mirror of https://github.com/PCSX2/pcsx2.git
GSDX: fixed an oversight in my shader change gregory caught which removed alpha expansion for the direct sampling case, should probably fix the remaining bugs. Also set the texture sampler to point sampling when the shader will be performing its own bilinear filtering (effect on games unknown but should be an improvement).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5291 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -276,6 +276,7 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
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if(tex)
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{
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const GSLocalMemory::psm_t &psm = GSLocalMemory::m_psm[context->TEX0.PSM];
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bool bilinear = m_filter == 2 ? m_vt.IsLinear() : m_filter;
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ps_sel.wms = context->CLAMP.WMS;
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ps_sel.wmt = context->CLAMP.WMT;
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@ -289,7 +290,7 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
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ps_sel.aem = env.TEXA.AEM;
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ps_sel.tfx = context->TEX0.TFX;
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ps_sel.tcc = context->TEX0.TCC;
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ps_sel.ltf = m_filter == 2 ? m_vt.IsLinear() : m_filter;
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ps_sel.ltf = bilinear && !(ps_sel.fmt <= 2 && ps_sel.wms < 3 && ps_sel.wmt < 3);
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ps_sel.rt = tex->m_target;
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ps_sel.spritehack = tex->m_spritehack_t;
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@ -321,7 +322,7 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
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ps_ssel.tau = (context->CLAMP.WMS + 3) >> 1;
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ps_ssel.tav = (context->CLAMP.WMT + 3) >> 1;
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ps_ssel.ltf = ps_sel.ltf;
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ps_ssel.ltf = bilinear && ps_sel.fmt <= 2 && ps_sel.wms < 3 && ps_sel.wmt < 3;
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}
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else
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{
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@ -358,20 +358,22 @@ float4 sample(float2 st, float q)
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}
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float4 t;
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float4x4 c;
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float2 dd;
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/*
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if(PS_FMT <= FMT_16 && PS_WMS < 2 && PS_WMT < 2)
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{
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t = sample_c(st);
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c[0] = sample_c(st);
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}
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*/
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if(PS_FMT <= FMT_16 && PS_WMS < 3 && PS_WMT < 3)
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{
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t = sample_c(clampuv(st));
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c[0] = sample_c(clampuv(st));
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}
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else
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{
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float4 uv;
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float2 dd;
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if(PS_LTF)
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{
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@ -385,8 +387,6 @@ float4 sample(float2 st, float q)
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uv = wrapuv(uv);
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float4x4 c;
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if(PS_FMT & FMT_PAL)
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{
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c = sample_4p(sample_4a(uv));
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@ -395,7 +395,9 @@ float4 sample(float2 st, float q)
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{
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c = sample_4c(uv);
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}
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}
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[unroll]
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for (uint i = 0; i < 4; i++)
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{
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if((PS_FMT & ~FMT_PAL) == FMT_32)
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@ -422,7 +424,6 @@ float4 sample(float2 st, float q)
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{
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t = c[0];
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}
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}
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return t;
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}
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