Merge rodolfoosvaldobogado's zcomploc code (Graphic_Fixes branch)

This commit is contained in:
skidau 2012-05-26 13:47:07 +10:00
commit 146b02615c
20 changed files with 319 additions and 176 deletions

View File

@ -24,7 +24,7 @@
// Increment this every time you change shader generation code.
enum
{
LINEAR_DISKCACHE_VER = 6975
LINEAR_DISKCACHE_VER = 6979
};
// On disk format:

View File

@ -103,21 +103,21 @@ void GFXDebuggerBase::DumpPixelShader(const char* path)
if (!useDstAlpha)
{
output = "Destination alpha disabled:\n";
output += GeneratePixelShaderCode(DSTALPHA_NONE, g_ActiveConfig.backend_info.APIType, g_nativeVertexFmt->m_components);
output += GeneratePixelShaderCode(PSGRENDER_NORMAL, g_ActiveConfig.backend_info.APIType, g_nativeVertexFmt->m_components);
}
else
{
if(g_ActiveConfig.backend_info.bSupportsDualSourceBlend)
{
output = "Using dual source blending for destination alpha:\n";
output += GeneratePixelShaderCode(DSTALPHA_DUAL_SOURCE_BLEND, g_ActiveConfig.backend_info.APIType, g_nativeVertexFmt->m_components);
output += GeneratePixelShaderCode(PSGRENDER_DSTALPHA_DUAL_SOURCE_BLEND, g_ActiveConfig.backend_info.APIType, g_nativeVertexFmt->m_components);
}
else
{
output = "Using two passes for emulating destination alpha:\n";
output += GeneratePixelShaderCode(DSTALPHA_NONE, g_ActiveConfig.backend_info.APIType, g_nativeVertexFmt->m_components);
output += GeneratePixelShaderCode(PSGRENDER_NORMAL, g_ActiveConfig.backend_info.APIType, g_nativeVertexFmt->m_components);
output += "\n\nDestination alpha pass shader:\n";
output += GeneratePixelShaderCode(DSTALPHA_ALPHA_PASS, g_ActiveConfig.backend_info.APIType, g_nativeVertexFmt->m_components);
output += GeneratePixelShaderCode(PSGRENDER_DSTALPHA_ALPHA_PASS, g_ActiveConfig.backend_info.APIType, g_nativeVertexFmt->m_components);
}
}

