mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: linux only
* implement some missing shader for DATE, invert coordinate like strech rectangle * Use glCopyImageSubDataNV nvidia extension to copy image (you need latest AMD drivers) git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5086 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
parent
e0004b5027
commit
6680d285ea
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@ -19,7 +19,7 @@ set(CommonFlags
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-std=c++0x
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-fno-strict-aliasing
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-DOGL_DEBUG # FIXME remove me when code is ready
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-DAMD_DRIVER_WORKAROUND
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-DAMD_DRIVER_WORKAROUND
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)
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set(OptimizationFlags
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@ -1360,8 +1360,8 @@ EXPORT_C GSReplay(char* lpszCmdLine, int renderer)
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//while(IsWindowVisible(hWnd))
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//FIXME map?
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bool finished = false;
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while(!finished)
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int finished = 2;
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while(finished > 0)
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{
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unsigned long start = timeGetTime();
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unsigned long frame_number = 0;
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@ -1410,7 +1410,7 @@ EXPORT_C GSReplay(char* lpszCmdLine, int renderer)
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fprintf(stderr, "A means of %fms by frame\n", (float)(end - start)/(float)frame_number);
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sleep(1);
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finished = true;
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finished--;
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}
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@ -26,7 +26,7 @@
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//#define ONLY_LINES
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// It seems dual blending does not work on AMD !!!
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#define DISABLE_DUAL_BLEND
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//#define DISABLE_DUAL_BLEND
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static uint32 g_draw_count = 0;
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static uint32 g_frame_count = 1;
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@ -49,6 +49,10 @@ GSDeviceOGL::GSDeviceOGL()
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memset(&m_convert, 0, sizeof(m_convert));
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memset(&m_date, 0, sizeof(m_date));
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memset(&m_state, 0, sizeof(m_state));
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// Reset the debug file
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FILE* f = fopen("Debug.txt","w");
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fclose(f);
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}
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GSDeviceOGL::~GSDeviceOGL()
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@ -522,7 +526,11 @@ void GSDeviceOGL::DebugOutput()
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if ( (start != 0 && g_frame_count >= start && g_frame_count < (start + length)) ) dump_me = true;
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if ( dump_me ) {
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if (m_state.rtv != NULL) m_state.rtv->Save(format("/tmp/out_f%d__d%d.bmp", g_frame_count, g_draw_count));
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if (m_state.rtv == m_backbuffer) {
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if (m_state.rtv != NULL) m_state.rtv->Save(format("/tmp/out_f%d__d%d__back.bmp", g_frame_count, g_draw_count));
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} else {
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if (m_state.rtv != NULL) m_state.rtv->Save(format("/tmp/out_f%d__d%d__tex.bmp", g_frame_count, g_draw_count));
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}
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//if (m_state.dsv != NULL) m_state.dsv->Save(format("/tmp/ds_out_%d.bmp", g_draw_count));
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fprintf(stderr, "\n");
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@ -689,6 +697,18 @@ void GSDeviceOGL::CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r)
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// GL_NV_copy_image seem like the good extension but not supported on AMD...
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// Maybe opengl 4.3 !
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// FIXME check those function work as expected
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// FIXME: it is an NVIDIA extension. Hopefully lastest AMD driver support it too.
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// An EXT extensions might be release later.
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// void CopyImageSubDataNV(
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// uint srcName, enum srcTarget, int srcLevel, int srcX, int srcY, int srcZ,
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// uint dstName, enum dstTarget, int dstLevel, int dstX, int dstY, int dstZ,
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// sizei width, sizei height, sizei depth);
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glCopyImageSubDataNV( static_cast<GSTextureOGL*>(st)->GetID(), GL_TEXTURE_2D,
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0, r.x, r.y, 0,
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static_cast<GSTextureOGL*>(dt)->GetID(), GL_TEXTURE_2D,
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0, r.x, r.y, 0,
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r.width(), r.height(), 1);
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#if 0
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// FIXME FBO
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GLuint fbo_old = m_state.fbo;
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@ -703,24 +723,8 @@ void GSDeviceOGL::CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r)
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, dt->GetWidth(), dt->GetHeight());
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OMSetFBO(fbo_old);
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#if 0
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// FIXME attach the texture to the FBO
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GSTextureOGL* st_ogl = (GSTextureOGL*) st;
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GSTextureOGL* dt_ogl = (GSTextureOGL*) dt;
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dt_ogl->Attach(GL_COLOR_ATTACHMENT0);
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st_ogl->Attach(GL_COLOR_ATTACHMENT1);
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glReadBuffer(GL_COLOR_ATTACHMENT1);
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// FIXME I'not sure how to select the destination
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// const GLenum draw_buffer[1] = { GL_COLOR_ATTACHMENT0 };
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// glDrawBuffers(draw_buffer);
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dt_ogl->EnableUnit(0);
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// FIXME need acess of target and it probably need to be same for both
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//glCopyTexSubImage2D(dt_ogl.m_texture_target, 0, 0, 0, r.left, r.bottom, r.right-r.left, r.top-r.bottom);
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// FIXME I'm not sure GL_TEXTURE_RECTANGLE is supported!!!
