PixelShaderGen: Force depth textures to be emulated when the result is needed for fog calculation.
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1f73651a7a
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203b1748a3
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@ -276,7 +276,7 @@ void ValidatePixelShaderIDs(API_TYPE api, PIXELSHADERUIDSAFE old_id, const std::
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static void WriteStage(char *&p, int n, API_TYPE ApiType);
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static void SampleTexture(char *&p, const char *destination, const char *texcoords, const char *texswap, int texmap, API_TYPE ApiType);
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// static void WriteAlphaCompare(char *&p, int num, int comp);
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static void WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode, bool depthTextureEnable);
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static void WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode, bool per_pixel_depth);
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static void WriteFog(char *&p);
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static const char *tevKSelTableC[] = // KCSEL
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@ -494,7 +494,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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int numStages = bpmem.genMode.numtevstages + 1;
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int numTexgen = bpmem.genMode.numtexgens;
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bool depthTextureEnable = bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.early_ztest && bpmem.zmode.testenable;
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bool per_pixel_depth = bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.early_ztest && bpmem.zmode.testenable;
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char *p = text;
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WRITE(p, "//Pixel Shader for TEV stages\n");
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@ -565,14 +565,14 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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{
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WRITE(p, " out float4 ocol0 : COLOR0,%s%s\n in float4 rawpos : %s,\n",
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dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "\n out float4 ocol1 : COLOR1," : "",
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depthTextureEnable ? "\n out float depth : DEPTH," : "",
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per_pixel_depth ? "\n out float depth : DEPTH," : "",
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ApiType & API_OPENGL ? "WPOS" : ApiType & API_D3D9_SM20 ? "POSITION" : "VPOS");
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}
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else
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{
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WRITE(p, " out float4 ocol0 : SV_Target0,%s%s\n in float4 rawpos : SV_Position,\n",
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dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "\n out float4 ocol1 : SV_Target1," : "",
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depthTextureEnable ? "\n out float depth : SV_Depth," : "");
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per_pixel_depth ? "\n out float depth : SV_Depth," : "");
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}
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WRITE(p, " in float4 colors_0 : COLOR0,\n");
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@ -712,7 +712,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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AlphaTest::TEST_RESULT Pretest = bpmem.alpha_test.TestResult();
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if (Pretest == AlphaTest::UNDETERMINED)
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WriteAlphaTest(p, ApiType, dstAlphaMode, depthTextureEnable);
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WriteAlphaTest(p, ApiType, dstAlphaMode, per_pixel_depth);
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// the screen space depth value = far z + (clip z / clip w) * z range
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@ -722,8 +722,9 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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// dx9 doesn't support 4 component position, so we have to calculate it again
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WRITE(p, "float zCoord = " I_ZBIAS"[1].x + (clipPos.z / clipPos.w) * " I_ZBIAS"[1].y;\n");
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// Note: depth textures are disabled if early depth test is enabled
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if (depthTextureEnable)
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// depth texture can safely be ignored if the result won't be written to the depth buffer (early_ztest) and isn't used for fog either
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bool skip_ztexture = !per_pixel_depth && !bpmem.fog.c_proj_fsel.fsel;
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if (bpmem.ztex2.op != ZTEXTURE_DISABLE && !skip_ztexture)
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{
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// use the texture input of the last texture stage (textemp), hopefully this has been read and is in correct format...
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WRITE(p, "zCoord = dot(" I_ZBIAS"[0].xyzw, textemp.xyzw) + " I_ZBIAS"[1].w %s;\n",
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@ -734,6 +735,8 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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WRITE(p, "zCoord = frac(zCoord);\n");
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WRITE(p, "zCoord = zCoord * (16777216.0f/16777215.0f);\n");
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// Note: depth texture out put is only written to depth buffer if late depth test is used
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if (per_pixel_depth)
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WRITE(p, "depth = zCoord;\n");
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}
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@ -1146,7 +1149,7 @@ static const char *tevAlphaFunclogicTable[] =
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" == " // xnor
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};
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static void WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode, bool depthTextureEnable)
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static void WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode, bool per_pixel_depth)
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{
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static const char *alphaRef[2] =
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{
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@ -1169,7 +1172,7 @@ static void WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode
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WRITE(p, "ocol0 = 0;\n");
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if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
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WRITE(p, "ocol1 = 0;\n");
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if(depthTextureEnable)
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if(per_pixel_depth)
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WRITE(p, "depth = 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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