diff --git a/Source/Core/VideoCommon/Src/PixelShaderGen.cpp b/Source/Core/VideoCommon/Src/PixelShaderGen.cpp index 0752fa73be..b7f4611161 100644 --- a/Source/Core/VideoCommon/Src/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/Src/PixelShaderGen.cpp @@ -58,7 +58,7 @@ void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode) for (int i = 0; i < 8; i += 2) ((u8*)&uid->values[1])[i / 2] = (bpmem.tevksel[i].hex & 0xf) | ((bpmem.tevksel[i + 1].hex & 0xf) << 4); - u32 enableZTexture = (!bpmem.zcontrol.zcomploc && bpmem.zmode.testenable && bpmem.zmode.updateenable)?1:0; + u32 enableZTexture = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && bpmem.zmode.testenable && bpmem.zmode.updateenable) || g_ActiveConfig.bEnablePerPixelDepth ? 1 : 0; uid->values[2] = (u32)bpmem.fog.c_proj_fsel.fsel | ((u32)bpmem.fog.c_proj_fsel.proj << 3) | @@ -466,7 +466,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType nIndirectStagesUsed |= 1 << bpmem.tevind[i].bt; } } - DepthTextureEnable = bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && bpmem.zmode.testenable && bpmem.zmode.updateenable; + DepthTextureEnable = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && bpmem.zmode.testenable && bpmem.zmode.updateenable) || g_ActiveConfig.bEnablePerPixelDepth ; // Declare samplers if(ApiType != API_D3D11) @@ -819,15 +819,18 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType if (DepthTextureEnable) { // use the texture input of the last texture stage (textemp), hopefully this has been read and is in correct format... - if (bpmem.ztex2.op == ZTEXTURE_ADD) - WRITE(p, "zCoord = dot("I_ZBIAS"[0].xyzw, textemp.xyzw) + "I_ZBIAS"[1].w + zCoord;\n"); - else - WRITE(p, "zCoord = dot("I_ZBIAS"[0].xyzw, textemp.xyzw) + "I_ZBIAS"[1].w;\n"); + if (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && bpmem.zmode.testenable && bpmem.zmode.updateenable) + { + if (bpmem.ztex2.op == ZTEXTURE_ADD) + WRITE(p, "zCoord = dot("I_ZBIAS"[0].xyzw, textemp.xyzw) + "I_ZBIAS"[1].w + zCoord;\n"); + else + WRITE(p, "zCoord = dot("I_ZBIAS"[0].xyzw, textemp.xyzw) + "I_ZBIAS"[1].w;\n"); - // scale to make result from frac correct - WRITE(p, "zCoord = zCoord * (16777215.0f/16777216.0f);\n"); - WRITE(p, "zCoord = frac(zCoord);\n"); - WRITE(p, "zCoord = zCoord * (16777216.0f/16777215.0f);\n"); + // scale to make result from frac correct + 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"); } diff --git a/Source/Core/VideoCommon/Src/VideoConfig.cpp b/Source/Core/VideoCommon/Src/VideoConfig.cpp index 167dc630eb..139db029d3 100644 --- a/Source/Core/VideoCommon/Src/VideoConfig.cpp +++ b/Source/Core/VideoCommon/Src/VideoConfig.cpp @@ -80,6 +80,7 @@ void VideoConfig::Load(const char *ini_file) iniFile.Get("Settings", "AnaglyphStereoSeparation", &iAnaglyphStereoSeparation, 200); iniFile.Get("Settings", "AnaglyphFocalAngle", &iAnaglyphFocalAngle, 0); iniFile.Get("Settings", "EnablePixelLigting", &bEnablePixelLigting, 0); + iniFile.Get("Settings", "EnablePerPixelDepth", &bEnablePerPixelDepth, 0); iniFile.Get("Settings", "ShowShaderErrors", &bShowShaderErrors, 0); iniFile.Get("Settings", "MSAA", &iMultisampleMode, 0); @@ -193,6 +194,8 @@ void VideoConfig::Save(const char *ini_file) iniFile.Set("Settings", "AnaglyphStereoSeparation", iAnaglyphStereoSeparation); iniFile.Set("Settings", "AnaglyphFocalAngle", iAnaglyphFocalAngle); iniFile.Set("Settings", "EnablePixelLigting", bEnablePixelLigting); + iniFile.Set("Settings", "EnablePerPixelDepth", bEnablePerPixelDepth); + iniFile.Set("Settings", "ShowEFBCopyRegions", bShowEFBCopyRegions); iniFile.Set("Settings", "ShowShaderErrors", bShowShaderErrors); diff --git a/Source/Core/VideoCommon/Src/VideoConfig.h b/Source/Core/VideoCommon/Src/VideoConfig.h index f746293d05..b146cdc0fa 100644 --- a/Source/Core/VideoCommon/Src/VideoConfig.h +++ b/Source/Core/VideoCommon/Src/VideoConfig.h @@ -131,6 +131,7 @@ struct VideoConfig float fAspectRatioHackW, fAspectRatioHackH; bool bZTPSpeedHack; // The Legend of Zelda: Twilight Princess bool bEnablePixelLigting; + bool bEnablePerPixelDepth; int iLog; // CONF_ bits int iSaveTargetId; diff --git a/Source/Core/VideoUICommon/Src/VideoConfigDiag.cpp b/Source/Core/VideoUICommon/Src/VideoConfigDiag.cpp index cfdca39580..8175cdc555 100644 --- a/Source/Core/VideoUICommon/Src/VideoConfigDiag.cpp +++ b/Source/Core/VideoUICommon/Src/VideoConfigDiag.cpp @@ -67,6 +67,7 @@ wxString aa_tooltip = wxT("Reduces the amount of aliasing caused by rasterizing wxString native_mips_tooltip = wxT("Loads native mipmaps instead of generating them.\nLoading native mipmaps is the more accurate behavior, but might also decrease performance (your mileage might vary though)."); wxString scaled_efb_copy_tooltip = wxT("Uses the high-resolution render buffer for EFB copies instead of scaling them down to native resolution.\nVastly improves visual quality in games which use EFB copies but might cause glitches in some games."); wxString pixel_lighting_tooltip = wxT("Calculates lighting of 3D graphics on a per-pixel basis rather than per vertex.\nThis is the more accurate behavior but reduces performance."); +wxString pixel_depth_tooltip = wxT(""); wxString force_filtering_tooltip = wxT("Forces bilinear texture filtering even if the game explicitly disabled it.\nImproves texture quality (especially when using a high internal resolution) but causes glitches in some games."); wxString _3d_vision_tooltip = wxT(""); wxString internal_res_tooltip = wxT("Specifies the resolution used to render at.\nA high resolution will improve visual quality a lot but is also quite heavy on performance and might cause glitches in a very limited number of games.\nAuto (performance): Uses the display resolution to render at. This is slightly faster than integral scaling, but might cause visual glitches in a small number of games.\nAuto (accuracy): Uses a multiple of the native resolution to render at. Visual quality compared to the other automatic resolution is similar and a matter of personal preference.\nThe other options specify a fixed resolution and can be used to further increase visual quality."); @@ -202,6 +203,7 @@ VideoConfigDiag::VideoConfigDiag(wxWindow* parent, const std::string &title, con szr_enh->Add(new SettingCheckBox(page_general, wxT("Load Native Mipmaps"), native_mips_tooltip, vconfig.bUseNativeMips)); szr_enh->Add(new SettingCheckBox(page_general, wxT("EFB Scaled Copy"), scaled_efb_copy_tooltip, vconfig.bCopyEFBScaled)); szr_enh->Add(new SettingCheckBox(page_general, wxT("Pixel Lighting"), pixel_lighting_tooltip, vconfig.bEnablePixelLigting)); + szr_enh->Add(new SettingCheckBox(page_general, wxT("Pixel Depth"), pixel_depth_tooltip, vconfig.bEnablePerPixelDepth)); szr_enh->Add(new SettingCheckBox(page_general, wxT("Force Bi/Trilinear Filtering"), force_filtering_tooltip, vconfig.bForceFiltering)); if (vconfig.backend_info.bSupports3DVision)