Removed the offset if the ZCompLoc GREATER or LESS function is used. Fixes the invisible player in THPS3.

This commit is contained in:
skidau 2012-06-29 18:47:49 +10:00
parent b27d8ff0d6
commit b4ec836aca
1 changed files with 49 additions and 45 deletions

View File

@ -108,18 +108,18 @@ void GetPixelShaderId(PIXELSHADERUID *uid, PSGRENDER_MODE PSGRenderMode, u32 com
uid->values[0] |= bpmem.genMode.numtevstages; // 4
uid->values[0] |= bpmem.genMode.numtexgens << 4; // 4
uid->values[0] |= ((u32)PSGRenderMode) << 8; // 2
bool PixelLigthingEnabled = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting;
bool PixelLightingEnabled = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting;
bool DepthTextureEnable = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && (bpmem.zmode.testenable || bpmem.zmode.updateenable));
bool MustWriteToDepth = DepthTextureEnable || g_ActiveConfig.bEnablePerPixelDepth;
bool FastZcomploc = bpmem.zcontrol.zcomploc && bpmem.zmode.updateenable && false;
bool ZCompLocEnabled = bpmem.zcontrol.zcomploc && bpmem.zmode.updateenable;
uid->values[0] |= DepthTextureEnable << 10; // 1
uid->values[0] |= MustWriteToDepth << 11; // 1
uid->values[0] |= PixelLigthingEnabled << 12; // 1
if (!PixelLigthingEnabled) uid->values[0] |= xfregs.numTexGen.numTexGens << 13; // 4
uid->values[0] |= PixelLightingEnabled << 12; // 1
if (!PixelLightingEnabled) uid->values[0] |= xfregs.numTexGen.numTexGens << 13; // 4
ALPHA_PRETEST_RESULT alphaPreTest = AlphaPreTest();
uid->values[0] |= ((u32)alphaPreTest) << 17; // 2
uid->values[0] |= FastZcomploc << 18; // 2
uid->values[0] |= ZCompLocEnabled << 18; // 2
if (((alphaPreTest == ALPHAPT_ALWAYSFAIL) || (alphaPreTest == ALPHAPT_ALWAYSPASS && PSGRenderMode == PSGRENDER_DSTALPHA_ALPHA_PASS)) && !DepthTextureEnable)
{
// Courtesy of PreAlphaTest, we're done already ;)
@ -189,7 +189,7 @@ void GetPixelShaderId(PIXELSHADERUID *uid, PSGRENDER_MODE PSGRenderMode, u32 com
}
++ptr;
if (PixelLigthingEnabled)
if (PixelLightingEnabled)
{
ptr += GetLightingShaderId(ptr);
*ptr++ = components;
@ -201,10 +201,10 @@ void GetPixelShaderId(PIXELSHADERUID *uid, PSGRENDER_MODE PSGRenderMode, u32 com
void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, PSGRENDER_MODE PSGRenderMode, u32 components)
{
memset(uid->values, 0, sizeof(uid->values));
bool PixelLigthingEnabled = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting;
bool PixelLightingEnabled = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting;
bool DepthTextureEnable = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && (bpmem.zmode.testenable || bpmem.zmode.updateenable));
bool MustWriteToDepth = DepthTextureEnable || g_ActiveConfig.bEnablePerPixelDepth;
bool FastZcomploc = bpmem.zcontrol.zcomploc && bpmem.zmode.updateenable && false;
bool ZCompLocEnabled = bpmem.zcontrol.zcomploc && bpmem.zmode.updateenable;
u32* ptr = uid->values;
*ptr++ = ((u32)PSGRenderMode); // 0
*ptr++ = bpmem.genMode.hex; // 1
@ -212,12 +212,12 @@ void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, PSGRENDER_MODE PSGRenderMode,
*ptr++ = bpmem.zcontrol.hex; // 3
*ptr++ = bpmem.zmode.hex; // 4
*ptr++ = MustWriteToDepth; // 5
*ptr++ = PixelLigthingEnabled; // 6
*ptr++ = PixelLightingEnabled; // 6
*ptr++ = xfregs.numTexGen.hex; // 7
*ptr++ = DepthTextureEnable; // 8
*ptr++ = FastZcomploc; // 9
*ptr++ = ZCompLocEnabled; // 9
if (PixelLigthingEnabled)
if (PixelLightingEnabled)
{
*ptr++ = xfregs.color[0].hex;
*ptr++ = xfregs.alpha[0].hex;
@ -493,7 +493,7 @@ static char text[16384];
static bool PixelLightingEnabled;
static bool DepthTextureEnable;
static bool MustWriteToDepth;
static bool FastZcomploc;
static bool ZCompLocEnabled;
static void BuildSwapModeTable()
{
@ -534,7 +534,7 @@ const char *GeneratePixelShaderCode(PSGRENDER_MODE PSGRenderMode, API_TYPE ApiTy
PixelLightingEnabled = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting;
DepthTextureEnable = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && (bpmem.zmode.testenable || bpmem.zmode.updateenable));
MustWriteToDepth = DepthTextureEnable || g_ActiveConfig.bEnablePerPixelDepth;
FastZcomploc = bpmem.zcontrol.zcomploc && bpmem.zmode.updateenable && false;
ZCompLocEnabled = bpmem.zcontrol.zcomploc && bpmem.zmode.updateenable;
// Declare samplers
if(ApiType != API_D3D11)
@ -638,16 +638,16 @@ const char *GeneratePixelShaderCode(PSGRENDER_MODE PSGRenderMode, API_TYPE ApiTy
char* pmainstart = p;
if(PSGRenderMode == PSGRENDER_ZCOMPLOCK && !DepthTextureEnable)
{
//we are in zcomlock pass, so just make this an empty function
// Within ZCompLoc pass, make this an empty function
WRITE(p, "ocol0 = 0;\n");
// only write to depth if shader Mode requeires it
// only write to depth if shader Mode requires it
if(MustWriteToDepth)
WRITE(p, "depth = zCoord;\n");
WRITE(p, "}\n");
return text;
}
ALPHA_PRETEST_RESULT Pretest = AlphaPreTest();
//Test if we can predict the alpha test result or if we are in depth only mode
// Test if we can predict the alpha test result or if we are in depth only mode
if((Pretest != ALPHAPT_UNDEFINED) && !DepthTextureEnable)
{
if (Pretest == ALPHAPT_ALWAYSFAIL)
@ -660,13 +660,9 @@ const char *GeneratePixelShaderCode(PSGRENDER_MODE PSGRenderMode, API_TYPE ApiTy
// if we are in dual source blend mode initialize the secondary color o the shader will fail
if(PSGRenderMode == PSGRENDER_DSTALPHA_DUAL_SOURCE_BLEND)
WRITE(p, "ocol1 = 0;\n");
//No discard if zcomlock is enebled and we are using fast zcomploc
if(!FastZcomploc)
{
WRITE(p, "discard;\n");
if(ApiType != API_D3D11)
WRITE(p, "return;\n");
}
WRITE(p, "discard;\n");
if(ApiType != API_D3D11)
WRITE(p, "return;\n");
}
else if (PSGRenderMode == PSGRENDER_DSTALPHA_ALPHA_PASS)
{
@ -808,12 +804,9 @@ const char *GeneratePixelShaderCode(PSGRENDER_MODE PSGRenderMode, API_TYPE ApiTy
// Alpha test could fail here if depth texture is enabled
if (Pretest == ALPHAPT_ALWAYSFAIL)
{
if(!FastZcomploc)
{
WRITE(p, "discard;\n");
if(ApiType != API_D3D11)
WRITE(p, "return;\n");
}
WRITE(p, "discard;\n");
if(ApiType != API_D3D11)
WRITE(p, "return;\n");
}
else if(Pretest == ALPHAPT_UNDEFINED)
{
@ -1154,6 +1147,21 @@ static const char *tevAlphaFuncsTable[] =
"(true)" //ALPHACMP_ALWAYS 7
};
// THPS3 does not calculate ZCompLoc correctly if there is a margin
// of error included. This table removes that margin for ALPHACMP_LESS
// and ALPHACMP_GREATER. The other functions are to be confirmed.
static const char *tevAlphaFuncsTableZCompLoc[] =
{
"(false)", //ALPHACMP_NEVER 0
"(prev.a <= %s)", //ALPHACMP_LESS 1
"(abs( prev.a - %s ) < (0.5f/255.0f))", //ALPHACMP_EQUAL 2
"(prev.a < %s + (0.25f/255.0f))", //ALPHACMP_LEQUAL 3
"(prev.a >= %s)", //ALPHACMP_GREATER 4
"(abs( prev.a - %s ) >= (0.5f/255.0f))", //ALPHACMP_NEQUAL 5
"(prev.a > %s - (0.25f/255.0f))", //ALPHACMP_GEQUAL 6
"(true)" //ALPHACMP_ALWAYS 7
};
static const char *tevAlphaFunclogicTable[] =
{
" && ", // and
@ -1207,32 +1215,28 @@ static void WriteAlphaTest(char *&p, API_TYPE ApiType,PSGRENDER_MODE PSGRenderMo
WRITE(p, "if(!( ");
int compindex = bpmem.alphaFunc.comp0 % 8;
WRITE(p, tevAlphaFuncsTable[compindex],alphaRef[0]);//lookup the first component from the alpha function table
// Lookup the first component from the alpha function table
WRITE(p, ZCompLocEnabled ? tevAlphaFuncsTableZCompLoc[compindex] : tevAlphaFuncsTable[compindex], alphaRef[0]);
WRITE(p, "%s", tevAlphaFunclogicTable[bpmem.alphaFunc.logic % 4]);//lookup the logic op
compindex = bpmem.alphaFunc.comp1 % 8;
WRITE(p, tevAlphaFuncsTable[compindex],alphaRef[1]);//lookup the second component from the alpha function table
// Lookup the second component from the alpha function table
WRITE(p, ZCompLocEnabled ? tevAlphaFuncsTableZCompLoc[compindex] : tevAlphaFuncsTable[compindex], alphaRef[1]);
WRITE(p, ")) {\n");
// HAXX: zcomploc is a way to control whether depth test is done before
// ZCompLoc is a way to control whether depth test is done before
// 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.
// 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
// 1 - if ZCompLoc is enabled 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 (!FastZcomploc)
{
WRITE(p, "discard;\n");
if (ApiType != API_D3D11)
WRITE(p, "return;\n");
}
// this way is the only CORRECT way to emulate perfectly the ZCompLoc behaviour
WRITE(p, "discard;\n");
if (ApiType != API_D3D11)
WRITE(p, "return;\n");
WRITE(p, "}\n");