mirror of https://github.com/PCSX2/pcsx2.git
Merge pull request #1517 from FlatOutPS2/DX
Gsdx alpha test improvement DX
This commit is contained in:
commit
5a1cb00a07
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@ -48,21 +48,140 @@ GSRendererDX::~GSRendererDX()
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{
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}
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void GSRendererDX::EmulateAtst(const int pass, const GSTextureCache::Source* tex)
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{
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static const uint32 inverted_atst[] = { ATST_ALWAYS, ATST_NEVER, ATST_GEQUAL, ATST_GREATER, ATST_NOTEQUAL, ATST_LESS, ATST_LEQUAL, ATST_EQUAL };
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int atst = (pass == 2) ? inverted_atst[m_context->TEST.ATST] : m_context->TEST.ATST;
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if (!m_context->TEST.ATE) return;
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switch (atst) {
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case ATST_LESS:
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if (tex && tex->m_spritehack_t) {
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ps_sel.atst = 0;
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}
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else {
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ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f;
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ps_sel.atst = 1;
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}
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break;
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case ATST_LEQUAL:
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ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f + 1.0f;
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ps_sel.atst = 1;
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break;
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case ATST_GEQUAL:
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// Maybe a -1 trick multiplication factor could be used to merge with ATST_LEQUAL case
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ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f;
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ps_sel.atst = 2;
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break;
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case ATST_GREATER:
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// Maybe a -1 trick multiplication factor could be used to merge with ATST_LESS case
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ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f + 1.0f;
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ps_sel.atst = 2;
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break;
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case ATST_EQUAL:
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ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF;
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ps_sel.atst = 3;
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break;
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case ATST_NOTEQUAL:
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ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF;
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ps_sel.atst = 4;
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break;
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case ATST_NEVER:
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case ATST_ALWAYS:
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default:
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ps_sel.atst = 0;
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break;
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}
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// Destination alpha pseudo stencil hack: use a stencil operation combined with an alpha test
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// to only draw pixels which would cause the destination alpha test to fail in the future once.
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// Unfortunately this also means only drawing those pixels at all, which is why this is a hack.
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// The interaction with FBA in D3D9 is probably less than ideal.
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if (UserHacks_AlphaStencil && DATE && dev->HasStencil() && om_bsel.wa && (!m_context->TEST.ATE || m_context->TEST.ATST == 1))
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{
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if (!m_context->FBA.FBA)
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{
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if (m_context->TEST.DATM == 0)
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ps_sel.atst = 2; // >=
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else {
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if (tex && tex->m_spritehack_t)
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ps_sel.atst = 0; // <
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else
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ps_sel.atst = 1; // <
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}
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ps_cb.FogColor_AREF.a = (float)0x80;
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}
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if (!(m_context->FBA.FBA && m_context->TEST.DATM == 1))
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om_dssel.alpha_stencil = 1;
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}
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}
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void GSRendererDX::EmulateZbuffer()
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{
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if (m_context->TEST.ZTE)
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{
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om_dssel.ztst = m_context->TEST.ZTST;
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om_dssel.zwe = !m_context->ZBUF.ZMSK;
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}
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else
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{
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om_dssel.ztst = ZTST_ALWAYS;
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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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max_z = 0xFFFFFFFF;
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}
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else if (m_context->ZBUF.PSM == PSM_PSMZ24) {
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max_z = 0xFFFFFF;
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}
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else {
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max_z = 0xFFFF;
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}
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// The real GS appears to do no masking based on the Z buffer format and writing larger Z values
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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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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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#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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om_dssel.ztst = ZTST_ALWAYS;
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}
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}
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}
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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.xyzf & 0x8) && v[0].XYZ.Z == max_z) {
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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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om_dssel.ztst = ZTST_ALWAYS;
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}
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}
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void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex)
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{
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GSDrawingEnvironment& env = m_env;
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GSDrawingContext* context = m_context;
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const GSVector2i& rtsize = ds ? ds->GetSize() : rt->GetSize();
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const GSVector2& rtscale = ds ? ds->GetScale() : rt->GetScale();
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bool DATE = m_context->TEST.DATE && context->FRAME.PSM != PSM_PSMCT24;
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DATE = m_context->TEST.DATE && m_context->FRAME.PSM != PSM_PSMCT24;
