Merge branch 'zcomploc-support'
zcomploc is a feature of the BP which switch depth test from before the alpha test to after the alpha test. This way, transparent fragments are written to the depth buffer too. The current implementation is quite hacky and does not cover all cases but is enough to fix problems in a lot of game. A complete implementation would require a multipass rendering method and is attempted in the zcomploc-experimental branch. According to testers feedback, fixes bugs in the following games: - Baten Kaitos - Baten Kaitos Origins - 007: Everything or Nothing - Ty the Tasmanian Tiger - Tony Hawk's Pro Skater 3 And probably other games too. Conflicts (because of new-shadercache-uids): Source/Core/VideoCommon/Src/PixelShaderGen.cpp
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9dad9ebe89
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@ -143,8 +143,6 @@ void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 compo
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if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages)
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indirectStagesUsed |= (1 << bpmem.tevind[i].bt);
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assert(indirectStagesUsed == (indirectStagesUsed & 0xF));
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uid->values[1] |= indirectStagesUsed << 5; // 4;
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for (unsigned int i = 0; i < bpmem.genMode.numindstages; ++i)
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@ -171,10 +169,10 @@ void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 compo
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if (alphaPreTest == 0 || alphaPreTest == 2)
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{
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ptr[0] |= bpmem.fog.c_proj_fsel.fsel << 8; // 3
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ptr[0] |= bpmem.zcontrol.zcomploc << 11; // 1
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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.ztex2.op << 12; // 2
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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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@ -1181,10 +1179,21 @@ static bool WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode
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compindex = bpmem.alphaFunc.comp1 % 8;
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WRITE(p, tevAlphaFuncsTable[compindex],alphaRef[1]);//lookup the second component from the alpha function table
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WRITE(p, ")){ocol0 = 0;%s%s discard;%s}\n",
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dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "ocol1 = 0;" : "",
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DepthTextureEnable ? "depth = 1.f;" : "",
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(ApiType != API_D3D11) ? "return;" : "");
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WRITE(p, ")) {\n");
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WRITE(p, "ocol0 = 0;\n");
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if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
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WRITE(p, "ocol1 = 0;\n");
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if (DepthTextureEnable)
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WRITE(p, "depth = 1.f;\n");
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if (!bpmem.zcontrol.zcomploc)
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{
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WRITE(p, "discard;\n");
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if (ApiType != API_D3D11)
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WRITE(p, "return;\n");
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}
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WRITE(p, "}\n");
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return true;
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}
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