Merge pull request #6013 from stenzek/d3d-logic-op

D3D: Implement logic op support
This commit is contained in:
Anthony 2017-09-03 19:26:50 -07:00 committed by GitHub
commit ee6930a231
16 changed files with 176 additions and 58 deletions

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@ -33,6 +33,7 @@ int d3d_dll_ref = 0;
namespace D3D
{
ID3D11Device* device = nullptr;
ID3D11Device1* device1 = nullptr;
ID3D11DeviceContext* context = nullptr;
static IDXGISwapChain1* swapchain = nullptr;
static ID3D11Debug* debug = nullptr;
@ -376,6 +377,10 @@ HRESULT Create(HWND wnd)
return E_FAIL;
}
hr = device->QueryInterface<ID3D11Device1>(&device1);
if (FAILED(hr))
WARN_LOG(VIDEO, "Missing Direct3D 11.1 support. Logical operations will not be supported.");
// prevent DXGI from responding to Alt+Enter, unfortunately DXGI_MWA_NO_ALT_ENTER
// does not work so we disable all monitoring of window messages. However this
// may make it more difficult for DXGI to handle display mode changes.
@ -438,6 +443,7 @@ void Close()
context->Flush(); // immediately destroy device objects
SAFE_RELEASE(context);
SAFE_RELEASE(device1);
ULONG references = device->Release();
#if defined(_DEBUG) || defined(DEBUGFAST)

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@ -5,6 +5,7 @@
#pragma once
#include <d3d11.h>
#include <d3d11_1.h>
#include <d3dcompiler.h>
#include <dxgi1_2.h>
#include <vector>
@ -56,6 +57,7 @@ HRESULT Create(HWND wnd);
void Close();
extern ID3D11Device* device;
extern ID3D11Device1* device1;
extern ID3D11DeviceContext* context;
extern HWND hWnd;
extern bool bFrameInProgress;

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@ -358,6 +358,37 @@ ID3D11BlendState* StateCache::Get(BlendingState state)
if (it != m_blend.end())
return it->second;
if (state.logicopenable && D3D::device1)
{
D3D11_BLEND_DESC1 desc = {};
D3D11_RENDER_TARGET_BLEND_DESC1& tdesc = desc.RenderTarget[0];
if (state.colorupdate)
tdesc.RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN |
D3D11_COLOR_WRITE_ENABLE_BLUE;
else
tdesc.RenderTargetWriteMask = 0;
if (state.alphaupdate)
tdesc.RenderTargetWriteMask |= D3D11_COLOR_WRITE_ENABLE_ALPHA;
static constexpr std::array<D3D11_LOGIC_OP, 16> logic_ops = {
{D3D11_LOGIC_OP_CLEAR, D3D11_LOGIC_OP_AND, D3D11_LOGIC_OP_AND_REVERSE, D3D11_LOGIC_OP_COPY,
D3D11_LOGIC_OP_AND_INVERTED, D3D11_LOGIC_OP_NOOP, D3D11_LOGIC_OP_XOR, D3D11_LOGIC_OP_OR,
D3D11_LOGIC_OP_NOR, D3D11_LOGIC_OP_EQUIV, D3D11_LOGIC_OP_INVERT, D3D11_LOGIC_OP_OR_REVERSE,
D3D11_LOGIC_OP_COPY_INVERTED, D3D11_LOGIC_OP_OR_INVERTED, D3D11_LOGIC_OP_NAND,
D3D11_LOGIC_OP_SET}};
tdesc.LogicOpEnable = TRUE;
tdesc.LogicOp = logic_ops[state.logicmode];
ID3D11BlendState1* res;
HRESULT hr = D3D::device1->CreateBlendState1(&desc, &res);
if (SUCCEEDED(hr))
{
D3D::SetDebugObjectName(res, "blend state used to emulate the GX pipeline");
m_blend.emplace(state.hex, res);
return res;
}
}
D3D11_BLEND_DESC desc = {};
desc.AlphaToCoverageEnable = FALSE;
desc.IndependentBlendEnable = FALSE;

