diff --git a/pcsx2/CMakeLists.txt b/pcsx2/CMakeLists.txt index 0ab0afa8e6..f32b0a9b48 100644 --- a/pcsx2/CMakeLists.txt +++ b/pcsx2/CMakeLists.txt @@ -629,7 +629,6 @@ set(pcsx2GSSources GS/Renderers/OpenGL/GLLoader.cpp GS/Renderers/OpenGL/GLState.cpp GS/Renderers/OpenGL/GSDeviceOGL.cpp - GS/Renderers/OpenGL/GSRendererOGL.cpp GS/Renderers/OpenGL/GSShaderOGL.cpp GS/Renderers/OpenGL/GSTextureOGL.cpp GS/Window/GSSetting.cpp @@ -700,7 +699,6 @@ set(pcsx2GSHeaders GS/Renderers/OpenGL/GLLoader.h GS/Renderers/OpenGL/GLState.h GS/Renderers/OpenGL/GSDeviceOGL.h - GS/Renderers/OpenGL/GSRendererOGL.h GS/Renderers/OpenGL/GSShaderOGL.h GS/Renderers/OpenGL/GSTextureOGL.h GS/Renderers/OpenGL/GSUniformBufferOGL.h @@ -774,7 +772,6 @@ if(WIN32) list(APPEND pcsx2GSSources GS/Renderers/DX11/D3D.cpp GS/Renderers/DX11/GSDevice11.cpp - GS/Renderers/DX11/GSRendererDX11.cpp GS/Renderers/DX11/GSTexture11.cpp GS/Renderers/DX11/GSTextureFX11.cpp GS/Window/GSCaptureDlg.cpp @@ -783,7 +780,6 @@ if(WIN32) list(APPEND pcsx2GSHeaders GS/Renderers/DX11/D3D.h GS/Renderers/DX11/GSDevice11.h - GS/Renderers/DX11/GSRendererDX11.h GS/Renderers/DX11/GSTexture11.h ) else(WIN32) diff --git a/pcsx2/GS/GS.cpp b/pcsx2/GS/GS.cpp index 6539e9859f..f85f035c50 100644 --- a/pcsx2/GS/GS.cpp +++ b/pcsx2/GS/GS.cpp @@ -22,7 +22,6 @@ #include "Renderers/Null/GSRendererNull.h" #include "Renderers/Null/GSDeviceNull.h" #include "Renderers/OpenGL/GSDeviceOGL.h" -#include "Renderers/OpenGL/GSRendererOGL.h" #include "Renderers/HW/GSRendererNew.h" #include "GSLzma.h" @@ -31,7 +30,6 @@ #ifdef _WIN32 -#include "Renderers/DX11/GSRendererDX11.h" #include "Renderers/DX11/GSDevice11.h" #include "GS/Renderers/DX11/D3D.h" diff --git a/pcsx2/GS/Renderers/DX11/GSRendererDX11.cpp b/pcsx2/GS/Renderers/DX11/GSRendererDX11.cpp deleted file mode 100644 index 1ab69cc108..0000000000 --- a/pcsx2/GS/Renderers/DX11/GSRendererDX11.cpp +++ /dev/null @@ -1,1186 +0,0 @@ -/* PCSX2 - PS2 Emulator for PCs - * Copyright (C) 2002-2021 PCSX2 Dev Team - * - * PCSX2 is free software: you can redistribute it and/or modify it under the terms - * of the GNU Lesser General Public License as published by the Free Software Found- - * ation, either version 3 of the License, or (at your option) any later version. - * - * PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; - * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR - * PURPOSE. See the GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License along with PCSX2. - * If not, see . - */ - -#include "PrecompiledHeader.h" -#include "GSRendererDX11.h" - -GSRendererDX11::GSRendererDX11() -{ - m_sw_blending = static_cast(theApp.GetConfigI("accurate_blending_unit_d3d11")); - - ResetStates(); -} - -void GSRendererDX11::SetupIA(const float& sx, const float& sy) -{ - GSDevice11* dev = (GSDevice11*)m_dev; - - D3D11_PRIMITIVE_TOPOLOGY t{}; - - const bool unscale_pt_ln = m_userHacks_enabled_unscale_ptln && (GetUpscaleMultiplier() != 1); - - switch (m_vt.m_primclass) - { - case GS_POINT_CLASS: - if (unscale_pt_ln) - { - m_gs_sel.point = 1; - gs_cb.PointSize = GSVector2(16.0f * sx, 16.0f * sy); - } - - t = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; - break; - - case GS_LINE_CLASS: - if (unscale_pt_ln) - { - m_gs_sel.line = 1; - gs_cb.PointSize = GSVector2(16.0f * sx, 16.0f * sy); - } - - t = D3D11_PRIMITIVE_TOPOLOGY_LINELIST; - break; - - case GS_SPRITE_CLASS: - // Lines: GPU conversion. - // Triangles: CPU conversion. - if (!m_vt.m_accurate_stq && m_vertex.next > 32) // <=> 16 sprites (based on Shadow Hearts) - { - t = D3D11_PRIMITIVE_TOPOLOGY_LINELIST; - } - else - { - m_gs_sel.cpu_sprite = 1; - Lines2Sprites(); - - t = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST; - } - - break; - - case GS_TRIANGLE_CLASS: - t = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST; - break; - - default: - __assume(0); - } - - void* ptr = NULL; - - if (dev->IAMapVertexBuffer(&ptr, sizeof(GSVertex), m_vertex.next)) - { - GSVector4i::storent(ptr, m_vertex.buff, sizeof(GSVertex) * m_vertex.next); - - if (m_userhacks_wildhack && !m_isPackedUV_HackFlag) - { - GSVertex* RESTRICT d = (GSVertex*)ptr; - - for (unsigned int i = 0; i < m_vertex.next; i++) - { - if (PRIM->TME && PRIM->FST) - d[i].UV &= 0x3FEF3FEF; - } - } - - dev->IAUnmapVertexBuffer(); - } - - dev->IASetIndexBuffer(m_index.buff, m_index.tail); - dev->IASetPrimitiveTopology(t); -} - -void GSRendererDX11::EmulateZbuffer() -{ - if (m_context->TEST.ZTE) - { - m_om_dssel.ztst = m_context->TEST.ZTST; - // AA1: Z is not written on lines since coverage is always less than 0x80. - m_om_dssel.zwe = (m_context->ZBUF.ZMSK || (PRIM->AA1 && m_vt.m_primclass == GS_LINE_CLASS)) ? 0 : 1; - } - else - { - m_om_dssel.ztst = ZTST_ALWAYS; - } - - // On the real GS we appear to do clamping on the max z value the format allows. - // Clamping is done after rasterization. - const u32 max_z = 0xFFFFFFFF >> (GSLocalMemory::m_psm[m_context->ZBUF.PSM].fmt * 8); - const bool clamp_z = (u32)(GSVector4i(m_vt.m_max.p).z) > max_z; - - vs_cb.MaxDepth = GSVector2i(0xFFFFFFFF); - //ps_cb.Af_MaxDepth.y = 1.0f; - m_ps_sel.zclamp = 0; - - if (clamp_z) - { - if (m_vt.m_primclass == GS_SPRITE_CLASS || m_vt.m_primclass == GS_POINT_CLASS) - { - vs_cb.MaxDepth = GSVector2i(max_z); - } - else if (!m_context->ZBUF.ZMSK) - { - ps_cb.Af_MaxDepth.y = max_z * ldexpf(1, -32); - m_ps_sel.zclamp = 1; - } - } - - const GSVertex* v = &m_vertex.buff[0]; - // Minor optimization of a corner case (it allow to better emulate some alpha test effects) - if (m_om_dssel.ztst == ZTST_GEQUAL && m_vt.m_eq.z && v[0].XYZ.Z == max_z) - { -#ifdef _DEBUG - fprintf(stdout, "%d: Optimize Z test GEQUAL to ALWAYS (%s)\n", s_n, psm_str(m_context->ZBUF.PSM)); -#endif - m_om_dssel.ztst = ZTST_ALWAYS; - } -} - -void GSRendererDX11::EmulateTextureShuffleAndFbmask() -{ - // FBmask blend level selection. - // We do this becaue: - // 1. D3D sucks. - // 2. FB copy is slow, especially on triangle primitives which is unplayable with some games. - // 3. SW blending isn't implemented yet. - bool enable_fbmask_emulation = false; - switch (m_sw_blending) - { - case AccBlendLevel::High: - // Fully enable Fbmask emulation like on opengl, note misses sw blending to work as opengl on some games (Genji). - // Debug - enable_fbmask_emulation = true; - break; - case AccBlendLevel::Medium: - // Enable Fbmask emulation excluding triangle class because it is quite slow. - // Exclude 0x80000000 because Genji needs sw blending, otherwise it breaks some effects. - enable_fbmask_emulation = ((m_vt.m_primclass != GS_TRIANGLE_CLASS) && (m_context->FRAME.FBMSK != 0x80000000)); - break; - case AccBlendLevel::Basic: - // Enable Fbmask emulation excluding triangle class because it is quite slow. - // Exclude 0x80000000 because Genji needs sw blending, otherwise it breaks some effects. - // Also exclude fbmask emulation on texture shuffle just in case, it is probably safe tho. - enable_fbmask_emulation = (!m_texture_shuffle && (m_vt.m_primclass != GS_TRIANGLE_CLASS) && (m_context->FRAME.FBMSK != 0x80000000)); - break; - case AccBlendLevel::None: - default: - break; - } - - - // Uncomment to disable texture shuffle emulation. - // m_texture_shuffle = false; - - if (m_texture_shuffle) - { - m_ps_sel.shuffle = 1; - m_ps_sel.dfmt = 0; - - bool write_ba; - bool read_ba; - - ConvertSpriteTextureShuffle(write_ba, read_ba); - - m_ps_sel.read_ba = read_ba; - - // Please bang my head against the wall! - // 1/ Reduce the frame mask to a 16 bit format - const u32& m = m_context->FRAME.FBMSK; - const u32 fbmask = ((m >> 3) & 0x1F) | ((m >> 6) & 0x3E0) | ((m >> 9) & 0x7C00) | ((m >> 16) & 0x8000); - // FIXME GSVector will be nice here - const u8 rg_mask = fbmask & 0xFF; - const u8 ba_mask = (fbmask >> 8) & 0xFF; - m_om_bsel.wrgba = 0; - - // 2 Select the new mask (Please someone put SSE here) - if (rg_mask != 0xFF) - { - if (write_ba) - { - // fprintf(stderr, "%d: Color shuffle %s => B\n", s_n, read_ba ? "B" : "R"); - m_om_bsel.wb = 1; - } - else - { - // fprintf(stderr, "%d: Color shuffle %s => R\n", s_n, read_ba ? "B" : "R"); - m_om_bsel.wr = 1; - } - if (rg_mask) - m_ps_sel.fbmask = 1; - } - - if (ba_mask != 0xFF) - { - if (write_ba) - { - // fprintf(stderr, "%d: Color shuffle %s => A\n", s_n, read_ba ? "A" : "G"); - m_om_bsel.wa = 1; - } - else - { - // fprintf(stderr, "%d: Color shuffle %s => G\n", s_n, read_ba ? "A" : "G"); - m_om_bsel.wg = 1; - } - if (ba_mask) - m_ps_sel.fbmask = 1; - } - - if (m_ps_sel.fbmask && enable_fbmask_emulation) - { - // fprintf(stderr, "%d: FBMASK Unsafe SW emulated fb_mask:%x on tex shuffle\n", s_n, fbmask); - ps_cb.FbMask.r = rg_mask; - ps_cb.FbMask.g = rg_mask; - ps_cb.FbMask.b = ba_mask; - ps_cb.FbMask.a = ba_mask; - m_bind_rtsample = true; - } - else - { - m_ps_sel.fbmask = 0; - } - } - else - { - m_ps_sel.dfmt = GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt; - - const GSVector4i fbmask_v = GSVector4i::load((int)m_context->FRAME.FBMSK); - const int ff_fbmask = fbmask_v.eq8(GSVector4i::xffffffff()).mask(); - const int zero_fbmask = fbmask_v.eq8(GSVector4i::zero()).mask(); - - m_om_bsel.wrgba = ~ff_fbmask; // Enable channel if at least 1 bit is 0 - - m_ps_sel.fbmask = enable_fbmask_emulation && (~ff_fbmask & ~zero_fbmask & 0xF); - - if (m_ps_sel.fbmask) - { - ps_cb.FbMask = fbmask_v.u8to32(); - // Only alpha is special here, I think we can take a very unsafe shortcut - // Alpha isn't blended on the GS but directly copyied into the RT. - // - // Behavior is clearly undefined however there is a high probability that - // it will work. Masked bit will be constant and normally the same everywhere - // RT/FS output/Cached value. - - /*fprintf(stderr, "%d: FBMASK Unsafe SW emulated fb_mask:%x on %d bits format\n", s_n, m_context->FRAME.FBMSK, - (GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt == 2) ? 