ShaderGen/D3D: inline centroid
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@ -253,6 +253,14 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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if (per_pixel_depth)
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out.Write("#define depth gl_FragDepth\n");
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// We use the flag "centroid" to fix some MSAA rendering bugs. With MSAA, the
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// pixel shader will be executed for each pixel which has at least one passed sample.
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// So there may be rendered pixels where the center of the pixel isn't in the primitive.
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// As the pixel shader usually renders at the center of the pixel, this position may be
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// outside the primitive. This will lead to sampling outside the texture, sign changes, ...
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// As a workaround, we interpolate at the centroid of the coveraged pixel, which
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// is always inside the primitive.
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// Without MSAA, this flag is defined to have no effect.
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out.Write("centroid in float4 colors_02;\n");
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out.Write("centroid in float4 colors_12;\n");
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@ -303,18 +311,15 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "\n out float4 ocol1 : SV_Target1," : "",
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per_pixel_depth ? "\n out float depth : SV_Depth," : "");
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// Use centroid sampling to make MSAA work properly
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const char* optCentroid = "centroid";
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out.Write(" in %s float4 colors_0 : COLOR0,\n", optCentroid);
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out.Write(" in %s float4 colors_1 : COLOR1", optCentroid);
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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");
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// compute window position if needed because binding semantic WPOS is not widely supported
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for (unsigned int i = 0; i < numTexgen; ++i)
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out.Write(",\n in %s float3 uv%d : TEXCOORD%d", optCentroid, i, i);
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out.Write(",\n in %s float4 clipPos : TEXCOORD%d", optCentroid, numTexgen);
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out.Write(",\n in centroid float3 uv%d : TEXCOORD%d", i, i);
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out.Write(",\n in centroid float4 clipPos : TEXCOORD%d", numTexgen);
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if (g_ActiveConfig.bEnablePixelLighting)
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out.Write(",\n in %s float4 Normal : TEXCOORD%d", optCentroid, numTexgen + 1);
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out.Write(",\n in centroid float4 Normal : TEXCOORD%d", numTexgen + 1);
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out.Write(" ) {\n");
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}
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