Fix regression with directx when zfreeze=true and ztest=false.
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@ -275,8 +275,10 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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&& (g_ActiveConfig.bFastDepthCalc || bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED)
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// We can't allow early_ztest for zfreeze because depth is overridden per-pixel.
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// This means it's impossible for zcomploc to be emulated on a zfrozen polygon.
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&& !bpmem.genMode.zfreeze;
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const bool per_pixel_depth = (bpmem.ztex2.op != ZTEXTURE_DISABLE && bpmem.UseLateDepthTest()) || (!g_ActiveConfig.bFastDepthCalc && bpmem.zmode.testenable && !forced_early_z) || bpmem.genMode.zfreeze;
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&& !(bpmem.zmode.testenable && bpmem.genMode.zfreeze);
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const bool per_pixel_depth = (bpmem.ztex2.op != ZTEXTURE_DISABLE && bpmem.UseLateDepthTest())
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|| (!g_ActiveConfig.bFastDepthCalc && bpmem.zmode.testenable && !forced_early_z)
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|| (bpmem.zmode.testenable && bpmem.genMode.zfreeze);
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if (forced_early_z)
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{
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@ -369,7 +371,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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out.Write("void main(\n");
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out.Write(" 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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(per_pixel_depth && bpmem.zmode.testenable) ? "\n out float depth : SV_Depth," : "");
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per_pixel_depth ? "\n out float depth : SV_Depth," : "");
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out.Write(" in centroid float4 colors_0 : COLOR0,\n");
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out.Write(" in centroid float4 colors_1 : COLOR1\n");
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