mirror of https://github.com/PCSX2/pcsx2.git
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:
parent
2aedb97796
commit
08a270a429
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@ -30,11 +30,14 @@ GSRendererDX::GSRendererDX(GSTextureCache* tc, const GSVector2& pixelcenter)
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m_logz = theApp.GetConfigB("logz");
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m_fba = theApp.GetConfigB("fba");
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if (theApp.GetConfigB("UserHacks")) {
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if (theApp.GetConfigB("UserHacks"))
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{
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UserHacks_AlphaHack = theApp.GetConfigB("UserHacks_AlphaHack");
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UserHacks_AlphaStencil = theApp.GetConfigB("UserHacks_AlphaStencil");
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UserHacks_HPO = theApp.GetConfigI("UserHacks_HalfPixelOffset");
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} else {
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}
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else
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{
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UserHacks_AlphaHack = false;
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UserHacks_AlphaStencil = false;
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UserHacks_HPO = 0;
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@ -52,11 +55,15 @@ void GSRendererDX::EmulateAtst(const int pass, const GSTextureCache::Source* tex
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if (!m_context->TEST.ATE) return;
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switch (atst) {
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switch (atst)
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{
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case ATST_LESS:
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if (tex && tex->m_spritehack_t) {
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if (tex && tex->m_spritehack_t)
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{
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m_ps_sel.atst = 0;
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} else {
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}
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else
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{
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ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f;
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m_ps_sel.atst = 1;
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}
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@ -105,13 +112,16 @@ void GSRendererDX::EmulateZbuffer()
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}
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uint32 max_z;
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if (m_context->ZBUF.PSM == PSM_PSMZ32) {
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if (m_context->ZBUF.PSM == PSM_PSMZ32)
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{
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max_z = 0xFFFFFFFF;
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}
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else if (m_context->ZBUF.PSM == PSM_PSMZ24) {
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else if (m_context->ZBUF.PSM == PSM_PSMZ24)
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{
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max_z = 0xFFFFFF;
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}
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else {
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else
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{
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max_z = 0xFFFF;
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}
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@ -119,11 +129,14 @@ void GSRendererDX::EmulateZbuffer()
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// than the buffer supports seems to be an error condition on the real GS, causing it to crash.
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// We are probably receiving bad coordinates from VU1 in these cases.
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if (om_dssel.ztst >= ZTST_ALWAYS && om_dssel.zwe && (m_context->ZBUF.PSM != PSM_PSMZ32)) {
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if (m_vt.m_max.p.z > max_z) {
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if (om_dssel.ztst >= ZTST_ALWAYS && om_dssel.zwe && (m_context->ZBUF.PSM != PSM_PSMZ32))
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{
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if (m_vt.m_max.p.z > max_z)
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{
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ASSERT(m_vt.m_min.p.z > max_z); // sfex capcom logo
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// Fixme :Following conditional fixes some dialog frame in Wild Arms 3, but may not be what was intended.
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if (m_vt.m_min.p.z > max_z) {
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if (m_vt.m_min.p.z > max_z)
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{
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#ifdef _DEBUG
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fprintf(stdout, "Bad Z size on %s buffers\n", psm_str(m_context->ZBUF.PSM));
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#endif
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@ -134,7 +147,8 @@ void GSRendererDX::EmulateZbuffer()
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GSVertex* v = &m_vertex.buff[0];
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// Minor optimization of a corner case (it allow to better emulate some alpha test effects)
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if (om_dssel.ztst == ZTST_GEQUAL && m_vt.m_eq.z && v[0].XYZ.Z == max_z) {
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if (om_dssel.ztst == ZTST_GEQUAL && m_vt.m_eq.z && v[0].XYZ.Z == max_z)
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{
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#ifdef _DEBUG
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fprintf(stdout, "Optimize Z test GEQUAL to ALWAYS (%s)\n", psm_str(m_context->ZBUF.PSM));
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#endif
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@ -151,23 +165,32 @@ void GSRendererDX::EmulateChannelShuffle(GSTexture** rt, const GSTextureCache::S
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// m_channel_shuffle = false;
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// First let's check we really have a channel shuffle effect
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if (m_channel_shuffle) {
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if (m_game.title == CRC::Tekken5) {
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if (m_context->FRAME.FBW == 1) {
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if (m_channel_shuffle)
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{
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if (m_game.title == CRC::Tekken5)
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{
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if (m_context->FRAME.FBW == 1)
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{
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// Used in stages: Secret Garden, Acid Rain, Moonlit Wilderness
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// Skip channel effect, it misses a shader for proper screen effect but at least the top left screen issue isn't appearing anymore
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// 12 pages: 2 calls by channel, 3 channels, 1 blit
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// Minus current draw call
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m_skip = 12 * (3 + 3 + 1) - 1;
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} else {
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}
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else
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{
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// Could skip model drawing if wrongly detected
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m_channel_shuffle = false;
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}
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} else if ((tex->m_texture->GetType() == GSTexture::DepthStencil) && !(tex->m_32_bits_fmt)) {
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}
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else if ((tex->m_texture->GetType() == GSTexture::DepthStencil) && !(tex->m_32_bits_fmt))
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{
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// So far 2 games hit this code path. Urban Chaos and Tales of Abyss.
