GSdx-d3d: Reformat GSRendererDX.cpp.

Let's keep the file clean and use 1 type of formatting and not a bunch.
It's easier to read this way and looks tidy.
Also correct some commented out code in Texture Sampler.
This commit is contained in:
lightningterror 2018-10-02 02:16:38 +02:00
parent 2aedb97796
commit 08a270a429
1 changed files with 109 additions and 55 deletions

View File

@ -30,11 +30,14 @@ GSRendererDX::GSRendererDX(GSTextureCache* tc, const GSVector2& pixelcenter)
m_logz = theApp.GetConfigB("logz");
m_fba = theApp.GetConfigB("fba");
if (theApp.GetConfigB("UserHacks")) {
if (theApp.GetConfigB("UserHacks"))
{
UserHacks_AlphaHack = theApp.GetConfigB("UserHacks_AlphaHack");
UserHacks_AlphaStencil = theApp.GetConfigB("UserHacks_AlphaStencil");
UserHacks_HPO = theApp.GetConfigI("UserHacks_HalfPixelOffset");
} else {
}
else
{
UserHacks_AlphaHack = false;
UserHacks_AlphaStencil = false;
UserHacks_HPO = 0;
@ -52,11 +55,15 @@ void GSRendererDX::EmulateAtst(const int pass, const GSTextureCache::Source* tex
if (!m_context->TEST.ATE) return;
switch (atst) {
switch (atst)
{
case ATST_LESS:
if (tex && tex->m_spritehack_t) {
if (tex && tex->m_spritehack_t)
{
m_ps_sel.atst = 0;
} else {
}
else
{
ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f;
m_ps_sel.atst = 1;
}
@ -105,13 +112,16 @@ void GSRendererDX::EmulateZbuffer()
}
uint32 max_z;
if (m_context->ZBUF.PSM == PSM_PSMZ32) {
if (m_context->ZBUF.PSM == PSM_PSMZ32)
{
max_z = 0xFFFFFFFF;
}
else if (m_context->ZBUF.PSM == PSM_PSMZ24) {
else if (m_context->ZBUF.PSM == PSM_PSMZ24)
{
max_z = 0xFFFFFF;
}
else {
else
{
max_z = 0xFFFF;
}
@ -119,11 +129,14 @@ void GSRendererDX::EmulateZbuffer()
// 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) {
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) {
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
@ -134,7 +147,8 @@ void GSRendererDX::EmulateZbuffer()
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) {
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
@ -151,23 +165,32 @@ void GSRendererDX::EmulateChannelShuffle(GSTexture** rt, const GSTextureCache::S
// 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) {
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 {
}
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)) {
}
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) {
}
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.
@ -175,15 +198,21 @@ void GSRendererDX::EmulateChannelShuffle(GSTexture** rt, const GSTextureCache::S
// 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)) {
}
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)) {
}
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 {
}
else
{
m_channel_shuffle = false;
}
}
@ -216,9 +245,10 @@ void GSRendererDX::EmulateTextureSampler(const GSTextureCache::Source* tex)
// 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) {
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.fmt = 0; // removed as an optimization
m_ps_sel.aem = m_env.TEXA.AEM;
ASSERT(tex->m_target);
@ -232,7 +262,9 @@ void GSRendererDX::EmulateTextureSampler(const GSTextureCache::Source* tex)
vs_cb.Texture_Scale_Offset.z = half_offset.x;
vs_cb.Texture_Scale_Offset.w = half_offset.y;
} else if (tex->m_target) {
}
else if (tex->m_target)
{
// Use an old target. AEM and index aren't resolved it must be done
// on the GPU
@ -241,13 +273,15 @@ void GSRendererDX::EmulateTextureSampler(const GSTextureCache::Source* tex)
m_ps_sel.aem = m_env.TEXA.AEM;
// Don't upload AEM if format is 32 bits
if (cpsm.fmt) {
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) {
if (tex->m_palette)
{
// FIXME Potentially improve fmt field in GSLocalMemory
if (m_context->TEX0.PSM == PSM_PSMT4HL)
m_ps_sel.fmt |= 1 << 2;
@ -266,7 +300,8 @@ void GSRendererDX::EmulateTextureSampler(const GSTextureCache::Source* tex)
vs_cb.Texture_Scale_Offset.z = half_offset.x;
vs_cb.Texture_Scale_Offset.w = half_offset.y;
}
else if (tex->m_palette) {