View File

@ -27,7 +27,7 @@
#include "VideoConfig.h"
#include "NativeVertexFormat.h"
static int AlphaPreTest();
static ALPHA_PRETEST_RESULT AlphaPreTest();
static void StageHash(int stage, u32* out)
{
@ -102,26 +102,25 @@ static void StageHash(int stage, u32* out)
// a unique identifier, basically containing all the bits. Yup, it's a lot ....
// It would likely be a lot more efficient to build this incrementally as the attributes
// are set...
void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 components)
void GetPixelShaderId(PIXELSHADERUID *uid, PSGRENDER_MODE PSGRenderMode, u32 components)
{
memset(uid->values, 0, sizeof(uid->values));
uid->values[0] |= bpmem.genMode.numtevstages; // 4
uid->values[0] |= bpmem.genMode.numtexgens << 4; // 4
uid->values[0] |= dstAlphaMode << 8; // 2
bool DepthTextureEnable = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && bpmem.zmode.testenable && bpmem.zmode.updateenable) || g_ActiveConfig.bEnablePerPixelDepth;
uid->values[0] |= ((u32)PSGRenderMode) << 8; // 2
bool PixelLigthingEnabled = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting;
bool DepthTextureEnable = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && (bpmem.zmode.testenable || bpmem.zmode.updateenable));
bool MustWriteToDepth = DepthTextureEnable || g_ActiveConfig.bEnablePerPixelDepth;
bool FastZcomploc = bpmem.zcontrol.zcomploc && bpmem.zmode.updateenable && false;
uid->values[0] |= DepthTextureEnable << 10; // 1
bool enablePL = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting;
uid->values[0] |= enablePL << 11; // 1
if (!enablePL) uid->values[0] |= xfregs.numTexGen.numTexGens << 12; // 4
u32 alphaPreTest = AlphaPreTest()+1;
uid->values[0] |= alphaPreTest << 16; // 2
if (alphaPreTest == 1 || (alphaPreTest && !DepthTextureEnable && dstAlphaMode == DSTALPHA_ALPHA_PASS))
uid->values[0] |= MustWriteToDepth << 11; // 1
uid->values[0] |= PixelLigthingEnabled << 12; // 1
if (!PixelLigthingEnabled) uid->values[0] |= xfregs.numTexGen.numTexGens << 13; // 4
ALPHA_PRETEST_RESULT alphaPreTest = AlphaPreTest();
uid->values[0] |= ((u32)alphaPreTest) << 17; // 2
uid->values[0] |= FastZcomploc << 18; // 2
if (((alphaPreTest == ALPHAPT_ALWAYSFAIL) || (alphaPreTest == ALPHAPT_ALWAYSPASS && PSGRenderMode == PSGRENDER_DSTALPHA_ALPHA_PASS)) && !DepthTextureEnable)
{
// Courtesy of PreAlphaTest, we're done already ;)
// NOTE: The comment header of generated shaders depends on the value of bpmem.genmode.numindstages.. shouldnt really bother about that though.
@ -131,13 +130,13 @@ void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 compo
for (unsigned int i = 0; i < bpmem.genMode.numtexgens; ++i)
{
if (18+i < 32)
uid->values[0] |= xfregs.texMtxInfo[i].projection << (18+i); // 1
if (19+i < 32)
uid->values[0] |= xfregs.texMtxInfo[i].projection << (19+i); // 1
else
uid->values[1] |= xfregs.texMtxInfo[i].projection << (i - 14); // 1
uid->values[1] |= xfregs.texMtxInfo[i].projection << (i - 13); // 1
}
uid->values[1] = bpmem.genMode.numindstages << 2; // 3
uid->values[1] = bpmem.genMode.numindstages << 3; // 3
u32 indirectStagesUsed = 0;
for (unsigned int i = 0; i < bpmem.genMode.numindstages; ++i)
if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages)
@ -145,13 +144,13 @@ void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 compo
assert(indirectStagesUsed == (indirectStagesUsed & 0xF));
uid->values[1] |= indirectStagesUsed << 5; // 4;
uid->values[1] |= indirectStagesUsed << 6; // 4;
for (unsigned int i = 0; i < bpmem.genMode.numindstages; ++i)
{
if (indirectStagesUsed & (1 << i))
{
uid->values[1] |= (bpmem.tevindref.getTexCoord(i) < bpmem.genMode.numtexgens) << (9 + 3*i); // 1
uid->values[1] |= (bpmem.tevindref.getTexCoord(i) < bpmem.genMode.numtexgens) << (10 + 3*i); // 1
if (bpmem.tevindref.getTexCoord(i) < bpmem.genMode.numtexgens)
uid->values[1] |= bpmem.tevindref.getTexCoord(i) << (10 + 3*i); // 2
}
@ -180,7 +179,7 @@ void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 compo
}
}
if (dstAlphaMode != DSTALPHA_ALPHA_PASS)
if (PSGRenderMode != PSGRENDER_DSTALPHA_ALPHA_PASS)
{
if (bpmem.fog.c_proj_fsel.fsel != 0)
{
@ -190,7 +189,7 @@ void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 compo
}
++ptr;
if (enablePL)
if (PixelLigthingEnabled)
{
ptr += GetLightingShaderId(ptr);
*ptr++ = components;
@ -199,20 +198,26 @@ void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 compo
uid->num_values = ptr - uid->values;
}
void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, DSTALPHA_MODE dstAlphaMode, u32 components)
void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, PSGRENDER_MODE PSGRenderMode, u32 components)
{
memset(uid->values, 0, sizeof(uid->values));
bool PixelLigthingEnabled = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting;
bool DepthTextureEnable = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && (bpmem.zmode.testenable || bpmem.zmode.updateenable));
bool MustWriteToDepth = DepthTextureEnable || g_ActiveConfig.bEnablePerPixelDepth;
bool FastZcomploc = bpmem.zcontrol.zcomploc && bpmem.zmode.updateenable && false;
u32* ptr = uid->values;
*ptr++ = dstAlphaMode; // 0
*ptr++ = ((u32)PSGRenderMode); // 0
*ptr++ = bpmem.genMode.hex; // 1
*ptr++ = bpmem.ztex2.hex; // 2
*ptr++ = bpmem.zcontrol.hex; // 3
*ptr++ = bpmem.zmode.hex; // 4
*ptr++ = g_ActiveConfig.bEnablePerPixelDepth; // 5
*ptr++ = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting; // 6
*ptr++ = MustWriteToDepth; // 5
*ptr++ = PixelLigthingEnabled; // 6
*ptr++ = xfregs.numTexGen.hex; // 7
*ptr++ = DepthTextureEnable; // 8
*ptr++ = FastZcomploc; // 9
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
if (PixelLigthingEnabled)
{
*ptr++ = xfregs.color[0].hex;
*ptr++ = xfregs.alpha[0].hex;
@ -222,43 +227,43 @@ void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, DSTALPHA_MODE dstAlphaMode, u
}
for (unsigned int i = 0; i < 8; ++i)
*ptr++ = xfregs.texMtxInfo[i].hex; // 8-15
*ptr++ = xfregs.texMtxInfo[i].hex; // 9-17
for (unsigned int i = 0; i < 16; ++i)
*ptr++ = bpmem.tevind[i].hex; // 16-31
*ptr++ = bpmem.tevind[i].hex; // 18-33
*ptr++ = bpmem.tevindref.hex; // 32
*ptr++ = bpmem.tevindref.hex; // 34
for (int i = 0; i < bpmem.genMode.numtevstages+1; ++i) // up to 16 times
{
*ptr++ = bpmem.combiners[i].colorC.hex; // 33+5*i
*ptr++ = bpmem.combiners[i].alphaC.hex; // 34+5*i
*ptr++ = bpmem.tevind[i].hex; // 35+5*i
*ptr++ = bpmem.tevksel[i/2].hex; // 36+5*i
*ptr++ = bpmem.tevorders[i/2].hex; // 37+5*i
*ptr++ = bpmem.combiners[i].colorC.hex; // 35+5*i
*ptr++ = bpmem.combiners[i].alphaC.hex; // 36+5*i
*ptr++ = bpmem.tevind[i].hex; // 37+5*i
*ptr++ = bpmem.tevksel[i/2].hex; // 38+5*i
*ptr++ = bpmem.tevorders[i/2].hex; // 39+5*i
}
ptr = &uid->values[113];