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@ -181,9 +181,7 @@ void DXTexture::CopyRectangleFromTexture(const AbstractTexture* source,
VertexShaderCache::GetSimpleInputLayout(),
GeometryShaderCache::GetCopyGeometryShader(), 1.0, 0);
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());
FramebufferManager::BindEFBRenderTarget();
g_renderer->RestoreAPIState();
}

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@ -5,6 +5,7 @@
#include "VideoBackends/D3D/FramebufferManager.h"
#include <memory>
#include <utility>
#include "Common/CommonTypes.h"
#include "Core/HW/Memmap.h"
@ -21,6 +22,7 @@
namespace DX11
{
static XFBEncoder s_xfbEncoder;
static bool s_integer_efb_render_target = false;
FramebufferManager::Efb FramebufferManager::m_efb;
unsigned int FramebufferManager::m_target_width;
@ -30,6 +32,7 @@ D3DTexture2D*& FramebufferManager::GetEFBColorTexture()
{
return m_efb.color_tex;
}
D3DTexture2D*& FramebufferManager::GetEFBColorReadTexture()
{
return m_efb.color_read_texture;
@ -86,8 +89,7 @@ D3DTexture2D*& FramebufferManager::GetResolvedEFBDepthTexture()
PixelShaderCache::GetDepthResolveProgram(), VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader());
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());
BindEFBRenderTarget();
g_renderer->RestoreAPIState();
return m_efb.resolved_depth_tex;
@ -98,6 +100,33 @@ D3DTexture2D*& FramebufferManager::GetResolvedEFBDepthTexture()
}
}
void FramebufferManager::SwapReinterpretTexture()
{
std::swap(m_efb.color_tex, m_efb.color_temp_tex);
std::swap(m_efb.color_int_rtv, m_efb.color_temp_int_rtv);
}
void FramebufferManager::SetIntegerEFBRenderTarget(bool enabled)
{
if (s_integer_efb_render_target == enabled)
return;
// We only use UINT render targets for logic ops, which is only supported with D3D11.1.
if (!D3D::device1)
return;
s_integer_efb_render_target = enabled;
BindEFBRenderTarget();
}
void FramebufferManager::BindEFBRenderTarget(bool bind_depth)
{
ID3D11RenderTargetView* rtv =
s_integer_efb_render_target ? m_efb.color_int_rtv : m_efb.color_tex->GetRTV();
ID3D11DepthStencilView* dsv = bind_depth ? m_efb.depth_tex->GetDSV() : nullptr;
D3D::context->OMSetRenderTargets(1, &rtv, dsv);
}
FramebufferManager::FramebufferManager(int target_width, int target_height)
{
m_target_width = static_cast<unsigned int>(std::max(target_width, 1));
@ -114,7 +143,7 @@ FramebufferManager::FramebufferManager(int target_width, int target_height)
// EFB color texture - primary render target
texdesc =
CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height,
CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_TYPELESS, m_target_width, m_target_height,
m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET,
D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
@ -124,6 +153,7 @@ FramebufferManager::FramebufferManager(int target_width, int target_height)
buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET),
DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM,
(sample_desc.Count > 1));
SAFE_RELEASE(buf);
D3D::SetDebugObjectName(m_efb.color_tex->GetTex(), "EFB color texture");
D3D::SetDebugObjectName(m_efb.color_tex->GetSRV(), "EFB color texture shader resource view");
@ -131,7 +161,7 @@ FramebufferManager::FramebufferManager(int target_width, int target_height)
// Temporary EFB color texture - used in ReinterpretPixelData
texdesc =
CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height,
CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_TYPELESS, m_target_width, m_target_height,
m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET,
D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
@ -148,6 +178,19 @@ FramebufferManager::FramebufferManager(int target_width, int target_height)
D3D::SetDebugObjectName(m_efb.color_temp_tex->GetRTV(),
"EFB color temp texture render target view");
// Integer render targets for EFB, used for logic op
CD3D11_RENDER_TARGET_VIEW_DESC int_rtv_desc(m_efb.color_tex->GetTex(),
g_ActiveConfig.iMultisamples > 1 ?
D3D11_RTV_DIMENSION_TEXTURE2DMS :
D3D11_RTV_DIMENSION_TEXTURE2D,
DXGI_FORMAT_R8G8B8A8_UINT);
hr = D3D::device->CreateRenderTargetView(m_efb.color_tex->GetTex(), &int_rtv_desc,
&m_efb.color_int_rtv);
CHECK(hr == S_OK, "create EFB integer RTV(hr=%#x)", hr);
hr = D3D::device->CreateRenderTargetView(m_efb.color_temp_tex->GetTex(), &int_rtv_desc,
&m_efb.color_temp_int_rtv);
CHECK(hr == S_OK, "create EFB integer RTV(hr=%#x)", hr);
// Render buffer for AccessEFB (color data)
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 1, 1, D3D11_BIND_RENDER_TARGET);
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
@ -241,6 +284,7 @@ FramebufferManager::FramebufferManager(int target_width, int target_height)
}
s_xfbEncoder.Init();
s_integer_efb_render_target = false;
}
FramebufferManager::~FramebufferManager()
@ -248,7 +292,9 @@ FramebufferManager::~FramebufferManager()
s_xfbEncoder.Shutdown();
SAFE_RELEASE(m_efb.color_tex);
SAFE_RELEASE(m_efb.color_int_rtv);
SAFE_RELEASE(m_efb.color_temp_tex);
SAFE_RELEASE(m_efb.color_temp_int_rtv);
SAFE_RELEASE(m_efb.color_staging_buf);
SAFE_RELEASE(m_efb.color_read_texture);
SAFE_RELEASE(m_efb.resolved_color_tex);
@ -308,9 +354,7 @@ void XFBSource::CopyEFB(float Gamma)
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(),
GeometryShaderCache::GetCopyGeometryShader(), Gamma);
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());
FramebufferManager::BindEFBRenderTarget();
g_renderer->RestoreAPIState();
}