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// Lacks shader like usual but maybe we can still use it to skip some bad draw calls.
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throw GSDXRecoverableError();
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} else if (m_index.tail <= 64 && m_context->CLAMP.WMT == 3) {
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}
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else if (m_index.tail <= 64 && m_context->CLAMP.WMT == 3)
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{
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// Blood will tell. I think it is channel effect too but again
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// implemented in a different way. I don't want to add more CRC stuff. So
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// let's disable channel when the signature is different.
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@ -175,15 +198,21 @@ void GSRendererDX::EmulateChannelShuffle(GSTexture** rt, const GSTextureCache::S
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// Note: Tales Of Abyss and Tekken5 could hit this path too. Those games are
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// handled above.
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m_channel_shuffle = false;
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} else if (m_context->CLAMP.WMS == 3 && ((m_context->CLAMP.MAXU & 0x8) == 8)) {
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}
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else if (m_context->CLAMP.WMS == 3 && ((m_context->CLAMP.MAXU & 0x8) == 8))
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{
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// Read either blue or Alpha. Let's go for Blue ;)
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// MGS3/Kill Zone
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throw GSDXRecoverableError();
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} else if (m_context->CLAMP.WMS == 3 && ((m_context->CLAMP.MINU & 0x8) == 0)) {
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}
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else if (m_context->CLAMP.WMS == 3 && ((m_context->CLAMP.MINU & 0x8) == 0))
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{
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// Read either Red or Green. Let's check the V coordinate. 0-1 is likely top so
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// red. 2-3 is likely bottom so green (actually depends on texture base pointer offset)
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throw GSDXRecoverableError();
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} else {
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}
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else
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{
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m_channel_shuffle = false;
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}
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}
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@ -216,9 +245,10 @@ void GSRendererDX::EmulateTextureSampler(const GSTextureCache::Source* tex)
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// Performance note:
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// 1/ Don't set 0 as it is the default value
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// 2/ Only keep aem when it is useful (avoid useless shader permutation)
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if (m_ps_sel.shuffle) {
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if (m_ps_sel.shuffle)
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{
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// Force a 32 bits access (normally shuffle is done on 16 bits)
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// m_ps_sel.tex_fmt = 0; // removed as an optimization
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// m_ps_sel.fmt = 0; // removed as an optimization
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m_ps_sel.aem = m_env.TEXA.AEM;
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ASSERT(tex->m_target);
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@ -232,7 +262,9 @@ void GSRendererDX::EmulateTextureSampler(const GSTextureCache::Source* tex)
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vs_cb.Texture_Scale_Offset.z = half_offset.x;
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vs_cb.Texture_Scale_Offset.w = half_offset.y;
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} else if (tex->m_target) {
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}
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else if (tex->m_target)
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{
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// Use an old target. AEM and index aren't resolved it must be done
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// on the GPU
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@ -241,13 +273,15 @@ void GSRendererDX::EmulateTextureSampler(const GSTextureCache::Source* tex)
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m_ps_sel.aem = m_env.TEXA.AEM;
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// Don't upload AEM if format is 32 bits
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if (cpsm.fmt) {
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if (cpsm.fmt)
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{
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GSVector4 ta(m_env.TEXA & GSVector4i::x000000ff());