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//glCopyTexSubImage2D(GL_TEXTURE_RECTANGLE, 0, 0, 0, r.left, r.bottom, r.right-r.left, r.top-r.bottom);
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#endif
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#if 0
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D3D11_BOX box = {r.left, r.top, 0, r.right, r.bottom, 1};
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m_ctx->CopySubresourceRegion(*(GSTexture11*)dt, 0, 0, 0, 0, *(GSTexture11*)st, 0, &box);
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@ -790,6 +794,8 @@ void GSDeviceOGL::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt,
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{GSVector4(left, top, 0.5f, 1.0f), GSVector2(flip_sr.x, flip_sr.w)},
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{GSVector4(right, top, 0.5f, 1.0f), GSVector2(flip_sr.z, flip_sr.w)},
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};
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//fprintf(stderr, "A:%fx%f B:%fx%f\n", left, top, bottom, right);
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//fprintf(stderr, "SR: %f %f %f %f\n", sr.x, sr.y, sr.z, sr.w);
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IASetVertexState(m_vb_sr);
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IASetVertexBuffer(vertices, 4);
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@ -871,8 +877,6 @@ void GSDeviceOGL::DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool lin
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void GSDeviceOGL::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm)
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{
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assert(0);
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const GSVector2i& size = rt->GetSize();
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if(GSTexture* t = CreateRenderTarget(size.x, size.y, rt->IsMSAA()))
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@ -1009,7 +1013,7 @@ void GSDeviceOGL::PSSetShaderResources(GSTexture* sr0, GSTexture* sr1)
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{
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PSSetShaderResource(0, sr0);
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PSSetShaderResource(1, sr1);
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PSSetShaderResource(2, NULL);
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//PSSetShaderResource(2, NULL);
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}
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void GSDeviceOGL::PSSetShaderResource(int i, GSTexture* sr)
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@ -1026,11 +1030,12 @@ void GSDeviceOGL::PSSetShaderResource(int i, GSTexture* sr)
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void GSDeviceOGL::PSSetSamplerState(GLuint ss0, GLuint ss1, GLuint ss2)
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{
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if(m_state.ps_ss[0] != ss0 || m_state.ps_ss[1] != ss1 || m_state.ps_ss[2] != ss2)
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if(m_state.ps_ss[0] != ss0 || m_state.ps_ss[1] != ss1)
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//if(m_state.ps_ss[0] != ss0 || m_state.ps_ss[1] != ss1 || m_state.ps_ss[2] != ss2)
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{
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m_state.ps_ss[0] = ss0;
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m_state.ps_ss[1] = ss1;
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m_state.ps_ss[2] = ss2;
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//m_state.ps_ss[2] = ss2;
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m_ss_changed = true;
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}
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@ -1054,7 +1059,7 @@ void GSDeviceOGL::PSSetShader(GLuint ps)
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// 4/ set the sampler state
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// glBindSampler(1 , sampler);
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if (m_srv_changed || m_ss_changed) {
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for (uint i=0 ; i < 3; i++) {
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for (uint i=0 ; i < 1; i++) {
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if (m_state.ps_srv[i] != NULL) {
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m_state.ps_srv[i]->EnableUnit(i);
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glBindSampler(i, m_state.ps_ss[i]);
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@ -1129,14 +1134,12 @@ void GSDeviceOGL::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVecto
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static_cast<GSTextureOGL*>(ds)->Attach(GL_DEPTH_STENCIL_ATTACHMENT);
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}
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// Viewport -> glViewport
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if(m_state.viewport != rt->GetSize())
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{
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m_state.viewport = rt->GetSize();
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glViewport(0, 0, rt->GetWidth(), rt->GetHeight());
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}
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// Scissor -> glScissor (note must be enabled)
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GSVector4i r = scissor ? *scissor : GSVector4i(rt->GetSize()).zwxy();
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if(!m_state.scissor.eq(r))
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@ -801,20 +801,17 @@ class GSDeviceOGL : public GSDevice
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GSBlendStateOGL* bs;
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} m_convert;
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struct
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{
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struct {
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GLuint ps;
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GSUniformBufferOGL *cb;
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} m_fxaa;
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struct
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{
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struct {
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GSDepthStencilOGL* dss;
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GSBlendStateOGL* bs;
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} m_date;
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struct
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{
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struct {
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GSVertexBufferStateOGL* vb;
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GLuint vs; // program
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GSUniformBufferOGL* cb; // uniform current buffer
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@ -841,26 +838,6 @@ class GSDeviceOGL : public GSDevice
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bool m_srv_changed;
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bool m_ss_changed;
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#if 0
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CComPtr<ID3D11Device> m_dev;
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CComPtr<ID3D11DeviceContext> m_ctx;
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CComPtr<IDXGISwapChain> m_swapchain;
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CComPtr<ID3D11RasterizerState> m_rs;
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// Shaders...
