pcsx2/plugins/GSdx/GSRendererDX.cpp

691 lines
20 KiB
C++
Raw Normal View History

/*
* Copyright (C) 2007-2009 Gabest
* http://www.gabest.org
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GSRendererDX.h"
#include "GSDeviceDX.h"
GSRendererDX::GSRendererDX(GSTextureCache* tc, const GSVector2& pixelcenter)
: GSRendererHW(tc)
, m_pixelcenter(pixelcenter)
{
m_logz = theApp.GetConfigB("logz");
m_fba = theApp.GetConfigB("fba");
if (theApp.GetConfigB("UserHacks")) {
UserHacks_AlphaHack = theApp.GetConfigB("UserHacks_AlphaHack");
UserHacks_AlphaStencil = theApp.GetConfigB("UserHacks_AlphaStencil");
UserHacks_TCOffset = theApp.GetConfigI("UserHacks_TCOffset");
UserHacks_HPO = theApp.GetConfigI("UserHacks_HalfPixelOffset");
} else {
UserHacks_AlphaHack = false;
UserHacks_AlphaStencil = false;
UserHacks_TCOffset = 0;
UserHacks_HPO = 0;
}
UserHacks_TCO_x = (UserHacks_TCOffset & 0xFFFF) / -1000.0f;
UserHacks_TCO_y = ((UserHacks_TCOffset >> 16) & 0xFFFF) / -1000.0f;
}
GSRendererDX::~GSRendererDX()
{
}
void GSRendererDX::EmulateAtst(const int pass, const GSTextureCache::Source* tex)
{
static const uint32 inverted_atst[] = {ATST_ALWAYS, ATST_NEVER, ATST_GEQUAL, ATST_GREATER, ATST_NOTEQUAL, ATST_LESS, ATST_LEQUAL, ATST_EQUAL};
int atst = (pass == 2) ? inverted_atst[m_context->TEST.ATST] : m_context->TEST.ATST;
if (!m_context->TEST.ATE) return;
switch (atst) {
case ATST_LESS:
if (tex && tex->m_spritehack_t) {
m_ps_sel.atst = 0;
} else {
ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f;
m_ps_sel.atst = 1;
}
break;
case ATST_LEQUAL:
ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f + 1.0f;
m_ps_sel.atst = 1;
break;
case ATST_GEQUAL:
// Maybe a -1 trick multiplication factor could be used to merge with ATST_LEQUAL case
ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f;
m_ps_sel.atst = 2;
break;
case ATST_GREATER:
// Maybe a -1 trick multiplication factor could be used to merge with ATST_LESS case
ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f + 1.0f;
m_ps_sel.atst = 2;
break;
case ATST_EQUAL:
ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF;
m_ps_sel.atst = 3;
break;
case ATST_NOTEQUAL:
ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF;
m_ps_sel.atst = 4;
break;
case ATST_NEVER: // Draw won't be done so no need to implement it in shader
case ATST_ALWAYS:
default:
m_ps_sel.atst = 0;
break;
}
}
void GSRendererDX::EmulateZbuffer()
{
if (m_context->TEST.ZTE)
{
om_dssel.ztst = m_context->TEST.ZTST;
om_dssel.zwe = !m_context->ZBUF.ZMSK;
}
else
{
om_dssel.ztst = ZTST_ALWAYS;
}
uint32 max_z;
if (m_context->ZBUF.PSM == PSM_PSMZ32) {
max_z = 0xFFFFFFFF;
}
else if (m_context->ZBUF.PSM == PSM_PSMZ24) {
max_z = 0xFFFFFF;
}
else {
max_z = 0xFFFF;
}
// The real GS appears to do no masking based on the Z buffer format and writing larger Z values
// than the buffer supports seems to be an error condition on the real GS, causing it to crash.