ptr = &uid->values[115];
*ptr++ = bpmem.alphaFunc.hex; // 113
*ptr++ = bpmem.alphaFunc.hex; // 116
*ptr++ = bpmem.fog.c_proj_fsel.hex; // 114
*ptr++ = bpmem.fogRange.Base.hex; // 115
*ptr++ = bpmem.fog.c_proj_fsel.hex; // 117
*ptr++ = bpmem.fogRange.Base.hex; // 118
_assert_((ptr - uid->values) == uid->GetNumValues());
}
void ValidatePixelShaderIDs(API_TYPE api, PIXELSHADERUIDSAFE old_id, const std::string& old_code, DSTALPHA_MODE dstAlphaMode, u32 components)
void ValidatePixelShaderIDs(API_TYPE api, PIXELSHADERUIDSAFE old_id, const std::string& old_code, PSGRENDER_MODE PSGRenderMode, u32 components)
{
if (!g_ActiveConfig.bEnableShaderDebugging)
return;
PIXELSHADERUIDSAFE new_id;
GetSafePixelShaderId(&new_id, dstAlphaMode, components);
GetSafePixelShaderId(&new_id, PSGRenderMode, components);
if (!(old_id == new_id))
{
std::string new_code(GeneratePixelShaderCode(dstAlphaMode, api, components));
std::string new_code(GeneratePixelShaderCode(PSGRenderMode, api, components));
if (old_code != new_code)
{
_assert_(old_id.GetNumValues() == new_id.GetNumValues());
@ -299,7 +304,7 @@ void ValidatePixelShaderIDs(API_TYPE api, PIXELSHADERUIDSAFE old_id, const std::
static void WriteStage(char *&p, int n, API_TYPE ApiType);
static void SampleTexture(char *&p, const char *destination, const char *texcoords, const char *texswap, int texmap, API_TYPE ApiType);
// static void WriteAlphaCompare(char *&p, int num, int comp);
static void WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode);
static void WriteAlphaTest(char *&p, API_TYPE ApiType,PSGRENDER_MODE PSGRenderMode);
static void WriteFog(char *&p);
static const char *tevKSelTableC[] = // KCSEL
@ -485,7 +490,10 @@ static const char *tevIndFmtScale[] = {"255.0f", "31.0f", "15.0f", "7.0f" };
static char swapModeTable[4][5];
static char text[16384];
static bool PixelLigthingEnabled;
static bool DepthTextureEnable;
static bool MustWriteToDepth;
static bool FastZcomploc;
static void BuildSwapModeTable()
{
@ -500,7 +508,7 @@ static void BuildSwapModeTable()
}
}
const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
const char *GeneratePixelShaderCode(PSGRENDER_MODE PSGRenderMode, API_TYPE ApiType, u32 components)
{
setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
text[sizeof(text) - 1] = 0x7C; // canary
@ -523,7 +531,10 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
nIndirectStagesUsed |= 1 << bpmem.tevind[i].bt;
}
}
DepthTextureEnable = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && bpmem.zmode.testenable && bpmem.zmode.updateenable) || g_ActiveConfig.bEnablePerPixelDepth ;
PixelLigthingEnabled = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting;
DepthTextureEnable = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && (bpmem.zmode.testenable || bpmem.zmode.updateenable));
MustWriteToDepth = DepthTextureEnable || g_ActiveConfig.bEnablePerPixelDepth;
FastZcomploc = bpmem.zcontrol.zcomploc && bpmem.zmode.updateenable && false;
// Declare samplers
if(ApiType != API_D3D11)
@ -565,7 +576,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
WRITE(p, "uniform float4 " I_INDTEXMTX"[6] : register(c%d);\n", C_INDTEXMTX);
WRITE(p, "uniform float4 " I_FOG"[3] : register(c%d);\n", C_FOG);
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
if(PixelLigthingEnabled)
{
WRITE(p,"typedef struct { float4 col; float4 cosatt; float4 distatt; float4 pos; float4 dir; } Light;\n");
WRITE(p,"typedef struct { Light lights[8]; } s_" I_PLIGHTS";\n");
@ -578,15 +589,15 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
if(ApiType != API_D3D11)
{
WRITE(p, " out float4 ocol0 : COLOR0,%s%s\n in float4 rawpos : %s,\n",
dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "\n out float4 ocol1 : COLOR1," : "",
DepthTextureEnable ? "\n out float depth : DEPTH," : "",
PSGRenderMode == PSGRENDER_DSTALPHA_DUAL_SOURCE_BLEND ? "\n out float4 ocol1 : COLOR1," : "",
MustWriteToDepth ? "\n out float depth : DEPTH," : "",
ApiType & API_OPENGL ? "WPOS" : ApiType & API_D3D9_SM20 ? "POSITION" : "VPOS");
}
else
{
WRITE(p, " out float4 ocol0 : SV_Target0,%s%s\n in float4 rawpos : SV_Position,\n",
dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "\n out float4 ocol1 : SV_Target1," : "",
DepthTextureEnable ? "\n out float depth : SV_Depth," : "");
PSGRenderMode == PSGRENDER_DSTALPHA_DUAL_SOURCE_BLEND ? "\n out float4 ocol1 : SV_Target1," : "",
MustWriteToDepth ? "\n out float depth : SV_Depth," : "");
}
WRITE(p, " in float4 colors_0 : COLOR0,\n");
@ -598,51 +609,79 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
for (int i = 0; i < numTexgen; ++i)
WRITE(p, ",\n in float3 uv%d : TEXCOORD%d", i, i);
WRITE(p, ",\n in float4 clipPos : TEXCOORD%d", numTexgen);
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
if(PixelLigthingEnabled)
WRITE(p, ",\n in float4 Normal : TEXCOORD%d", numTexgen + 1);
}
else
{
// wpos is in w of first 4 texcoords
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
if(PixelLigthingEnabled)
{
for (int i = 0; i < 8; ++i)
for (int i = 0; i < numTexgen; ++i)
WRITE(p, ",\n in float4 uv%d : TEXCOORD%d", i, i);
}
else
{
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
for (unsigned int i = 0; i < numTexgen; ++i)
WRITE(p, ",\n in float%d uv%d : TEXCOORD%d", i < 4 ? 4 : 3 , i, i);
}
}
WRITE(p, " ) {\n");
char* pmainstart = p;
int Pretest = AlphaPreTest();
if(Pretest >= 0 && !DepthTextureEnable)
if((bpmem.fog.c_proj_fsel.fsel != 0) || MustWriteToDepth)
{
if (!Pretest)
// the screen space depth value = far z + (clip z / clip w) * z range
if (numTexgen < 7)
WRITE(p, "float zCoord = "I_ZBIAS"[1].x + (clipPos.z / clipPos.w) * "I_ZBIAS"[1].y;\n");
else
WRITE(p, "float zCoord = "I_ZBIAS"[1].x + (uv2.w / uv3.w) * "I_ZBIAS"[1].y;\n");
}
char* pmainstart = p;
if(PSGRenderMode == PSGRENDER_ZCOMPLOCK && !DepthTextureEnable)
{
//we are in zcomlock pass, so just make this an empty function
WRITE(p, "ocol0 = 0;\n");
// only write to depth if shader Mode requeires it
if(MustWriteToDepth)
WRITE(p, "depth = zCoord;\n");
WRITE(p, "}\n");
return text;
}
ALPHA_PRETEST_RESULT Pretest = AlphaPreTest();
//Test if we can predict the alpha test result or if we are in depth only mode
if((Pretest != ALPHAPT_UNDEFINED) && !DepthTextureEnable)
{
if (Pretest == ALPHAPT_ALWAYSFAIL)
{
// alpha test will always fail, so restart the shader and just make it an empty function
// alpha test will always fail, just make this an empty function
WRITE(p, "ocol0 = 0;\n");
if(DepthTextureEnable)
WRITE(p, "depth = 1.f;\n");
if(dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
// only write to depth if the shader mode requires it
if(MustWriteToDepth)
WRITE(p, "depth = zCoord;\n");
// if we are in dual source blend mode initialize the secondary color o the shader will fail