16 : 32);*/ - m_bind_rtsample = true; - } - } -} - -void GSRendererDX11::EmulateChannelShuffle(GSTexture** rt, const GSTextureCache::Source* tex) -{ - GSDevice11* dev = (GSDevice11*)m_dev; - - // Uncomment to disable HLE emulation (allow to trace the draw call) - // m_channel_shuffle = false; - - // First let's check we really have a channel shuffle effect - if (m_channel_shuffle) - { - if (m_game.title == CRC::GT4 || m_game.title == CRC::GT3 || m_game.title == CRC::GTConcept || m_game.title == CRC::TouristTrophy) - { - // fprintf(stderr, "%d: Gran Turismo RGB Channel\n", s_n); - m_ps_sel.channel = ChannelFetch_RGB; - m_context->TEX0.TFX = TFX_DECAL; - *rt = tex->m_from_target; - } - else if (m_game.title == CRC::Tekken5) - { - if (m_context->FRAME.FBW == 1) - { - // Used in stages: Secret Garden, Acid Rain, Moonlit Wilderness - // fprintf(stderr, "%d: Tekken5 RGB Channel\n", s_n); - m_ps_sel.channel = ChannelFetch_RGB; - m_context->FRAME.FBMSK = 0xFF000000; - // 12 pages: 2 calls by channel, 3 channels, 1 blit - // Minus current draw call - m_skip = 12 * (3 + 3 + 1) - 1; - *rt = tex->m_from_target; - } - else - { - // Could skip model drawing if wrongly detected - m_channel_shuffle = false; - } - } - else if ((tex->m_texture->GetType() == GSTexture::Type::DepthStencil) && !(tex->m_32_bits_fmt)) - { - // So far 2 games hit this code path. Urban Chaos and Tales of Abyss - // UC: will copy depth to green channel - // ToA: will copy depth to alpha channel - if ((m_context->FRAME.FBMSK & 0xFF0000) == 0xFF0000) - { - // Green channel is masked - // fprintf(stderr, "%d: Tales Of Abyss Crazyness (MSB 16b depth to Alpha)\n", s_n); - m_ps_sel.tales_of_abyss_hle = 1; - } - else - { - // fprintf(stderr, "%d: Urban Chaos Crazyness (Green extraction)\n", s_n); - m_ps_sel.urban_chaos_hle = 1; - } - } - else if (m_index.tail <= 64 && m_context->CLAMP.WMT == 3) - { - // Blood will tell. I think it is channel effect too but again - // implemented in a different way. I don't want to add more CRC stuff. So - // let's disable channel when the signature is different. - // - // Note: Tales Of Abyss and Tekken5 could hit this path too. Those games are - // handled above. - // fprintf(stderr, "%d: Maybe not a channel!\n", s_n); - m_channel_shuffle = false; - } - else if (m_context->CLAMP.WMS == 3 && ((m_context->CLAMP.MAXU & 0x8) == 8)) - { - // Read either blue or Alpha. Let's go for Blue ;) - // MGS3/Kill Zone - // fprintf(stderr, "%d: Blue channel\n", s_n); - m_ps_sel.channel = ChannelFetch_BLUE; - } - else if (m_context->CLAMP.WMS == 3 && ((m_context->CLAMP.MINU & 0x8) == 0)) - { - // Read either Red or Green. Let's check the V coordinate. 0-1 is likely top so - // red. 2-3 is likely bottom so green (actually depends on texture base pointer offset) - const bool green = PRIM->FST && (m_vertex.buff[0].V & 32); - if (green && (m_context->FRAME.FBMSK & 0x00FFFFFF) == 0x00FFFFFF) - { - // Typically used in Terminator 3 - const int blue_mask = m_context->FRAME.FBMSK >> 24; - int blue_shift = -1; - - // Note: potentially we could also check the value of the clut - switch (blue_mask) - { - case 0xFF: ASSERT(0); break; - case 0xFE: blue_shift = 1; break; - case 0xFC: blue_shift = 2; break; - case 0xF8: blue_shift = 3; break; - case 0xF0: blue_shift = 