// We are probably receiving bad coordinates from VU1 in these cases.
if (om_dssel.ztst >= ZTST_ALWAYS && om_dssel.zwe && (m_context->ZBUF.PSM != PSM_PSMZ32)) {
if (m_vt.m_max.p.z > max_z) {
ASSERT(m_vt.m_min.p.z > max_z); // sfex capcom logo
// Fixme :Following conditional fixes some dialog frame in Wild Arms 3, but may not be what was intended.
if (m_vt.m_min.p.z > max_z) {
#ifdef _DEBUG
fprintf(stdout, "Bad Z size on %s buffers\n", psm_str(m_context->ZBUF.PSM));
#endif
om_dssel.ztst = ZTST_ALWAYS;
}
}
}
GSVertex* v = &m_vertex.buff[0];
// Minor optimization of a corner case (it allow to better emulate some alpha test effects)
if (om_dssel.ztst == ZTST_GEQUAL && m_vt.m_eq.z && v[0].XYZ.Z == max_z) {
#ifdef _DEBUG
fprintf(stdout, "Optimize Z test GEQUAL to ALWAYS (%s)\n", psm_str(m_context->ZBUF.PSM));
#endif
om_dssel.ztst = ZTST_ALWAYS;
}
}
GSdx-D3D: Texture and channel shuffle improvements. Texture Shuffle changes: Always Enable Texture shuffle on D3D10/11. Previously Texture shuffle was enabled if CRC hack level was below Full, this was kinda not good since D3D also relies on CRC hacks on Full so you could either stick with texture shuffle or crc hacks. Texture shuffle is not supported on D3D9, however we can do a partial port where instead of vertical lines with the effect we get the effect on the entire screen. Better than nothing I suppose. Ported some of the code from OpenGL to D3D ( just a copy - paste job :) ), part of the code misses a dedicated shader but we can still use it to fix various issues on many games. List of affected games tested so far: The Godfather, Final Fight Streetwise, The Suffering Ties that Bind, Urban Chaos have their vertical lines issues fixed (highly possible for other games as well), MGS and Stolen see an improvement but they are still broken without crc hacks. Other games that suffered similar issues are probably affected as well. Channel Shuffle changes: Update Channel Shuffle detection. A lot of games should see an improvement, MGS, Urban Chaos, Stolen have their top left corner issues resolved. Other games should be affected as well that use similar logic. They still miss a shader so some effects are still broken/show glitches but it's a nice improvement for D3D users. Shared changes: Texture Shuffle and Channel shuffle have been moved to their own dedicated functions. Should make things a bit cleaner. Move part of the code for Texture Shuffle to GSRendererHW to be shared across all HW renderers, should aboid copy paste/duplicate code.
2018-03-18 09:08:36 +00:00
void GSRendererDX::EmulateChannelShuffle(GSTexture** rt, const GSTextureCache::Source* tex)
{
// Channel shuffle effect not supported on DX. Let's keep the logic because it help to
// reduce memory requirement (and why not a partial port)
// Uncomment to disable (allow to trace the draw call)
// m_channel_shuffle = false;
// First let's check we really have a channel shuffle effect
if (m_channel_shuffle) {
if (m_game.title == CRC::Tekken5) {
if (m_context->FRAME.FBW == 1) {
// Used in stages: Secret Garden, Acid Rain, Moonlit Wilderness
// Skip channel effect, it misses a shader for proper screen effect but at least the top left screen issue isn't appearing anymore
// 12 pages: 2 calls by channel, 3 channels, 1 blit
// Minus current draw call
m_skip = 12 * (3 + 3 + 1) - 1;
} else {
// Could skip model drawing if wrongly detected
m_channel_shuffle = false;
}
} else if ((tex->m_texture->GetType() == GSTexture::DepthStencil) && !(tex->m_32_bits_fmt)) {
// So far 2 games hit this code path. Urban Chaos and Tales of Abyss.
// Lacks shader like usual but maybe we can still use it to skip some bad draw calls.
throw GSDXRecoverableError();
} else if (m_index.tail <= 64 && m_context->CLAMP.WMT == 3) {
// Blood will tell. I think it is channel effect too but again
// implemented in a different way. I don't want to add more CRC stuff. So
// let's disable channel when the signature is different.
//
// Note: Tales Of Abyss and Tekken5 could hit this path too. Those games are
// handled above.
