long time no commits :)

a little code cleaning to avoid duplicated execution of AlphaPreTest and a little correction to some comments from the previous commits.
this change must behave exactly like last revision, if something is broken please let me know
This commit is contained in:
rodolfoosvaldobogado 2012-03-25 00:01:47 -03:00
parent 0f2d31e727
commit 9ed83765e6
2 changed files with 68 additions and 76 deletions

View File

@ -24,7 +24,7 @@
// Increment this every time you change shader generation code.
enum
{
LINEAR_DISKCACHE_VER = 6974
LINEAR_DISKCACHE_VER = 6975
};
// On disk format:

View File

@ -299,7 +299,7 @@ void ValidatePixelShaderIDs(API_TYPE api, PIXELSHADERUIDSAFE old_id, const std::
static void WriteStage(char *&p, int n, API_TYPE ApiType);
static void SampleTexture(char *&p, const char *destination, const char *texcoords, const char *texswap, int texmap, API_TYPE ApiType);
// static void WriteAlphaCompare(char *&p, int num, int comp);
static bool WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode);
static void WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode);
static void WriteFog(char *&p);
static const char *tevKSelTableC[] = // KCSEL
@ -619,22 +619,29 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
char* pmainstart = p;
int Pretest = AlphaPreTest();
if (dstAlphaMode == DSTALPHA_ALPHA_PASS && !DepthTextureEnable && Pretest >= 0)
if(Pretest >= 0 && !DepthTextureEnable)
{
if (!Pretest)
{
// alpha test will always fail, so restart the shader and just make it an empty function
WRITE(p, "ocol0 = 0;\n");
if(DepthTextureEnable)
WRITE(p, "depth = 1.f;\n");
if(dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
WRITE(p, "ocol1 = 0;\n");
WRITE(p, "discard;\n");
if(ApiType != API_D3D11)
WRITE(p, "return;\n");
}
else
else if (dstAlphaMode == DSTALPHA_ALPHA_PASS)
{
WRITE(p, " ocol0 = "I_ALPHA"[0].aaaa;\n");
}
WRITE(p, "}\n");
return text;
if(!Pretest || dstAlphaMode == DSTALPHA_ALPHA_PASS)
{
WRITE(p, "}\n");
return text;
}
}
WRITE(p, " float4 c0 = "I_COLORS"[1], c1 = "I_COLORS"[2], c2 = "I_COLORS"[3], prev = float4(0.0f, 0.0f, 0.0f, 0.0f), textemp = float4(0.0f, 0.0f, 0.0f, 0.0f), rastemp = float4(0.0f, 0.0f, 0.0f, 0.0f), konsttemp = float4(0.0f, 0.0f, 0.0f, 0.0f);\n"
@ -723,65 +730,53 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
// emulation of unsigned 8 overflow when casting
WRITE(p, "prev = frac(4.0f + prev * (255.0f/256.0f)) * (256.0f/255.0f);\n");
// TODO: Why are we doing a second alpha pretest here?
if (!WriteAlphaTest(p, ApiType, dstAlphaMode))
if(Pretest == -1)
{
// alpha test will always fail, so restart the shader and just make it an empty function
p = pmainstart;
WRITE(p, "ocol0 = 0;\n");
if(DepthTextureEnable)
WRITE(p, "depth = 1.f;\n");
if(dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
WRITE(p, "ocol1 = 0;\n");
WRITE(p, "discard;\n");
if(ApiType != API_D3D11)
WRITE(p, "return;\n");
WriteAlphaTest(p, ApiType, dstAlphaMode);
}
if((bpmem.fog.c_proj_fsel.fsel != 0) || DepthTextureEnable)
{
// the screen space depth value = far z + (clip z / clip w) * z range
WRITE(p, "float zCoord = "I_ZBIAS"[1].x + (clipPos.z / clipPos.w) * "I_ZBIAS"[1].y;\n");
}
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_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");
}
WRITE(p, "depth = zCoord;\n");
}
if (dstAlphaMode == DSTALPHA_ALPHA_PASS)
WRITE(p, " ocol0 = float4(prev.rgb, "I_ALPHA"[0].a);\n");
else
{
if((bpmem.fog.c_proj_fsel.fsel != 0) || DepthTextureEnable)
{
// the screen space depth value = far z + (clip z / clip w) * z range
WRITE(p, "float zCoord = "I_ZBIAS"[1].x + (clipPos.z / clipPos.w) * "I_ZBIAS"[1].y;\n");
}
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_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");
}
WRITE(p, "depth = zCoord;\n");
}
if (dstAlphaMode == DSTALPHA_ALPHA_PASS)
WRITE(p, " ocol0 = float4(prev.rgb, "I_ALPHA"[0].a);\n");
else
{
WriteFog(p);
WRITE(p, " ocol0 = prev;\n");
}
// On D3D11, use dual-source color blending to perform dst alpha in a
// single pass
if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
{
// Colors will be blended against the alpha from ocol1...
WRITE(p, " ocol1 = ocol0;\n");
// ...and the alpha from ocol0 will be written to the framebuffer.
WRITE(p, " ocol0.a = "I_ALPHA"[0].a;\n");
}
WriteFog(p);
WRITE(p, " ocol0 = prev;\n");
}
// On D3D11, use dual-source color blending to perform dst alpha in a
// single pass
if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
{
// Colors will be blended against the alpha from ocol1...
WRITE(p, " ocol1 = ocol0;\n");
// ...and the alpha from ocol0 will be written to the framebuffer.
WRITE(p, " ocol0.a = "I_ALPHA"[0].a;\n");
}
WRITE(p, "}\n");
if (text[sizeof(text) - 1] != 0x7C)
PanicAlert("PixelShader generator - buffer too small, canary has been eaten!");
@ -1157,7 +1152,7 @@ static int AlphaPreTest()
}
static bool WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode)
static void WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode)
{
static const char *alphaRef[2] =
{
@ -1165,12 +1160,6 @@ static bool WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode
I_ALPHA"[0].g"
};
int Pretest = AlphaPreTest();
if(Pretest >= 0)
{
return Pretest != 0;
}
// using discard then return works the same in cg and dx9 but not in dx11
WRITE(p, "if(!( ");
@ -1190,14 +1179,17 @@ static bool WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode
WRITE(p, "depth = 1.f;\n");
// HAXX: zcomploc is a way to control whether depth test is done before
// or after texturing and alpha test. PC GPU have no way to support this
// feature properly as of 2012: depth buffer and depth test are not
// programmable and the depth test is always done after texturing.
//
// or after texturing and alpha test. PC GPU does depth test before texturing ONLY if depth value is
// not updated during shader execution.
// We implement "depth test before texturing" by discarding the fragment
// when the alpha test fail. This is not a correct implementation because
// even if the depth test fails the fragment could be alpha blended, but
// we don't have a choice.
// even if the depth test fails the fragment could be alpha blended.
// this implemnetation is a trick to keep speed.
// the correct, but slow, way to implement a correct zComploc is :
// 1 - if zcomplock is enebled make a first pass, with color channel write disabled updating only
// depth channel.
// 2 - in the next pass disable depth chanel update, but proccess the color data normally
// this way is the only CORRECT way to emulate perfectly the zcomplock behaviour
if (!(bpmem.zcontrol.zcomploc && bpmem.zmode.updateenable))
{
WRITE(p, "discard;\n");
@ -1206,7 +1198,7 @@ static bool WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode
}
WRITE(p, "}\n");
return true;
}
static const char *tevFogFuncsTable[] =