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CComPtr<ID3D11SamplerState> m_palette_ss;
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CComPtr<ID3D11SamplerState> m_rt_ss;
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#endif
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// hash_map<uint32, GSVertexShader11 > m_vs;
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// hash_map<uint32, CComPtr<ID3D11GeometryShader> > m_gs;
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// hash_map<uint32, CComPtr<ID3D11PixelShader> > m_ps;
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// hash_map<uint32, CComPtr<ID3D11SamplerState> > m_ps_ss;
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// hash_map<uint32, CComPtr<ID3D11DepthStencilState> > m_om_dss;
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// hash_map<uint32, CComPtr<ID3D11BlendState> > m_om_bs;
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hash_map<uint32, GLuint > m_vs;
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hash_map<uint32, GLuint > m_gs;
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hash_map<uint32, GLuint > m_ps;
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@ -868,13 +845,9 @@ class GSDeviceOGL : public GSDevice
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hash_map<uint32, GSDepthStencilOGL* > m_om_dss;
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hash_map<uint32, GSBlendStateOGL* > m_om_bs;
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//CComPtr<ID3D11SamplerState> m_palette_ss;
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//CComPtr<ID3D11SamplerState> m_rt_ss;
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GLuint m_palette_ss;
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GLuint m_rt_ss;
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//CComPtr<ID3D11Buffer> m_vs_cb;
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//CComPtr<ID3D11Buffer> m_ps_cb;
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GSUniformBufferOGL* m_vs_cb;
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GSUniformBufferOGL* m_ps_cb;
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@ -24,9 +24,6 @@
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GSRendererOGL::GSRendererOGL()
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// FIXME
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//: GSRendererHW<GSVertexHWOGL>(new GSTextureCacheOGL(this))
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//: GSRendererHW<GSVertexHW11>(new GSTextureCacheOGL(this))
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: GSRendererHW(new GSVertexTraceDX11(this), sizeof(GSVertexHW11), new GSTextureCacheOGL(this))
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, m_topology(0)
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{
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@ -35,8 +32,6 @@ GSRendererOGL::GSRendererOGL()
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UserHacks_AlphaHack = !!theApp.GetConfig("UserHacks_AlphaHack", 0);
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m_pixelcenter = GSVector2(-0.5f, -0.5f);
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// TODO must be implementer with macro InitVertexKick(GSRendererOGL)
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// template<uint32 prim, uint32 tme, uint32 fst> void VertexKick(bool skip);
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InitConvertVertex(GSRendererOGL);
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}
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@ -68,600 +63,6 @@ void GSRendererOGL::ConvertVertex(size_t dst_index, size_t src_index)
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((GSVector4i*)d)[1] = v1;
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}
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#if 0
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template<uint32 prim, uint32 tme, uint32 fst>
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void GSRendererOGL::VertexKick(bool skip)
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{
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GSVertexHW11& dst = m_vl.AddTail();
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dst = *(GSVertexHW11*)&m_v;
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#ifdef ENABLE_UPSCALE_HACKS
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if(tme && fst)
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{
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//GSVector4::storel(&dst.ST, m_v.GetUV());
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int Udiff = 0;
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int Vdiff = 0;
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int Uadjust = 0;
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int Vadjust = 0;
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int multiplier = GetUpscaleMultiplier();
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if(multiplier > 1)
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{
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Udiff = m_v.UV.U & 4095;
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Vdiff = m_v.UV.V & 4095;
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if(Udiff != 0)
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{
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if (Udiff >= 4080) {/*printf("U+ %d %d\n", Udiff, m_v.UV.U);*/ Uadjust = -1; }
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else if (Udiff <= 16) {/*printf("U- %d %d\n", Udiff, m_v.UV.U);*/ Uadjust = 1; }
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}