4; break; - case 0xE0: blue_shift = 5; break; - case 0xC0: blue_shift = 6; break; - case 0x80: blue_shift = 7; break; - default: break; - } - - if (blue_shift >= 0) - { - const int green_mask = ~blue_mask & 0xFF; - const int green_shift = 8 - blue_shift; - - // fprintf(stderr, "%d: Green/Blue channel (%d, %d)\n", s_n, blue_shift, green_shift); - ps_cb.ChannelShuffle = GSVector4i(blue_mask, blue_shift, green_mask, green_shift); - m_ps_sel.channel = ChannelFetch_GXBY; - m_context->FRAME.FBMSK = 0x00FFFFFF; - } - else - { - // fprintf(stderr, "%d: Green channel (wrong mask) (fbmask %x)\n", s_n, blue_mask); - m_ps_sel.channel = ChannelFetch_GREEN; - } - } - else if (green) - { - // fprintf(stderr, "%d: Green channel\n", s_n); - m_ps_sel.channel = ChannelFetch_GREEN; - } - else - { - // Pop - // fprintf(stderr, "%d: Red channel\n", s_n); - m_ps_sel.channel = ChannelFetch_RED; - } - } - else - { - // fprintf(stderr, "%d: Channel not supported\n", s_n); - m_channel_shuffle = false; - } - } - - // Effect is really a channel shuffle effect so let's cheat a little - if (m_channel_shuffle) - { - dev->PSSetShaderResource(4, tex->m_from_target); - // Replace current draw with a fullscreen sprite - // - // Performance GPU note: it could be wise to reduce the size to - // the rendered size of the framebuffer - - GSVertex* s = &m_vertex.buff[0]; - s[0].XYZ.X = (u16)(m_context->XYOFFSET.OFX + 0); - s[1].XYZ.X = (u16)(m_context->XYOFFSET.OFX + 16384); - s[0].XYZ.Y = (u16)(m_context->XYOFFSET.OFY + 0); - s[1].XYZ.Y = (u16)(m_context->XYOFFSET.OFY + 16384); - - m_vertex.head = m_vertex.tail = m_vertex.next = 2; - m_index.tail = 2; - } - else - { -#ifdef _DEBUG - dev->PSSetShaderResource(4, NULL); -#endif - } -} - -void GSRendererDX11::EmulateBlending(u8& afix) -{ - // Partial port of OGL SW blending. Currently only works for accumulation and non recursive blend. - - // AA1: Don't enable blending on AA1, not yet implemented on hardware mode, - // it requires coverage sample so it's safer to turn it off instead. - const bool aa1 = PRIM->AA1 && (m_vt.m_primclass == GS_LINE_CLASS); - - // No blending or coverage anti-aliasing so early exit - if (!(PRIM->ABE || m_env.PABE.PABE || aa1)) - return; - - m_om_bsel.abe = 1; - const GIFRegALPHA& ALPHA = m_context->ALPHA; - m_om_bsel.blend_index = u8(((ALPHA.A * 3 + ALPHA.B) * 3 + ALPHA.C) * 3 + ALPHA.D); - const int blend_flag = m_dev->GetBlendFlags(m_om_bsel.blend_index); - - // Do the multiplication in shader for blending accumulation: Cs*As + Cd or Cs*Af + Cd - const bool accumulation_blend = !!(blend_flag & BLEND_ACCU); - - // Blending doesn't require sampling of the rt - const bool blend_non_recursive = !!(blend_flag & BLEND_NO_REC); - - // BLEND MIX selection, use a mix of hw/sw blending - if (!m_vt.m_alpha.valid && (ALPHA.C == 0)) - GetAlphaMinMax(); - const bool blend_mix1 = !!(blend_flag & BLEND_MIX1); - const bool blend_mix2 = !!(blend_flag & BLEND_MIX2); - const bool blend_mix3 = !!(blend_flag & BLEND_MIX3); - bool blend_mix = (blend_mix1 || blend_mix2 || blend_mix3) - // Do not enable if As > 128 or F > 128, hw blend clamps to 1 - && !