Merge pull request #2083 from phire/zfreeze-regression

Fix regression with directx when zfreeze=true and ztest=false.
This commit is contained in:
Markus Wick 2015-02-21 09:30:05 +01:00
commit 5da28f394a
1 changed files with 5 additions and 3 deletions

View File

@ -275,8 +275,10 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
&& (g_ActiveConfig.bFastDepthCalc || bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED) && (g_ActiveConfig.bFastDepthCalc || bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED)
// We can't allow early_ztest for zfreeze because depth is overridden per-pixel. // We can't allow early_ztest for zfreeze because depth is overridden per-pixel.
// This means it's impossible for zcomploc to be emulated on a zfrozen polygon. // This means it's impossible for zcomploc to be emulated on a zfrozen polygon.
&& !bpmem.genMode.zfreeze; && !(bpmem.zmode.testenable && bpmem.genMode.zfreeze);
const bool per_pixel_depth = (bpmem.ztex2.op != ZTEXTURE_DISABLE && bpmem.UseLateDepthTest()) || (!g_ActiveConfig.bFastDepthCalc && bpmem.zmode.testenable && !forced_early_z) || bpmem.genMode.zfreeze; const bool per_pixel_depth = (bpmem.ztex2.op != ZTEXTURE_DISABLE && bpmem.UseLateDepthTest())
|| (!g_ActiveConfig.bFastDepthCalc && bpmem.zmode.testenable && !forced_early_z)
|| (bpmem.zmode.testenable && bpmem.genMode.zfreeze);
if (forced_early_z) if (forced_early_z)
{ {
@ -369,7 +371,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
out.Write("void main(\n"); out.Write("void main(\n");
out.Write(" out float4 ocol0 : SV_Target0,%s%s\n in float4 rawpos : SV_Position,\n", out.Write(" out float4 ocol0 : SV_Target0,%s%s\n in float4 rawpos : SV_Position,\n",
dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "\n out float4 ocol1 : SV_Target1," : "", dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "\n out float4 ocol1 : SV_Target1," : "",
(per_pixel_depth && bpmem.zmode.testenable) ? "\n out float depth : SV_Depth," : ""); per_pixel_depth ? "\n out float depth : SV_Depth," : "");
out.Write(" in centroid float4 colors_0 : COLOR0,\n"); out.Write(" in centroid float4 colors_0 : COLOR0,\n");
out.Write(" in centroid float4 colors_1 : COLOR1\n"); out.Write(" in centroid float4 colors_1 : COLOR1\n");