PixelShaderGen: Don't use dual source blend if unsupported.

This commit is contained in:
Jules Blok 2016-10-24 00:02:49 +02:00
parent 584bfec48d
commit 122ce96ed1
1 changed files with 22 additions and 11 deletions

View File

@ -506,6 +506,8 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
} }
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan) if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
if (g_ActiveConfig.backend_info.bSupportsDualSourceBlend)
{ {
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION)) if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
{ {
@ -517,6 +519,11 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n"); out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n");
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n"); out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n");
} }
}
else
{
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
}
if (uid_data->per_pixel_depth) if (uid_data->per_pixel_depth)
out.Write("#define depth gl_FragDepth\n"); out.Write("#define depth gl_FragDepth\n");
@ -1200,7 +1207,7 @@ static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_dat
out.Write(")) {\n"); out.Write(")) {\n");
out.Write("\t\tocol0 = float4(0.0, 0.0, 0.0, 0.0);\n"); out.Write("\t\tocol0 = float4(0.0, 0.0, 0.0, 0.0);\n");
if (uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND) if (g_ActiveConfig.backend_info.bSupportsDualSourceBlend)
out.Write("\t\tocol1 = float4(0.0, 0.0, 0.0, 0.0);\n"); out.Write("\t\tocol1 = float4(0.0, 0.0, 0.0, 0.0);\n");
if (per_pixel_depth) if (per_pixel_depth)
{ {
@ -1297,6 +1304,7 @@ static void WriteColor(ShaderCode& out, const pixel_shader_uid_data* uid_data)
if (uid_data->dstAlphaMode == DSTALPHA_NONE) if (uid_data->dstAlphaMode == DSTALPHA_NONE)
{ {
out.Write("\tocol0.a = float(prev.a >> 2) / 63.0;\n"); out.Write("\tocol0.a = float(prev.a >> 2) / 63.0;\n");
if (g_ActiveConfig.backend_info.bSupportsDualSourceBlend)
out.Write("\tocol1.a = float(prev.a) / 255.0;\n"); out.Write("\tocol1.a = float(prev.a) / 255.0;\n");
} }
else else
@ -1305,9 +1313,12 @@ static void WriteColor(ShaderCode& out, const pixel_shader_uid_data* uid_data)
out.Write("\tocol0.a = float(" I_ALPHA ".a >> 2) / 63.0;\n"); out.Write("\tocol0.a = float(" I_ALPHA ".a >> 2) / 63.0;\n");
// Use dual-source color blending to perform dst alpha in a single pass // Use dual-source color blending to perform dst alpha in a single pass
if (g_ActiveConfig.backend_info.bSupportsDualSourceBlend)
{
if (uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND) if (uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
out.Write("\tocol1.a = float(prev.a) / 255.0;\n"); out.Write("\tocol1.a = float(prev.a) / 255.0;\n");
else else
out.Write("\tocol1.a = float(" I_ALPHA ".a) / 255.0;\n"); out.Write("\tocol1.a = float(" I_ALPHA ".a) / 255.0;\n");
} }
}
} }