Removed the offset if the ZCompLoc GREATER or LESS function is used. Fixes the invisible player in THPS3.
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@ -108,18 +108,18 @@ void GetPixelShaderId(PIXELSHADERUID *uid, PSGRENDER_MODE PSGRenderMode, u32 com
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uid->values[0] |= bpmem.genMode.numtevstages; // 4
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uid->values[0] |= bpmem.genMode.numtexgens << 4; // 4
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uid->values[0] |= ((u32)PSGRenderMode) << 8; // 2
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bool PixelLigthingEnabled = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting;
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bool PixelLightingEnabled = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting;
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bool DepthTextureEnable = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && (bpmem.zmode.testenable || bpmem.zmode.updateenable));
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bool MustWriteToDepth = DepthTextureEnable || g_ActiveConfig.bEnablePerPixelDepth;
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bool FastZcomploc = bpmem.zcontrol.zcomploc && bpmem.zmode.updateenable && false;
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bool ZCompLocEnabled = bpmem.zcontrol.zcomploc && bpmem.zmode.updateenable;
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uid->values[0] |= DepthTextureEnable << 10; // 1
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uid->values[0] |= MustWriteToDepth << 11; // 1
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uid->values[0] |= PixelLigthingEnabled << 12; // 1
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if (!PixelLigthingEnabled) uid->values[0] |= xfregs.numTexGen.numTexGens << 13; // 4
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uid->values[0] |= PixelLightingEnabled << 12; // 1
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if (!PixelLightingEnabled) uid->values[0] |= xfregs.numTexGen.numTexGens << 13; // 4
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ALPHA_PRETEST_RESULT alphaPreTest = AlphaPreTest();
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uid->values[0] |= ((u32)alphaPreTest) << 17; // 2
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uid->values[0] |= FastZcomploc << 18; // 2
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uid->values[0] |= ZCompLocEnabled << 18; // 2
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if (((alphaPreTest == ALPHAPT_ALWAYSFAIL) || (alphaPreTest == ALPHAPT_ALWAYSPASS && PSGRenderMode == PSGRENDER_DSTALPHA_ALPHA_PASS)) && !DepthTextureEnable)
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{
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// Courtesy of PreAlphaTest, we're done already ;)
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@ -189,7 +189,7 @@ void GetPixelShaderId(PIXELSHADERUID *uid, PSGRENDER_MODE PSGRenderMode, u32 com
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}
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++ptr;
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if (PixelLigthingEnabled)
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if (PixelLightingEnabled)
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{
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ptr += GetLightingShaderId(ptr);
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*ptr++ = components;
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@ -201,10 +201,10 @@ void GetPixelShaderId(PIXELSHADERUID *uid, PSGRENDER_MODE PSGRenderMode, u32 com
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void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, PSGRENDER_MODE PSGRenderMode, u32 components)
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{
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memset(uid->values, 0, sizeof(uid->values));
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bool PixelLigthingEnabled = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting;
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bool PixelLightingEnabled = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting;
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bool DepthTextureEnable = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && (bpmem.zmode.testenable || bpmem.zmode.updateenable));
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bool MustWriteToDepth = DepthTextureEnable || g_ActiveConfig.bEnablePerPixelDepth;
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bool FastZcomploc = bpmem.zcontrol.zcomploc && bpmem.zmode.updateenable && false;
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bool ZCompLocEnabled = bpmem.zcontrol.zcomploc && bpmem.zmode.updateenable;
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u32* ptr = uid->values;
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*ptr++ = ((u32)PSGRenderMode); // 0
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*ptr++ = bpmem.genMode.hex; // 1
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@ -212,12 +212,12 @@ void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, PSGRENDER_MODE PSGRenderMode,
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*ptr++ = bpmem.zcontrol.hex; // 3
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*ptr++ = bpmem.zmode.hex; // 4
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*ptr++ = MustWriteToDepth; // 5
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*ptr++ = PixelLigthingEnabled; // 6
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*ptr++ = PixelLightingEnabled; // 6
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*ptr++ = xfregs.numTexGen.hex; // 7
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*ptr++ = DepthTextureEnable; // 8
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*ptr++ = FastZcomploc; // 9
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*ptr++ = ZCompLocEnabled; // 9
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if (PixelLigthingEnabled)
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if (PixelLightingEnabled)
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{
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*ptr++ = xfregs.color[0].hex;
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*ptr++ = xfregs.alpha[0].hex;
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@ -493,7 +493,7 @@ static char text[16384];
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static bool PixelLightingEnabled;
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static bool DepthTextureEnable;
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static bool MustWriteToDepth;
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static bool FastZcomploc;
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static bool ZCompLocEnabled;
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static void BuildSwapModeTable()
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{
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@ -534,7 +534,7 @@ const char *GeneratePixelShaderCode(PSGRENDER_MODE PSGRenderMode, API_TYPE ApiTy
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PixelLightingEnabled = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting;
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DepthTextureEnable = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && (bpmem.zmode.testenable || bpmem.zmode.updateenable));
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MustWriteToDepth = DepthTextureEnable || g_ActiveConfig.bEnablePerPixelDepth;
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FastZcomploc = bpmem.zcontrol.zcomploc && bpmem.zmode.updateenable && false;
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ZCompLocEnabled = bpmem.zcontrol.zcomploc && bpmem.zmode.updateenable;
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// Declare samplers
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if(ApiType != API_D3D11)
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@ -638,16 +638,16 @@ const char *GeneratePixelShaderCode(PSGRENDER_MODE PSGRenderMode, API_TYPE ApiTy
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char* pmainstart = p;
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if(PSGRenderMode == PSGRENDER_ZCOMPLOCK && !DepthTextureEnable)
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{
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//we are in zcomlock pass, so just make this an empty function