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if(Vdiff != 0)
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{
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if (Vdiff >= 4080) {/*printf("V+ %d %d\n", Vdiff, m_v.UV.V);*/ Vadjust = -1; }
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else if (Vdiff <= 16) {/*printf("V- %d %d\n", Vdiff, m_v.UV.V);*/ Vadjust = 1; }
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}
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Udiff = m_v.UV.U & 255;
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Vdiff = m_v.UV.V & 255;
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if(Udiff != 0)
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{
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if (Udiff >= 248) { Uadjust = -1; }
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else if (Udiff <= 8) { Uadjust = 1; }
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}
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if(Vdiff != 0)
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{
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if (Vdiff >= 248) { Vadjust = -1; }
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else if (Vdiff <= 8) { Vadjust = 1; }
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}
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Udiff = m_v.UV.U & 15;
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Vdiff = m_v.UV.V & 15;
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if(Udiff != 0)
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{
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if (Udiff >= 15) { Uadjust = -1; }
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else if (Udiff <= 1) { Uadjust = 1; }
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}
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if(Vdiff != 0)
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{
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if (Vdiff >= 15) { Vadjust = -1; }
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else if (Vdiff <= 1) { Vadjust = 1; }
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}
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}
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dst.ST.S = (float)m_v.UV.U - Uadjust;
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dst.ST.T = (float)m_v.UV.V - Vadjust;
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}
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else if(tme)
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{
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// Wip :p
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//dst.XYZ.X += 5;
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//dst.XYZ.Y += 5;
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}
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#else
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if(tme && fst)
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{
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GSVector4::storel(&dst.ST, m_v.GetUV());
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}
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#endif
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int count = 0;
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if(GSVertexHW11* v = DrawingKick<prim>(skip, count))
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{
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GSVector4i scissor = m_context->scissor.dx10;
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GSVector4i pmin, pmax;
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#if _M_SSE >= 0x401
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GSVector4i v0, v1, v2;
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switch(prim)
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{
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case GS_POINTLIST:
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v0 = GSVector4i::load((int)v[0].p.xy).upl16();
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pmin = v0;
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pmax = v0;
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break;
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case GS_LINELIST:
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case GS_LINESTRIP:
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case GS_SPRITE:
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v0 = GSVector4i::load((int)v[0].p.xy);
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v1 = GSVector4i::load((int)v[1].p.xy);
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pmin = v0.min_u16(v1).upl16();
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pmax = v0.max_u16(v1).upl16();
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break;
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case GS_TRIANGLELIST:
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case GS_TRIANGLESTRIP:
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case GS_TRIANGLEFAN:
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v0 = GSVector4i::load((int)v[0].p.xy);
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v1 = GSVector4i::load((int)v[1].p.xy);
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v2 = GSVector4i::load((int)v[2].p.xy);
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pmin = v0.min_u16(v1).min_u16(v2).upl16();
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pmax = v0.max_u16(v1).max_u16(v2).upl16();
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break;
