mirror of https://github.com/PCSX2/pcsx2.git
zzogl-pg: Add in changes from zzogl r218. (I'll still need to go through r214-217 and grab any important changes, though.)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3659 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -2032,7 +2032,7 @@ void ZeroGS::SetTexClamping(int context, FRAGMENTSHADER* pfragment)
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case 3: // region rep x
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v.x = 0.9999f;
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v.z = fw;
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v.z = (float)fw;
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v2.x = (float)GPU_TEXMASKWIDTH / fw;
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v2.z = pclamp->maxu / fw;
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int correctMinu = pclamp->minu & (~pclamp->maxu); // (A && B) || C == (A && (B && !C)) + C
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@ -2067,7 +2067,7 @@ void ZeroGS::SetTexClamping(int context, FRAGMENTSHADER* pfragment)
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case 3: // region rep y
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v.y = 0.9999f;
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v.w = fh;
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v.w = (float)fh;
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v2.y = (float)GPU_TEXMASKWIDTH / fh;
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v2.w = pclamp->maxv / fh;
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int correctMinv = pclamp->minv & (~pclamp->maxv); // (A && B) || C == (A && (B && !C)) + C
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@ -1,19 +1,4 @@
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// Cg Shaders for PS2 GS emulation
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//
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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//
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// Cg Shaders for PS2 GS emulation
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// divides by z for every pixel, instead of in vertex shader
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// fixes kh textures
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@ -92,7 +77,6 @@ float2 ps2memcoord(float2 realtex)
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float2 fblock = frac(realtex.xy);
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off.xy = realtex.xy-fblock.xy;
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//#if 0
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#ifdef ACCURATE_DECOMPRESSION
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off.zw = tex2D(g_sBlocks, g_fTexBlock.xy*fblock + g_fTexBlock.zw).ar;
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off.x = dot(off.xy, g_fTexOffset.xy);
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@ -216,9 +200,9 @@ float2 ps2addr(float2 coord)
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float2 final = frac(clamp(coord.xy, g_fClampExts.xy, g_fClampExts.zw));
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if( TexWrapMode.x > g_fBilinear.z ) // region repeat mode for x (umsk&x)|ufix
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final.x = texRECT(g_sBitwiseANDX, abs(coord.x)*TexWrapMode.zz).x * g_fClampExts.x + g_fClampExts.z;
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final.x = texRECT(g_sBitwiseANDX, abs(coord.x)*TexWrapMode.zx).x * g_fClampExts.x + g_fClampExts.z;
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if( TexWrapMode.y > g_fBilinear.z ) // region repeat mode for x (vmsk&x)|vfix
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final.y = texRECT(g_sBitwiseANDY, abs(coord.y)*TexWrapMode.ww).x * g_fClampExts.y + g_fClampExts.w;
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final.y = texRECT(g_sBitwiseANDY, abs(coord.y)*TexWrapMode.wy).x * g_fClampExts.y + g_fClampExts.w;
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return final;
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}
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@ -337,7 +321,7 @@ decl_ps2shade_##num(_tex16to32h) \
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// nearest
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#define decl_ps2shade_0(bit) \
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half4 ps2shade0##bit( TEX_DECL tex) \
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float4 ps2shade0##bit( TEX_DECL tex) \
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{ \
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return tex2DPS##bit( ps2addr(TEX_XY)); \
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} \
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@ -745,7 +729,7 @@ half4 BilinearFloat16(float2 tex0)
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half4 CRTCTargInterPS(in float2 tex0 : TEXCOORD0, in float2 ointerpos : TEXCOORD1) : COLOR
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{
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float finter = texRECT(g_sInterlace, ointerpos.yy).x * g_fOneColor.z + g_fOneColor.w + g_fc0.w;
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half4 c = BilinearFloat16(tex0);
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float4 c = BilinearFloat16(tex0);
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c.w = ( g_fc0.w*c.w * g_fOneColor.x + g_fOneColor.y ) * finter;
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return c;
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}
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@ -2543,24 +2543,25 @@ u32 ZeroGS::CBitwiseTextureMngr::GetTexInt(u32 bitvalue, u32 ptexDoNotDelete)
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if (glGetError() != GL_NO_ERROR) ZZLog::Error_Log("Error on generation of bitmask texture.");
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vector<u16> data(GPU_TEXMASKWIDTH + 1);
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vector<u16> data(GPU_TEXMASKWIDTH);
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for (u32 i = 0; i < GPU_TEXMASKWIDTH; ++i)
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{
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data[i] = (((i << MASKDIVISOR) & bitvalue) << 6); // add the 1/2 offset so that
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}
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// data[GPU_TEXMASKWIDTH] = 0; // I remove GPU_TEXMASKWIDTH+1 element of this texture, because it was a reason of FFC crush
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// Probably, some sort of PoT incompability in drivers.
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data[GPU_TEXMASKWIDTH] = 0;
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glBindTexture(GL_TEXTURE_RECTANGLE_NV, ptex);
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glBindTexture(GL_TEXTURE_RECTANGLE, ptex);
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if (glGetError() != GL_NO_ERROR) ZZLog::Error_Log("Error on binding bitmask texture.");
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TextureRect(GL_LUMINANCE16, GPU_TEXMASKWIDTH + 1, 1, GL_LUMINANCE, GL_UNSIGNED_SHORT, &data[0]);
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TextureRect2(GL_LUMINANCE16, GPU_TEXMASKWIDTH, 1, GL_LUMINANCE, GL_UNSIGNED_SHORT, &data[0]);
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if (glGetError() != GL_NO_ERROR) ZZLog::Error_Log("Error on applying bitmask texture.");
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// Removing clamping, as it seems lead to numerous troubles at some drivers
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// Need to observe, may be clamping is not really needed.
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/* setTexRectWrap(GL_REPEAT);
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/* setRectWrap2(GL_REPEAT);
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GLint Error = glGetError();
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if( Error != GL_NO_ERROR ) {
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@ -345,6 +345,11 @@ static __forceinline void TextureRect(GLint iFormat, GLint width, GLint height,
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glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, iFormat, width, height, 0, format, type, pixels);
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}
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static __forceinline void TextureRect2(GLint iFormat, GLint width, GLint height, GLenum format, GLenum type, const GLvoid* pixels)
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{
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glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, iFormat, width, height, 0, format, type, pixels);
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}
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static __forceinline void TextureRect(GLenum attach, GLuint id = 0)
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{
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, attach, GL_RENDERBUFFER_EXT, id);
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@ -386,5 +391,11 @@ static __forceinline void setRectWrap(GLint type)
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S, type);
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T, type);
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}
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static __forceinline void setRectWrap2(GLint type)
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{
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glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S, type);
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glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, type);
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}
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#endif
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