if(PSGRenderMode == PSGRENDER_DSTALPHA_DUAL_SOURCE_BLEND)
WRITE(p, "ocol1 = 0;\n");
WRITE(p, "discard;\n");
if(ApiType != API_D3D11)
WRITE(p, "return;\n");
//No discard if zcomlock is enebled and we are using fast zcomploc
if(!FastZcomploc)
{
WRITE(p, "discard;\n");
if(ApiType != API_D3D11)
WRITE(p, "return;\n");
}
}
else if (dstAlphaMode == DSTALPHA_ALPHA_PASS)
else if (PSGRenderMode == PSGRENDER_DSTALPHA_ALPHA_PASS)
{
//write constant alpha value
WRITE(p, " ocol0 = " I_ALPHA"[0].aaaa;\n");
// only write to depth if the shader mode requires it
if(MustWriteToDepth)
WRITE(p, "depth = zCoord;\n");
}
if(!Pretest || dstAlphaMode == DSTALPHA_ALPHA_PASS)
if((Pretest == ALPHAPT_ALWAYSFAIL) || (PSGRenderMode == PSGRENDER_DSTALPHA_ALPHA_PASS))
{
WRITE(p, "}\n");
return text;
}
}
}
WRITE(p, " float4 c0 = " I_COLORS"[1], c1 = " I_COLORS"[2], c2 = " I_COLORS"[3], prev = float4(0.0f, 0.0f, 0.0f, 0.0f), textemp = float4(0.0f, 0.0f, 0.0f, 0.0f), rastemp = float4(0.0f, 0.0f, 0.0f, 0.0f), konsttemp = float4(0.0f, 0.0f, 0.0f, 0.0f);\n"
" float3 comp16 = float3(1.0f, 255.0f, 0.0f), comp24 = float3(1.0f, 255.0f, 255.0f*255.0f);\n"
@ -653,9 +692,9 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
" float4 cc2=float4(0.0f,0.0f,0.0f,0.0f), cprev=float4(0.0f,0.0f,0.0f,0.0f);\n"
" float4 crastemp=float4(0.0f,0.0f,0.0f,0.0f),ckonsttemp=float4(0.0f,0.0f,0.0f,0.0f);\n\n");
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
if(PixelLigthingEnabled)
{
if (xfregs.numTexGen.numTexGens < 7)
if (numTexgen < 7)
{
WRITE(p,"float3 _norm0 = normalize(Normal.xyz);\n\n");
WRITE(p,"float3 pos = float3(clipPos.x,clipPos.y,Normal.w);\n");
@ -730,21 +769,10 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
// emulation of unsigned 8 overflow when casting
WRITE(p, "prev = frac(4.0f + prev * (255.0f/256.0f)) * (256.0f/255.0f);\n");
if(Pretest == -1)
{
WriteAlphaTest(p, ApiType, dstAlphaMode);
}
if((bpmem.fog.c_proj_fsel.fsel != 0) || DepthTextureEnable)
{
// the screen space depth value = far z + (clip z / clip w) * z range
WRITE(p, "float zCoord = " I_ZBIAS"[1].x + (clipPos.z / clipPos.w) * " I_ZBIAS"[1].y;\n");
}
if (DepthTextureEnable)
if (MustWriteToDepth)
{
// use the texture input of the last texture stage (textemp), hopefully this has been read and is in correct format...
if (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && bpmem.zmode.testenable && bpmem.zmode.updateenable)
if (DepthTextureEnable)
{
if (bpmem.ztex2.op == ZTEXTURE_ADD)
WRITE(p, "zCoord = dot(" I_ZBIAS"[0].xyzw, textemp.xyzw) + " I_ZBIAS"[1].w + zCoord;\n");
@ -757,9 +785,9 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
WRITE(p, "zCoord = zCoord * (16777216.0f/16777215.0f);\n");
}
WRITE(p, "depth = zCoord;\n");
}
}
if (dstAlphaMode == DSTALPHA_ALPHA_PASS)
if (PSGRenderMode == PSGRENDER_DSTALPHA_ALPHA_PASS)
WRITE(p, " ocol0 = float4(prev.rgb, " I_ALPHA"[0].a);\n");
else
{
@ -769,13 +797,28 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
// On D3D11, use dual-source color blending to perform dst alpha in a
// single pass
if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
if (PSGRenderMode == PSGRENDER_DSTALPHA_DUAL_SOURCE_BLEND)
{
// Colors will be blended against the alpha from ocol1...
WRITE(p, " ocol1 = ocol0;\n");
// ...and the alpha from ocol0 will be written to the framebuffer.
WRITE(p, " ocol0.a = " I_ALPHA"[0].a;\n");
}
// Alpha test could fail here if depth texture is enabled
if (Pretest == ALPHAPT_ALWAYSFAIL)
{
if(!FastZcomploc)
{
WRITE(p, "discard;\n");
if(ApiType != API_D3D11)
WRITE(p, "return;\n");
}
}
else if(Pretest == ALPHAPT_UNDEFINED)
{
WriteAlphaTest(p, ApiType, PSGRenderMode);
}
WRITE(p, "}\n");
if (text[sizeof(text) - 1] != 0x7C)
@ -1118,7 +1161,7 @@ static const char *tevAlphaFunclogicTable[] =
" != ", // xor
" == " // xnor
};
static int AlphaPreTest()
static ALPHA_PRETEST_RESULT AlphaPreTest()
{
u32 op = bpmem.alphaFunc.logic;
u32 comp[2] = {bpmem.alphaFunc.comp0, bpmem.alphaFunc.comp1};
@ -1127,32 +1170,32 @@ static int AlphaPreTest()
switch(op)
{
case 0: // AND
if (comp[0] == ALPHACMP_ALWAYS && comp[1] == ALPHACMP_ALWAYS) return true;
if (comp[0] == ALPHACMP_NEVER || comp[1] == ALPHACMP_NEVER) return false;
if (comp[0] == ALPHACMP_ALWAYS && comp[1] == ALPHACMP_ALWAYS) return ALPHAPT_ALWAYSPASS;
if (comp[0] == ALPHACMP_NEVER || comp[1] == ALPHACMP_NEVER) return ALPHAPT_ALWAYSFAIL;
break;
case 1: // OR
if (comp[0] == ALPHACMP_ALWAYS || comp[1] == ALPHACMP_ALWAYS) return true;
if (comp[0] == ALPHACMP_NEVER && comp[1] == ALPHACMP_NEVER)return false;
if (comp[0] == ALPHACMP_ALWAYS || comp[1] == ALPHACMP_ALWAYS) return ALPHAPT_ALWAYSPASS;
if (comp[0] == ALPHACMP_NEVER && comp[1] == ALPHACMP_NEVER)return ALPHAPT_ALWAYSFAIL;
break;
case 2: // XOR
if ((comp[0] == ALPHACMP_ALWAYS && comp[1] == ALPHACMP_NEVER) || (comp[0] == ALPHACMP_NEVER && comp[1] == ALPHACMP_ALWAYS))
return true;
return ALPHAPT_ALWAYSPASS;
if ((comp[0] == ALPHACMP_ALWAYS && comp[1] == ALPHACMP_ALWAYS) || (comp[0] == ALPHACMP_NEVER && comp[1] == ALPHACMP_NEVER))
return false;
return ALPHAPT_ALWAYSFAIL;
break;
case 3: // XNOR
if ((comp[0] == ALPHACMP_ALWAYS && comp[1] == ALPHACMP_NEVER) || (comp[0] == ALPHACMP_NEVER && comp[1] == ALPHACMP_ALWAYS))
return false;
return ALPHAPT_ALWAYSFAIL;
if ((comp[0] == ALPHACMP_ALWAYS && comp[1] == ALPHACMP_ALWAYS) || (comp[0] == ALPHACMP_NEVER && comp[1] == ALPHACMP_NEVER))
return true;
return ALPHAPT_ALWAYSPASS;
break;
default: PanicAlert("bad logic for alpha test? %08x", op);
}
return -1;
return ALPHAPT_UNDEFINED;
}
static void WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode)
static void WriteAlphaTest(char *&p, API_TYPE ApiType,PSGRENDER_MODE PSGRenderMode)
{
static const char *alphaRef[2] =
{
@ -1172,12 +1215,6 @@ static void WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode
WRITE(p, tevAlphaFuncsTable[compindex],alphaRef[1]);//lookup the second component from the alpha function table
WRITE(p, ")) {\n");
WRITE(p, "ocol0 = 0;\n");
if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
WRITE(p, "ocol1 = 0;\n");
if (DepthTextureEnable)
WRITE(p, "depth = 1.f;\n");
// HAXX: zcomploc is a way to control whether depth test is done before
// or after texturing and alpha test. PC GPU does depth test before texturing ONLY if depth value is
// not updated during shader execution.
@ -1190,7 +1227,7 @@ static void WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode
// depth channel.
// 2 - in the next pass disable depth chanel update, but proccess the color data normally
// this way is the only CORRECT way to emulate perfectly the zcomplock behaviour
if (!(bpmem.zcontrol.zcomploc && bpmem.zmode.updateenable))
if (!FastZcomploc)
{
WRITE(p, "discard;\n");
if (ApiType != API_D3D11)

