PixelShaderGen: Don't disable depth texture emulation if z writing is disabled (this is what VideoSoftware is doing).
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@ -24,7 +24,7 @@
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// Increment this every time you change shader generation code.
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enum
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{
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LINEAR_DISKCACHE_VER = 6975
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LINEAR_DISKCACHE_VER = 6977
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};
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// On disk format:
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@ -793,7 +793,7 @@ union PE_CONTROL
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{
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u32 pixel_format : 3; // PIXELFMT_X
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u32 zformat : 3; // Z Compression for 16bit Z format
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u32 zcomploc : 1; // 1: before tex stage
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u32 early_ztest : 1; // 1: before tex stage
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u32 unused : 17;
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u32 rid : 8;
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};
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@ -109,7 +109,7 @@ void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 compo
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uid->values[0] |= bpmem.genMode.numtexgens << 4; // 4
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uid->values[0] |= dstAlphaMode << 8; // 2
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bool DepthTextureEnable = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && bpmem.zmode.testenable && bpmem.zmode.updateenable) || g_ActiveConfig.bEnablePerPixelDepth;
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bool DepthTextureEnable = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.early_ztest && bpmem.zmode.testenable && bpmem.zmode.updateenable) || g_ActiveConfig.bEnablePerPixelDepth;
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uid->values[0] |= DepthTextureEnable << 10; // 1
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@ -170,7 +170,7 @@ void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 compo
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if (DepthTextureEnable)
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{
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ptr[0] |= bpmem.ztex2.op << 11; // 2
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ptr[0] |= bpmem.zcontrol.zcomploc << 13; // 1
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ptr[0] |= bpmem.zcontrol.early_ztest << 13; // 1
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ptr[0] |= bpmem.zmode.testenable << 14; // 1
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ptr[0] |= bpmem.zmode.updateenable << 15; // 1
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}
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@ -528,7 +528,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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nIndirectStagesUsed |= 1 << bpmem.tevind[i].bt;
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}
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}
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DepthTextureEnable = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && bpmem.zmode.testenable && bpmem.zmode.updateenable) || g_ActiveConfig.bEnablePerPixelDepth ;
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DepthTextureEnable = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.early_ztest && bpmem.zmode.testenable && bpmem.zmode.updateenable) || g_ActiveConfig.bEnablePerPixelDepth ;
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// Declare samplers
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if(ApiType != API_D3D11)
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@ -769,12 +769,11 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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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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if (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && bpmem.zmode.testenable && bpmem.zmode.updateenable)
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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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{
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if (bpmem.ztex2.op == ZTEXTURE_ADD)
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WRITE(p, "zCoord = dot(" I_ZBIAS"[0].xyzw, textemp.xyzw) + " I_ZBIAS"[1].w + zCoord;\n");
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else
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WRITE(p, "zCoord = dot(" I_ZBIAS"[0].xyzw, textemp.xyzw) + " I_ZBIAS"[1].w;\n");
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WRITE(p, "zCoord = dot(" I_ZBIAS"[0].xyzw, textemp.xyzw) + " I_ZBIAS"[1].w %s;\n",
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(bpmem.ztex2.op == ZTEXTURE_ADD) ? "+ zCoord" : "");
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// scale to make result from frac correct
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WRITE(p, "zCoord = zCoord * (16777215.0f/16777216.0f);\n");
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@ -1264,7 +1263,7 @@ static void WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode
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// depth channel.
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// 2 - in the next pass disable depth chanel update, but proccess the color data normally
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// this way is the only CORRECT way to emulate perfectly the zcomplock behaviour
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if (!(bpmem.zcontrol.zcomploc && bpmem.zmode.updateenable))
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if (!(bpmem.zcontrol.early_ztest && bpmem.zmode.updateenable))
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{
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WRITE(p, "discard;\n");
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if (ApiType != API_D3D11)
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@ -125,7 +125,7 @@ inline void Draw(s32 x, s32 y, s32 xi, s32 yi)
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if (z < 0 || z > 0x00ffffff)
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return;
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if (bpmem.zcontrol.zcomploc && bpmem.zmode.testenable)
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if (bpmem.zcontrol.early_ztest && bpmem.zmode.testenable)
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{
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// early z
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if (!EfbInterface::ZCompare(x, y, z))
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@ -784,7 +784,7 @@ void Tev::Draw()
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output[BLU_C] = (output[BLU_C] * invFog + fogInt * bpmem.fog.color.b) >> 8;
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}
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if (!bpmem.zcontrol.zcomploc && bpmem.zmode.testenable)
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if (!bpmem.zcontrol.early_ztest && bpmem.zmode.testenable)
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{
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if (!EfbInterface::ZCompare(Position[0], Position[1], Position[2]))
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return;
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