Merge pull request #1517 from FlatOutPS2/DX

Gsdx alpha test improvement DX
This commit is contained in:
Gregory Hainaut 2016-08-25 09:25:19 +02:00 committed by GitHub
commit 5a1cb00a07
3 changed files with 264 additions and 149 deletions

View File

@ -48,21 +48,140 @@ GSRendererDX::~GSRendererDX()
{
}
void GSRendererDX::EmulateAtst(const int pass, const GSTextureCache::Source* tex)
{
static const uint32 inverted_atst[] = { ATST_ALWAYS, ATST_NEVER, ATST_GEQUAL, ATST_GREATER, ATST_NOTEQUAL, ATST_LESS, ATST_LEQUAL, ATST_EQUAL };
int atst = (pass == 2) ? inverted_atst[m_context->TEST.ATST] : m_context->TEST.ATST;
if (!m_context->TEST.ATE) return;
switch (atst) {
case ATST_LESS:
if (tex && tex->m_spritehack_t) {
ps_sel.atst = 0;
}
else {
ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f;
ps_sel.atst = 1;
}
break;
case ATST_LEQUAL:
ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f + 1.0f;
ps_sel.atst = 1;
break;
case ATST_GEQUAL:
// Maybe a -1 trick multiplication factor could be used to merge with ATST_LEQUAL case
ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f;
ps_sel.atst = 2;
break;
case ATST_GREATER:
// Maybe a -1 trick multiplication factor could be used to merge with ATST_LESS case
ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f + 1.0f;
ps_sel.atst = 2;
break;
case ATST_EQUAL:
ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF;
ps_sel.atst = 3;
break;
case ATST_NOTEQUAL:
ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF;
ps_sel.atst = 4;
break;
case ATST_NEVER:
case ATST_ALWAYS:
default:
ps_sel.atst = 0;
break;
}
// 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 && (!m_context->TEST.ATE || m_context->TEST.ATST == 1))
{
if (!m_context->FBA.FBA)
{
if (m_context->TEST.DATM == 0)
ps_sel.atst = 2; // >=
else {
if (tex && tex->m_spritehack_t)
ps_sel.atst = 0; // <
else
ps_sel.atst = 1; // <
}
ps_cb.FogColor_AREF.a = (float)0x80;
}
if (!(m_context->FBA.FBA && m_context->TEST.DATM == 1))
om_dssel.alpha_stencil = 1;
}
}
void GSRendererDX::EmulateZbuffer()
{
if (m_context->TEST.ZTE)
{
om_dssel.ztst = m_context->TEST.ZTST;
om_dssel.zwe = !m_context->ZBUF.ZMSK;
}
else
{
om_dssel.ztst = ZTST_ALWAYS;
}
uint32 max_z;
if (m_context->ZBUF.PSM == PSM_PSMZ32) {
max_z = 0xFFFFFFFF;
}
else if (m_context->ZBUF.PSM == PSM_PSMZ24) {
max_z = 0xFFFFFF;
}
else {
max_z = 0xFFFF;
}
// The real GS appears to do no masking based on the Z buffer format and writing larger Z values
// than the buffer supports seems to be an error condition on the real GS, causing it to crash.
// We are probably receiving bad coordinates from VU1 in these cases.
if (om_dssel.ztst >= ZTST_ALWAYS && om_dssel.zwe && (m_context->ZBUF.PSM != PSM_PSMZ32)) {
if (m_vt.m_max.p.z > max_z) {
ASSERT(m_vt.m_min.p.z > max_z); // sfex capcom logo
// Fixme :Following conditional fixes some dialog frame in Wild Arms 3, but may not be what was intended.
if (m_vt.m_min.p.z > max_z) {
#ifdef _DEBUG
fprintf(stdout, "Bad Z size on %s buffers\n", psm_str(m_context->ZBUF.PSM));
#endif
om_dssel.ztst = ZTST_ALWAYS;
}
}
}
GSVertex* v = &m_vertex.buff[0];
// Minor optimization of a corner case (it allow to better emulate some alpha test effects)
if (om_dssel.ztst == ZTST_GEQUAL && (m_vt.m_eq.xyzf & 0x8) && v[0].XYZ.Z == max_z) {
#ifdef _DEBUG
fprintf(stdout, "Optimize Z test GEQUAL to ALWAYS (%s)\n", psm_str(m_context->ZBUF.PSM));
#endif
om_dssel.ztst = ZTST_ALWAYS;
}
}
void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex)
{
GSDrawingEnvironment& env = m_env;
GSDrawingContext* context = m_context;
const GSVector2i& rtsize = ds ? ds->GetSize() : rt->GetSize();
const GSVector2& rtscale = ds ? ds->GetScale() : rt->GetScale();
bool DATE = m_context->TEST.DATE && context->FRAME.PSM != PSM_PSMCT24;
DATE = m_context->TEST.DATE && m_context->FRAME.PSM != PSM_PSMCT24;
bool ate_first_pass = m_context->TEST.DoFirstPass();
bool ate_second_pass = m_context->TEST.DoSecondPass();