View File

@ -105,20 +105,28 @@ public:
typedef _PIXELSHADERUID<false> PIXELSHADERUID;
typedef _PIXELSHADERUID<true> PIXELSHADERUIDSAFE;
// Different ways to achieve rendering with destination alpha
enum DSTALPHA_MODE
// Different ways to achieve rendering
enum PSGRENDER_MODE
{
DSTALPHA_NONE, // Render normally, without destination alpha
DSTALPHA_ALPHA_PASS, // Render normally first, then render again for alpha
DSTALPHA_DUAL_SOURCE_BLEND // Use dual-source blending
PSGRENDER_NORMAL, // Render normally, without destination alpha
PSGRENDER_DSTALPHA_ALPHA_PASS, // Render normally first, then render again for alpha
PSGRENDER_DSTALPHA_DUAL_SOURCE_BLEND, // Use dual-source blending
PSGRENDER_ZCOMPLOCK //Render to Depth Channel only with no depth dextures enabled
};
const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components);
enum ALPHA_PRETEST_RESULT
{
ALPHAPT_UNDEFINED, // AlphaTest Result is not defined
ALPHAPT_ALWAYSFAIL, // Alpha test alway Fail
ALPHAPT_ALWAYSPASS // Alpha test alway Pass
};
void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 components);
void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, DSTALPHA_MODE dstAlphaMode, u32 components);
const char *GeneratePixelShaderCode(PSGRENDER_MODE PSGRenderMode, API_TYPE ApiType, u32 components);
void GetPixelShaderId(PIXELSHADERUID *uid, PSGRENDER_MODE PSGRenderMode, u32 components);
void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, PSGRENDER_MODE PSGRenderMode, u32 components);
// Used to make sure that our optimized pixel shader IDs don't lose any possible shader code changes
void ValidatePixelShaderIDs(API_TYPE api, PIXELSHADERUIDSAFE old_id, const std::string& old_code, DSTALPHA_MODE dstAlphaMode, u32 components);
void ValidatePixelShaderIDs(API_TYPE api, PIXELSHADERUIDSAFE old_id, const std::string& old_code, PSGRENDER_MODE PSGRenderMode, u32 components);
#endif // GCOGL_PIXELSHADER_H

