Implement zcomploc on OpenGL4.2+
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@ -258,7 +258,8 @@ static void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE Api
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unsigned int numStages = bpmem.genMode.numtevstages + 1;
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unsigned int numTexgen = bpmem.genMode.numtexgens;
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const bool per_pixel_depth = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.early_ztest && bpmem.zmode.testenable) || !g_ActiveConfig.bFastDepthCalc;
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const bool forced_early_z = g_ActiveConfig.backend_info.bSupportsEarlyZ && bpmem.zcontrol.early_ztest && (g_ActiveConfig.bFastDepthCalc || bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED);
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const bool per_pixel_depth = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.early_ztest && bpmem.zmode.testenable) || (!g_ActiveConfig.bFastDepthCalc && !forced_early_z);
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out.Write("//Pixel Shader for TEV stages\n");
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out.Write("//%i TEV stages, %i texgens, %i IND stages\n",
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@ -372,6 +373,14 @@ static void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE Api
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}
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out.Write("float4 clipPos;\n");
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}
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if (forced_early_z)
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{
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// HACK: This doesn't force the driver to write to depth buffer if alpha test fails.
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// It just allows it, but it seems that all drivers do.
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out.Write("layout(early_fragment_tests) in;\n");
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}
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out.Write("void main()\n{\n");
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}
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else
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@ -584,6 +593,7 @@ static void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE Api
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uid_data.ztex_op = bpmem.ztex2.op;
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uid_data.per_pixel_depth = per_pixel_depth;
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uid_data.forced_early_z = forced_early_z;
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uid_data.fast_depth_calc = g_ActiveConfig.bFastDepthCalc;
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uid_data.early_ztest = bpmem.zcontrol.early_ztest;
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uid_data.fog_fsel = bpmem.fog.c_proj_fsel.fsel;
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@ -1129,17 +1139,20 @@ static void WriteAlphaTest(T& out, pixel_shader_uid_data& uid_data, API_TYPE Api
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out.Write("\t\tdepth = 1.f;\n");
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// HAXX: zcomploc (aka early_ztest) is a way to control whether depth test is done before
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// or after texturing and alpha test. PC GPUs have no way to support this
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// feature properly as of 2012: depth buffer and depth test are not
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// or after texturing and alpha test. PC graphics APIs have no way to support this
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// feature properly as of 2012: Depth buffer and depth test are not
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// programmable and the depth test is always done after texturing.
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// Most importantly, PC GPUs do not allow writing to the z-buffer without
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// Most importantly, they do not allow writing to the z-buffer without
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// writing a color value (unless color writing is disabled altogether).
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// We implement "depth test before texturing" by discarding the fragment
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// when the alpha test fail. This is not a correct implementation because
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// even if the depth test fails the fragment could be alpha blended, but
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// we don't have a choice.
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uid_data.alpha_test_use_zcomploc_hack = bpmem.zcontrol.early_ztest && bpmem.zmode.updateenable;
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if (!(bpmem.zcontrol.early_ztest && bpmem.zmode.updateenable))
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// We implement "depth test before texturing" by disabling alpha test when early-z is in use.
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// It seems to be less buggy than not to update the depth buffer if alpha test fails,
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// but both ways wouldn't be accurate.
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// OpenGL 4.2 has a flag which allows the driver to still update the depth buffer
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// if alpha test fails. The driver doesn't have to, but I assume they all do because
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// it's the much faster code path for the GPU.
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uid_data.alpha_test_use_zcomploc_hack = bpmem.zcontrol.early_ztest && bpmem.zmode.updateenable && !g_ActiveConfig.backend_info.bSupportsEarlyZ;
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if (!uid_data.alpha_test_use_zcomploc_hack)
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{
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out.Write("\t\tdiscard;\n");
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if (ApiType != API_D3D11)
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@ -112,6 +112,7 @@ struct pixel_shader_uid_data
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u32 fast_depth_calc : 1;
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u32 per_pixel_depth : 1;
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u32 forced_early_z : 1;
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u32 early_ztest : 1;
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u32 xfregs_numTexGen_numTexGens : 4;
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@ -155,7 +155,8 @@ struct VideoConfig
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bool bSupportsPixelLighting;
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bool bSupportsPrimitiveRestart;
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bool bSupportsSeparateAlphaFunction;
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bool bSupportsGLSLUBO; // needed by pixelShaderGen, so must stay in videoCommon
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bool bSupportsGLSLUBO; // needed by PixelShaderGen, so must stay in VideoCommon
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bool bSupportsEarlyZ; // needed by PixelShaderGen, so must stay in VideoCommon
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} backend_info;
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// Utility
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@ -90,6 +90,7 @@ void InitBackendInfo()
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g_Config.backend_info.bSupportsFormatReinterpretation = true;
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g_Config.backend_info.bSupportsPixelLighting = true;
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g_Config.backend_info.bSupportsPrimitiveRestart = true;
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g_Config.backend_info.bSupportsEarlyZ = false;
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IDXGIFactory* factory;
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IDXGIAdapter* ad;
