PixelShaderGen: Use dual source blending to do 8-bit blending.
This commit is contained in:
parent
d61ae5a88a
commit
93109df654
|
@ -347,8 +347,7 @@ static void SampleTexture(ShaderCode& out, const char* texcoords, const char* te
|
|||
static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_data, APIType ApiType,
|
||||
bool per_pixel_depth);
|
||||
static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data);
|
||||
static void WriteColor(ShaderCode& out, const pixel_shader_uid_data* uid_data, const char* color);
|
||||
static void WriteAlpha(ShaderCode& out, const char* alpha);
|
||||
static void WriteColor(ShaderCode& out, const pixel_shader_uid_data* uid_data);
|
||||
|
||||
ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data* uid_data)
|
||||
{
|
||||
|
@ -508,22 +507,15 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
|
|||
|
||||
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
|
||||
{
|
||||
if (uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
|
||||
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
|
||||
{
|
||||
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
|
||||
{
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION(1) out vec4 ocol1;\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n");
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n");
|
||||
}
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION(1) out vec4 ocol1;\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n");
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n");
|
||||
}
|
||||
|
||||
if (uid_data->per_pixel_depth)
|
||||
|
@ -579,11 +571,10 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
|
|||
else // D3D
|
||||
{
|
||||
out.Write("void main(\n");
|
||||
out.Write(" out float4 ocol0 : SV_Target0,%s%s\n in float4 rawpos : SV_Position,\n",
|
||||
uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ?
|
||||
"\n out float4 ocol1 : SV_Target1," :
|
||||
"",
|
||||
uid_data->per_pixel_depth ? "\n out float depth : SV_Depth," : "");
|
||||
out.Write(" out float4 ocol0 : SV_Target0,\n"
|
||||
" out float4 ocol1 : SV_Target1,\n%s"
|
||||
" in float4 rawpos : SV_Position,\n",
|
||||
uid_data->per_pixel_depth ? " out float depth : SV_Depth,\n" : "");
|
||||
|
||||
out.Write(" in %s float4 colors_0 : COLOR0,\n",
|
||||
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
|
||||
|
@ -790,37 +781,11 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
|
|||
out.Write("\tprev.rgb = (prev.rgb - (prev.rgb >> 6)) + abs(dither.y * 3 - dither.x * 2);\n");
|
||||
}
|
||||
|
||||
if (uid_data->dstAlphaMode == DSTALPHA_ALPHA_PASS)
|
||||
{
|
||||
out.SetConstantsUsed(C_ALPHA, C_ALPHA);
|
||||
out.Write("\tocol0.rgb = ");
|
||||
WriteColor(out, uid_data, "prev.rgb");
|
||||
out.Write("\tocol0.a = ");
|
||||
WriteAlpha(out, I_ALPHA ".a");
|
||||
}
|
||||
else
|
||||
{
|
||||
if (uid_data->dstAlphaMode != DSTALPHA_ALPHA_PASS)
|
||||
WriteFog(out, uid_data);
|
||||
out.Write("\tocol0.rgb = ");
|
||||
WriteColor(out, uid_data, "prev.rgb");
|
||||
out.Write("\tocol0.a = ");
|
||||
WriteAlpha(out, "prev.a");
|
||||
}
|
||||
|
||||
// Use dual-source color blending to perform dst alpha in a single pass
|
||||
if (uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
|
||||
{
|
||||
out.SetConstantsUsed(C_ALPHA, C_ALPHA);
|
||||
|
||||
// Colors will be blended against the alpha from ocol1 and
|
||||
// the alpha from ocol0 will be written to the framebuffer.
|
||||
out.Write("\tocol1.rgb = ");
|
||||
WriteColor(out, uid_data, "prev.rgb");
|
||||
out.Write("\tocol1.a = ");
|
||||
WriteAlpha(out, "prev.a");
|
||||
out.Write("\tocol0.a = ");
|
||||
WriteAlpha(out, I_ALPHA ".a");
|
||||
}
|
||||
// Write the color and alpha values to the framebuffer
|
||||
WriteColor(out, uid_data);
|
||||
|
||||
if (uid_data->bounding_box)
|
||||
{
|
||||
|
@ -1320,17 +1285,29 @@ static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data)
|
|||
out.Write("\tprev.rgb = (prev.rgb * (256 - ifog) + " I_FOGCOLOR ".rgb * ifog) >> 8;\n");
|
||||
}
|
||||
|
||||
static void WriteColor(ShaderCode& out, const pixel_shader_uid_data* uid_data, const char* color)
|
||||
static void WriteColor(ShaderCode& out, const pixel_shader_uid_data* uid_data)
|
||||
{
|
||||
if (uid_data->rgba6_format)
|
||||
out.Write("float3(%s >> 2) / 63.0;\n", color);
|
||||
out.Write("\tocol0.rgb = (prev.rgb >> 2) / 63.0;\n");
|
||||
else
|
||||
out.Write("float3(%s) / 255.0;\n", color);
|
||||
}
|
||||
out.Write("\tocol0.rgb = prev.rgb / 255.0;\n");
|
||||
|
||||
static void WriteAlpha(ShaderCode& out, const char* color)
|
||||
{
|
||||
// Always truncate the alpha to 6-bit, as there is no format available
|
||||
// on flipper that supports 8-bit.
|
||||
out.Write("float(%s >> 2) / 63.0;\n", color);
|
||||
// Colors will be blended against the 8-bit alpha from ocol1 and
|
||||
// the 6-bit alpha from ocol0 will be written to the framebuffer
|
||||
if (uid_data->dstAlphaMode == DSTALPHA_NONE)
|
||||
{
|
||||
out.Write("\tocol0.a = (prev.a >> 2) / 63.0;\n");
|
||||
out.Write("\tocol1.a = prev.a / 255.0;\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
out.SetConstantsUsed(C_ALPHA, C_ALPHA);
|
||||
out.Write("\tocol0.a = (" I_ALPHA ".a >> 2) / 63.0;\n");
|
||||
|
||||
// Use dual-source color blending to perform dst alpha in a single pass
|
||||
if (uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
|
||||
out.Write("\tocol1.a = prev.a / 255.0;\n");
|
||||
else
|
||||
out.Write("\tocol1.a = " I_ALPHA ".a / 255.0;\n");
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue