GPU/HW: Fix UB with reverse subtract and texture filtering on

This commit is contained in:
Connor McLaughlin 2020-08-23 18:56:30 +10:00
parent b929afc33f
commit 9254fc9e63
1 changed files with 12 additions and 7 deletions

View File

@ -594,7 +594,7 @@ std::string GPU_HW_ShaderGen::GenerateBatchFragmentShader(GPU_HW::BatchRenderMod
WriteHeader(ss); WriteHeader(ss);
DefineMacro(ss, "TRANSPARENCY", transparency != GPU_HW::BatchRenderMode::TransparencyDisabled); DefineMacro(ss, "TRANSPARENCY", transparency != GPU_HW::BatchRenderMode::TransparencyDisabled);
DefineMacro(ss, "TRANSPARENCY_ONLY_OPAQUE", transparency == GPU_HW::BatchRenderMode::OnlyOpaque); DefineMacro(ss, "TRANSPARENCY_ONLY_OPAQUE", transparency == GPU_HW::BatchRenderMode::OnlyOpaque);
DefineMacro(ss, "TRANSPARENCY_ONLY_TRANSPARENCY", transparency == GPU_HW::BatchRenderMode::OnlyTransparent); DefineMacro(ss, "TRANSPARENCY_ONLY_TRANSPARENT", transparency == GPU_HW::BatchRenderMode::OnlyTransparent);
DefineMacro(ss, "TEXTURED", textured); DefineMacro(ss, "TEXTURED", textured);
DefineMacro(ss, "PALETTE", DefineMacro(ss, "PALETTE",
actual_texture_mode == GPU::TextureMode::Palette4Bit || actual_texture_mode == GPU::TextureMode::Palette4Bit ||
@ -889,19 +889,24 @@ void BilinearSampleFromVRAM(uint4 texpage, float2 coords, float4 uv_limits,
} }
else else
{ {
#if TRANSPARENCY_ONLY_TRANSPARENCY #if TRANSPARENCY_ONLY_TRANSPARENT
discard; discard;
#endif #endif
#if TRANSPARENCY_ONLY_OPAQUE #if TRANSPARENCY_ONLY_OPAQUE
// We don't output the second color here because it's not used. // We don't output the second color here because it's not used (except for filtering).
o_col0 = float4(color, oalpha); o_col0 = float4(color, oalpha);
#elif USE_DUAL_SOURCE #if USE_DUAL_SOURCE
o_col1 = float4(0.0, 0.0, 0.0, 1.0 - ialpha);
#endif
#else
#if USE_DUAL_SOURCE
o_col0 = float4(color, oalpha); o_col0 = float4(color, oalpha);
o_col1 = float4(0.0, 0.0, 0.0, 1.0 - ialpha); o_col1 = float4(0.0, 0.0, 0.0, 1.0 - ialpha);
#else #else
o_col0 = float4(color, 1.0 - ialpha); o_col0 = float4(color, 1.0 - ialpha);
#endif #endif
#endif
o_depth = oalpha * v_pos.z; o_depth = oalpha * v_pos.z;
} }