Merge pull request #10864 from TellowKrinkle/BetterLogicBlend
VideoCommon: Better logic op invert approximation
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commit
0f037a1af8
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@ -744,6 +744,7 @@ static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_dat
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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 WriteLogicOp(ShaderCode& out, const pixel_shader_uid_data* uid_data);
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static void WriteLogicOpBlend(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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static void WriteBlend(ShaderCode& out, const pixel_shader_uid_data* uid_data);
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@ -1148,6 +1149,8 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
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if (uid_data->logic_op_enable)
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WriteLogicOp(out, uid_data);
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else if (uid_data->emulate_logic_op_with_blend)
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WriteLogicOpBlend(out, uid_data);
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// Write the color and alpha values to the framebuffer
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// If using shader blend, we still use the separate alpha
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@ -1803,6 +1806,29 @@ static void WriteLogicOp(ShaderCode& out, const pixel_shader_uid_data* uid_data)
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out.Write("\tprev = ({}) & 0xff;\n", logic_op_mode[uid_data->logic_op_mode]);
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}
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static void WriteLogicOpBlend(ShaderCode& out, const pixel_shader_uid_data* uid_data)
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{
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switch (static_cast<LogicOp>(uid_data->logic_op_mode))
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{
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case LogicOp::Clear:
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case LogicOp::NoOp:
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out.Write("\tprev = int4(0, 0, 0, 0);\n");
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break;
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case LogicOp::Copy:
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// Do nothing!
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break;
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case LogicOp::CopyInverted:
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out.Write("\tprev ^= 255;\n");
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break;
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case LogicOp::Set:
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case LogicOp::Invert: // In cooperation with blend
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out.Write("\tprev = int4(255, 255, 255, 255);\n");
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break;
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default:
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break;
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}
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}
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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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@ -58,8 +58,9 @@ struct pixel_shader_uid_data
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DstBlendFactor blend_dst_factor_alpha : 3; // Only used with shader_framebuffer_fetch blend
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u32 blend_subtract : 1; // Only used with shader_framebuffer_fetch blend
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u32 blend_subtract_alpha : 1; // Only used with shader_framebuffer_fetch blend
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u32 emulate_logic_op_with_blend : 1; // Only used with logic op blend emulation
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u32 logic_op_enable : 1; // Only used with shader_framebuffer_fetch logic ops
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u32 logic_op_mode : 4; // Only used with shader_framebuffer_fetch logic ops
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u32 logic_op_mode : 4; // Only used with shader_framebuffer_fetch logic ops and blend emulation
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u32 texMtxInfo_n_projection : 8; // 8x1 bit
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u32 tevindref_bi0 : 3;
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@ -185,6 +185,7 @@ void BlendingState::ApproximateLogicOpWithBlending()
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{
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struct LogicOpApproximation
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{
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bool blendEnable;
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bool subtract;
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SrcBlendFactor srcfactor;
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DstBlendFactor dstfactor;
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@ -193,31 +194,69 @@ void BlendingState::ApproximateLogicOpWithBlending()
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// but INVSRCCLR and INVDSTCLR were also aliased and were mixed.
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// Thus, NOR, EQUIV, INVERT, COPY_INVERTED, and OR_INVERTED duplicate(d) other values.
