mirror of https://github.com/PCSX2/pcsx2.git
glsl: redo color/alpha management correction
Please test it! GS supports 3 formats for the output: 32 bits: normal case => no change 24 bits: like 32 bits but without alpha channel => mask alpha channel (ie don't write it anymore) => Always uses 1.0f as blending coefficient 16 bits: RGB5A1, emulated by a 32 bits openGL texture. I think it will be more correct to use a real 16 bits GL texture. Unfortunately it would cost several (slow) target conversions. Anyway as a current solution => apply a mask of 0xF8 on color when SW blending is used (improve Castlevania shadow) unfortunately normal blending mode still uses the full range of colors! This commit also corrects a couple of blending factor. 128/255 is equivalent to 1.0f in PS2, whereas GPU uses 1.0f. So the blending factor must be 255/128 instead of 2 Note: disable CRC hack and enable accurate_colclip to see Castlevania shadow ^^ (issue #380). Note2: SW renderer is darker on Castlevania. I don't know why maybe linked to the 16 bits format poorly emulated
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9ee3a173d0
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419dfe0544
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@ -288,6 +288,13 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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}
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}
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om_csel.wrgba = ~GSVector4i::load((int)context->FRAME.FBMSK).eq8(GSVector4i::xffffffff()).mask();
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om_csel.wrgba = ~GSVector4i::load((int)context->FRAME.FBMSK).eq8(GSVector4i::xffffffff()).mask();
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if (ps_sel.dfmt == 1) {
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// 24 bits no alpha channel so use 1.0f fix factor as equivalent
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ALPHA.C = 2;
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afix = 1.0f;
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// Disable writing of the alpha channel
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om_csel.wa = 0;
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}
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if (DATE) {
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if (DATE) {
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if (GLLoader::found_GL_ARB_texture_barrier && !PrimitiveOverlap()) {
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if (GLLoader::found_GL_ARB_texture_barrier && !PrimitiveOverlap()) {
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@ -404,8 +404,13 @@ vec4 ps_color()
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void ps_blend(inout vec4 c, in float As)
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void ps_blend(inout vec4 c, in float As)
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{
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{
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vec4 rt = texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0);
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vec4 rt = texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0);
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#if PS_DFMT == FMT_24
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float Ad = 1.0f;
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#else
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// FIXME FMT_16 case
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// FIXME Ad or Ad * 2?
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// FIXME Ad or Ad * 2?
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float Ad = rt.a;
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float Ad = rt.a * 255.0f / 128.0f;
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#endif
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// Let the compiler do its jobs !
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// Let the compiler do its jobs !
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vec3 Cd = rt.rgb;
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vec3 Cd = rt.rgb;
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vec3 Cs = c.rgb;
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vec3 Cs = c.rgb;
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@ -640,12 +645,26 @@ void ps_blend(inout vec4 c, in float As)
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#endif
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#endif
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#if PS_COLCLIP == 3
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// FIXME dithering
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// Correct the Color value based on the output format
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#if PS_COLCLIP != 3
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// Standard Clamp
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c.rgb = clamp(c.rgb, vec3(0.0f), vec3(1.0f));
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#endif
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#if PS_DFMT == FMT_16
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// In 16 bits format, only 5 bits of colors are used. It impacts shadows computation of Castlevania
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// Basically we want to do 'c.rgb &= 0xF8' in denormalized mode
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c.rgb = vec3(uvec3((c.rgb * 255.0f) + 256.5f) & uvec3(0xF8)) / 255.0f;
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#elif PS_COLCLIP == 3
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// Basically we want to do 'c.rgb &= 0xFF' in denormalized mode
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c.rgb = vec3(uvec3((c.rgb * 255.0f) + 256.5f) & uvec3(0xFF)) / 255.0f;
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c.rgb = vec3(uvec3((c.rgb * 255.0f) + 256.5f) & uvec3(0xFF)) / 255.0f;
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#endif
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// Don't compile => unable to find compatible overloaded function "mod(vec3)"
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// Don't compile => unable to find compatible overloaded function "mod(vec3)"
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//c.rgb = mod((c.rgb * 255.0f) + 256.5f) / 255.0f;
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//c.rgb = mod((c.rgb * 255.0f) + 256.5f) / 255.0f;
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#endif
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}
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}
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void ps_main()
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void ps_main()
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@ -700,14 +719,16 @@ void ps_main()
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c.a = 0.5f;
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c.a = 0.5f;
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#endif
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#endif
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float alpha = c.a * 2.0;
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// Must be done before alpha correction
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float alpha = c.a * 255.0f / 128.0f;
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#if (PS_AOUT != 0) // 16 bit output
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// Correct the ALPHA value based on the output format
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// FIXME add support of alpha mask to replace properly PS_AOUT
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#if (PS_DFMT == FMT_16) || (PS_AOUT)
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float a = 128.0f / 255.0; // alpha output will be 0x80
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float a = 128.0f / 255.0; // alpha output will be 0x80
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c.a = (PS_FBA != 0) ? a : step(0.5, c.a) * a;
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c.a = (PS_FBA != 0) ? a : step(0.5, c.a) * a;
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#elif (PS_FBA != 0)
