Fix various issues with zfreeze implemntation.

Results are still not correct, but things are getting closer.

 * Don't cull CULLALL primitives so early so they can be used as reference
        planes.
 * Convert CalculateZSlope to screenspace coordinates.
 * Convert Pixelshader to screenspace coordinates (instead of worldspace
        xy coordinates, which is totally wrong)
 * Divide depth by 2^24 instead of clamping to 0.0-1.0 as was done
        before.

Progress:
 * Rouge Squadron 2/3 appear correct in game (videos in rs2 save file
         selection are missing)
 * Shadows draw 100% correctly in NHL 2003.
 * Mario golf menu renders correctly.
 * NFS: HP2, shadows sometimes render on top of car or below the road.
 * Mario Tennis, courts and shadows render correctly, but at wrong depth
 * Blood Omen 2, doesn't work.
This commit is contained in:
Scott Mansell 2015-01-02 23:55:41 +13:00
parent 613781c765
commit 418296961c
5 changed files with 16 additions and 10 deletions

View File

@ -186,6 +186,10 @@ void VertexManager::vFlush(bool useDstAlpha)
CalculateZSlope(stride);
}
// if cull mode is CULL_ALL, ignore triangles and quads
if (bpmem.genMode.cullmode == GenMode::CULL_ALL && current_primitive_type == PRIMITIVE_TRIANGLES)
return;
VertexLoaderManager::GetCurrentVertexFormat()->SetupVertexPointers();
g_renderer->ApplyState(useDstAlpha);

View File

@ -145,6 +145,10 @@ void VertexManager::vFlush(bool useDstAlpha)
CalculateZSlope(stride);
}
// if cull mode is CULL_ALL, ignore triangles and quads
if (bpmem.genMode.cullmode == GenMode::CULL_ALL && current_primitive_type == PRIMITIVE_TRIANGLES)
return;
// Makes sure we can actually do Dual source blending
bool dualSourcePossible = g_ActiveConfig.backend_info.bSupportsDualSourceBlend;

View File

@ -546,7 +546,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
{
if (bpmem.genMode.zfreeze)
{
out.Write("\tdepth = " I_ZSLOPE".z + " I_ZSLOPE".x * (clipPos.x / clipPos.w) + " I_ZSLOPE".y * (clipPos.y / clipPos.w);\n");
out.Write("\tdepth = float(" I_ZSLOPE".z + " I_ZSLOPE".x * rawpos.x + " I_ZSLOPE".y * rawpos.y) / float(0xffffff);\n");
}
else
{
@ -569,7 +569,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
{
if (bpmem.genMode.zfreeze)
{
out.Write("\tdepth = " I_ZSLOPE".z + " I_ZSLOPE".x * (clipPos.x / clipPos.w) + " I_ZSLOPE".y * (clipPos.y / clipPos.w);\n");
out.Write("\tdepth = float(" I_ZSLOPE".z + " I_ZSLOPE".x * rawpos.x + " I_ZSLOPE".y * rawpos.y) / float(0xffffff);\n");
}
else
{

View File

@ -149,11 +149,8 @@ int RunVertices(int vtx_attr_group, int primitive, int count, DataReader src, bo
if ((int)src.size() < size)
return -1;
if (skip_drawing || (bpmem.genMode.cullmode == GenMode::CULL_ALL && primitive < 5))
{
// if cull mode is CULL_ALL, ignore triangles and quads
if (skip_drawing)
return size;
}
// If the native vertex format changed, force a flush.
if (loader->m_native_vertex_format != s_current_vtx_fmt)

View File

@ -259,11 +259,12 @@ void VertexManager::CalculateZSlope(u32 stride)
VertexShaderManager::TransformToClipSpace(&vtx[i * 3], &out[i * 4]);
// viewport offset ignored because we only look at coordinate differences.
out[0 + i * 4] = out[0 + i * 4] / out[3 + i * 4] * xfmem.viewport.wd;
out[1 + i * 4] = out[1 + i * 4] / out[3 + i * 4] * xfmem.viewport.ht;
// Transform to Screenspace
out[0 + i * 4] = out[0 + i * 4] / out[3 + i * 4] * xfmem.viewport.wd + (xfmem.viewport.xOrig - 342);
out[1 + i * 4] = out[1 + i * 4] / out[3 + i * 4] * xfmem.viewport.ht + (xfmem.viewport.yOrig - 342);
out[2 + i * 4] = out[2 + i * 4] / out[3 + i * 4] * xfmem.viewport.zRange + xfmem.viewport.farZ;
}
float dx31 = out[8] - out[0];
float dx12 = out[0] - out[4];
float dy12 = out[1] - out[5];
@ -277,7 +278,7 @@ void VertexManager::CalculateZSlope(u32 stride)
float slope_dfdx = -a / c;
float slope_dfdy = -b / c;
float slope_f0 = out[2];
float slope_f0 = out[2] - (out[0] * slope_dfdx + out[1] * slope_dfdy);
PixelShaderManager::SetZSlope(slope_dfdx, slope_dfdy, slope_f0);
}