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bool ate_first_pass = m_context->TEST.DoFirstPass();
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bool ate_second_pass = m_context->TEST.DoSecondPass();
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GSTexture* rtcopy = NULL;
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ASSERT(m_dev != NULL);
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GSDeviceDX* dev = (GSDeviceDX*)m_dev;
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dev = (GSDeviceDX*)m_dev;
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// Channel shuffle effect not supported on DX. Let's keep the logic because it help to
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// reduce memory requirement (and why not a partial port)
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@ -112,37 +231,29 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
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// om
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GSDeviceDX::OMDepthStencilSelector om_dssel;
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om_dssel.key = 0;
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if(context->TEST.ZTE)
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EmulateZbuffer();
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if (m_fba)
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{
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om_dssel.ztst = context->TEST.ZTST;
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om_dssel.zwe = !context->ZBUF.ZMSK;
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}
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else
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{
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om_dssel.ztst = ZTST_ALWAYS;
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om_dssel.fba = m_context->FBA.FBA;
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}
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if(m_fba)
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{
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om_dssel.fba = context->FBA.FBA;
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}
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om_bsel.key = 0;
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GSDeviceDX::OMBlendSelector om_bsel;
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if(!IsOpaque())
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if (!IsOpaque())
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{
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om_bsel.abe = PRIM->ABE || PRIM->AA1 && m_vt.m_primclass == GS_LINE_CLASS;
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om_bsel.a = context->ALPHA.A;
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om_bsel.b = context->ALPHA.B;
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om_bsel.c = context->ALPHA.C;
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om_bsel.d = context->ALPHA.D;
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om_bsel.a = m_context->ALPHA.A;
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om_bsel.b = m_context->ALPHA.B;
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om_bsel.c = m_context->ALPHA.C;
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om_bsel.d = m_context->ALPHA.D;
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if(env.PABE.PABE)
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if (m_env.PABE.PABE)
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{
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if(om_bsel.a == 0 && om_bsel.b == 1 && om_bsel.c == 0 && om_bsel.d == 1)
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if (om_bsel.a == 0 && om_bsel.b == 1 && om_bsel.c == 0 && om_bsel.d == 1)
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{
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// this works because with PABE alpha blending is on when alpha >= 0x80, but since the pixel shader
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// cannot output anything over 0x80 (== 1.0) blending with 0x80 or turning it off gives the same result
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@ -157,7 +268,7 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
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}
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}
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om_bsel.wrgba = ~GSVector4i::load((int)context->FRAME.FBMSK).eq8(GSVector4i::xffffffff()).mask();
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om_bsel.wrgba = ~GSVector4i::load((int)m_context->FRAME.FBMSK).eq8(GSVector4i::xffffffff()).mask();
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// vs
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@ -168,46 +279,12 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
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vs_sel.logz = dev->HasDepth32() ? 0 : m_logz ? 1 : 0;
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vs_sel.rtcopy = !!rtcopy;
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// The real GS appears to do no masking based on the Z buffer format and writing larger Z values
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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)
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{
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if(context->ZBUF.PSM == PSM_PSMZ24)
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{
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if(m_vt.m_max.p.z > 0xffffff)
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{
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ASSERT(m_vt.m_min.p.z > 0xffffff);
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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 > 0xffffff)
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{
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vs_sel.bppz = 1;
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om_dssel.ztst = ZTST_ALWAYS;
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}
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}
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}
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else if(context->ZBUF.PSM == PSM_PSMZ16 || context->ZBUF.PSM == PSM_PSMZ16S)
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{
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if(m_vt.m_max.p.z > 0xffff)
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{
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ASSERT(m_vt.m_min.p.z > 0xffff); // sfex capcom logo
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// Fixme : Same as above, I guess.
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if (m_vt.m_min.p.z > 0xffff)
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{
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vs_sel.bppz = 2;
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om_dssel.ztst = ZTST_ALWAYS;
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}
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}
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}
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}
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GSDeviceDX::VSConstantBuffer vs_cb;
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float sx = 2.0f * rtscale.x / (rtsize.x << 4);
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float sy = 2.0f * rtscale.y / (rtsize.y << 4);
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float ox = (float)(int)context->XYOFFSET.OFX;
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float oy = (float)(int)context->XYOFFSET.OFY;
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float ox = (float)(int)m_context->XYOFFSET.OFX;
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float oy = (float)(int)m_context->XYOFFSET.OFY;
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float ox2 = 2.0f * m_pixelcenter.x / rtsize.x;
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float oy2 = 2.0f * m_pixelcenter.y / rtsize.y;
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@ -239,9 +316,8 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
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// ps
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GSDeviceDX::PSSelector ps_sel;
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GSDeviceDX::PSSamplerSelector ps_ssel;
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GSDeviceDX::PSConstantBuffer ps_cb;
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ps_sel.key = 0;
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ps_ssel.key = 0;
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// Gregory: code is not yet ready so let's only enable it when
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// CRC is below the FULL level
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@ -289,7 +365,7 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
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// Please bang my head against the wall!