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ps_cb.MinF_TA = (GSVector4(ps_cb.MskFix) + 0.5f).xyxy(ta) / WH.xyxy(GSVector4(255, 255));
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}
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// Select the index format
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if (tex->m_palette) {
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if (tex->m_palette)
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{
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// FIXME Potentially improve fmt field in GSLocalMemory
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if (m_context->TEX0.PSM == PSM_PSMT4HL)
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m_ps_sel.fmt |= 1 << 2;
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@ -266,7 +300,8 @@ void GSRendererDX::EmulateTextureSampler(const GSTextureCache::Source* tex)
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vs_cb.Texture_Scale_Offset.z = half_offset.x;
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vs_cb.Texture_Scale_Offset.w = half_offset.y;
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}
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else if (tex->m_palette) {
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else if (tex->m_palette)
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{
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// Use a standard 8 bits texture. AEM is already done on the CLUT
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// Therefore you only need to set the index
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// m_ps_sel.aem = 0; // removed as an optimization
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@ -275,17 +310,20 @@ void GSRendererDX::EmulateTextureSampler(const GSTextureCache::Source* tex)
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m_ps_sel.fmt = 3 << 2;
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}
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else {
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else
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{
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// Standard texture. Both index and AEM expansion were already done by the CPU.
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// m_ps_sel.tex_fmt = 0; // removed as an optimization
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// m_ps_sel.fmt = 0; // removed as an optimization
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// m_ps_sel.aem = 0; // removed as an optimization
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}
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if (m_context->TEX0.TFX == TFX_MODULATE && m_vt.m_eq.rgba == 0xFFFF && m_vt.m_min.c.eq(GSVector4i(128))) {
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if (m_context->TEX0.TFX == TFX_MODULATE && m_vt.m_eq.rgba == 0xFFFF && m_vt.m_min.c.eq(GSVector4i(128)))
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{
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// Micro optimization that reduces GPU load (removes 5 instructions on the FS program)
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m_ps_sel.tfx = TFX_DECAL;
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}
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else {
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else
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{
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m_ps_sel.tfx = m_context->TEX0.TFX;
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}
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@ -309,7 +347,8 @@ void GSRendererDX::EmulateTextureSampler(const GSTextureCache::Source* tex)
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ps_cb.WH = WH;
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ps_cb.HalfTexel = GSVector4(-0.5f, 0.5f).xxyy() / WH.zwzw();
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if (complex_wms_wmt) {
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if (complex_wms_wmt)
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{
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ps_cb.MskFix = GSVector4i(m_context->CLAMP.MINU, m_context->CLAMP.MINV, m_context->CLAMP.MAXU, m_context->CLAMP.MAXV);
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ps_cb.MinMax = GSVector4(ps_cb.MskFix) / WH.xyxy();
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}
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@ -359,9 +398,9 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
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// Upscaling hack to avoid various line/grid issues
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MergeSprite(tex);
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if(DATE)
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if (DATE)
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{
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if(dev->HasStencil())
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if (dev->HasStencil())
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{
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GSVector4 s = GSVector4(rtscale.x / rtsize.x, rtscale.y / rtsize.y);
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GSVector4 off = GSVector4(-1.0f, 1.0f);
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@ -448,11 +487,14 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
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//The resulting shifted output aligns better with common blending / corona / blurring effects,
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//but introduces a few bad pixels on the edges.
