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 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 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 const char *tevKSelTableC[] = // KCSEL
@ -494,6 +494,8 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
int numStages = bpmem.genMode.numtevstages + 1;
int numTexgen = bpmem.genMode.numtexgens;
bool depthTextureEnable = bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.early_ztest && bpmem.zmode.testenable;
char *p = text;
WRITE(p, "//Pixel Shader for TEV stages\n");
WRITE(p, "//%i TEV stages, %i texgens, XXX IND 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",
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");
}
else
{
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," : "",
"\n out float depth : SV_Depth,");
depthTextureEnable ? "\n out float depth : SV_Depth," : "");
}
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();
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
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
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...
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 = frac(zCoord);\n");
WRITE(p, "zCoord = zCoord * (16777216.0f/16777215.0f);\n");
}
WRITE(p, "depth = zCoord;\n");
}
if (dstAlphaMode == DSTALPHA_ALPHA_PASS)
WRITE(p, " ocol0 = float4(prev.rgb, " I_ALPHA"[0].a);\n");
@ -1138,7 +1146,7 @@ static const char *tevAlphaFunclogicTable[] =
" == " // 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] =
{
@ -1161,6 +1169,7 @@ static void WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode
WRITE(p, "ocol0 = 0;\n");
if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
WRITE(p, "ocol1 = 0;\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

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
//if not early z culling will improve speed
// TODO: Can probably be dropped?
if (is_d3d)
{
WRITE(p, "o.pos.z = " I_DEPTHPARAMS".x * o.pos.w + o.pos.z * " I_DEPTHPARAMS".y;\n");