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// 1/ Reduce the frame mask to a 16 bit format
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const uint32& m = context->FRAME.FBMSK;
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const uint32& m = m_context->FRAME.FBMSK;
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uint32 fbmask = ((m >> 3) & 0x1F) | ((m >> 6) & 0x3E0) | ((m >> 9) & 0x7C00) | ((m >> 31) & 0x8000);
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om_bsel.wrgba = 0;
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@ -323,9 +399,9 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
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}
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else {
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//ps_sel.fmt = GSLocalMemory::m_psm[context->FRAME.PSM].fmt;
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//ps_sel.fmt = GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt;
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om_bsel.wrgba = ~GSVector4i::load((int)context->FRAME.FBMSK).eq8(GSVector4i::xffffffff()).mask();
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om_bsel.wrgba = ~GSVector4i::load((int)m_context->FRAME.FBMSK).eq8(GSVector4i::xffffffff()).mask();
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}
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if(DATE)
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@ -336,18 +412,18 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
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}
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else
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{
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ps_sel.date = 1 + context->TEST.DATM;
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ps_sel.date = 1 + m_context->TEST.DATM;
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}
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}
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if(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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ps_sel.colclip = 1;
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}
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ps_sel.clr1 = om_bsel.IsCLR1();
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ps_sel.fba = context->FBA.FBA;
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ps_sel.aout = context->FRAME.PSM == PSM_PSMCT16 || context->FRAME.PSM == PSM_PSMCT16S || (context->FRAME.FBMSK & 0xff000000) == 0x7f000000 ? 1 : 0;
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ps_sel.fba = m_context->FBA.FBA;
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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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ps_sel.aout &= !ps_sel.shuffle;
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if(UserHacks_AlphaHack) ps_sel.aout = 1;
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@ -355,54 +431,54 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
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{
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ps_sel.fog = 1;
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ps_cb.FogColor_AREF = GSVector4::rgba32(env.FOGCOL.u32[0]) / 255;
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ps_cb.FogColor_AREF = GSVector4::rgba32(m_env.FOGCOL.u32[0]) / 255;
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}
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if(context->TEST.ATE)
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ps_sel.atst = context->TEST.ATST;
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else
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ps_sel.atst = ATST_ALWAYS;
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// Warning must be done after EmulateZbuffer
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// Depth test is always true so it can be executed in 2 passes (no order required) unlike color.
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// The idea is to compute first the color which is independent of the alpha test. And then do a 2nd
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// pass to handle the depth based on the alpha test.
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bool complex_ate = ate_first_pass & ate_second_pass;
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bool ate_all_color_then_depth = complex_ate & (m_context->TEST.AFAIL == AFAIL_FB_ONLY) & (om_dssel.ztst == ZTST_ALWAYS);
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// In FB_ONLY mode, only the z buffer is impacted by the alpha test. No depth => useless alpha test
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bool ate_skip = complex_ate & (m_context->TEST.AFAIL == AFAIL_FB_ONLY) & (ds == nullptr);
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if (context->TEST.ATE && context->TEST.ATST > 1)
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ps_cb.FogColor_AREF.a = (float)context->TEST.AREF;
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|
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// Destination alpha pseudo stencil hack: use a stencil operation combined with an alpha test
|
||||
// to only draw pixels which would cause the destination alpha test to fail in the future once.
|
||||
// Unfortunately this also means only drawing those pixels at all, which is why this is a hack.
|
||||
// The interaction with FBA in D3D9 is probably less than ideal.