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// Within ZCompLoc pass, make this an empty function
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WRITE(p, "ocol0 = 0;\n");
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// only write to depth if shader Mode requeires it
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// only write to depth if shader Mode requires it
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if(MustWriteToDepth)
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WRITE(p, "depth = zCoord;\n");
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WRITE(p, "}\n");
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return text;
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}
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ALPHA_PRETEST_RESULT Pretest = AlphaPreTest();
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//Test if we can predict the alpha test result or if we are in depth only mode
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// Test if we can predict the alpha test result or if we are in depth only mode
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if((Pretest != ALPHAPT_UNDEFINED) && !DepthTextureEnable)
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{
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if (Pretest == ALPHAPT_ALWAYSFAIL)
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@ -660,13 +660,9 @@ const char *GeneratePixelShaderCode(PSGRENDER_MODE PSGRenderMode, API_TYPE ApiTy
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// if we are in dual source blend mode initialize the secondary color o the shader will fail
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if(PSGRenderMode == PSGRENDER_DSTALPHA_DUAL_SOURCE_BLEND)
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WRITE(p, "ocol1 = 0;\n");
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//No discard if zcomlock is enebled and we are using fast zcomploc
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if(!FastZcomploc)
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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, "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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else if (PSGRenderMode == PSGRENDER_DSTALPHA_ALPHA_PASS)
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{
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@ -808,12 +804,9 @@ const char *GeneratePixelShaderCode(PSGRENDER_MODE PSGRenderMode, API_TYPE ApiTy
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// Alpha test could fail here if depth texture is enabled
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if (Pretest == ALPHAPT_ALWAYSFAIL)
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{
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if(!FastZcomploc)
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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, "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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else if(Pretest == ALPHAPT_UNDEFINED)
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{
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@ -1154,6 +1147,21 @@ static const char *tevAlphaFuncsTable[] =
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"(true)" //ALPHACMP_ALWAYS 7
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};
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// THPS3 does not calculate ZCompLoc correctly if there is a margin
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// of error included. This table removes that margin for ALPHACMP_LESS
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// and ALPHACMP_GREATER. The other functions are to be confirmed.
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static const char *tevAlphaFuncsTableZCompLoc[] =
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{
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"(false)", //ALPHACMP_NEVER 0
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"(prev.a <= %s)", //ALPHACMP_LESS 1
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"(abs( prev.a - %s ) < (0.5f/255.0f))", //ALPHACMP_EQUAL 2
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"(prev.a < %s + (0.25f/255.0f))", //ALPHACMP_LEQUAL 3
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"(prev.a >= %s)", //ALPHACMP_GREATER 4
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"(abs( prev.a - %s ) >= (0.5f/255.0f))", //ALPHACMP_NEQUAL 5
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"(prev.a > %s - (0.25f/255.0f))", //ALPHACMP_GEQUAL 6
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"(true)" //ALPHACMP_ALWAYS 7
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};
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static const char *tevAlphaFunclogicTable[] =
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{
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" && ", // and
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@ -1207,32 +1215,28 @@ static void WriteAlphaTest(char *&p, API_TYPE ApiType,PSGRENDER_MODE PSGRenderMo
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WRITE(p, "if(!( ");
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int compindex = bpmem.alphaFunc.comp0 % 8;
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WRITE(p, tevAlphaFuncsTable[compindex],alphaRef[0]);//lookup the first component from the alpha function table
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// Lookup the first component from the alpha function table
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WRITE(p, ZCompLocEnabled ? tevAlphaFuncsTableZCompLoc[compindex] : tevAlphaFuncsTable[compindex], alphaRef[0]);
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WRITE(p, "%s", tevAlphaFunclogicTable[bpmem.alphaFunc.logic % 4]);//lookup the logic op
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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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// Lookup the second component from the alpha function table
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WRITE(p, ZCompLocEnabled ? tevAlphaFuncsTableZCompLoc[compindex] : tevAlphaFuncsTable[compindex], alphaRef[1]);
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WRITE(p, ")) {\n");
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// HAXX: zcomploc is a way to control whether depth test is done before
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// ZCompLoc is a way to control whether depth test is done before
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// or after texturing and alpha test. PC GPU does depth test before texturing ONLY if depth value is
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// not updated during shader execution.
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// We implement "depth test before texturing" by discarding the fragment
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// when the alpha test fail. This is not a correct implementation because
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// even if the depth test fails the fragment could be alpha blended.
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// this implemnetation is a trick to keep speed.
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// the correct, but slow, way to implement a correct zComploc is :
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// 1 - if zcomplock is enebled make a first pass, with color channel write disabled updating only
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// 1 - if ZCompLoc is enabled make a first pass, with color channel write disabled updating only
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// depth channel.
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// 2 - in the next pass disable depth chanel update, but proccess the color data normally
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// this way is the only CORRECT way to emulate perfectly the zcomplock behaviour
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if (!FastZcomploc)
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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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// this way is the only CORRECT way to emulate perfectly the ZCompLoc behaviour
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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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WRITE(p, "}\n");
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