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}
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#else
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switch(prim)
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{
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case GS_POINTLIST:
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pmin.x = v[0].p.x;
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pmin.y = v[0].p.y;
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pmax.x = v[0].p.x;
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pmax.y = v[0].p.y;
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break;
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case GS_LINELIST:
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case GS_LINESTRIP:
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case GS_SPRITE:
|
||||
pmin.x = std::min<uint16>(v[0].p.x, v[1].p.x);
|
||||
pmin.y = std::min<uint16>(v[0].p.y, v[1].p.y);
|
||||
pmax.x = std::max<uint16>(v[0].p.x, v[1].p.x);
|
||||
pmax.y = std::max<uint16>(v[0].p.y, v[1].p.y);
|
||||
break;
|
||||
case GS_TRIANGLELIST:
|
||||
case GS_TRIANGLESTRIP:
|
||||
case GS_TRIANGLEFAN:
|
||||
pmin.x = std::min<uint16>(std::min<uint16>(v[0].p.x, v[1].p.x), v[2].p.x);
|
||||
pmin.y = std::min<uint16>(std::min<uint16>(v[0].p.y, v[1].p.y), v[2].p.y);
|
||||
pmax.x = std::max<uint16>(std::max<uint16>(v[0].p.x, v[1].p.x), v[2].p.x);
|
||||
pmax.y = std::max<uint16>(std::max<uint16>(v[0].p.y, v[1].p.y), v[2].p.y);
|
||||
break;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
GSVector4i test = (pmax < scissor) | (pmin > scissor.zwxy());
|
||||
|
||||
switch(prim)
|
||||
{
|
||||
case GS_TRIANGLELIST:
|
||||
case GS_TRIANGLESTRIP:
|
||||
case GS_TRIANGLEFAN:
|
||||
case GS_SPRITE:
|
||||
test |= pmin == pmax;
|
||||
break;
|
||||
}
|
||||
|
||||
if(test.mask() & 0xff)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
m_count += count;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
#if 0
|
||||
{
|
||||
|
||||
switch(m_vt.m_primclass)
|
||||
{
|
||||
case GS_POINT_CLASS:
|
||||
m_topology = GL_POINTS;
|
||||
m_perfmon.Put(GSPerfMon::Prim, m_count);
|
||||
break;
|
||||
case GS_LINE_CLASS:
|
||||
case GS_SPRITE_CLASS:
|
||||
m_topology = GL_LINES;
|
||||
m_perfmon.Put(GSPerfMon::Prim, m_count / 2);
|
||||
break;
|
||||
case GS_TRIANGLE_CLASS:
|
||||
m_topology = GL_TRIANGLES;
|
||||
m_perfmon.Put(GSPerfMon::Prim, m_count / 3);
|
||||
break;
|
||||
default:
|
||||
__assume(0);
|
||||
}
|
||||
|
||||
|
||||
GSDrawingEnvironment& env = m_env;
|
||||
GSDrawingContext* context = m_context;
|
||||
|
||||
const GSVector2i& rtsize = rt->GetSize();
|
||||
const GSVector2& rtscale = rt->GetScale();
|
||||
|
||||
bool DATE = m_context->TEST.DATE && context->FRAME.PSM != PSM_PSMCT24;
|
||||
|
||||
GSTexture *rtcopy = NULL;
|
||||
|
||||
ASSERT(m_dev != NULL);
|
||||
|
||||
GSDeviceOGL* dev = (GSDeviceOGL*)m_dev;
|
||||
|
||||
if(DATE)
|
||||
{
|
||||
if(dev->HasStencil())
|
||||
{
|
||||
GSVector4 s = GSVector4(rtscale.x / rtsize.x, rtscale.y / rtsize.y);
|
||||
GSVector4 o = GSVector4(-1.0f, 1.0f);
|
||||
|
||||
GSVector4 src = ((m_vt.m_min.p.xyxy(m_vt.m_max.p) + o.xxyy()) * s.xyxy()).sat(o.zzyy());
|
||||
GSVector4 dst = src * 2.0f + o.xxxx();
|
||||
|
||||
GSVertexPT1 vertices[] =
|
||||
{
|
||||
{GSVector4(dst.x, -dst.y, 0.5f, 1.0f), GSVector2(src.x, src.y)},
|
||||
{GSVector4(dst.z, -dst.y, 0.5f, 1.0f), GSVector2(src.z, src.y)},
|
||||
{GSVector4(dst.x, -dst.w, 0.5f, 1.0f), GSVector2(src.x, src.w)},
|
||||
{GSVector4(dst.z, -dst.w, 0.5f, 1.0f), GSVector2(src.z, src.w)},
|
||||
};
|
||||
|
||||
dev->SetupDATE(rt, ds, vertices, m_context->TEST.DATM);
|
||||
}
|
||||
else
|
||||
{
|
||||
rtcopy = dev->CreateRenderTarget(rtsize.x, rtsize.y, false, rt->GetFormat());
|
||||
|
||||
// I'll use VertexTrace when I consider it more trustworthy
|
||||
|
||||
dev->CopyRect(rt, rtcopy, GSVector4i(rtsize).zwxy());
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
|
||||
dev->BeginScene();
|
||||
|
||||
// om
|
||||
|
||||
GSDeviceOGL::OMDepthStencilSelector om_dssel;
|
||||
|
||||
if(context->TEST.ZTE)
|
||||
{
|
||||
om_dssel.ztst = context->TEST.ZTST;
|
||||
om_dssel.zwe = !context->ZBUF.ZMSK;
|
||||
}
|
||||
else
|
||||
{
|
||||
om_dssel.ztst = ZTST_ALWAYS;
|
||||
}
|
||||
|
||||
if(m_fba)
|
||||
{
|
||||
om_dssel.fba = context->FBA.FBA;
|
||||
}
|
||||
|
||||
GSDeviceOGL::OMBlendSelector om_bsel;
|
||||
|
||||
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;
|
||||
|
||||
if(env.PABE.PABE)
|
||||
{
|
||||
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
|
||||
|
||||
om_bsel.abe = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
//Breath of Fire Dragon Quarter triggers this in battles. Graphics are fine though.
|
||||
//ASSERT(0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
om_bsel.wrgba = ~GSVector4i::load((int)context->FRAME.FBMSK).eq8(GSVector4i::xffffffff()).mask();
|
||||
|
||||
// vs
|
||||
|
||||
GSDeviceOGL::VSSelector vs_sel;
|
||||
|
||||
vs_sel.tme = PRIM->TME;
|
||||
vs_sel.fst = PRIM->FST;
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// FIXME Opengl support half pixel center (as dx10). Code could be easier!!!
|
||||
GSDeviceOGL::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 ox2 = 2.0f * m_pixelcenter.x / rtsize.x;
|
||||
float oy2 = 2.0f * m_pixelcenter.y / rtsize.y;
|
||||
|
||||
//This hack subtracts around half a pixel from OFX and OFY. (Cannot do this directly,
|
||||
//because DX10 and DX9 have a different pixel center.)
|
||||
//
|
||||
//The resulting shifted output aligns better with common blending / corona / blurring effects,
|
||||
//but introduces a few bad pixels on the edges.
