diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp index b3470a130b..f3a91433c6 100644 --- a/Source/Core/VideoCommon/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/PixelShaderGen.cpp @@ -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"); + } }