Revert most stuff from r6517 and revert r6501.

PixelShaderGen changes broke Mario Kart Wii, ClearScreen changes broke Super Mario Sunshine.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6592 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
NeoBrainX 2010-12-16 17:40:45 +00:00
parent b20858adb3
commit aa226aaf41
9 changed files with 15 additions and 25 deletions

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@ -26,7 +26,7 @@
// shader cache for every revision, graphics-related or not, which is simply annoying.
enum
{
LINEAR_DISKCACHE_VER = 6520
LINEAR_DISKCACHE_VER = 6592
};
// On disk format:

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@ -89,8 +89,7 @@ void CopyEFB(const BPCmd &bp, const EFBRectangle &rc, const u32 &address, const
void ClearScreen(const BPCmd &bp, const EFBRectangle &rc)
{
bool colorEnable = bpmem.blendmode.colorupdate;
//bool alphaEnable = (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24 && bpmem.blendmode.alphaupdate);
bool alphaEnable = bpmem.blendmode.alphaupdate;
bool alphaEnable = (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24 && bpmem.blendmode.alphaupdate);
bool zEnable = bpmem.zmode.updateenable;
if (colorEnable || alphaEnable || zEnable)

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@ -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.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc) || g_ActiveConfig.bEnablePerPixelDepth)? 1 : 0;
u32 enableZTexture = (!bpmem.zcontrol.zcomploc && bpmem.zmode.testenable && bpmem.zmode.updateenable)?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) || g_ActiveConfig.bEnablePerPixelDepth ;
DepthTextureEnable = bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && bpmem.zmode.testenable && bpmem.zmode.updateenable;
// Declare samplers
if(ApiType != API_D3D11)
@ -816,18 +816,15 @@ 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_DISABLE && !bpmem.zcontrol.zcomploc)
{
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_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");
}

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@ -80,7 +80,6 @@ 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);
@ -194,8 +193,6 @@ 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);

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@ -131,7 +131,6 @@ struct VideoConfig
float fAspectRatioHackW, fAspectRatioHackH;
bool bZTPSpeedHack; // The Legend of Zelda: Twilight Princess
bool bEnablePixelLigting;
bool bEnablePerPixelDepth;
int iLog; // CONF_ bits
int iSaveTargetId;

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@ -67,7 +67,6 @@ 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.");
@ -203,7 +202,6 @@ 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)

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@ -704,7 +704,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
// Color is passed in bgra mode so we need to convert it to rgba
u32 rgbaColor = (color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000);
D3D::drawClearQuad((rgbaColor | (alphaEnable ? 0x0 : 0xFF000000)), (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader(), VertexShaderCache::GetClearInputLayout());
D3D::drawClearQuad(rgbaColor, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader(), VertexShaderCache::GetClearInputLayout());
D3D::stateman->PopDepthState();
D3D::stateman->PopBlendState();

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@ -796,7 +796,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
vp.MinZ = 0.0;
vp.MaxZ = 1.0;
D3D::dev->SetViewport(&vp);
D3D::drawClearQuad((color | (alphaEnable ? 0x0 : 0xFF000000)), (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
D3D::drawClearQuad(color, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
RestoreAPIState();
}

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@ -823,7 +823,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
((color >> 16) & 0xFF) / 255.0f,
((color >> 8) & 0xFF) / 255.0f,
(color & 0xFF) / 255.0f,
(alphaEnable ? ((color >> 24) & 0xFF) / 255.0f : 1.0f)
((color >> 24) & 0xFF) / 255.0f
);
}
if (zEnable)