GSTexture* rtcopy = NULL;
ASSERT(m_dev != NULL);
GSDeviceDX* dev = (GSDeviceDX*)m_dev;
dev = (GSDeviceDX*)m_dev;
// Channel shuffle effect not supported on DX. Let's keep the logic because it help to
// reduce memory requirement (and why not a partial port)
@ -112,37 +231,29 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
// om
GSDeviceDX::OMDepthStencilSelector om_dssel;
om_dssel.key = 0;
if(context->TEST.ZTE)
EmulateZbuffer();
if (m_fba)
{
om_dssel.ztst = context->TEST.ZTST;
om_dssel.zwe = !context->ZBUF.ZMSK;
}
else
{
om_dssel.ztst = ZTST_ALWAYS;
om_dssel.fba = m_context->FBA.FBA;
}
if(m_fba)
{
om_dssel.fba = context->FBA.FBA;
}
om_bsel.key = 0;
GSDeviceDX::OMBlendSelector om_bsel;
if(!IsOpaque())
if (!IsOpaque())
{
om_bsel.abe = PRIM->ABE || PRIM->AA1 && m_vt.m_primclass == GS_LINE_CLASS;
om_bsel.a = context->ALPHA.A;
om_bsel.b = context->ALPHA.B;
om_bsel.c = context->ALPHA.C;
om_bsel.d = context->ALPHA.D;
om_bsel.a = m_context->ALPHA.A;
om_bsel.b = m_context->ALPHA.B;
om_bsel.c = m_context->ALPHA.C;
om_bsel.d = m_context->ALPHA.D;
if(env.PABE.PABE)
if (m_env.PABE.PABE)
{
if(om_bsel.a == 0 && om_bsel.b == 1 && om_bsel.c == 0 && om_bsel.d == 1)
if (om_bsel.a == 0 && om_bsel.b == 1 && om_bsel.c == 0 && om_bsel.d == 1)
{
// this works because with PABE alpha blending is on when alpha >= 0x80, but since the pixel shader
// cannot output anything over 0x80 (== 1.0) blending with 0x80 or turning it off gives the same result
@ -157,7 +268,7 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
}
}
om_bsel.wrgba = ~GSVector4i::load((int)context->FRAME.FBMSK).eq8(GSVector4i::xffffffff()).mask();
om_bsel.wrgba = ~GSVector4i::load((int)m_context->FRAME.FBMSK).eq8(GSVector4i::xffffffff()).mask();
// vs
@ -168,46 +279,12 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
vs_sel.logz = dev->HasDepth32() ? 0 : m_logz ? 1 : 0;
vs_sel.rtcopy = !!rtcopy;
// The real GS appears to do no masking based on the Z buffer format and writing larger Z values
// than the buffer supports seems to be an error condition on the real GS, causing it to crash.
// We are probably receiving bad coordinates from VU1 in these cases.
if(om_dssel.ztst >= ZTST_ALWAYS && om_dssel.zwe)
{
if(context->ZBUF.PSM == PSM_PSMZ24)
{
if(m_vt.m_max.p.z > 0xffffff)
{
ASSERT(m_vt.m_min.p.z > 0xffffff);
// Fixme :Following conditional fixes some dialog frame in Wild Arms 3, but may not be what was intended.
if (m_vt.m_min.p.z > 0xffffff)
{
vs_sel.bppz = 1;
om_dssel.ztst = ZTST_ALWAYS;
}
}
}
else if(context->ZBUF.PSM == PSM_PSMZ16 || context->ZBUF.PSM == PSM_PSMZ16S)
{
if(m_vt.m_max.p.z > 0xffff)
{
ASSERT(m_vt.m_min.p.z > 0xffff); // sfex capcom logo
// Fixme : Same as above, I guess.
if (m_vt.m_min.p.z > 0xffff)
{
vs_sel.bppz = 2;
om_dssel.ztst = ZTST_ALWAYS;
}
}
}
}
GSDeviceDX::VSConstantBuffer vs_cb;
float sx = 2.0f * rtscale.x / (rtsize.x << 4);
float sy = 2.0f * rtscale.y / (rtsize.y << 4);
float ox = (float)(int)context->XYOFFSET.OFX;
float oy = (float)(int)context->XYOFFSET.OFY;
float ox = (float)(int)m_context->XYOFFSET.OFX;
float oy = (float)(int)m_context->XYOFFSET.OFY;
float ox2 = 2.0f * m_pixelcenter.x / rtsize.x;
float oy2 = 2.0f * m_pixelcenter.y / rtsize.y;
@ -239,9 +316,8 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
// ps
GSDeviceDX::PSSelector ps_sel;
GSDeviceDX::PSSamplerSelector ps_ssel;
GSDeviceDX::PSConstantBuffer ps_cb;
ps_sel.key = 0;
ps_ssel.key = 0;
// Gregory: code is not yet ready so let's only enable it when
// CRC is below the FULL level
@ -289,7 +365,7 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
// Please bang my head against the wall!
// 1/ Reduce the frame mask to a 16 bit format
const uint32& m = context->FRAME.FBMSK;
const uint32& m = m_context->FRAME.FBMSK;
uint32 fbmask = ((m >> 3) & 0x1F) | ((m >> 6) & 0x3E0) | ((m >> 9) & 0x7C00) | ((m >> 31) & 0x8000);
om_bsel.wrgba = 0;
@ -323,9 +399,9 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