m_channel_shuffle = false;
} else if (m_context->CLAMP.WMS == 3 && ((m_context->CLAMP.MAXU & 0x8) == 8)) {
// Read either blue or Alpha. Let's go for Blue ;)
// MGS3/Kill Zone
throw GSDXRecoverableError();
} else if (m_context->CLAMP.WMS == 3 && ((m_context->CLAMP.MINU & 0x8) == 0)) {
// Read either Red or Green. Let's check the V coordinate. 0-1 is likely top so
// red. 2-3 is likely bottom so green (actually depends on texture base pointer offset)
throw GSDXRecoverableError();
} else {
m_channel_shuffle = false;
}
}
}
void GSRendererDX::EmulateTextureSampler(const GSTextureCache::Source* tex)
{
const GSLocalMemory::psm_t &psm = GSLocalMemory::m_psm[m_context->TEX0.PSM];
const GSLocalMemory::psm_t &cpsm = psm.pal > 0 ? GSLocalMemory::m_psm[m_context->TEX0.CPSM] : psm;
const uint8 wms = m_context->CLAMP.WMS;
const uint8 wmt = m_context->CLAMP.WMT;
bool complex_wms_wmt = !!((wms | wmt) & 2);
bool bilinear = m_vt.IsLinear();
bool shader_emulated_sampler = tex->m_palette || cpsm.fmt != 0 || complex_wms_wmt;
// 1 and 0 are equivalent
m_ps_sel.wms = (wms & 2) ? wms : 0;
m_ps_sel.wmt = (wmt & 2) ? wmt : 0;
int w = tex->m_texture->GetWidth();
int h = tex->m_texture->GetHeight();
int tw = (int)(1 << m_context->TEX0.TW);
int th = (int)(1 << m_context->TEX0.TH);
GSVector4 WH(tw, th, w, h);
// Performance note:
// 1/ Don't set 0 as it is the default value
// 2/ Only keep aem when it is useful (avoid useless shader permutation)
if (m_ps_sel.shuffle) {
// Force a 32 bits access (normally shuffle is done on 16 bits)
// m_ps_sel.tex_fmt = 0; // removed as an optimization
m_ps_sel.aem = m_env.TEXA.AEM;
ASSERT(tex->m_target);
// Shuffle is a 16 bits format, so aem is always required
GSVector4 ta(m_env.TEXA & GSVector4i::x000000ff());
ps_cb.MinF_TA = (GSVector4(ps_cb.MskFix) + 0.5f).xyxy(ta) / WH.xyxy(GSVector4(255, 255));
bilinear &= m_vt.IsLinear();
GSVector4 half_offset = RealignTargetTextureCoordinate(tex);
vs_cb.Texture_Scale_Offset.z = half_offset.x;
vs_cb.Texture_Scale_Offset.w = half_offset.y;
} else if (tex->m_target) {
// Use an old target. AEM and index aren't resolved it must be done
// on the GPU
// Select the 32/24/16 bits color (AEM)
m_ps_sel.fmt = cpsm.fmt;
m_ps_sel.aem = m_env.TEXA.AEM;
// Don't upload AEM if format is 32 bits
if (cpsm.fmt) {
GSVector4 ta(m_env.TEXA & GSVector4i::x000000ff());
ps_cb.MinF_TA = (GSVector4(ps_cb.MskFix) + 0.5f).xyxy(ta) / WH.xyxy(GSVector4(255, 255));
}
// Select the index format
if (tex->m_palette) {
// FIXME Potentially improve fmt field in GSLocalMemory
if (m_context->TEX0.PSM == PSM_PSMT4HL)
m_ps_sel.fmt |= 1 << 2;
else if (m_context->TEX0.PSM == PSM_PSMT4HH)
m_ps_sel.fmt |= 2 << 2;
else
m_ps_sel.fmt |= 3 << 2;
// Alpha channel of the RT is reinterpreted as an index. Star
// Ocean 3 uses it to emulate a stencil buffer. It is a very
// bad idea to force bilinear filtering on it.
bilinear &= m_vt.IsLinear();
}
GSVector4 half_offset = RealignTargetTextureCoordinate(tex);
vs_cb.Texture_Scale_Offset.z = half_offset.x;
vs_cb.Texture_Scale_Offset.w = half_offset.y;
}
else if (tex->m_palette) {
// Use a standard 8 bits texture. AEM is already done on the CLUT
// Therefore you only need to set the index
// m_ps_sel.aem = 0; // removed as an optimization
// Note 4 bits indexes are converted to 8 bits
m_ps_sel.fmt = 3 << 2;
}
else {
// Standard texture. Both index and AEM expansion were already done by the CPU.