|
||||
if (UserHacks_AlphaStencil && DATE && dev->HasStencil() && om_bsel.wa && (!context->TEST.ATE || context->TEST.ATST == 1))
|
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{
|
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if (!context->FBA.FBA)
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{
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if (context->TEST.DATM == 0)
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ps_sel.atst = 5; // >=
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else
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ps_sel.atst = 2; // <
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ps_cb.FogColor_AREF.a = (float)0x80;
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}
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if (!(context->FBA.FBA && context->TEST.DATM == 1))
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om_dssel.alpha_stencil = 1;
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if (ate_skip) {
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#ifdef _DEBUG
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fprintf(stdout, "Alternate ATE handling: ate_skip\n");
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#endif
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ate_second_pass = false;
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} else if (ate_all_color_then_depth) {
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#ifdef _DEBUG
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fprintf(stdout, "Alternate ATE handling: ate_all_color_then_depth\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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}
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else {
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EmulateAtst(1, tex);
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}
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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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const GSLocalMemory::psm_t &cpsm = psm.pal > 0 ? GSLocalMemory::m_psm[context->TEX0.CPSM] : psm;
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const GSLocalMemory::psm_t &psm = GSLocalMemory::m_psm[m_context->TEX0.PSM];
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const GSLocalMemory::psm_t &cpsm = psm.pal > 0 ? GSLocalMemory::m_psm[m_context->TEX0.CPSM] : psm;
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bool bilinear = m_filter == 2 ? m_vt.IsLinear() : m_filter != 0;
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bool simple_sample = !tex->m_palette && cpsm.fmt == 0 && context->CLAMP.WMS < 3 && context->CLAMP.WMT < 3;
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bool simple_sample = !tex->m_palette && cpsm.fmt == 0 && m_context->CLAMP.WMS < 3 && m_context->CLAMP.WMT < 3;
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// Don't force extra filtering on sprite (it creates various upscaling issue)
|
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bilinear &= !((m_vt.m_primclass == GS_SPRITE_CLASS) && m_userhacks_round_sprite_offset && !m_vt.IsLinear());
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||||
|
||||
ps_sel.wms = context->CLAMP.WMS;
|
||||
ps_sel.wmt = context->CLAMP.WMT;
|
||||
ps_sel.wms = m_context->CLAMP.WMS;
|
||||
ps_sel.wmt = m_context->CLAMP.WMT;
|
||||
if (ps_sel.shuffle) {
|
||||
ps_sel.fmt = 0;
|
||||
} else {
|
||||
ps_sel.fmt = tex->m_palette ? cpsm.fmt | 4 : cpsm.fmt;
|
||||
}
|
||||
ps_sel.aem = env.TEXA.AEM;
|
||||
ps_sel.tfx = context->TEX0.TFX;
|
||||
ps_sel.tcc = context->TEX0.TCC;
|
||||
ps_sel.aem = m_env.TEXA.AEM;
|
||||
ps_sel.tfx = m_context->TEX0.TFX;
|
||||
ps_sel.tcc = m_context->TEX0.TCC;
|
||||
ps_sel.ltf = bilinear && !simple_sample;