|
||||
|
||||
if(rt->LikelyOffset)
|
||||
{
|
||||
// DX9 has pixelcenter set to 0.0, so give it some value here
|
||||
|
||||
if(m_pixelcenter.x == 0 && m_pixelcenter.y == 0) { ox2 = -0.0003f; oy2 = -0.0003f; }
|
||||
|
||||
ox2 *= rt->OffsetHack_modx;
|
||||
oy2 *= rt->OffsetHack_mody;
|
||||
}
|
||||
|
||||
vs_cb.VertexScale = GSVector4(sx, -sy, ldexpf(1, -32), 0.0f);
|
||||
vs_cb.VertexOffset = GSVector4(ox * sx + ox2 + 1, -(oy * sy + oy2 + 1), 0.0f, -1.0f);
|
||||
// END of FIXME
|
||||
|
||||
// gs
|
||||
|
||||
GSDeviceOGL::GSSelector gs_sel;
|
||||
|
||||
gs_sel.iip = PRIM->IIP;
|
||||
gs_sel.prim = m_vt.m_primclass;
|
||||
|
||||
// ps
|
||||
|
||||
GSDeviceOGL::PSSelector ps_sel;
|
||||
GSDeviceOGL::PSSamplerSelector ps_ssel;
|
||||
GSDeviceOGL::PSConstantBuffer ps_cb;
|
||||
|
||||
if(DATE)
|
||||
{
|
||||
if(dev->HasStencil())
|
||||
{
|
||||
om_dssel.date = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
ps_sel.date = 1 + context->TEST.DATM;
|
||||
}
|
||||
}
|
||||
|
||||
if (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;
|
||||
|
||||
if(UserHacks_AlphaHack) ps_sel.aout = 1;
|
||||
|
||||
if(PRIM->FGE)
|
||||
{
|
||||
ps_sel.fog = 1;
|
||||
|
||||
ps_cb.FogColor_AREF = GSVector4::rgba32(env.FOGCOL.u32[0]) / 255;
|
||||
}
|
||||
|
||||
if(context->TEST.ATE)
|
||||
{
|
||||
ps_sel.atst = context->TEST.ATST;
|
||||
|
||||
switch(ps_sel.atst)
|
||||
{
|
||||
case ATST_LESS:
|
||||
ps_cb.FogColor_AREF.a = (float)((int)context->TEST.AREF - 1);
|
||||
break;
|
||||
case ATST_GREATER:
|
||||
ps_cb.FogColor_AREF.a = (float)((int)context->TEST.AREF + 1);
|
||||
break;
|
||||
default:
|
||||
ps_cb.FogColor_AREF.a = (float)(int)context->TEST.AREF;
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ps_sel.atst = ATST_ALWAYS;
|
||||
}
|
||||
|
||||
if(tex)
|
||||
{
|
||||
ps_sel.wms = context->CLAMP.WMS;
|
||||
ps_sel.wmt = context->CLAMP.WMT;
|
||||
ps_sel.fmt = tex->m_fmt;
|
||||
ps_sel.aem = env.TEXA.AEM;
|
||||
ps_sel.tfx = context->TEX0.TFX;
|
||||
ps_sel.tcc = context->TEX0.TCC;
|
||||
ps_sel.ltf = m_filter == 2 ? m_vt.IsLinear() : m_filter;
|
||||
ps_sel.rt = tex->m_target;
|
||||
|
||||
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);
|
||||
|
||||
GSVector4 WH(tw, th, w, h);
|
||||
|
||||
if(PRIM->FST)
|
||||
{
|
||||
vs_cb.TextureScale = GSVector4(1.0f / 16) / WH.xyxy();
|
||||
//Maybe better?
|
||||
//vs_cb.TextureScale = GSVector4(1.0f / 16) * GSVector4(tex->m_texture->GetScale()).xyxy() / WH.zwzw();
|
||||
ps_sel.fst = 1;
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
GSVector4 clamp(ps_cb.MskFix);
|
||||
GSVector4 ta(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.ltf = ps_sel.ltf;
|
||||
}
|
||||
else
|
||||
{
|
||||
ps_sel.tfx = 4;
|
||||
}
|
||||
|
||||
// rs
|
||||
|
||||
GSVector4i scissor = GSVector4i(GSVector4(rtscale).xyxy() * context->scissor.in).rintersect(GSVector4i(rtsize).zwxy());
|
||||
|
||||
dev->OMSetRenderTargets(rt, ds, &scissor);
|
||||
dev->PSSetShaderResource(0, tex ? tex->m_texture : 0);
|
||||
dev->PSSetShaderResource(1, tex ? tex->m_palette : 0);
|
||||
dev->PSSetShaderResource(2, rtcopy);
|
||||
|
||||
uint8 afix = context->ALPHA.FIX;
|
||||
|
||||
dev->SetupOM(om_dssel, om_bsel, afix);
|
||||
dev->SetupIA(m_vertices, m_count, m_topology);
|
||||
dev->SetupVS(vs_sel, &vs_cb);
|
||||
dev->SetupGS(gs_sel);
|
||||
dev->SetupPS(ps_sel, &ps_cb, ps_ssel);
|
||||
|
||||
// draw
|
||||
|
||||
if(context->TEST.DoFirstPass())
|
||||
{
|
||||
dev->DrawPrimitive();
|
||||
|
||||
if (env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
|
||||
{
|
||||
GSDeviceOGL::OMBlendSelector om_bselneg(om_bsel);
|
||||
GSDeviceOGL::PSSelector ps_selneg(ps_sel);
