UberShaderPixel: always run indirect stage logic

Hardware testing has confirmed that fb_addprev and wrapping both run even when the indirect stage is disabled.
This commit is contained in:
Pokechu22 2021-04-18 19:51:02 -07:00
parent b5844ab195
commit e1d45e9ba6
2 changed files with 17 additions and 22 deletions

View File

@ -148,29 +148,18 @@ void PixelShaderManager::SetConstants()
for (u32 i = 0; i < (bpmem.genMode.numtevstages + 1); ++i)
{
u32 stage = bpmem.tevind[i].bt;
if (stage < bpmem.genMode.numindstages)
{
// We set some extra bits so the ubershader can quickly check if these
// features are in use.
if (bpmem.tevind[i].IsActive())
constants.pack1[stage][3] =
bpmem.tevindref.getTexCoord(stage) | bpmem.tevindref.getTexMap(stage) << 8 | 1 << 16;
// Note: a tevind of zero just happens to be a passthrough, so no need
// to set an extra bit.
constants.pack1[i][2] = bpmem.tevind[i].hex; // TODO: This match shadergen, but videosw
// will always wrap.
// Note: a tevind of zero just happens to be a passthrough, so no need
// to set an extra bit. Furthermore, wrap and add to previous apply even if there is no
// indirect stage.
constants.pack1[i][2] = bpmem.tevind[i].hex;
// The ubershader uses tevind != 0 as a condition whether to calculate texcoords,
// even when texture is disabled, instead of the stage < bpmem.genMode.numindstages.
// We set an unused bit here to indicate that the stage is active, even if it
// is just a pass-through.
constants.pack1[i][2] |= 0x80000000;
}
else
{
constants.pack1[i][2] = 0;
}
u32 stage = bpmem.tevind[i].bt;
// We use an extra bit (1 << 16) to provide a fast way of testing if this feature is in use.
// Note also that this is indexed by indirect stage, not by TEV stage.
if (bpmem.tevind[i].IsActive() && stage < bpmem.genMode.numindstages)
constants.pack1[stage][3] =
bpmem.tevindref.getTexCoord(stage) | bpmem.tevindref.getTexMap(stage) << 8 | 1 << 16;
}
dirty = true;

View File

@ -287,6 +287,8 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
// ======================
const auto LookupIndirectTexture = [&out, stereo](std::string_view out_var_name,
std::string_view in_index_name) {
// in_index_name is the indirect stage, not the tev stage
// bpmem_iref is packed differently from RAS1_IREF
out.Write("{{\n"
" uint iref = bpmem_iref({});\n"
" if ( iref != 0u)\n"
@ -304,6 +306,10 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
"[texmap].xy, {})).abg;\n",
in_index_name, in_index_name, in_index_name, in_index_name, out_var_name,
stereo ? "float(layer)" : "0.0");
// There is always a bit set in bpmem_iref if the data is valid (matrix is not off, and the
// indirect texture stage is enabled). If the matrix is off, the result doesn't matter; if the
// indirect texture stage is disabled, the result is undefined (and produces a glitchy pattern
// on hardware, different from this).
out.Write(" }}\n"
" else\n"
" {{\n"