// m_ps_sel.tex_fmt = 0; // removed as an optimization
// m_ps_sel.aem = 0; // removed as an optimization
}
if (m_context->TEX0.TFX == TFX_MODULATE && m_vt.m_eq.rgba == 0xFFFF && m_vt.m_min.c.eq(GSVector4i(128))) {
// Micro optimization that reduces GPU load (removes 5 instructions on the FS program)
m_ps_sel.tfx = TFX_DECAL;
}
else {
m_ps_sel.tfx = m_context->TEX0.TFX;
}
m_ps_sel.tcc = m_context->TEX0.TCC;
m_ps_sel.ltf = bilinear && shader_emulated_sampler;
m_ps_sel.rt = tex->m_target;
m_ps_sel.spritehack = tex->m_spritehack_t;
m_ps_sel.point_sampler = !(bilinear && !shader_emulated_sampler);
if (PRIM->FST)
{
GSVector4 TextureScale = GSVector4(0.0625f) / WH.xyxy();
vs_cb.Texture_Scale_Offset.x = TextureScale.x;
vs_cb.Texture_Scale_Offset.y = TextureScale.y;
//Maybe better?
//vs_cb.TextureScale = GSVector4(1.0f / 16) * GSVector4(tex->m_texture->GetScale()).xyxy() / WH.zwzw();
m_ps_sel.fst = 1;
}
ps_cb.WH = WH;
ps_cb.HalfTexel = GSVector4(-0.5f, 0.5f).xxyy() / WH.zwzw();
if (complex_wms_wmt) {
ps_cb.MskFix = GSVector4i(m_context->CLAMP.MINU, m_context->CLAMP.MINV, m_context->CLAMP.MAXU, m_context->CLAMP.MAXV);
ps_cb.MinMax = GSVector4(ps_cb.MskFix) / WH.xyxy();
}
// TC Offset Hack
m_ps_sel.tcoffsethack = !!UserHacks_TCOffset;
ps_cb.TC_OffsetHack = GSVector4(UserHacks_TCO_x, UserHacks_TCO_y).xyxy() / WH.xyxy();
m_ps_ssel.tau = (m_context->CLAMP.WMS + 3) >> 1;
m_ps_ssel.tav = (m_context->CLAMP.WMT + 3) >> 1;
m_ps_ssel.ltf = bilinear && !shader_emulated_sampler;
}
void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex)
{
const GSVector2i& rtsize = ds ? ds->GetSize() : rt->GetSize();
const GSVector2& rtscale = ds ? ds->GetScale() : rt->GetScale();
DATE = m_context->TEST.DATE && m_context->FRAME.PSM != PSM_PSMCT24;
bool ate_first_pass = m_context->TEST.DoFirstPass();
bool ate_second_pass = m_context->TEST.DoSecondPass();
m_gs_sel.key = 0;
vs_cb.Texture_Scale_Offset = GSVector4(0.0f);
GSTexture* rtcopy = NULL;
ASSERT(m_dev != NULL);
dev = (GSDeviceDX*)m_dev;
GSdx-D3D: Texture and channel shuffle improvements. Texture Shuffle changes: Always Enable Texture shuffle on D3D10/11. Previously Texture shuffle was enabled if CRC hack level was below Full, this was kinda not good since D3D also relies on CRC hacks on Full so you could either stick with texture shuffle or crc hacks. Texture shuffle is not supported on D3D9, however we can do a partial port where instead of vertical lines with the effect we get the effect on the entire screen. Better than nothing I suppose. Ported some of the code from OpenGL to D3D ( just a copy - paste job :) ), part of the code misses a dedicated shader but we can still use it to fix various issues on many games. List of affected games tested so far: The Godfather, Final Fight Streetwise, The Suffering Ties that Bind, Urban Chaos have their vertical lines issues fixed (highly possible for other games as well), MGS and Stolen see an improvement but they are still broken without crc hacks. Other games that suffered similar issues are probably affected as well. Channel Shuffle changes: Update Channel Shuffle detection. A lot of games should see an improvement, MGS, Urban Chaos, Stolen have their top left corner issues resolved. Other games should be affected as well that use similar logic. They still miss a shader so some effects are still broken/show glitches but it's a nice improvement for D3D users. Shared changes: Texture Shuffle and Channel shuffle have been moved to their own dedicated functions. Should make things a bit cleaner. Move part of the code for Texture Shuffle to GSRendererHW to be shared across all HW renderers, should aboid copy paste/duplicate code.