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#elif (PS_DFMT == FMT_32) && (PS_FBA != 0)
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if(c.a < 0.5) c.a += 0.5;
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if(c.a < 0.5) c.a += 128.0f/255.0f;
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#endif
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#endif
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// Get first primitive that will write a failling alpha value
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// Get first primitive that will write a failling alpha value
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@ -1157,8 +1157,13 @@ static const char* tfx_fs_all_glsl =
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"void ps_blend(inout vec4 c, in float As)\n"
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"void ps_blend(inout vec4 c, in float As)\n"
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"{\n"
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"{\n"
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" vec4 rt = texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0);\n"
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" vec4 rt = texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0);\n"
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"#if PS_DFMT == FMT_24\n"
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" float Ad = 1.0f;\n"
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"#else\n"
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" // FIXME FMT_16 case\n"
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" // FIXME Ad or Ad * 2?\n"
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" // FIXME Ad or Ad * 2?\n"
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" float Ad = rt.a;\n"
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" float Ad = rt.a * 255.0f / 128.0f;\n"
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"#endif\n"
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" // Let the compiler do its jobs !\n"
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" // Let the compiler do its jobs !\n"
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" vec3 Cd = rt.rgb;\n"
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" vec3 Cd = rt.rgb;\n"
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" vec3 Cs = c.rgb;\n"
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" vec3 Cs = c.rgb;\n"
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@ -1393,12 +1398,26 @@ static const char* tfx_fs_all_glsl =
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"\n"
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"\n"
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"#endif\n"
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"#endif\n"
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"\n"
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"\n"
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"#if PS_COLCLIP == 3\n"
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" // FIXME dithering\n"
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"\n"
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" // Correct the Color value based on the output format\n"
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"#if PS_COLCLIP != 3\n"
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" // Standard Clamp\n"
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" c.rgb = clamp(c.rgb, vec3(0.0f), vec3(1.0f));\n"
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"#endif\n"
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"\n"
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"#if PS_DFMT == FMT_16\n"
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" // In 16 bits format, only 5 bits of colors are used. It impacts shadows computation of Castlevania\n"
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"\n"
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" // Basically we want to do 'c.rgb &= 0xF8' in denormalized mode\n"
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" c.rgb = vec3(uvec3((c.rgb * 255.0f) + 256.5f) & uvec3(0xF8)) / 255.0f;\n"
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"#elif PS_COLCLIP == 3\n"
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" // Basically we want to do 'c.rgb &= 0xFF' in denormalized mode\n"
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" c.rgb = vec3(uvec3((c.rgb * 255.0f) + 256.5f) & uvec3(0xFF)) / 255.0f;\n"
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" c.rgb = vec3(uvec3((c.rgb * 255.0f) + 256.5f) & uvec3(0xFF)) / 255.0f;\n"
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"#endif\n"
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"\n"
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"\n"
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" // Don't compile => unable to find compatible overloaded function \"mod(vec3)\"\n"
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" // Don't compile => unable to find compatible overloaded function \"mod(vec3)\"\n"
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" //c.rgb = mod((c.rgb * 255.0f) + 256.5f) / 255.0f;\n"
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" //c.rgb = mod((c.rgb * 255.0f) + 256.5f) / 255.0f;\n"
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"#endif\n"
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"}\n"
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"}\n"
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"\n"
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"\n"
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"void ps_main()\n"
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"void ps_main()\n"
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@ -1453,14 +1472,16 @@ static const char* tfx_fs_all_glsl =
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" c.a = 0.5f;\n"
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" c.a = 0.5f;\n"
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"#endif\n"
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"#endif\n"
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"\n"
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"\n"
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" float alpha = c.a * 2.0;\n"
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" // Must be done before alpha correction\n"
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" float alpha = c.a * 255.0f / 128.0f;\n"
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"\n"
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"\n"
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"#if (PS_AOUT != 0) // 16 bit output\n"
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" // Correct the ALPHA value based on the output format\n"
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" // FIXME add support of alpha mask to replace properly PS_AOUT\n"
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"#if (PS_DFMT == FMT_16) || (PS_AOUT)\n"
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" float a = 128.0f / 255.0; // alpha output will be 0x80\n"
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" float a = 128.0f / 255.0; // alpha output will be 0x80\n"
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"\n"
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" c.a = (PS_FBA != 0) ? a : step(0.5, c.a) * a;\n"
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" c.a = (PS_FBA != 0) ? a : step(0.5, c.a) * a;\n"
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"#elif (PS_FBA != 0)\n"
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"#elif (PS_DFMT == FMT_32) && (PS_FBA != 0)\n"
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" if(c.a < 0.5) c.a += 0.5;\n"
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" if(c.a < 0.5) c.a += 128.0f/255.0f;\n"
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"#endif\n"
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"#endif\n"
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"\n"
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"\n"
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" // Get first primitive that will write a failling alpha value\n"
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" // Get first primitive that will write a failling alpha value\n"
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