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static constexpr std::array<LogicOpApproximation, 16> approximations = {{
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{false, SrcBlendFactor::Zero, DstBlendFactor::Zero}, // CLEAR
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{false, SrcBlendFactor::DstClr, DstBlendFactor::Zero}, // AND
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{true, SrcBlendFactor::One, DstBlendFactor::InvSrcClr}, // AND_REVERSE
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{false, SrcBlendFactor::One, DstBlendFactor::Zero}, // COPY
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{true, SrcBlendFactor::DstClr, DstBlendFactor::One}, // AND_INVERTED
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{false, SrcBlendFactor::Zero, DstBlendFactor::One}, // NOOP
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{false, SrcBlendFactor::InvDstClr, DstBlendFactor::InvSrcClr}, // XOR
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{false, SrcBlendFactor::InvDstClr, DstBlendFactor::One}, // OR
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{false, SrcBlendFactor::InvDstClr, DstBlendFactor::InvSrcClr}, // NOR
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{false, SrcBlendFactor::InvDstClr, DstBlendFactor::Zero}, // EQUIV
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{false, SrcBlendFactor::InvDstClr, DstBlendFactor::InvSrcClr}, // INVERT
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{false, SrcBlendFactor::One, DstBlendFactor::InvDstAlpha}, // OR_REVERSE
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{false, SrcBlendFactor::InvDstClr, DstBlendFactor::InvSrcClr}, // COPY_INVERTED
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{false, SrcBlendFactor::InvDstClr, DstBlendFactor::One}, // OR_INVERTED
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{false, SrcBlendFactor::InvDstClr, DstBlendFactor::InvSrcClr}, // NAND
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{false, SrcBlendFactor::One, DstBlendFactor::One}, // SET
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// clang-format off
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{false, false, SrcBlendFactor::One, DstBlendFactor::Zero}, // CLEAR (Shader outputs 0)
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{true, false, SrcBlendFactor::DstClr, DstBlendFactor::Zero}, // AND
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{true, true, SrcBlendFactor::One, DstBlendFactor::InvSrcClr}, // AND_REVERSE
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{false, false, SrcBlendFactor::One, DstBlendFactor::Zero}, // COPY
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{true, true, SrcBlendFactor::DstClr, DstBlendFactor::One}, // AND_INVERTED
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{true, false, SrcBlendFactor::Zero, DstBlendFactor::One}, // NOOP
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{true, false, SrcBlendFactor::InvDstClr, DstBlendFactor::InvSrcClr}, // XOR
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{true, false, SrcBlendFactor::InvDstClr, DstBlendFactor::One}, // OR
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{true, false, SrcBlendFactor::InvDstClr, DstBlendFactor::InvSrcClr}, // NOR
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{true, false, SrcBlendFactor::InvDstClr, DstBlendFactor::Zero}, // EQUIV
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{true, false, SrcBlendFactor::InvDstClr, DstBlendFactor::Zero}, // INVERT (Shader outputs 255)
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{true, false, SrcBlendFactor::One, DstBlendFactor::InvDstAlpha}, // OR_REVERSE
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{false, false, SrcBlendFactor::One, DstBlendFactor::Zero}, // COPY_INVERTED (Shader inverts)
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{true, false, SrcBlendFactor::InvDstClr, DstBlendFactor::One}, // OR_INVERTED
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{true, false, SrcBlendFactor::InvDstClr, DstBlendFactor::InvSrcClr}, // NAND
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{false, false, SrcBlendFactor::One, DstBlendFactor::Zero}, // SET (Shader outputs 255)
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// clang-format on
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}};
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logicopenable = false;
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blendenable = true;
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subtract = approximations[u32(logicmode.Value())].subtract;
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srcfactor = approximations[u32(logicmode.Value())].srcfactor;
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srcfactoralpha = approximations[u32(logicmode.Value())].srcfactor;
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dstfactor = approximations[u32(logicmode.Value())].dstfactor;
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dstfactoralpha = approximations[u32(logicmode.Value())].dstfactor;
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usedualsrc = false;
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const LogicOpApproximation& approximation = approximations[static_cast<u32>(logicmode.Value())];
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if (approximation.blendEnable)
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{
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blendenable = true;
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subtract = approximation.subtract;
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srcfactor = approximation.srcfactor;
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srcfactoralpha = approximation.srcfactor;
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dstfactor = approximation.dstfactor;
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dstfactoralpha = approximation.dstfactor;
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}
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}
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bool BlendingState::LogicOpApproximationIsExact()
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{
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switch (logicmode.Value())
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{
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case LogicOp::Clear:
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case LogicOp::Set:
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case LogicOp::NoOp:
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case LogicOp::Invert:
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case LogicOp::CopyInverted:
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case LogicOp::Copy:
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return true;
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default:
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return false;
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}
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}
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bool BlendingState::LogicOpApproximationWantsShaderHelp()
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{
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switch (logicmode.Value())
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{
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case LogicOp::Clear:
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case LogicOp::Set:
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case LogicOp::NoOp:
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case LogicOp::Invert:
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case LogicOp::CopyInverted:
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return true;
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default:
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return false;
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}
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}
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void SamplerState::Generate(const BPMemory& bp, u32 index)
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@ -109,6 +109,8 @@ union BlendingState
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// HACK: Replaces logical operations with blend operations.
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// Will not be bit-correct, and in some cases not even remotely in the same ballpark.