2018-03-18 09:08:36 +00:00
EmulateChannelShuffle(&rt, tex);
2016-04-29 22:02:49 +00:00
// Upscaling hack to avoid various line/grid issues
MergeSprite(tex);
if(DATE)
{
if(dev->HasStencil())
{
GSVector4 s = GSVector4(rtscale.x / rtsize.x, rtscale.y / rtsize.y);
2015-05-15 18:40:09 +00:00
GSVector4 off = GSVector4(-1.0f, 1.0f);
2015-05-15 18:40:09 +00:00
GSVector4 src = ((m_vt.m_min.p.xyxy(m_vt.m_max.p) + off.xxyy()) * s.xyxy()).sat(off.zzyy());
GSVector4 dst = src * 2.0f + off.xxxx();
GSVertexPT1 vertices[] =
{
{GSVector4(dst.x, -dst.y, 0.5f, 1.0f), GSVector2(src.x, src.y)},
{GSVector4(dst.z, -dst.y, 0.5f, 1.0f), GSVector2(src.z, src.y)},
{GSVector4(dst.x, -dst.w, 0.5f, 1.0f), GSVector2(src.x, src.w)},
{GSVector4(dst.z, -dst.w, 0.5f, 1.0f), GSVector2(src.z, src.w)},
};
dev->SetupDATE(rt, ds, vertices, m_context->TEST.DATM);
}
else
{
rtcopy = dev->CreateRenderTarget(rtsize.x, rtsize.y, false, rt->GetFormat());
// I'll use VertexTrace when I consider it more trustworthy
dev->CopyRect(rt, rtcopy, GSVector4i(rtsize).zwxy());
}
}
//
dev->BeginScene();
// om
om_dssel.key = 0;
EmulateZbuffer();
if (m_fba)
{
om_dssel.fba = m_context->FBA.FBA;
}
om_bsel.key = 0;
if (!IsOpaque())
{
om_bsel.abe = PRIM->ABE || PRIM->AA1 && m_vt.m_primclass == GS_LINE_CLASS;
om_bsel.a = m_context->ALPHA.A;
om_bsel.b = m_context->ALPHA.B;
om_bsel.c = m_context->ALPHA.C;
om_bsel.d = m_context->ALPHA.D;
if (m_env.PABE.PABE)
{
if (om_bsel.a == 0 && om_bsel.b == 1 && om_bsel.c == 0 && om_bsel.d == 1)
{
// this works because with PABE alpha blending is on when alpha >= 0x80, but since the pixel shader
// cannot output anything over 0x80 (== 1.0) blending with 0x80 or turning it off gives the same result
om_bsel.abe = 0;
}
else
{
//Breath of Fire Dragon Quarter triggers this in battles. Graphics are fine though.
//ASSERT(0);
}
}
}
// vs
GSDeviceDX::VSSelector vs_sel;
vs_sel.tme = PRIM->TME;
vs_sel.fst = PRIM->FST;
vs_sel.logz = dev->HasDepth32() ? 0 : m_logz ? 1 : 0;
vs_sel.rtcopy = !!rtcopy;
float sx = 2.0f * rtscale.x / (rtsize.x << 4);
float sy = 2.0f * rtscale.y / (rtsize.y << 4);
float ox = (float)(int)m_context->XYOFFSET.OFX;
float oy = (float)(int)m_context->XYOFFSET.OFY;
float ox2 = 2.0f * m_pixelcenter.x / rtsize.x;
float oy2 = 2.0f * m_pixelcenter.y / rtsize.y;
//This hack subtracts around half a pixel from OFX and OFY. (Cannot do this directly,
//because DX10 and DX9 have a different pixel center.)
//
//The resulting shifted output aligns better with common blending / corona / blurring effects,
//but introduces a few bad pixels on the edges.