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@ -75,12 +75,9 @@ public:
static D3DTexture2D*& GetResolvedEFBDepthTexture();
static D3DTexture2D*& GetEFBColorTempTexture() { return m_efb.color_temp_tex; }
static void SwapReinterpretTexture()
{
D3DTexture2D* swaptex = GetEFBColorTempTexture();
m_efb.color_temp_tex = GetEFBColorTexture();
m_efb.color_tex = swaptex;
}
static void SwapReinterpretTexture();
static void SetIntegerEFBRenderTarget(bool enabled);
static void BindEFBRenderTarget(bool bind_depth = true);
private:
std::unique_ptr<XFBSourceBase> CreateXFBSource(unsigned int target_width,
@ -94,6 +91,7 @@ private:
static struct Efb
{
D3DTexture2D* color_tex;
ID3D11RenderTargetView* color_int_rtv;
ID3D11Texture2D* color_staging_buf;
D3DTexture2D* color_read_texture;
@ -102,6 +100,7 @@ private:
D3DTexture2D* depth_read_texture;
D3DTexture2D* color_temp_tex;
ID3D11RenderTargetView* color_temp_int_rtv;
D3DTexture2D* resolved_color_tex;
D3DTexture2D* resolved_depth_tex;

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@ -163,9 +163,8 @@ void PSTextureEncoder::Encode(u8* dst, const EFBCopyParams& params, u32 native_w
}
// Restore API
FramebufferManager::BindEFBRenderTarget();
g_renderer->RestoreAPIState();
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());
}
ID3D11PixelShader* PSTextureEncoder::GetEncodingPixelShader(const EFBCopyParams& params)