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
@ -275,17 +310,20 @@ void GSRendererDX::EmulateTextureSampler(const GSTextureCache::Source* tex)
m_ps_sel.fmt = 3 << 2;
}
else {
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
// m_ps_sel.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))) {
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 {
else
{
m_ps_sel.tfx = m_context->TEX0.TFX;
}
@ -309,7 +347,8 @@ void GSRendererDX::EmulateTextureSampler(const GSTextureCache::Source* tex)
ps_cb.WH = WH;
ps_cb.HalfTexel = GSVector4(-0.5f, 0.5f).xxyy() / WH.zwzw();
if (complex_wms_wmt) {
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();
}
@ -359,9 +398,9 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
// Upscaling hack to avoid various line/grid issues
MergeSprite(tex);
if(DATE)
if (DATE)
{
if(dev->HasStencil())
if (dev->HasStencil())
{
GSVector4 s = GSVector4(rtscale.x / rtsize.x, rtscale.y / rtsize.y);
GSVector4 off = GSVector4(-1.0f, 1.0f);
@ -448,11 +487,14 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
//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)
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; }
if (m_pixelcenter.x == 0 && m_pixelcenter.y == 0)
{
ox2 = -0.0003f; oy2 = -0.0003f;
}
ox2 *= rt->OffsetHack_modx;
oy2 *= rt->OffsetHack_mody;
@ -470,15 +512,15 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
EmulateTextureShuffleAndFbmask();
if(m_ps_sel.dfmt == 1)
if (m_ps_sel.dfmt == 1)
{
// Disable writing of the alpha channel
om_bsel.wa = 0;
}
if(DATE)
if (DATE)
{
if(dev->HasStencil())
if (dev->HasStencil())
{
om_dssel.date = 1;
}
@ -488,7 +530,7 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
}
}
if(m_env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
if (m_env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
{
m_ps_sel.colclip = 1;
}
@ -497,9 +539,9 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
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 (UserHacks_AlphaHack) m_ps_sel.aout = 1;
if(PRIM->FGE)
if (PRIM->FGE)
{
m_ps_sel.fog = 1;
@ -518,7 +560,8 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
// 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) {
if (ate_first_pass & ate_second_pass)
{
#ifdef _DEBUG
fprintf(stdout, "Complex Alpha Test\n");
#endif
@ -529,14 +572,17 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
ate_RGB_then_ZA = (m_context->TEST.AFAIL == AFAIL_RGB_ONLY) & commutative_depth & commutative_alpha;
}
if (ate_RGBA_then_Z) {
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) {
}
else if (ate_RGB_then_ZA)
{
#ifdef _DEBUG
fprintf(stdout, "Alternate ATE handling: ate_RGB_then_ZA\n");
#endif
@ -544,7 +590,9 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
// ATE is disabled here
om_dssel.zwe = false;
om_bsel.wa = false;
} else {
}
else
{
EmulateAtst(1, tex);
}
@ -558,7 +606,8 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
{
if (m_context->TEST.DATM == 0)
m_ps_sel.atst = 2; // >=
else {
else
{
if (tex && tex->m_spritehack_t)
m_ps_sel.atst = 0; // <
else
@ -570,7 +619,7 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
om_dssel.alpha_stencil = 1;
}
if(tex)
if (tex)
{
EmulateTextureSampler(tex);
}
@ -623,12 +672,14 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
{
ASSERT(!m_env.PABE.PABE);
if (ate_RGBA_then_Z | ate_RGB_then_ZA) {
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 {
else
{
// second pass will process the pixels that failed
// the alpha test
EmulateAtst(2, tex);
@ -653,16 +704,19 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
// 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) {
if (ate_RGBA_then_Z)
{
z = !m_context->ZBUF.ZMSK;
r = g = b = a = false;
} else if (ate_RGB_then_ZA) {
}
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)
if (z || r || g || b || a)
{
om_dssel.zwe = z;
om_bsel.wr = r;
@ -694,5 +748,5 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
dev->Recycle(rtcopy);
if(om_dssel.fba) UpdateFBA(rt);
if (om_dssel.fba) UpdateFBA(rt);
}