disable per pixel depth if depth textures aren't used

This commit is contained in:
degasus 2013-03-04 20:12:58 +01:00
parent 0041ec618c
commit 642eab92bc
2 changed files with 19 additions and 11 deletions

View File

@ -276,7 +276,7 @@ void ValidatePixelShaderIDs(API_TYPE api, PIXELSHADERUIDSAFE old_id, const std::
static void WriteStage(char *&p, int n, API_TYPE ApiType); static void WriteStage(char *&p, int n, API_TYPE ApiType);
static void SampleTexture(char *&p, const char *destination, const char *texcoords, const char *texswap, int texmap, API_TYPE ApiType); static void SampleTexture(char *&p, const char *destination, const char *texcoords, const char *texswap, int texmap, API_TYPE ApiType);
// static void WriteAlphaCompare(char *&p, int num, int comp); // static void WriteAlphaCompare(char *&p, int num, int comp);
static void WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode); static void WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode, bool depthTextureEnable);
static void WriteFog(char *&p); static void WriteFog(char *&p);
static const char *tevKSelTableC[] = // KCSEL static const char *tevKSelTableC[] = // KCSEL
@ -493,6 +493,8 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
BuildSwapModeTable(); // Needed for WriteStage BuildSwapModeTable(); // Needed for WriteStage
int numStages = bpmem.genMode.numtevstages + 1; int numStages = bpmem.genMode.numtevstages + 1;
int numTexgen = bpmem.genMode.numtexgens; int numTexgen = bpmem.genMode.numtexgens;
bool depthTextureEnable = bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.early_ztest && bpmem.zmode.testenable;
char *p = text; char *p = text;
WRITE(p, "//Pixel Shader for TEV stages\n"); WRITE(p, "//Pixel Shader for TEV stages\n");
@ -563,14 +565,14 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
{ {
WRITE(p, " out float4 ocol0 : COLOR0,%s%s\n in float4 rawpos : %s,\n", WRITE(p, " out float4 ocol0 : COLOR0,%s%s\n in float4 rawpos : %s,\n",
dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "\n out float4 ocol1 : COLOR1," : "", dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "\n out float4 ocol1 : COLOR1," : "",
"\n out float depth : DEPTH,", depthTextureEnable ? "\n out float depth : DEPTH," : "",
ApiType & API_OPENGL ? "WPOS" : ApiType & API_D3D9_SM20 ? "POSITION" : "VPOS"); ApiType & API_OPENGL ? "WPOS" : ApiType & API_D3D9_SM20 ? "POSITION" : "VPOS");
} }
else else
{ {
WRITE(p, " out float4 ocol0 : SV_Target0,%s%s\n in float4 rawpos : SV_Position,\n", WRITE(p, " 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," : "",
"\n out float depth : SV_Depth,"); depthTextureEnable ? "\n out float depth : SV_Depth," : "");
} }
WRITE(p, " in float4 colors_0 : COLOR0,\n"); WRITE(p, " in float4 colors_0 : COLOR0,\n");
@ -710,13 +712,18 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
AlphaTest::TEST_RESULT Pretest = bpmem.alpha_test.TestResult(); AlphaTest::TEST_RESULT Pretest = bpmem.alpha_test.TestResult();
if (Pretest == AlphaTest::UNDETERMINED) if (Pretest == AlphaTest::UNDETERMINED)
WriteAlphaTest(p, ApiType, dstAlphaMode); WriteAlphaTest(p, ApiType, dstAlphaMode, depthTextureEnable);
// the screen space depth value = far z + (clip z / clip w) * z range // the screen space depth value = far z + (clip z / clip w) * z range
WRITE(p, "float zCoord = " I_ZBIAS"[1].x + (clipPos.z / clipPos.w) * " I_ZBIAS"[1].y;\n"); if(ApiType == API_OPENGL || ApiType == API_D3D11)
WRITE(p, "float zCoord = rawpos.z;\n");
else
// dx9 doesn't support 4 component position, so we have to calculate it again
WRITE(p, "float zCoord = " I_ZBIAS"[1].x + (clipPos.z / clipPos.w) * " I_ZBIAS"[1].y;\n");
// Note: depth textures are disabled if early depth test is enabled // Note: depth textures are disabled if early depth test is enabled
if (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.early_ztest && bpmem.zmode.testenable) if (depthTextureEnable)
{ {
// use the texture input of the last texture stage (textemp), hopefully this has been read and is in correct format... // use the texture input of the last texture stage (textemp), hopefully this has been read and is in correct format...
WRITE(p, "zCoord = dot(" I_ZBIAS"[0].xyzw, textemp.xyzw) + " I_ZBIAS"[1].w %s;\n", WRITE(p, "zCoord = dot(" I_ZBIAS"[0].xyzw, textemp.xyzw) + " I_ZBIAS"[1].w %s;\n",
@ -726,8 +733,9 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
WRITE(p, "zCoord = zCoord * (16777215.0f/16777216.0f);\n"); WRITE(p, "zCoord = zCoord * (16777215.0f/16777216.0f);\n");
WRITE(p, "zCoord = frac(zCoord);\n"); WRITE(p, "zCoord = frac(zCoord);\n");
WRITE(p, "zCoord = zCoord * (16777216.0f/16777215.0f);\n"); WRITE(p, "zCoord = zCoord * (16777216.0f/16777215.0f);\n");
WRITE(p, "depth = zCoord;\n");
} }
WRITE(p, "depth = zCoord;\n");
if (dstAlphaMode == DSTALPHA_ALPHA_PASS) if (dstAlphaMode == DSTALPHA_ALPHA_PASS)
WRITE(p, " ocol0 = float4(prev.rgb, " I_ALPHA"[0].a);\n"); WRITE(p, " ocol0 = float4(prev.rgb, " I_ALPHA"[0].a);\n");
@ -1138,7 +1146,7 @@ static const char *tevAlphaFunclogicTable[] =
" == " // xnor " == " // xnor
}; };
static void WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode) static void WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode, bool depthTextureEnable)
{ {
static const char *alphaRef[2] = static const char *alphaRef[2] =
{ {
@ -1161,7 +1169,8 @@ static void WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode
WRITE(p, "ocol0 = 0;\n"); WRITE(p, "ocol0 = 0;\n");
if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND) if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
WRITE(p, "ocol1 = 0;\n"); WRITE(p, "ocol1 = 0;\n");
WRITE(p, "depth = 1.f;\n"); if(depthTextureEnable)
WRITE(p, "depth = 1.f;\n");
// HAXX: zcomploc (aka early_ztest) is a way to control whether depth test is done before // HAXX: zcomploc (aka early_ztest) is a way to control whether depth test is done before
// or after texturing and alpha test. PC GPUs have no way to support this // or after texturing and alpha test. PC GPUs have no way to support this

View File

@ -466,7 +466,6 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
//write the true depth value, if the game uses depth textures pixel shaders will override with the correct values //write the true depth value, if the game uses depth textures pixel shaders will override with the correct values
//if not early z culling will improve speed //if not early z culling will improve speed
// TODO: Can probably be dropped?
if (is_d3d) if (is_d3d)
{ {
WRITE(p, "o.pos.z = " I_DEPTHPARAMS".x * o.pos.w + o.pos.z * " I_DEPTHPARAMS".y;\n"); WRITE(p, "o.pos.z = " I_DEPTHPARAMS".x * o.pos.w + o.pos.z * " I_DEPTHPARAMS".y;\n");