ static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data)
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out.Write("\tprev.rgb = (prev.rgb * (256 - ifog) + " I_FOGCOLOR ".rgb * ifog) >> 8;\n");
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}
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static void WriteColor(ShaderCode& out, const pixel_shader_uid_data* uid_data, bool use_dual_source)
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static void WriteColor(ShaderCode& out, APIType api_type, const pixel_shader_uid_data* uid_data,
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bool use_dual_source)
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{
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// D3D requires that the shader outputs be uint when writing to a uint render target for logic op.
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if (api_type == APIType::D3D && uid_data->uint_output)
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{
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if (uid_data->rgba6_format)
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out.Write("\tocol0 = uint4(prev & 0xFC);\n");
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else
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out.Write("\tocol0 = uint4(prev);\n");
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return;
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}
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if (uid_data->rgba6_format)
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out.Write("\tocol0.rgb = float3(prev.rgb >> 2) / 63.0;\n");
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else
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@ -43,7 +43,8 @@ struct pixel_shader_uid_data
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u32 numColorChans : 2;
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u32 rgba6_format : 1;
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u32 dither : 1;
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u32 pad : 16;
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u32 uint_output : 1;
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u32 pad : 15;
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u32 texMtxInfo_n_projection : 8; // 8x1 bit
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u32 tevindref_bi0 : 3;
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@ -25,6 +25,7 @@ PixelShaderUid GetPixelShaderUid()
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(bpmem.ztex2.op != ZTEXTURE_DISABLE && bpmem.UseLateDepthTest()) ||
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(!g_ActiveConfig.bFastDepthCalc && bpmem.zmode.testenable && !uid_data->early_depth) ||
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(bpmem.zmode.testenable && bpmem.genMode.zfreeze);
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uid_data->uint_output = bpmem.blendmode.UseLogicOp();
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return out;
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}
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@ -1164,18 +1165,29 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
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" }\n"
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"\n");
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// TODO: Do we still want to support two pass alpha blending?
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out.Write(" if (bpmem_rgba6_format)\n"
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" ocol0.rgb = float3(TevResult.rgb >> 2) / 63.0;\n"
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" else\n"
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" ocol0.rgb = float3(TevResult.rgb) / 255.0;\n"
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"\n"
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" if (bpmem_dstalpha != 0u)\n");
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out.Write(" ocol0.a = float(%s >> 2) / 63.0;\n",
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BitfieldExtract("bpmem_dstalpha", ConstantAlpha().alpha).c_str());
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out.Write(" else\n"
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" ocol0.a = float(TevResult.a >> 2) / 63.0;\n"
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" \n");
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// D3D requires that the shader outputs be uint when writing to a uint render target for logic op.
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if (ApiType == APIType::D3D && uid_data->uint_output)
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{
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out.Write(" if (bpmem_rgba6_format)\n"
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" ocol0 = uint4(TevResult & 0xFC);\n"
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" else\n"
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" ocol0 = uint4(TevResult);\n"
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"\n");
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}
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else
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{
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out.Write(" if (bpmem_rgba6_format)\n"
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" ocol0.rgb = float3(TevResult.rgb >> 2) / 63.0;\n"
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" else\n"
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" ocol0.rgb = float3(TevResult.rgb) / 255.0;\n"
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"\n"
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" if (bpmem_dstalpha != 0u)\n");
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out.Write(" ocol0.a = float(%s >> 2) / 63.0;\n",
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BitfieldExtract("bpmem_dstalpha", ConstantAlpha().alpha).c_str());
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out.Write(" else\n"
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" ocol0.a = float(TevResult.a >> 2) / 63.0;\n"
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" \n");
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}
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if (use_dual_source)
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{
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@ -1260,7 +1272,11 @@ void EnumeratePixelShaderUids(const std::function<void(const PixelShaderUid&)>&
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continue;
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puid->per_pixel_depth = per_pixel_depth != 0;
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callback(uid);
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for (u32 uint_output = 0; uint_output < 2; uint_output++)
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{
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puid->uint_output = uint_output;
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callback(uid);
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}
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}
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}
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}
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@ -15,6 +15,7 @@ struct pixel_ubershader_uid_data
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u32 num_texgens : 4;
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u32 early_depth : 1;
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u32 per_pixel_depth : 1;
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u32 uint_output : 1;
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u32 NumValues() const { return sizeof(pixel_ubershader_uid_data); }
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};
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