|
||||
ps_sel.rt = tex->m_target;
|
||||
ps_sel.spritehack = tex->m_spritehack_t;
|
||||
|
@ -411,8 +487,8 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
|
|||
int w = tex->m_texture->GetWidth();
|
||||
int h = tex->m_texture->GetHeight();
|
||||
|
||||
int tw = (int)(1 << context->TEX0.TW);
|
||||
int th = (int)(1 << context->TEX0.TH);
|
||||
int tw = (int)(1 << m_context->TEX0.TW);
|
||||
int th = (int)(1 << m_context->TEX0.TH);
|
||||
|
||||
GSVector4 WH(tw, th, w, h);
|
||||
|
||||
|
@ -426,20 +502,20 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
|
|||
|
||||
ps_cb.WH = WH;
|
||||
ps_cb.HalfTexel = GSVector4(-0.5f, 0.5f).xxyy() / WH.zwzw();
|
||||
ps_cb.MskFix = GSVector4i(context->CLAMP.MINU, context->CLAMP.MINV, context->CLAMP.MAXU, context->CLAMP.MAXV);
|
||||
ps_cb.MskFix = GSVector4i(m_context->CLAMP.MINU, m_context->CLAMP.MINV, m_context->CLAMP.MAXU, m_context->CLAMP.MAXV);
|
||||
|
||||
// TC Offset Hack
|
||||
ps_sel.tcoffsethack = !!UserHacks_TCOffset;
|
||||
ps_cb.TC_OffsetHack = GSVector4(UserHacks_TCO_x, UserHacks_TCO_y).xyxy() / WH.xyxy();
|
||||
|
||||
GSVector4 clamp(ps_cb.MskFix);
|
||||
GSVector4 ta(env.TEXA & GSVector4i::x000000ff());
|
||||
GSVector4 ta(m_env.TEXA & GSVector4i::x000000ff());
|
||||
|
||||
ps_cb.MinMax = clamp / WH.xyxy();
|
||||
ps_cb.MinF_TA = (clamp + 0.5f).xyxy(ta) / WH.xyxy(GSVector4(255, 255));
|
||||
|
||||
ps_ssel.tau = (context->CLAMP.WMS + 3) >> 1;
|
||||
ps_ssel.tav = (context->CLAMP.WMT + 3) >> 1;
|
||||
ps_ssel.tau = (m_context->CLAMP.WMS + 3) >> 1;
|
||||
ps_ssel.tav = (m_context->CLAMP.WMT + 3) >> 1;
|
||||
ps_ssel.ltf = bilinear && simple_sample;
|
||||
}
|
||||
else
|
||||
|
@ -449,14 +525,14 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
|
|||
|
||||
// rs
|
||||
|
||||
GSVector4i scissor = GSVector4i(GSVector4(rtscale).xyxy() * context->scissor.in).rintersect(GSVector4i(rtsize).zwxy());
|
||||
GSVector4i scissor = GSVector4i(GSVector4(rtscale).xyxy() * m_context->scissor.in).rintersect(GSVector4i(rtsize).zwxy());
|
||||
|
||||
dev->OMSetRenderTargets(rt, ds, &scissor);
|
||||
dev->PSSetShaderResource(0, tex ? tex->m_texture : NULL);
|
||||
dev->PSSetShaderResource(1, tex ? tex->m_palette : NULL);
|
||||
dev->PSSetShaderResource(2, rtcopy);
|
||||
|
||||
uint8 afix = context->ALPHA.FIX;
|
||||
uint8 afix = m_context->ALPHA.FIX;
|
||||
|
||||
SetupIA();
|
||||
|
||||
|
@ -467,11 +543,11 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
|
|||
|
||||
// draw
|
||||
|
||||
if(context->TEST.DoFirstPass())
|
||||
if (ate_first_pass)
|
||||
{
|
||||
dev->DrawIndexedPrimitive();
|
||||
|
||||
if (env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
|
||||
if (m_env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
|
||||
{
|
||||
GSDeviceDX::OMBlendSelector om_bselneg(om_bsel);
|
||||
GSDeviceDX::PSSelector ps_selneg(ps_sel);
|
||||
|
@ -487,13 +563,20 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
|
|||
}
|
||||
}
|
||||
|
||||
if(context->TEST.DoSecondPass())
|
||||
if (ate_second_pass)
|
||||
{
|
||||
ASSERT(!env.PABE.PABE);
|
||||
ASSERT(!m_env.PABE.PABE);
|
||||
|
||||
static const uint32 iatst[] = {1, 0, 5, 6, 7, 2, 3, 4};
|
||||
|
||||
ps_sel.atst = iatst[ps_sel.atst];
|
||||
if (ate_all_color_then_depth) {
|
||||
// Enable ATE as first pass to update the depth
|
||||
// of pixels that passed the alpha test
|
||||
EmulateAtst(1, tex);
|
||||
}
|
||||
else {
|
||||
// second pass will process the pixels that failed
|
||||
// the alpha test
|
||||
EmulateAtst(2, tex);
|
||||
}
|
||||
|
||||
dev->SetupPS(ps_sel, &ps_cb, ps_ssel);
|
||||
|
||||
|
@ -503,13 +586,18 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
|
|||
bool b = om_bsel.wb;
|
||||
bool a = om_bsel.wa;
|
||||
|
||||
switch(context->TEST.AFAIL)
|
||||
switch(m_context->TEST.AFAIL)