|
||||
|
||||
om_bselneg.negative = 1;
|
||||
ps_selneg.colclip = 2;
|
||||
|
||||
dev->SetupOM(om_dssel, om_bselneg, afix);
|
||||
dev->SetupPS(ps_selneg, &ps_cb, ps_ssel);
|
||||
|
||||
dev->DrawPrimitive();
|
||||
}
|
||||
}
|
||||
|
||||
if(context->TEST.DoSecondPass())
|
||||
{
|
||||
ASSERT(!env.PABE.PABE);
|
||||
|
||||
static const uint32 iatst[] = {1, 0, 5, 6, 7, 2, 3, 4};
|
||||
|
||||
ps_sel.atst = iatst[ps_sel.atst];
|
||||
|
||||
switch(ps_sel.atst)
|
||||
{
|
||||
case ATST_LESS:
|
||||
ps_cb.FogColor_AREF.a = (float)((int)context->TEST.AREF - 1);
|
||||
break;
|
||||
case ATST_GREATER:
|
||||
ps_cb.FogColor_AREF.a = (float)((int)context->TEST.AREF + 1);
|
||||
break;
|
||||
default:
|
||||
ps_cb.FogColor_AREF.a = (float)(int)context->TEST.AREF;
|
||||
break;
|
||||
}
|
||||
|
||||
dev->SetupPS(ps_sel, &ps_cb, ps_ssel);
|
||||
|
||||
bool z = om_dssel.zwe;
|
||||
bool r = om_bsel.wr;
|
||||
bool g = om_bsel.wg;
|
||||
bool b = om_bsel.wb;
|
||||
bool a = om_bsel.wa;
|
||||
|
||||
switch(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);
|
||||
}
|
||||
|
||||
if(z || r || g || b || a)
|
||||
{
|
||||
om_dssel.zwe = z;
|
||||
om_bsel.wr = r;
|
||||
om_bsel.wg = g;
|
||||
om_bsel.wb = b;
|
||||
om_bsel.wa = a;
|
||||
|
||||
dev->SetupOM(om_dssel, om_bsel, afix);
|
||||
|
||||
dev->DrawPrimitive();
|
||||
|
||||
if (env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
|
||||
{
|
||||
GSDeviceOGL::OMBlendSelector om_bselneg(om_bsel);
|
||||
GSDeviceOGL::PSSelector ps_selneg(ps_sel);
|
||||
|
||||
om_bselneg.negative = 1;
|
||||
ps_selneg.colclip = 2;
|
||||
|
||||
dev->SetupOM(om_dssel, om_bselneg, afix);
|
||||
dev->SetupPS(ps_selneg, &ps_cb, ps_ssel);
|
||||
|
||||
dev->DrawPrimitive();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
dev->EndScene();
|
||||
|
||||
dev->Recycle(rtcopy);
|
||||
|
||||
if(om_dssel.fba) UpdateFBA(rt);
|
||||
}
|
||||
#endif
|
||||
|
||||
void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex)
|
||||
{
|
||||
switch(m_vt->m_primclass)
|
||||
|
@ -707,11 +108,21 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
|
|||
|
||||
GSVertexPT1 vertices[] =
|
||||
{
|
||||
#if 0
|
||||
{GSVector4(dst.x, -dst.y, 0.5f, 1.0f), GSVector2(src.x, src.y)},
|
||||
{GSVector4(dst.z, -dst.y, 0.5f, 1.0f), GSVector2(src.z, src.y)},
|
||||
{GSVector4(dst.x, -dst.w, 0.5f, 1.0f), GSVector2(src.x, src.w)},
|
||||
{GSVector4(dst.z, -dst.w, 0.5f, 1.0f), GSVector2(src.z, src.w)},
|
||||
#else
|
||||
{GSVector4(dst.x, -dst.w, 0.5f, 1.0f), GSVector2(src.x, src.y)},
|
||||
{GSVector4(dst.z, -dst.w, 0.5f, 1.0f), GSVector2(src.z, src.y)},
|
||||
{GSVector4(dst.x, -dst.y, 0.5f, 1.0f), GSVector2(src.x, src.w)},
|
||||
{GSVector4(dst.z, -dst.y, 0.5f, 1.0f), GSVector2(src.z, src.w)},
|
||||
#endif
|
||||
};
|
||||
//fprintf(stderr, "DATE A:%fx%f B:%fx%f\n", dst.x, -dst.y, dst.z, -dst.w);
|
||||
//fprintf(stderr, "DATE SR: %f %f %f %f\n", src.x, src.y, src.z, src.w);
|
||||
//fprintf(stderr, "DATE offset: %f\n", o.x);
|
||||
|
||||
dev->SetupDATE(rt, ds, vertices, m_context->TEST.DATM);
|
||||
}
|
||||
|
|
|
@ -93,7 +93,7 @@ GSTextureOGL::GSTextureOGL(int type, int w, int h, bool msaa, int format, GLuint
|
|||
// Allocate the buffer
|
||||
switch (m_type) {
|
||||
case GSTexture::DepthStencil:
|
||||
EnableUnit(1);
|
||||
EnableUnit(2);
|
||||
glTexImage2D(m_texture_target, 0, m_format, m_size.x, m_size.y, 0, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, NULL);
|
||||
break;
|
||||
case GSTexture::RenderTarget:
|
||||
|
@ -102,7 +102,7 @@ GSTextureOGL::GSTextureOGL(int type, int w, int h, bool msaa, int format, GLuint
|
|||
// Howto allocate the texture unit !!!