View File

@ -43,6 +43,11 @@ extern int OSDChoice, OSDTime;
extern bool bLastFrameDumped;
#define RSM_None 0
#define RSM_Multipass 1
#define RSM_Zcomploc 2
#define RSM_UseDstAlpha 4
// Renderer really isn't a very good name for this class - it's more like "Misc".
// The long term goal is to get rid of this class and replace it with others that make
// more sense.
@ -63,7 +68,7 @@ public:
virtual void SetSamplerState(int stage,int texindex) = 0;
virtual void SetInterlacingMode() = 0;
virtual void ApplyState(bool bUseDstAlpha) = 0;
virtual void ApplyState(u32 mode) = 0;
virtual void RestoreState() = 0;
// Ideal internal resolution - determined by display resolution (automatic scaling) and/or a multiple of the native EFB resolution

View File

@ -459,10 +459,10 @@ void PixelShaderCache::Shutdown()
g_ps_disk_cache.Close();
}
bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
bool PixelShaderCache::SetShader(PSGRENDER_MODE PSGRenderMode, u32 components)
{
PIXELSHADERUID uid;
GetPixelShaderId(&uid, dstAlphaMode, components);
GetPixelShaderId(&uid, PSGRenderMode, components);
// Check if the shader is already set
if (last_entry)
@ -470,7 +470,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
if (uid == last_uid)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
ValidatePixelShaderIDs(API_D3D11, last_entry->safe_uid, last_entry->code, dstAlphaMode, components);
ValidatePixelShaderIDs(API_D3D11, last_entry->safe_uid, last_entry->code, PSGRenderMode, components);
return (last_entry->shader != NULL);
}
}
@ -486,12 +486,12 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
last_entry = &entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
ValidatePixelShaderIDs(API_D3D11, entry.safe_uid, entry.code, dstAlphaMode, components);
ValidatePixelShaderIDs(API_D3D11, entry.safe_uid, entry.code, PSGRenderMode, components);
return (entry.shader != NULL);
}
// Need to compile a new shader
const char* code = GeneratePixelShaderCode(dstAlphaMode, API_D3D11, components);
const char* code = GeneratePixelShaderCode(PSGRenderMode, API_D3D11, components);
D3DBlob* pbytecode;
if (!D3D::CompilePixelShader(code, (unsigned int)strlen(code), &pbytecode))
@ -509,7 +509,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
if (g_ActiveConfig.bEnableShaderDebugging && success)
{
PixelShaders[uid].code = code;
GetSafePixelShaderId(&PixelShaders[uid].safe_uid, dstAlphaMode, components);
GetSafePixelShaderId(&PixelShaders[uid].safe_uid, PSGRenderMode, components);
}
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);

View File

@ -23,7 +23,7 @@
#include <map>
enum DSTALPHA_MODE;
enum PSGRENDER_MODE;
namespace DX11
{
@ -34,7 +34,7 @@ public:
static void Init();
static void Clear();
static void Shutdown();
static bool SetShader(DSTALPHA_MODE dstAlphaMode, u32 components); // TODO: Should be renamed to LoadShader
static bool SetShader(PSGRENDER_MODE PSGRenderMode, u32 components); // TODO: Should be renamed to LoadShader
static bool InsertByteCode(const PIXELSHADERUID &uid, const void* bytecode, unsigned int bytecodelen);
static ID3D11PixelShader* GetActiveShader() { return last_entry->shader; }

View File

@ -1211,11 +1211,11 @@ void Renderer::RestoreAPIState()
BPFunctions::SetScissor();
}
void Renderer::ApplyState(bool bUseDstAlpha)
void Renderer::ApplyState(u32 mode)
{
HRESULT hr;
if (bUseDstAlpha)
if (mode & RSM_UseDstAlpha)
{
// Colors should blend against SRC1_ALPHA
if (gx_state.blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_SRC_ALPHA)
@ -1275,7 +1275,7 @@ void Renderer::ApplyState(bool bUseDstAlpha)
D3D::stateman->Apply();
if (bUseDstAlpha)
if (mode & RSM_UseDstAlpha)
{
// restore actual state
SetBlendMode(false);

View File

@ -25,7 +25,7 @@ public:
void SetInterlacingMode();
// TODO: Fix confusing names (see ResetAPIState and RestoreAPIState)
void ApplyState(bool bUseDstAlpha);
void ApplyState(u32 mode);
void RestoreState();
void ApplyCullDisable();

View File

@ -249,7 +249,7 @@ void VertexManager::vFlush()
bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
if (!PixelShaderCache::SetShader(
useDstAlpha ? DSTALPHA_DUAL_SOURCE_BLEND : DSTALPHA_NONE,
useDstAlpha ? PSGRENDER_DSTALPHA_DUAL_SOURCE_BLEND : PSGRENDER_NORMAL,
g_nativeVertexFmt->m_components))
{
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
@ -264,7 +264,7 @@ void VertexManager::vFlush()
unsigned int stride = g_nativeVertexFmt->GetVertexStride();
g_nativeVertexFmt->SetupVertexPointers();
g_renderer->ApplyState(useDstAlpha);
g_renderer->ApplyState(useDstAlpha ? RSM_UseDstAlpha : RSM_None);
LoadBuffers();
Draw(stride);

View File

@ -330,11 +330,11 @@ void PixelShaderCache::Shutdown()
unique_shaders.clear();
}
bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
bool PixelShaderCache::SetShader(PSGRENDER_MODE PSGRenderMode, u32 components)
{
const API_TYPE api = ((D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF) < 3 ? API_D3D9_SM20 : API_D3D9_SM30;
PIXELSHADERUID uid;
GetPixelShaderId(&uid, dstAlphaMode, components);
GetPixelShaderId(&uid, PSGRenderMode, components);
// Check if the shader is already set
if (last_entry)
@ -342,7 +342,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
if (uid == last_uid)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
ValidatePixelShaderIDs(api, last_entry->safe_uid, last_entry->code, dstAlphaMode, components);
ValidatePixelShaderIDs(api, last_entry->safe_uid, last_entry->code, PSGRenderMode, components);
return last_entry->shader != NULL;
}
}
@ -359,13 +359,13 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
if (entry.shader) D3D::SetPixelShader(entry.shader);
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
ValidatePixelShaderIDs(api, entry.safe_uid, entry.code, dstAlphaMode, components);
ValidatePixelShaderIDs(api, entry.safe_uid, entry.code, PSGRenderMode, components);
return (entry.shader != NULL);
}
// Need to compile a new shader
const char *code = GeneratePixelShaderCode(dstAlphaMode, api, components);
const char *code = GeneratePixelShaderCode(PSGRenderMode, api, components);
if (g_ActiveConfig.bEnableShaderDebugging)
{
@ -401,7 +401,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
if (g_ActiveConfig.bEnableShaderDebugging && success)
{
PixelShaders[uid].code = code;
GetSafePixelShaderId(&PixelShaders[uid].safe_uid, dstAlphaMode, components);
GetSafePixelShaderId(&PixelShaders[uid].safe_uid, PSGRenderMode, components);
}
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);

View File

@ -63,7 +63,7 @@ private:
public:
static void Init();
static void Shutdown();
static bool SetShader(DSTALPHA_MODE dstAlphaMode, u32 componets);
static bool SetShader(PSGRENDER_MODE PSGRenderMode, u32 componets);
static bool InsertByteCode(const PIXELSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate);
static LPDIRECT3DPIXELSHADER9 GetColorMatrixProgram(int SSAAMode);
static LPDIRECT3DPIXELSHADER9 GetColorCopyProgram(int SSAAMode);

View File

@ -247,6 +247,7 @@ void TeardownDeviceObjects()
// Init functions
Renderer::Renderer()
{
Renderer::LastMode = RSM_None;
st = new char[32768];
int fullScreenRes, x, y, w_temp, h_temp;
@ -1204,20 +1205,49 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
XFBWrited = false;
}
void Renderer::ApplyState(bool bUseDstAlpha)
void Renderer::ApplyState(u32 mode)
{
if (bUseDstAlpha)
if(mode & RSM_Zcomploc)
{
D3D::ChangeRenderState(D3DRS_COLORWRITEENABLE, 0);
}
if(mode & RSM_Multipass)
{
D3D::ChangeRenderState(D3DRS_ZENABLE, TRUE);
D3D::ChangeRenderState(D3DRS_ZWRITEENABLE, false);
D3D::ChangeRenderState(D3DRS_ZFUNC, D3DCMP_EQUAL);
}
if (mode & RSM_UseDstAlpha)
{
D3D::ChangeRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA);
D3D::ChangeRenderState(D3DRS_ALPHABLENDENABLE, false);
}
Renderer::LastMode |= mode;
}
void Renderer::RestoreState()
{
D3D::RefreshRenderState(D3DRS_COLORWRITEENABLE);
D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
if(Renderer::LastMode & RSM_Zcomploc)
{
D3D::RefreshRenderState(D3DRS_COLORWRITEENABLE);
}
if(Renderer::LastMode & RSM_Multipass)
{
D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
D3D::RefreshRenderState(D3DRS_ZENABLE);
D3D::RefreshRenderState(D3DRS_ZWRITEENABLE);
D3D::RefreshRenderState(D3DRS_ZFUNC);
}
if(Renderer::LastMode & RSM_UseDstAlpha)
{
D3D::RefreshRenderState(D3DRS_COLORWRITEENABLE);
D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
}
Renderer::LastMode = RSM_None;
// TODO: Enable this code. Caused glitches for me however (neobrain)
// for (unsigned int i = 0; i < 8; ++i)
// D3D::dev->SetTexture(i, NULL);

View File

@ -9,6 +9,8 @@ namespace DX9
class Renderer : public ::Renderer
{
private:
u32 LastMode;
public:
Renderer();
~Renderer();
@ -24,7 +26,7 @@ public:
void SetSamplerState(int stage,int texindex);
void SetInterlacingMode();
void ApplyState(bool bUseDstAlpha);
void ApplyState(u32 mode);
void RestoreState();
void RenderText(const char* pstr, int left, int top, u32 color);

View File

@ -154,7 +154,7 @@ void VertexManager::vFlush()
VertexShaderManager::SetConstants();
PixelShaderManager::SetConstants();
if (!PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components))
if (!PixelShaderCache::SetShader(PSGRENDER_NORMAL,g_nativeVertexFmt->m_components))
{
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
goto shader_fail;
@ -175,14 +175,27 @@ void VertexManager::vFlush()
bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
if (useDstAlpha)
{
DWORD write = 0;
if (!PixelShaderCache::SetShader(DSTALPHA_ALPHA_PASS, g_nativeVertexFmt->m_components))
if (!PixelShaderCache::SetShader(PSGRENDER_DSTALPHA_ALPHA_PASS, g_nativeVertexFmt->m_components))
{
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
goto shader_fail;
}
// update alpha only
g_renderer->ApplyState(true);
g_renderer->ApplyState(RSM_UseDstAlpha | (bpmem.zmode.updateenable ? RSM_Multipass : RSM_None));
Draw(stride);
g_renderer->RestoreState();
}
bool useZcomploc = bpmem.zcontrol.zcomploc && bpmem.zmode.updateenable;
if(useZcomploc)
{
if (!PixelShaderCache::SetShader(PSGRENDER_ZCOMPLOCK, g_nativeVertexFmt->m_components))
{
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
goto shader_fail;
}
// update Depth only
g_renderer->ApplyState(RSM_Zcomploc);
Draw(stride);
g_renderer->RestoreState();
}