}
else {
//ps_sel.fmt = GSLocalMemory::m_psm[context->FRAME.PSM].fmt;
//ps_sel.fmt = GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt;
om_bsel.wrgba = ~GSVector4i::load((int)context->FRAME.FBMSK).eq8(GSVector4i::xffffffff()).mask();
om_bsel.wrgba = ~GSVector4i::load((int)m_context->FRAME.FBMSK).eq8(GSVector4i::xffffffff()).mask();
}
if(DATE)
@ -336,18 +412,18 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
}
else
{
ps_sel.date = 1 + context->TEST.DATM;
ps_sel.date = 1 + m_context->TEST.DATM;
}
}
if(env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
if(m_env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
{
ps_sel.colclip = 1;
}
ps_sel.clr1 = om_bsel.IsCLR1();
ps_sel.fba = context->FBA.FBA;
ps_sel.aout = context->FRAME.PSM == PSM_PSMCT16 || context->FRAME.PSM == PSM_PSMCT16S || (context->FRAME.FBMSK & 0xff000000) == 0x7f000000 ? 1 : 0;
ps_sel.fba = m_context->FBA.FBA;
ps_sel.aout = m_context->FRAME.PSM == PSM_PSMCT16 || m_context->FRAME.PSM == PSM_PSMCT16S || (m_context->FRAME.FBMSK & 0xff000000) == 0x7f000000 ? 1 : 0;
ps_sel.aout &= !ps_sel.shuffle;
if(UserHacks_AlphaHack) ps_sel.aout = 1;
@ -355,54 +431,54 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
{
ps_sel.fog = 1;
ps_cb.FogColor_AREF = GSVector4::rgba32(env.FOGCOL.u32[0]) / 255;
ps_cb.FogColor_AREF = GSVector4::rgba32(m_env.FOGCOL.u32[0]) / 255;
}
if(context->TEST.ATE)
ps_sel.atst = context->TEST.ATST;
else
ps_sel.atst = ATST_ALWAYS;
// Warning must be done after EmulateZbuffer
// Depth test is always true so it can be executed in 2 passes (no order required) unlike color.
// The idea is to compute first the color which is independent of the alpha test. And then do a 2nd
// pass to handle the depth based on the alpha test.
bool complex_ate = ate_first_pass & ate_second_pass;
bool ate_all_color_then_depth = complex_ate & (m_context->TEST.AFAIL == AFAIL_FB_ONLY) & (om_dssel.ztst == ZTST_ALWAYS);
// In FB_ONLY mode, only the z buffer is impacted by the alpha test. No depth => useless alpha test
bool ate_skip = complex_ate & (m_context->TEST.AFAIL == AFAIL_FB_ONLY) & (ds == nullptr);
if (context->TEST.ATE && context->TEST.ATST > 1)
ps_cb.FogColor_AREF.a = (float)context->TEST.AREF;
// 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))
{
if (!context->FBA.FBA)
{
if (context->TEST.DATM == 0)
ps_sel.atst = 5; // >=
else
ps_sel.atst = 2; // <
ps_cb.FogColor_AREF.a = (float)0x80;
}
if (!(context->FBA.FBA && context->TEST.DATM == 1))
om_dssel.alpha_stencil = 1;
if (ate_skip) {
#ifdef _DEBUG
fprintf(stdout, "Alternate ATE handling: ate_skip\n");
#endif
ate_second_pass = false;
} else if (ate_all_color_then_depth) {
#ifdef _DEBUG
fprintf(stdout, "Alternate ATE handling: ate_all_color_then_depth\n");
#endif
// Render all color but don't update depth
// ATE is disabled here
om_dssel.zwe = false;
}
else {
EmulateAtst(1, tex);
}
if(tex)
{
const GSLocalMemory::psm_t &psm = GSLocalMemory::m_psm[context->TEX0.PSM];
const GSLocalMemory::psm_t &cpsm = psm.pal > 0 ? GSLocalMemory::m_psm[context->TEX0.CPSM] : psm;
const GSLocalMemory::psm_t &psm = GSLocalMemory::m_psm[m_context->TEX0.PSM];
const GSLocalMemory::psm_t &cpsm = psm.pal > 0 ? GSLocalMemory::m_psm[m_context->TEX0.CPSM] : psm;
bool bilinear = m_filter == 2 ? m_vt.IsLinear() : m_filter != 0;
bool simple_sample = !tex->m_palette && cpsm.fmt == 0 && context->CLAMP.WMS < 3 && context->CLAMP.WMT < 3;
bool simple_sample = !tex->m_palette && cpsm.fmt == 0 && m_context->CLAMP.WMS < 3 && m_context->CLAMP.WMT < 3;
// Don't force extra filtering on sprite (it creates various upscaling issue)
bilinear &= !((m_vt.m_primclass == GS_SPRITE_CLASS) && m_userhacks_round_sprite_offset && !m_vt.IsLinear());
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);

View File

@ -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();

View File

@ -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)