disable per pixel depth if depth textures aren't used
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0041ec618c
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642eab92bc
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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);
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static void WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode, bool depthTextureEnable);
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static void WriteFog(char *&p);
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static const char *tevKSelTableC[] = // KCSEL
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@ -493,6 +493,8 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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BuildSwapModeTable(); // Needed for WriteStage
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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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char *p = text;
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WRITE(p, "//Pixel Shader for TEV stages\n");
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@ -563,14 +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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"\n out float depth : DEPTH,",
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depthTextureEnable ? "\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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"\n out float depth : SV_Depth,");
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depthTextureEnable ? "\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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@ -710,13 +712,18 @@ 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);
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WriteAlphaTest(p, ApiType, dstAlphaMode, depthTextureEnable);
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// the screen space depth value = far z + (clip z / clip w) * z range
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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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if(ApiType == API_OPENGL || ApiType == API_D3D11)
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WRITE(p, "float zCoord = rawpos.z;\n");
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else
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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 (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.early_ztest && bpmem.zmode.testenable)
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if (depthTextureEnable)
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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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@ -726,8 +733,9 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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WRITE(p, "zCoord = zCoord * (16777215.0f/16777216.0f);\n");
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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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WRITE(p, "depth = zCoord;\n");
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}
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WRITE(p, "depth = zCoord;\n");
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if (dstAlphaMode == DSTALPHA_ALPHA_PASS)
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WRITE(p, " ocol0 = float4(prev.rgb, " I_ALPHA"[0].a);\n");
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@ -1138,7 +1146,7 @@ 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)
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static void WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode, bool depthTextureEnable)
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{
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static const char *alphaRef[2] =
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{
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@ -1161,7 +1169,8 @@ 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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WRITE(p, "depth = 1.f;\n");
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if(depthTextureEnable)
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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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// or after texturing and alpha test. PC GPUs have no way to support this
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@ -466,7 +466,6 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
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//write the true depth value, if the game uses depth textures pixel shaders will override with the correct values
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//if not early z culling will improve speed
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// TODO: Can probably be dropped?
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if (is_d3d)
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{
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WRITE(p, "o.pos.z = " I_DEPTHPARAMS".x * o.pos.w + o.pos.z * " I_DEPTHPARAMS".y;\n");
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