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if(rt && rt->LikelyOffset && UserHacks_HPO == 1)
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if (rt && rt->LikelyOffset && UserHacks_HPO == 1)
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{
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// DX9 has pixelcenter set to 0.0, so give it some value here
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if(m_pixelcenter.x == 0 && m_pixelcenter.y == 0) { ox2 = -0.0003f; oy2 = -0.0003f; }
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if (m_pixelcenter.x == 0 && m_pixelcenter.y == 0)
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{
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ox2 = -0.0003f; oy2 = -0.0003f;
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}
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ox2 *= rt->OffsetHack_modx;
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oy2 *= rt->OffsetHack_mody;
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@ -470,15 +512,15 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
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EmulateTextureShuffleAndFbmask();
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if(m_ps_sel.dfmt == 1)
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if (m_ps_sel.dfmt == 1)
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{
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// Disable writing of the alpha channel
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om_bsel.wa = 0;
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}
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if(DATE)
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if (DATE)
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{
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if(dev->HasStencil())
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if (dev->HasStencil())
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{
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om_dssel.date = 1;
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}
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@ -488,7 +530,7 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
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}
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}
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if(m_env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
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if (m_env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
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{
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m_ps_sel.colclip = 1;
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}
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@ -497,9 +539,9 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
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m_ps_sel.fba = m_context->FBA.FBA;
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m_ps_sel.aout = m_context->FRAME.PSM == PSM_PSMCT16 || m_context->FRAME.PSM == PSM_PSMCT16S || (m_context->FRAME.FBMSK & 0xff000000) == 0x7f000000 ? 1 : 0;
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m_ps_sel.aout &= !m_ps_sel.shuffle;
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if(UserHacks_AlphaHack) m_ps_sel.aout = 1;
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if (UserHacks_AlphaHack) m_ps_sel.aout = 1;
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if(PRIM->FGE)
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if (PRIM->FGE)
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{
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m_ps_sel.fog = 1;
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@ -518,7 +560,8 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
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// pass to handle the depth based on the alpha test.
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bool ate_RGBA_then_Z = false;
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bool ate_RGB_then_ZA = false;
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if (ate_first_pass & ate_second_pass) {
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if (ate_first_pass & ate_second_pass)
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{
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#ifdef _DEBUG
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fprintf(stdout, "Complex Alpha Test\n");
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#endif
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@ -529,14 +572,17 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
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ate_RGB_then_ZA = (m_context->TEST.AFAIL == AFAIL_RGB_ONLY) & commutative_depth & commutative_alpha;
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}
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if (ate_RGBA_then_Z) {
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if (ate_RGBA_then_Z)
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{
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#ifdef _DEBUG
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fprintf(stdout, "Alternate ATE handling: ate_RGBA_then_Z\n");
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#endif
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// Render all color but don't update depth
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// ATE is disabled here
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om_dssel.zwe = false;
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} else if (ate_RGB_then_ZA) {
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}
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else if (ate_RGB_then_ZA)
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{
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#ifdef _DEBUG
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fprintf(stdout, "Alternate ATE handling: ate_RGB_then_ZA\n");
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#endif
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@ -544,7 +590,9 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
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// ATE is disabled here
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om_dssel.zwe = false;
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om_bsel.wa = false;
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} else {
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}
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else
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{
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EmulateAtst(1, tex);
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}
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@ -558,7 +606,8 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
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{
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if (m_context->TEST.DATM == 0)
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m_ps_sel.atst = 2; // >=
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else {
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else
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{
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if (tex && tex->m_spritehack_t)
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m_ps_sel.atst = 0; // <
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else
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@ -570,7 +619,7 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
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om_dssel.alpha_stencil = 1;
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}
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if(tex)
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if (tex)
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{
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EmulateTextureSampler(tex);
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}
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@ -623,12 +672,14 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
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{
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ASSERT(!m_env.PABE.PABE);
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if (ate_RGBA_then_Z | ate_RGB_then_ZA) {
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if (ate_RGBA_then_Z | ate_RGB_then_ZA)
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{
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// Enable ATE as first pass to update the depth
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// of pixels that passed the alpha test
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EmulateAtst(1, tex);
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}
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else {
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else
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{
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// second pass will process the pixels that failed
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// the alpha test
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EmulateAtst(2, tex);
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@ -653,16 +704,19 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
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// Depth test should be disabled when depth writes are masked and similarly, Alpha test must be disabled
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// when writes to all of the alpha bits in the Framebuffer are masked.
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if (ate_RGBA_then_Z) {
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if (ate_RGBA_then_Z)
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{
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z = !m_context->ZBUF.ZMSK;
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r = g = b = a = false;
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||||
} 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);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue