mirror of https://github.com/PCSX2/pcsx2.git
GS/HW: Handle first vertex provoking APIs in GSRendererHW.cpp.
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@ -1301,9 +1301,7 @@ VS_OUTPUT vs_main_expand(uint vid : SV_VertexID)
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uint vid_base = vid >> 2;
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bool is_bottom = vid & 2;
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bool is_right = vid & 1;
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// All lines will be a pair of vertices next to each other
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// Since DirectX uses provoking vertex first, the bottom point will be the lower of the two
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uint vid_other = is_bottom ? vid_base + 1 : vid_base - 1;
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uint vid_other = is_bottom ? vid_base - 1 : vid_base + 1;
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VS_OUTPUT vtx = vs_main(load_vertex(vid_base));
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VS_OUTPUT other = vs_main(load_vertex(vid_other));
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@ -174,11 +174,7 @@ void main()
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bool is_bottom = (vid & 2u) != 0u;
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bool is_right = (vid & 1u) != 0u;
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#ifdef VS_PROVOKING_VERTEX_LAST
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uint vid_other = is_bottom ? vid_base - 1 : vid_base + 1;
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#else
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uint vid_other = is_bottom ? vid_base + 1 : vid_base - 1;
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#endif
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vtx = load_vertex(vid_base);
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ProcessedVertex other = load_vertex(vid_other);
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@ -4791,21 +4791,10 @@ bool GSRendererHW::VerifyIndices()
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return false;
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// Expect each line to be a pair next to each other
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// VS expand relies on this!
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if (g_gs_device->Features().provoking_vertex_last)
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for (u32 i = 0; i < m_index.tail; i += 2)
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{
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for (u32 i = 0; i < m_index.tail; i += 2)
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{
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if (m_index.buff[i] + 1 != m_index.buff[i + 1])
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return false;
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}
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}
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else
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{
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for (u32 i = 0; i < m_index.tail; i += 2)
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{
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if (m_index.buff[i] != m_index.buff[i + 1] + 1)
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return false;
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}
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if (m_index.buff[i] + 1 != m_index.buff[i + 1])
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return false;
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}
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break;
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case GS_TRIANGLE_CLASS:
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@ -4818,6 +4807,71 @@ bool GSRendererHW::VerifyIndices()
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return true;
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}
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// Fix the colors in vertices in case the API only supports "provoking first vertex"
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// (i.e., when using flat shading the color comes from the first vertex, unlike PS2
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// which is "provoking last vertex").
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void GSRendererHW::HandleProvokingVertexFirst()
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{
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// Early exit conditions:
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if (g_gs_device->Features().provoking_vertex_last || // device supports provoking last vertex
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m_conf.vs.iip || // we are doing Gouraud shading
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m_vt.m_primclass == GS_POINT_CLASS || // drawing points (one vertex per primitive; color is unambiguous)
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m_vt.m_primclass == GS_SPRITE_CLASS) // drawing sprites (handled by the sprites -> triangles expand shader)
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return;
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const int n = GSUtil::GetClassVertexCount(m_vt.m_primclass);
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// If all first/last vertices have the same color there is nothing to do.
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bool first_eq_last = true;
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for (u32 i = 0; i < m_index.tail; i += n)
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{
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if (m_vertex.buff[m_index.buff[i]].RGBAQ.U32[0] != m_vertex.buff[m_index.buff[i + n - 1]].RGBAQ.U32[0])
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{
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first_eq_last = false;
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break;
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}
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}
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if (first_eq_last)
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return;
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// De-index the vertices either in place or by reallocating the vertex buffer.
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if (m_vertex.next <= m_index.tail && m_index.tail <= m_vertex.maxcount)
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{
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// De-index in place
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for (int i = static_cast<int>(m_index.tail) - 1; i >= 0; i--)
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{
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// FIXME: This might not hold with a large triangle fan with gaps (since gaps are not
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// yet removed)!
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pxAssert(m_index.buff[i] <= i); // At any point, there can never be more vertices than indices
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m_vertex.buff[i] = m_vertex.buff[m_index.buff[i]];
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m_index.buff[i] = static_cast<u16>(i);
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}
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}
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else
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{
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// Reallocate the vertex buffer
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m_vertex.maxcount = std::max(m_vertex.maxcount, m_index.tail);
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GSVertex* vert_buff = static_cast<GSVertex*>(_aligned_malloc(sizeof(GSVertex) * m_vertex.maxcount, 32));
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// De-index and copy the vertices
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for (u32 i = 0; i < m_index.tail; i++)
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{
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vert_buff[i] = m_vertex.buff[m_index.buff[i]];
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m_index.buff[i] = static_cast<u16>(i);
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}
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std::swap(vert_buff, m_vertex.buff);
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_aligned_free(vert_buff);
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}
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m_vertex.head = m_vertex.next = m_vertex.tail = m_index.tail;
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// Put correct color in the first vertex
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for (u32 i = 0; i < m_index.tail; i += n)
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{
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m_vertex.buff[i].RGBAQ.U32[0] = m_vertex.buff[i + n - 1].RGBAQ.U32[0];
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m_vertex.buff[i + n - 1].RGBAQ.U32[0] = 0xff; // Make last vertex red for debugging if used improperly
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}
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}
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void GSRendererHW::SetupIA(float target_scale, float sx, float sy, bool req_vert_backup)
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{
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GL_PUSH("HW: IA");
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@ -7899,6 +7953,8 @@ __ri void GSRendererHW::DrawPrims(GSTextureCache::Target* rt, GSTextureCache::Ta
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m_conf.drawarea = m_channel_shuffle ? scissor : scissor.rintersect(ComputeBoundingBox(rtsize, rtscale));
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m_conf.scissor = (DATE && !DATE_BARRIER) ? m_conf.drawarea : scissor;
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HandleProvokingVertexFirst();
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SetupIA(rtscale, sx, sy, m_channel_shuffle_width != 0);
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if (ate_second_pass)
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@ -92,6 +92,7 @@ private:
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void DrawPrims(GSTextureCache::Target* rt, GSTextureCache::Target* ds, GSTextureCache::Source* tex, const TextureMinMaxResult& tmm);
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void ResetStates();
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void HandleProvokingVertexFirst();
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void SetupIA(float target_scale, float sx, float sy, bool req_vert_backup);
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void EmulateTextureShuffleAndFbmask(GSTextureCache::Target* rt, GSTextureCache::Source* tex);
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bool EmulateChannelShuffle(GSTextureCache::Target* src, bool test_only, GSTextureCache::Target* rt = nullptr);
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@ -233,9 +233,7 @@ vertex MainVSOut vs_main_expand(
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uint vid_base = vid >> 2;
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bool is_bottom = vid & 2;
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bool is_right = vid & 1;
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// All lines will be a pair of vertices next to each other
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// Since Metal uses provoking vertex first, the bottom point will be the lower of the two
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uint vid_other = is_bottom ? vid_base + 1 : vid_base - 1;
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uint vid_other = is_bottom ? vid_base - 1 : vid_base + 1;
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MainVSOut point = vs_main_run(load_vertex(vertices[vid_base]), cb);
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MainVSOut other = vs_main_run(load_vertex(vertices[vid_other]), cb);
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@ -3,4 +3,4 @@
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/// Version number for GS and other shaders. Increment whenever any of the contents of the
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/// shaders change, to invalidate the cache.
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static constexpr u32 SHADER_CACHE_VERSION = 68;
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static constexpr u32 SHADER_CACHE_VERSION = 69;
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