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@ -266,8 +266,7 @@ Renderer::Renderer() : ::Renderer(D3D::GetBackBufferWidth(), D3D::GetBackBufferH
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)m_target_width, (float)m_target_height);
D3D::context->RSSetViewports(1, &vp);
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());
FramebufferManager::BindEFBRenderTarget();
D3D::BeginFrame();
}
@ -402,8 +401,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
VertexShaderCache::GetSimpleInputLayout());
// Restore expected game state.
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());
FramebufferManager::BindEFBRenderTarget();
RestoreAPIState();
// Copy the pixel from the renderable to cpu-readable buffer.
@ -478,8 +476,7 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num
D3D11_VIEWPORT vp =
CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight());
D3D::context->RSSetViewports(1, &vp);
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
nullptr);
FramebufferManager::BindEFBRenderTarget(false);
}
else // if (type == EFBAccessType::PokeZ)
{
@ -490,9 +487,7 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num
CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight());
D3D::context->RSSetViewports(1, &vp);
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());
FramebufferManager::BindEFBRenderTarget();
}
D3D::DrawEFBPokeQuads(type, points, num_points);
@ -590,6 +585,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
CD3D11_VIEWPORT((float)targetRc.left, (float)targetRc.top, (float)targetRc.GetWidth(),
(float)targetRc.GetHeight(), 0.f, 1.f);
D3D::context->RSSetViewports(1, &vp);
FramebufferManager::SetIntegerEFBRenderTarget(false);
// Color is passed in bgra mode so we need to convert it to rgba
u32 rgbaColor = (color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000);
@ -636,8 +632,7 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
RestoreAPIState();
FramebufferManager::SwapReinterpretTexture();
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());
FramebufferManager::BindEFBRenderTarget();
}
void Renderer::SetBlendingState(const BlendingState& state)
@ -845,8 +840,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
// begin next frame
RestoreAPIState();
D3D::BeginFrame();
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());
FramebufferManager::BindEFBRenderTarget();
SetViewport();
}
@ -873,6 +867,7 @@ void Renderer::ApplyState()
D3D::stateman->PushBlendState(s_gx_state_cache.Get(s_gx_state.blend));
D3D::stateman->PushDepthState(s_gx_state_cache.Get(s_gx_state.zmode));
D3D::stateman->PushRasterizerState(s_gx_state_cache.Get(s_gx_state.raster));
FramebufferManager::SetIntegerEFBRenderTarget(s_gx_state.blend.logicopenable);
for (size_t stage = 0; stage < s_gx_state.samplers.size(); stage++)
{

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@ -167,9 +167,7 @@ void TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source,
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(),
GeometryShaderCache::GetCopyGeometryShader());
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());
FramebufferManager::BindEFBRenderTarget();
g_renderer->RestoreAPIState();
}
@ -296,9 +294,7 @@ void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(),
GeometryShaderCache::GetCopyGeometryShader());
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());
FramebufferManager::BindEFBRenderTarget();
g_renderer->RestoreAPIState();
}
}

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@ -362,7 +362,6 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
// Restore API
g_renderer->RestoreAPIState();
D3D::stateman->Apply(); // force unbind efb texture as shader resource
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());
FramebufferManager::BindEFBRenderTarget();
}
}

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@ -10,6 +10,19 @@
// STATE_TO_SAVE
BPMemory bpmem;
bool BlendMode::UseLogicOp() const
{
// Logicop bit has lowest priority.
if (subtract || blendenable || !logicopenable)
return false;
// Fast path for Kirby's Return to Dreamland, they use it with dstAlpha.
if (logicmode == BlendMode::NOOP)
return false;
return true;
}
float FogParam0::GetA() const
{
// scale mantissa from 11 to 23 bits

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@ -648,6 +648,8 @@ union BlendMode
BitField<12, 4, LogicOp> logicmode;
u32 hex;
bool UseLogicOp() const;
};
union FogParam0

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@ -175,6 +175,7 @@ PixelShaderUid GetPixelShaderUid()
uid_data->rgba6_format =
bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24 && !g_ActiveConfig.bForceTrueColor;
uid_data->dither = bpmem.blendmode.dither && uid_data->rgba6_format;
uid_data->uint_output = bpmem.blendmode.UseLogicOp();
u32 numStages = uid_data->genMode_numtevstages + 1;
@ -434,7 +435,7 @@ static void SampleTexture(ShaderCode& out, const char* texcoords, const char* te
static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_data, APIType ApiType,
bool per_pixel_depth, bool use_dual_source);
static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data);
static void WriteColor(ShaderCode& out, const pixel_shader_uid_data* uid_data,
static void WriteColor(ShaderCode& out, APIType api_type, const pixel_shader_uid_data* uid_data,
bool use_dual_source);
ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host_config,
@ -568,8 +569,12 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
else // D3D
{
out.Write("void main(\n");
if (uid_data->uint_output)
out.Write(" out uint4 ocol0 : SV_Target,\n");
else
out.Write(" out float4 ocol0 : SV_Target0,\n"
" out float4 ocol1 : SV_Target1,\n%s"
" out float4 ocol1 : SV_Target1,\n");
out.Write("%s"
" in float4 rawpos : SV_Position,\n",
uid_data->per_pixel_depth ? " out float depth : SV_Depth,\n" : "");
@ -778,7 +783,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
WriteFog(out, uid_data);
// Write the color and alpha values to the framebuffer
WriteColor(out, uid_data, use_dual_source);
WriteColor(out, ApiType, uid_data, use_dual_source);
if (uid_data->bounding_box)
{
@ -1302,8 +1307,19 @@ static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data)
out.Write("\tprev.rgb = (prev.rgb * (256 - ifog) + " I_FOGCOLOR ".rgb * ifog) >> 8;\n");
}
static void WriteColor(ShaderCode& out, const pixel_shader_uid_data* uid_data, bool use_dual_source)
static void WriteColor(ShaderCode& out, APIType api_type, const pixel_shader_uid_data* uid_data,
bool use_dual_source)
{
// D3D requires that the shader outputs be uint when writing to a uint render target for logic op.
if (api_type == APIType::D3D && uid_data->uint_output)
{
if (uid_data->rgba6_format)
out.Write("\tocol0 = uint4(prev & 0xFC);\n");
else
out.Write("\tocol0 = uint4(prev);\n");
return;
}
if (uid_data->rgba6_format)
out.Write("\tocol0.rgb = float3(prev.rgb >> 2) / 63.0;\n");
else

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@ -43,7 +43,8 @@ struct pixel_shader_uid_data
u32 numColorChans : 2;
u32 rgba6_format : 1;
u32 dither : 1;
u32 pad : 16;
u32 uint_output : 1;
u32 pad : 15;
u32 texMtxInfo_n_projection : 8; // 8x1 bit
u32 tevindref_bi0 : 3;

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@ -25,6 +25,7 @@ PixelShaderUid GetPixelShaderUid()
(bpmem.ztex2.op != ZTEXTURE_DISABLE && bpmem.UseLateDepthTest()) ||
(!g_ActiveConfig.bFastDepthCalc && bpmem.zmode.testenable && !uid_data->early_depth) ||
(bpmem.zmode.testenable && bpmem.genMode.zfreeze);
uid_data->uint_output = bpmem.blendmode.UseLogicOp();
return out;
}
@ -1163,7 +1164,17 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
" }\n"
"\n");
// TODO: Do we still want to support two pass alpha blending?
// D3D requires that the shader outputs be uint when writing to a uint render target for logic op.
if (ApiType == APIType::D3D && uid_data->uint_output)
{
out.Write(" if (bpmem_rgba6_format)\n"
" ocol0 = uint4(TevResult & 0xFC);\n"
" else\n"
" ocol0 = uint4(TevResult);\n"
"\n");
}
else
{
out.Write(" if (bpmem_rgba6_format)\n"
" ocol0.rgb = float3(TevResult.rgb >> 2) / 63.0;\n"
" else\n"
@ -1175,6 +1186,7 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
out.Write(" else\n"
" ocol0.a = float(TevResult.a >> 2) / 63.0;\n"
" \n");
}
if (use_dual_source)
{
@ -1259,9 +1271,13 @@ void EnumeratePixelShaderUids(const std::function<void(const PixelShaderUid&)>&
continue;
puid->per_pixel_depth = per_pixel_depth != 0;
for (u32 uint_output = 0; uint_output < 2; uint_output++)
{
puid->uint_output = uint_output;
callback(uid);
}
}
}
}
}
}

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@ -15,6 +15,7 @@ struct pixel_ubershader_uid_data
u32 num_texgens : 4;
u32 early_depth : 1;
u32 per_pixel_depth : 1;
u32 uint_output : 1;
u32 NumValues() const { return sizeof(pixel_ubershader_uid_data); }
};