|
||||
{
|
||||
case 0: z = r = g = b = a = false; break; // none
|
||||
case 1: z = false; break; // rgba
|
||||
case 2: r = g = b = a = false; break; // z
|
||||
case 3: z = a = false; break; // rgb
|
||||
default: __assume(0);
|
||||
case 0: z = r = g = b = a = false; break; // none
|
||||
case 1: z = false; break; // rgba
|
||||
case 2: r = g = b = a = false; break; // z
|
||||
case 3: z = a = false; break; // rgb
|
||||
default: __assume(0);
|
||||
}
|
||||
|
||||
if (ate_all_color_then_depth) {
|
||||
z = true;
|
||||
r = g = b = a = false;
|
||||
}
|
||||
|
||||
if(z || r || g || b || a)
|
||||
|
@ -524,7 +612,7 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
|
|||
|
||||
dev->DrawIndexedPrimitive();
|
||||
|
||||
if (env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
|
||||
if (m_env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
|
||||
{
|
||||
GSDeviceDX::OMBlendSelector om_bselneg(om_bsel);
|
||||
GSDeviceDX::PSSelector ps_selneg(ps_sel);
|
||||
|
|
|
@ -22,6 +22,7 @@
|
|||
#pragma once
|
||||
|
||||
#include "GSRendererHW.h"
|
||||
#include "GSDeviceDX.h"
|
||||
|
||||
class GSRendererDX : public GSRendererHW
|
||||
{
|
||||
|
@ -33,6 +34,8 @@ class GSRendererDX : public GSRendererHW
|
|||
bool UserHacks_AlphaStencil;
|
||||
|
||||
protected:
|
||||
void EmulateAtst(const int pass, const GSTextureCache::Source* tex);
|
||||
void EmulateZbuffer();
|
||||
virtual void DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex);
|
||||
virtual void SetupIA() = 0;
|
||||
virtual void UpdateFBA(GSTexture* rt) {}
|
||||
|
@ -40,6 +43,20 @@ protected:
|
|||
unsigned int UserHacks_TCOffset;
|
||||
float UserHacks_TCO_x, UserHacks_TCO_y;
|
||||
|
||||
bool DATE;
|
||||
|
||||
GSDrawingContext* context;
|
||||
GSDrawingEnvironment env;
|
||||
|
||||
GSDeviceDX* dev;
|
||||
|
||||
GSDeviceDX::OMDepthStencilSelector om_dssel;
|
||||
GSDeviceDX::OMBlendSelector om_bsel;
|
||||
|
||||
GSDeviceDX::PSSelector ps_sel;
|
||||
GSDeviceDX::PSSamplerSelector ps_ssel;
|
||||
GSDeviceDX::PSConstantBuffer ps_cb;
|
||||
|
||||
public:
|
||||
GSRendererDX(GSTextureCache* tc, const GSVector2& pixelcenter = GSVector2(0, 0));
|
||||
virtual ~GSRendererDX();
|
||||
|
|
|
@ -515,40 +515,50 @@ void atst(float4 c)
|
|||
{
|
||||
float a = trunc(c.a * 255 + 0.01);
|
||||
|
||||
if(PS_ATST == 0) // never
|
||||
{
|
||||
discard;
|
||||
}
|
||||
else if(PS_ATST == 1) // always
|
||||
#if 0
|
||||
switch(Uber_ATST) {
|
||||
case 0:
|
||||
break;
|
||||
case 1:
|
||||
if (a > AREF) discard;
|
||||
break;
|
||||
case 2:
|
||||
if (a < AREF) discard;
|
||||
break;
|
||||
case 3:
|
||||
if (abs(a - AREF) > 0.5f) discard;
|
||||
break;
|
||||
case 4:
|
||||
if (abs(a - AREF) < 0.5f) discard;
|
||||
break;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#if 1
|
||||
if(PS_ATST == 0)
|
||||
{
|
||||
// nothing to do
|
||||
}
|
||||
else if(PS_ATST == 2) // l
|
||||
else if(PS_ATST == 1)
|
||||
{
|
||||
#if PS_SPRITEHACK == 0
|
||||
clip(AREF - a - 0.5f);
|
||||
if (a > AREF) discard;
|
||||
#endif
|
||||
}
|
||||
else if(PS_ATST == 3) // le
|
||||
else if(PS_ATST == 2)
|
||||
{
|
||||
clip(AREF - a + 0.5f);
|
||||
if (a < AREF) discard;
|
||||
}
|
||||
else if(PS_ATST == 4) // e
|
||||
else if(PS_ATST == 3)
|
||||
{
|
||||
clip(0.5f - abs(a - AREF));
|
||||
if (abs(a - AREF) > 0.5f) discard;
|
||||
}
|
||||
else if(PS_ATST == 5) // ge
|
||||
else if(PS_ATST == 4)
|
||||
{
|
||||
clip(a - AREF + 0.5f);
|
||||
}
|
||||
else if(PS_ATST == 6) // g
|
||||
{
|
||||
clip(a - AREF - 0.5f);
|
||||
}
|
||||
else if(PS_ATST == 7) // ne
|
||||
{
|
||||
clip(abs(a - AREF) - 0.5f);
|
||||
if (abs(a - AREF) < 0.5f) discard;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
float4 fog(float4 c, float f)
|
||||
|
|
Loading…
Reference in New Issue