View File

@ -181,10 +181,10 @@ void PixelShaderCache::Shutdown()
PixelShaders.clear();
}
FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
FRAGMENTSHADER* PixelShaderCache::SetShader(PSGRENDER_MODE PSGRenderMode, u32 components)
{
PIXELSHADERUID uid;
GetPixelShaderId(&uid, dstAlphaMode, components);
GetPixelShaderId(&uid, PSGRenderMode, components);
// Check if the shader is already set
if (last_entry)
@ -192,7 +192,7 @@ FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 comp
if (uid == last_uid)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
ValidatePixelShaderIDs(API_OPENGL, last_entry->safe_uid, last_entry->shader.strprog, dstAlphaMode, components);
ValidatePixelShaderIDs(API_OPENGL, last_entry->safe_uid, last_entry->shader.strprog, PSGRenderMode, components);
return &last_entry->shader;
}
}
@ -206,18 +206,18 @@ FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 comp
last_entry = &entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
ValidatePixelShaderIDs(API_OPENGL, entry.safe_uid, entry.shader.strprog, dstAlphaMode, components);
ValidatePixelShaderIDs(API_OPENGL, entry.safe_uid, entry.shader.strprog, PSGRenderMode, components);
return &last_entry->shader;
}
// Make an entry in the table
PSCacheEntry& newentry = PixelShaders[uid];
last_entry = &newentry;
const char *code = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL, components);
const char *code = GeneratePixelShaderCode(PSGRenderMode, API_OPENGL, components);
if (g_ActiveConfig.bEnableShaderDebugging && code)
{
GetSafePixelShaderId(&newentry.safe_uid, dstAlphaMode, components);
GetSafePixelShaderId(&newentry.safe_uid, PSGRenderMode, components);
newentry.shader.strprog = code;
}

View File

@ -74,7 +74,7 @@ public:
static void Init();
static void Shutdown();
static FRAGMENTSHADER* SetShader(DSTALPHA_MODE dstAlphaMode, u32 components);
static FRAGMENTSHADER* SetShader(PSGRENDER_MODE PSGRenderMode, u32 components);
static bool CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrprogram);
static GLuint GetColorMatrixProgram();

View File

@ -245,6 +245,7 @@ int GetNumMSAACoverageSamples(int MSAAMode)
// Init functions
Renderer::Renderer()
{
Renderer::LastMode = RSM_None;
OSDInternalW = 0;
OSDInternalH = 0;
@ -515,6 +516,49 @@ Renderer::~Renderer()
delete g_framebuffer_manager;
}
void Renderer::ApplyState(u32 mode)
{
if(mode & RSM_Zcomploc)
{
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
}
if(mode & RSM_Multipass)
{
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glDepthFunc(GL_EQUAL);
}
if (mode & RSM_UseDstAlpha)
{
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
glDisable(GL_BLEND);
}
Renderer::LastMode |= mode;
}
void Renderer::RestoreState()
{
if(Renderer::LastMode & RSM_Zcomploc)
{
SetColorMask();
}
if(Renderer::LastMode & RSM_Multipass)
{
SetDepthMode();
}
if (Renderer::LastMode & RSM_UseDstAlpha)
{
SetColorMask();
if (bpmem.blendmode.blendenable || bpmem.blendmode.subtract)
glEnable(GL_BLEND);
}
Renderer::LastMode = RSM_None;
}
// Create On-Screen-Messages
void Renderer::DrawDebugInfo()
{

View File

@ -11,6 +11,8 @@ void ClearEFBCache();
class Renderer : public ::Renderer
{
private:
u32 LastMode;
public:
Renderer();
~Renderer();
@ -27,8 +29,8 @@ public:
void SetInterlacingMode();
// TODO: Implement and use these
void ApplyState(bool bUseDstAlpha) {}
void RestoreState() {}
void ApplyState(u32 mode);
void RestoreState();
void RenderText(const char* pstr, int left, int top, u32 color);
void DrawDebugInfo();

View File

@ -187,21 +187,21 @@ void VertexManager::vFlush()
// If host supports GL_ARB_blend_func_extended, we can do dst alpha in
// the same pass as regular rendering.
g_renderer->SetBlendMode(true);
ps = PixelShaderCache::SetShader(DSTALPHA_DUAL_SOURCE_BLEND, g_nativeVertexFmt->m_components);
ps = PixelShaderCache::SetShader(PSGRENDER_DSTALPHA_DUAL_SOURCE_BLEND, g_nativeVertexFmt->m_components);
}
else
{
g_renderer->SetBlendMode(true);
ps = PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
ps = PixelShaderCache::SetShader(PSGRENDER_NORMAL,g_nativeVertexFmt->m_components);
}
}
else
{
ps = PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
ps = PixelShaderCache::SetShader(PSGRENDER_NORMAL,g_nativeVertexFmt->m_components);
}
#else
bool dualSourcePossible = false;
FRAGMENTSHADER* ps = PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
FRAGMENTSHADER* ps = PixelShaderCache::SetShader(PSGRENDER_NORMAL,g_nativeVertexFmt->m_components);
#endif
VERTEXSHADER* vs = VertexShaderCache::SetShader(g_nativeVertexFmt->m_components);
if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid); // Lego Star Wars crashes here.
@ -212,20 +212,22 @@ void VertexManager::vFlush()
// run through vertex groups again to set alpha
if (useDstAlpha && !dualSourcePossible)
{
ps = PixelShaderCache::SetShader(DSTALPHA_ALPHA_PASS,g_nativeVertexFmt->m_components);
ps = PixelShaderCache::SetShader(PSGRENDER_DSTALPHA_ALPHA_PASS,g_nativeVertexFmt->m_components);
if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid);
// only update alpha
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
g_renderer->ApplyState(RSM_UseDstAlpha | (bpmem.zmode.updateenable ? RSM_Multipass : RSM_None));
Draw();
g_renderer->RestoreState();
}
bool useZcomploc = bpmem.zcontrol.zcomploc && bpmem.zmode.updateenable;
if (useZcomploc)
{
ps = PixelShaderCache::SetShader(PSGRENDER_ZCOMPLOCK,g_nativeVertexFmt->m_components);
if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid);
glDisable(GL_BLEND);
Draw();
// restore color mask
g_renderer->SetColorMask();
if (bpmem.blendmode.blendenable || bpmem.blendmode.subtract)
glEnable(GL_BLEND);
g_renderer->ApplyState(RSM_Zcomploc);
Draw();
g_renderer->RestoreState();
}
GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);