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void ApproximateLogicOpWithBlending();
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bool LogicOpApproximationIsExact();
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bool LogicOpApproximationWantsShaderHelp();
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BlendingState() = default;
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BlendingState(const BlendingState&) = default;
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@ -601,16 +601,6 @@ AbstractPipelineConfig ShaderCache::GetGXPipelineConfig(
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config.depth_state = depth_state;
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config.blending_state = blending_state;
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config.framebuffer_state = g_framebuffer_manager->GetEFBFramebufferState();
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// We can use framebuffer fetch to emulate logic ops in the fragment shader.
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if (config.blending_state.logicopenable && !g_ActiveConfig.backend_info.bSupportsLogicOp &&
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!g_ActiveConfig.backend_info.bSupportsFramebufferFetch)
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{
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WARN_LOG_FMT(VIDEO,
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"Approximating logic op with blending, this will produce incorrect rendering.");
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config.blending_state.ApproximateLogicOpWithBlending();
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}
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return config;
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}
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@ -628,6 +618,22 @@ static GXPipelineUid ApplyDriverBugs(const GXPipelineUid& in)
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ps->ztest = EmulatedZ::Early;
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}
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// If framebuffer fetch is available, we can emulate logic ops in the fragment shader
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// and don't need the below blend approximation
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if (blend.logicopenable && !g_ActiveConfig.backend_info.bSupportsLogicOp &&
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!g_ActiveConfig.backend_info.bSupportsFramebufferFetch)
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{
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if (!blend.LogicOpApproximationIsExact())
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WARN_LOG_FMT(VIDEO,
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"Approximating logic op with blending, this will produce incorrect rendering.");
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if (blend.LogicOpApproximationWantsShaderHelp())
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{
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ps->emulate_logic_op_with_blend = true;
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ps->logic_op_mode = static_cast<u32>(blend.logicmode.Value());
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}
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blend.ApproximateLogicOpWithBlending();
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}
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const bool benefits_from_ps_dual_source_off =
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(!g_ActiveConfig.backend_info.bSupportsDualSourceBlend &&
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g_ActiveConfig.backend_info.bSupportsFramebufferFetch) ||
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@ -775,6 +781,18 @@ static GXUberPipelineUid ApplyDriverBugs(const GXUberPipelineUid& in)
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memcpy(&out, &in, sizeof(out)); // Copy padding
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if (g_ActiveConfig.backend_info.bSupportsDynamicVertexLoader)
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out.vertex_format = nullptr;
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// If framebuffer fetch is available, we can emulate logic ops in the fragment shader
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// and don't need the below blend approximation
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if (out.blending_state.logicopenable && !g_ActiveConfig.backend_info.bSupportsLogicOp &&
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!g_ActiveConfig.backend_info.bSupportsFramebufferFetch)
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{
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if (!out.blending_state.LogicOpApproximationIsExact())
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WARN_LOG_FMT(VIDEO,
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"Approximating logic op with blending, this will produce incorrect rendering.");
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out.blending_state.ApproximateLogicOpWithBlending();
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}
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if (g_ActiveConfig.backend_info.bSupportsFramebufferFetch)
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{
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// Always blend in shader
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@ -1092,6 +1092,26 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
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" TevResult &= 0xff;\n"
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" }}\n");
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}
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else if (!host_config.backend_logic_op)
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{
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out.Write(" // Helpers for logic op blending approximations\n"
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" if (logic_op_enable) {{\n"
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" switch (logic_op_mode) {{\n");
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out.Write(" case {}: // Clear\n", static_cast<u32>(LogicOp::Clear));
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out.Write(" TevResult = int4(0, 0, 0, 0);\n"
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" break;\n");
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out.Write(" case {}: // Copy Inverted\n", static_cast<u32>(LogicOp::CopyInverted));
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out.Write(" TevResult ^= 0xff;\n"
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" break;\n");
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out.Write(" case {}: // Set\n", static_cast<u32>(LogicOp::Set));
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out.Write(" case {}: // Invert\n", static_cast<u32>(LogicOp::Invert));
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out.Write(" TevResult = int4(255, 255, 255, 255);\n"
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" break;\n");
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out.Write(" default:\n"
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" break;\n"
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" }}\n"
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" }}\n");
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}
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// Some backends require that the shader outputs be uint when writing to a uint render target for
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// logic op.
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