PixelShaderGen: Use dual source blending to do 8-bit blending.

This commit is contained in:
Jules Blok 2016-10-10 15:34:55 +02:00
parent d61ae5a88a
commit 93109df654
1 changed files with 34 additions and 57 deletions

View File

@ -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");
}
}