if(rt && rt->LikelyOffset && UserHacks_HPO == 1)
{
// DX9 has pixelcenter set to 0.0, so give it some value here
if(m_pixelcenter.x == 0 && m_pixelcenter.y == 0) { ox2 = -0.0003f; oy2 = -0.0003f; }
ox2 *= rt->OffsetHack_modx;
oy2 *= rt->OffsetHack_mody;
}
vs_cb.VertexScale = GSVector4(sx, -sy, ldexpf(1, -32), 0.0f);
vs_cb.VertexOffset = GSVector4(ox * sx + ox2 + 1, -(oy * sy + oy2 + 1), 0.0f, -1.0f);
// gs
m_gs_sel.iip = PRIM->IIP;
m_gs_sel.prim = m_vt.m_primclass;
// ps
m_ps_sel.key = 0;
m_ps_ssel.key = 0;
GSdx-D3D: Texture and channel shuffle improvements. Texture Shuffle changes: Always Enable Texture shuffle on D3D10/11. Previously Texture shuffle was enabled if CRC hack level was below Full, this was kinda not good since D3D also relies on CRC hacks on Full so you could either stick with texture shuffle or crc hacks. Texture shuffle is not supported on D3D9, however we can do a partial port where instead of vertical lines with the effect we get the effect on the entire screen. Better than nothing I suppose. Ported some of the code from OpenGL to D3D ( just a copy - paste job :) ), part of the code misses a dedicated shader but we can still use it to fix various issues on many games. List of affected games tested so far: The Godfather, Final Fight Streetwise, The Suffering Ties that Bind, Urban Chaos have their vertical lines issues fixed (highly possible for other games as well), MGS and Stolen see an improvement but they are still broken without crc hacks. Other games that suffered similar issues are probably affected as well. Channel Shuffle changes: Update Channel Shuffle detection. A lot of games should see an improvement, MGS, Urban Chaos, Stolen have their top left corner issues resolved. Other games should be affected as well that use similar logic. They still miss a shader so some effects are still broken/show glitches but it's a nice improvement for D3D users. Shared changes: Texture Shuffle and Channel shuffle have been moved to their own dedicated functions. Should make things a bit cleaner. Move part of the code for Texture Shuffle to GSRendererHW to be shared across all HW renderers, should aboid copy paste/duplicate code.
2018-03-18 09:08:36 +00:00
EmulateTextureShuffleAndFbmask();
if(DATE)
{
if(dev->HasStencil())
{
om_dssel.date = 1;
}
else
{
m_ps_sel.date = 1 + m_context->TEST.DATM;
}
}
if(m_env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
{
m_ps_sel.colclip = 1;
}
m_ps_sel.clr1 = om_bsel.IsCLR1();
m_ps_sel.fba = m_context->FBA.FBA;
m_ps_sel.aout = m_context->FRAME.PSM == PSM_PSMCT16 || m_context->FRAME.PSM == PSM_PSMCT16S || (m_context->FRAME.FBMSK & 0xff000000) == 0x7f000000 ? 1 : 0;
m_ps_sel.aout &= !m_ps_sel.shuffle;
if(UserHacks_AlphaHack) m_ps_sel.aout = 1;
if(PRIM->FGE)
{
m_ps_sel.fog = 1;
ps_cb.FogColor_AREF = GSVector4::rgba32(m_env.FOGCOL.u32[0]) / 255;
}
// Warning must be done after EmulateZbuffer
// Depth test is always true so it can be executed in 2 passes (no order required) unlike color.
// The idea is to compute first the color which is independent of the alpha test. And then do a 2nd
// pass to handle the depth based on the alpha test.
bool ate_RGBA_then_Z = false;
bool ate_RGB_then_ZA = false;
if (ate_first_pass & ate_second_pass) {
#ifdef _DEBUG
fprintf(stdout, "Complex Alpha Test\n");
#endif
bool commutative_depth = (om_dssel.ztst == ZTST_GEQUAL && m_vt.m_eq.z) || (om_dssel.ztst == ZTST_ALWAYS);
bool commutative_alpha = (m_context->ALPHA.C != 1); // when either Alpha Src or a constant
ate_RGBA_then_Z = (m_context->TEST.AFAIL == AFAIL_FB_ONLY) & commutative_depth;
ate_RGB_then_ZA = (m_context->TEST.AFAIL == AFAIL_RGB_ONLY) & commutative_depth & commutative_alpha;
}
if (ate_RGBA_then_Z) {
#ifdef _DEBUG
fprintf(stdout, "Alternate ATE handling: ate_RGBA_then_Z\n");
#endif
// Render all color but don't update depth
// ATE is disabled here
om_dssel.zwe = false;
} else if (ate_RGB_then_ZA) {
#ifdef _DEBUG
fprintf(stdout, "Alternate ATE handling: ate_RGB_then_ZA\n");
#endif
// Render RGB color but don't update depth/alpha
// ATE is disabled here
om_dssel.zwe = false;
om_bsel.wa = false;
} else {
EmulateAtst(1, tex);
}
// Destination alpha pseudo stencil hack: use a stencil operation combined with an alpha test
// to only draw pixels which would cause the destination alpha test to fail in the future once.
// Unfortunately this also means only drawing those pixels at all, which is why this is a hack.
// The interaction with FBA in D3D9 is probably less than ideal.
if (UserHacks_AlphaStencil && DATE && dev->HasStencil() && om_bsel.wa && !m_context->TEST.ATE)
{
if (!m_context->FBA.FBA)
{
if (m_context->TEST.DATM == 0)
m_ps_sel.atst = 2; // >=
else {
if (tex && tex->m_spritehack_t)
m_ps_sel.atst = 0; // <
else
m_ps_sel.atst = 1; // <
}
ps_cb.FogColor_AREF.a = (float)0x80;
}
if (!(m_context->FBA.FBA && m_context->TEST.DATM == 1))
om_dssel.alpha_stencil = 1;
}
if(tex)
{
EmulateTextureSampler(tex);
}
else
{
m_ps_sel.tfx = 4;
}
// rs
GSVector4i scissor = GSVector4i(GSVector4(rtscale).xyxy() * m_context->scissor.in).rintersect(GSVector4i(rtsize).zwxy());
dev->OMSetRenderTargets(rt, ds, &scissor);
dev->PSSetShaderResource(0, tex ? tex->m_texture : NULL);
dev->PSSetShaderResource(1, tex ? tex->m_palette : NULL);
dev->PSSetShaderResource(2, rtcopy);
uint8 afix = m_context->ALPHA.FIX;
SetupIA(sx, sy);
dev->SetupOM(om_dssel, om_bsel, afix);
dev->SetupVS(vs_sel, &vs_cb);
dev->SetupGS(m_gs_sel, &gs_cb);
dev->SetupPS(m_ps_sel, &ps_cb, m_ps_ssel);
// draw
if (ate_first_pass)
{
dev->DrawIndexedPrimitive();
if (m_env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
{
GSDeviceDX::OMBlendSelector om_bselneg(om_bsel);
GSDeviceDX::PSSelector ps_selneg(m_ps_sel);
om_bselneg.negative = 1;
ps_selneg.colclip = 2;
dev->SetupOM(om_dssel, om_bselneg, afix);
dev->SetupPS(ps_selneg, &ps_cb, m_ps_ssel);
dev->DrawIndexedPrimitive();
dev->SetupOM(om_dssel, om_bsel, afix);
}
}
if (ate_second_pass)
{
ASSERT(!m_env.PABE.PABE);
if (ate_RGBA_then_Z | ate_RGB_then_ZA) {
// Enable ATE as first pass to update the depth
// of pixels that passed the alpha test
EmulateAtst(1, tex);
}
else {
// second pass will process the pixels that failed
// the alpha test
EmulateAtst(2, tex);
}
dev->SetupPS(m_ps_sel, &ps_cb, m_ps_ssel);
bool z = om_dssel.zwe;
bool r = om_bsel.wr;
bool g = om_bsel.wg;
bool b = om_bsel.wb;
bool a = om_bsel.wa;
switch(m_context->TEST.AFAIL)
{
case 0: z = r = g = b = a = false; break; // none
case 1: z = false; break; // rgba
case 2: r = g = b = a = false; break; // z
case 3: z = a = false; break; // rgb
default: __assume(0);
}
// Depth test should be disabled when depth writes are masked and similarly, Alpha test must be disabled
// when writes to all of the alpha bits in the Framebuffer are masked.
if (ate_RGBA_then_Z) {
z = !m_context->ZBUF.ZMSK;
r = g = b = a = false;
} else if (ate_RGB_then_ZA) {
z = !m_context->ZBUF.ZMSK;
a = (m_context->FRAME.FBMSK & 0xFF000000) != 0xFF000000;
r = g = b = false;
}
if(z || r || g || b || a)
{
om_dssel.zwe = z;
om_bsel.wr = r;
om_bsel.wg = g;
om_bsel.wb = b;
om_bsel.wa = a;
dev->SetupOM(om_dssel, om_bsel, afix);
dev->DrawIndexedPrimitive();
if (m_env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
{
GSDeviceDX::OMBlendSelector om_bselneg(om_bsel);
GSDeviceDX::PSSelector ps_selneg(m_ps_sel);
om_bselneg.negative = 1;
ps_selneg.colclip = 2;
dev->SetupOM(om_dssel, om_bselneg, afix);
dev->SetupPS(ps_selneg, &ps_cb, m_ps_ssel);
dev->DrawIndexedPrimitive();
}
}
}
dev->EndScene();
dev->Recycle(rtcopy);
if(om_dssel.fba) UpdateFBA(rt);
}