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@ -96,6 +96,7 @@ void InitBackendInfo()
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g_Config.backend_info.bSupportsDualSourceBlend = false;
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g_Config.backend_info.bSupportsFormatReinterpretation = true;
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g_Config.backend_info.bSupportsPixelLighting = C_PLIGHTS + 40 <= maxConstants && C_PMATERIALS + 4 <= maxConstants;
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g_Config.backend_info.bSupportsEarlyZ = false;
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// adapters
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g_Config.backend_info.Adapters.clear();
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@ -539,7 +539,7 @@ void ProgramShaderCache::CreateHeader ( void )
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"%s\n"
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"%s\n"
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, v==GLSLES3 ? "300 es" : v==GLSL_120 ? "120" : v==GLSL_130 ? "130" : "140"
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, v==GLSLES3 ? "300 es" : v==GLSL_120 ? "120" : v==GLSL_130 ? "130" : v==GLSL_140 ? "140" : "150"
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, v==GLSLES3 ? "precision highp float;" : ""
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, g_ActiveConfig.backend_info.bSupportsGLSLUBO && v<GLSL_140 ? "#extension GL_ARB_uniform_buffer_object : enable" : ""
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, v==GLSL_120 ? "attribute" : "in"
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@ -342,6 +342,7 @@ Renderer::Renderer()
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g_Config.backend_info.bSupportsDualSourceBlend = false;
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g_Config.backend_info.bSupportsGLSLUBO = true;
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g_Config.backend_info.bSupportsPrimitiveRestart = false;
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g_Config.backend_info.bSupportsEarlyZ = false;
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g_ogl_config.bSupportsGLSLCache = false; // XXX: Reenable once shaders compile correctly
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g_ogl_config.bSupportsGLPinnedMemory = false;
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@ -433,6 +434,7 @@ Renderer::Renderer()
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g_Config.backend_info.bSupportsDualSourceBlend = GLEW_ARB_blend_func_extended;
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g_Config.backend_info.bSupportsGLSLUBO = GLEW_ARB_uniform_buffer_object;
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g_Config.backend_info.bSupportsPrimitiveRestart = GLEW_VERSION_3_1 || GLEW_NV_primitive_restart;
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g_Config.backend_info.bSupportsEarlyZ = GLEW_ARB_shader_image_load_store;
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g_ogl_config.bSupportsGLSLCache = GLEW_ARB_get_program_binary;
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g_ogl_config.bSupportsGLPinnedMemory = GLEW_AMD_pinned_memory;
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@ -453,14 +455,21 @@ Renderer::Renderer()
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{
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g_ogl_config.eSupportedGLSLVersion = GLSL_120;
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g_Config.backend_info.bSupportsDualSourceBlend = false; //TODO: implement dual source blend
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g_Config.backend_info.bSupportsEarlyZ = false; // layout keyword is only supported on glsl150+
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}
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else if(strstr(g_ogl_config.glsl_version, "1.30"))
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{
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g_ogl_config.eSupportedGLSLVersion = GLSL_130;
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g_Config.backend_info.bSupportsEarlyZ = false; // layout keyword is only supported on glsl150+
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}
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else if(strstr(g_ogl_config.glsl_version, "1.40"))
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{
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g_ogl_config.eSupportedGLSLVersion = GLSL_140;
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g_Config.backend_info.bSupportsEarlyZ = false; // layout keyword is only supported on glsl150+
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}
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else
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{
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g_ogl_config.eSupportedGLSLVersion = GLSL_140;
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g_ogl_config.eSupportedGLSLVersion = GLSL_150;
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}
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#endif
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@ -489,10 +498,11 @@ Renderer::Renderer()
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g_ogl_config.gl_renderer,
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g_ogl_config.gl_version).c_str(), 5000);
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WARN_LOG(VIDEO,"Missing OGL Extensions: %s%s%s%s%s%s%s%s%s",
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WARN_LOG(VIDEO,"Missing OGL Extensions: %s%s%s%s%s%s%s%s%s%s",
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g_ActiveConfig.backend_info.bSupportsDualSourceBlend ? "" : "DualSourceBlend ",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "" : "UniformBuffer ",
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g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ? "" : "PrimitiveRestart ",
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g_ActiveConfig.backend_info.bSupportsEarlyZ ? "" : "EarlyZ ",
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g_ogl_config.bSupportsGLPinnedMemory ? "" : "PinnedMemory ",
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g_ogl_config.bSupportsGLSLCache ? "" : "ShaderCache ",
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g_ogl_config.bSupportsGLBaseVertex ? "" : "BaseVertex ",
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@ -12,7 +12,8 @@ void ClearEFBCache();
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enum GLSL_VERSION {
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GLSL_120,
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GLSL_130,
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GLSL_140, // and above
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GLSL_140,
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GLSL_150, // and above
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GLSLES3
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};
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@ -129,9 +129,10 @@ void InitBackendInfo()
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g_Config.backend_info.bUseRGBATextures = true;
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g_Config.backend_info.bUseMinimalMipCount = false;
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g_Config.backend_info.bSupports3DVision = false;
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//g_Config.backend_info.bSupportsDualSourceBlend = true; // is gpu depenend and must be set in renderer
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//g_Config.backend_info.bSupportsDualSourceBlend = true; // is gpu dependent and must be set in renderer
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g_Config.backend_info.bSupportsFormatReinterpretation = false;
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g_Config.backend_info.bSupportsPixelLighting = true;
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//g_Config.backend_info.bSupportsEarlyZ = true; // is gpu dependent and must be set in renderer
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// aamodes
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const char* caamodes[] = {_trans("None"), "2x", "4x", "8x", "8x CSAA", "8xQ CSAA", "16x CSAA", "16xQ CSAA", "4x SSAA"};
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