|
||||
// In worst case the HW renderer seems to use 3 texture unit
|
||||
// For the moment SW renderer only use 1 so don't bother
|
||||
EnableUnit(0);
|
||||
EnableUnit(2);
|
||||
if (m_format == GL_RGBA8) {
|
||||
glTexImage2D(m_texture_target, 0, m_format, m_size.x, m_size.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
}
|
||||
|
@ -140,7 +140,7 @@ bool GSTextureOGL::Update(const GSVector4i& r, const void* data, int pitch)
|
|||
// FIXME warning order of the y axis
|
||||
// FIXME I'm not confident with GL_UNSIGNED_BYTE type
|
||||
|
||||
EnableUnit(0);
|
||||
EnableUnit(2);
|
||||
|
||||
if (m_format != GL_RGBA8) {
|
||||
fprintf(stderr, "wrong pixel format\n");
|
||||
|
@ -368,12 +368,12 @@ bool GSTextureOGL::Save(const string& fn, bool dds)
|
|||
glReadBuffer(GL_BACK);
|
||||
glReadPixels(0, 0, m_size.x, m_size.y, GL_RGBA, GL_UNSIGNED_BYTE, image);
|
||||
} else if(IsDss()) {
|
||||
EnableUnit(1);
|
||||
EnableUnit(2);
|
||||
glGetTexImage(m_texture_target, 0, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, image);
|
||||
} else {
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_read);
|
||||
|
||||
EnableUnit(1);
|
||||
EnableUnit(2);
|
||||
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, m_texture_target, m_texture_id, 0);
|
||||
|
||||
glReadBuffer(GL_COLOR_ATTACHMENT1);
|
||||
|
|
|
@ -47,4 +47,6 @@ class GSTextureOGL : public GSTexture
|
|||
|
||||
bool IsBackbuffer() { return (m_type == GSTexture::Backbuffer); }
|
||||
bool IsDss() { return (m_type == GSTexture::DepthStencil); }
|
||||
|
||||
GLuint GetID() { return m_texture_id; }
|
||||
};
|
||||
|
|
|
@ -141,62 +141,27 @@ void ps_main6() // diagonal
|
|||
SV_Target0 = c;
|
||||
}
|
||||
|
||||
// Avoid to log useless error compilation failure
|
||||
void ps_main2()
|
||||
{
|
||||
if((sample_c().a - 128.0f / 255) < 0) // >= 0x80 pass
|
||||
discard;
|
||||
|
||||
SV_Target0 = vec4(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
void ps_main3()
|
||||
{
|
||||
if((127.95f / 255 - sample_c().a) <0) // < 0x80 pass (== 0x80 should not pass)
|
||||
discard;
|
||||
|
||||
SV_Target0 = vec4(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
void ps_main4()
|
||||
{
|
||||
// FIXME mod and fmod are different when value are negative
|
||||
// output.c = fmod(sample_c(input.t) * 255 + 0.5f, 256) / 255;
|
||||
vec4 c = mod(sample_c() * 255 + 0.5f, 256) / 255;
|
||||
|
||||
SV_Target0 = c;
|
||||
}
|
||||
|
||||
|
||||
// Texture2D Texture;
|
||||
// SamplerState TextureSampler;
|
||||
//
|
||||
// uint ps_main1(PS_INPUT input) : SV_Target0
|
||||
// {
|
||||
// float4 c = sample_c(input.t);
|
||||
//
|
||||
// c.a *= 256.0f / 127; // hm, 0.5 won't give us 1.0 if we just multiply with 2
|
||||
//
|
||||
// uint4 i = c * float4(0x001f, 0x03e0, 0x7c00, 0x8000);
|
||||
//
|
||||
// return (i.x & 0x001f) | (i.y & 0x03e0) | (i.z & 0x7c00) | (i.w & 0x8000);
|
||||
// }
|
||||
//
|
||||
// PS_OUTPUT ps_main2(PS_INPUT input)
|
||||
// {
|
||||
// PS_OUTPUT output;
|
||||
//
|
||||
// clip(sample_c(input.t).a - 128.0f / 255); // >= 0x80 pass
|
||||
//
|
||||
// output.c = 0;
|
||||
//
|
||||
// return output;
|
||||
// }
|
||||
//
|
||||
// PS_OUTPUT ps_main3(PS_INPUT input)
|
||||
// {
|
||||
// PS_OUTPUT output;
|
||||
//
|
||||
// clip(127.95f / 255 - sample_c(input.t).a); // < 0x80 pass (== 0x80 should not pass)
|
||||
//
|
||||
// output.c = 0;
|
||||
//
|
||||
// return output;
|
||||
// }
|
||||
//
|
||||
// PS_OUTPUT ps_main4(PS_INPUT input)
|
||||
// {
|
||||
// PS_OUTPUT output;
|
||||
//
|
||||
// output.c = fmod(sample_c(input.t) * 255 + 0.5f, 256) / 255;
|
||||
//
|
||||
// return output;
|
||||
// }
|
||||
//
|
||||
|
||||
#endif
|
||||
|
|
|
@ -637,9 +637,9 @@ void ps_main()
|
|||
if(c.a < 0.5) c.a += 0.5;
|
||||
}
|
||||
|
||||
SV_Target1 = c;
|
||||
#ifndef DISABLE_DUAL_BLEND
|
||||
SV_Target0 = vec4(alpha, alpha, alpha, alpha);
|
||||
#endif
|
||||
SV_Target1 = c;
|
||||
}
|
||||
#endif
|
||||
|
|
Loading…
Reference in New Issue