((ALPHA.C == 0 && m_vt.m_alpha.max > 128) || (ALPHA.C == 2 && ALPHA.FIX > 128u)); - - bool sw_blending = false; - switch (m_sw_blending) - { - case AccBlendLevel::High: - case AccBlendLevel::Medium: - case AccBlendLevel::Basic: - sw_blending |= accumulation_blend || blend_non_recursive; - [[fallthrough]]; - default: - break; - } - - // Do not run BLEND MIX if sw blending is already present, it's less accurate - if (m_sw_blending != AccBlendLevel::None) - { - blend_mix &= !sw_blending; - sw_blending |= blend_mix; - } - - // Color clip - if (m_env.COLCLAMP.CLAMP == 0) - { - // fprintf(stderr, "%d: COLCLIP Info (Blending: %d/%d/%d/%d)\n", s_n, ALPHA.A, ALPHA.B, ALPHA.C, ALPHA.D); - if (blend_non_recursive) - { - // The fastest algo that requires a single pass - // fprintf(stderr, "%d: COLCLIP Free mode ENABLED\n", s_n); - m_ps_sel.colclip = 1; - sw_blending = true; - } - else if (accumulation_blend || blend_mix) - { - // fprintf(stderr, "%d: COLCLIP Fast HDR mode ENABLED\n", s_n); - sw_blending = true; - m_ps_sel.hdr = 1; - } - else - { - // fprintf(stderr, "%d: COLCLIP HDR mode ENABLED\n", s_n); - m_ps_sel.hdr = 1; - } - } - - // Per pixel alpha blending - if (m_env.PABE.PABE) - { - // Breath of Fire Dragon Quarter, Strawberry Shortcake, Super Robot Wars, Cartoon Network Racing. - - if (ALPHA.A == 0 && ALPHA.B == 1 && ALPHA.C == 0 && ALPHA.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 - - m_om_bsel.abe = 0; - m_om_bsel.blend_index = 0; - } - if (sw_blending) - { - // fprintf(stderr, "%d: PABE mode ENABLED\n", s_n); - m_ps_sel.pabe = 1; - sw_blending = blend_non_recursive; - } - } - - /*fprintf(stderr, "%d: BLEND_INFO: %d/%d/%d/%d. Clamp:%d. Prim:%d number %d (sw %d)\n", - s_n, ALPHA.A, ALPHA.B, ALPHA.C, ALPHA.D, m_env.COLCLAMP.CLAMP, m_vt.m_primclass, m_vertex.next, sw_blending);*/ - - if (sw_blending) - { - m_ps_sel.blend_a = ALPHA.A; - m_ps_sel.blend_b = ALPHA.B; - m_ps_sel.blend_c = ALPHA.C; - m_ps_sel.blend_d = ALPHA.D; - - if (accumulation_blend) - { - // Keep HW blending to do the addition/subtraction - m_om_bsel.accu_blend = 1; - afix = 0; - if (ALPHA.A == 2) - { - // The blend unit does a reverse subtraction so it means - // the shader must output a positive value. - // Replace 0 - Cs by Cs - 0 - m_ps_sel.blend_a = ALPHA.B; - m_ps_sel.blend_b = 2; - } - // Remove the addition/substraction from the SW blending - m_ps_sel.blend_d = 2; - } - else if (blend_mix) - { - afix = (ALPHA.C == 2) ? ALPHA.FIX : 0; - m_om_bsel.blend_mix = 1; - - if (blend_mix1) - { - m_ps_sel.blend_a = 0; - m_ps_sel.blend_b = 2; - m_ps_sel.blend_d = 2; - } - else if (blend_mix2) - { - m_ps_sel.blend_a = 0; - m_ps_sel.blend_b = 2; - m_ps_sel.blend_d = 0; - } - else if (blend_mix3) - { - m_ps_sel.blend_a = 2; - m_ps_sel.blend_b = 0; - m_ps_sel.blend_d = 0; - } - } - else - { - // Disable HW blending - m_om_bsel.abe = 0; - m_om_bsel.blend_index = 0; - afix = 0; - - // Only BLEND_NO_REC should hit this code path for now - ASSERT(blend_non_recursive); - } - - // Require the fix alpha vlaue - if (ALPHA.C == 2) - ps_cb.Af_MaxDepth.x = (float)ALPHA.FIX / 128.0f; - } - else - { - m_ps_sel.clr1 = !!(blend_flag & BLEND_C_CLR); - afix = (ALPHA.C == 2) ? ALPHA.FIX : 0; - // FIXME: When doing HW blending with a 24 bit frambuffer and ALPHA.C == 1 (Ad) it should be handled - // as if Ad = 1.0f. As with OGL side it is probably best to set m_om_bsel.c = 1 (Af) and use - // AFIX = 0x80 (Af = 1.0f). - } -} - -void GSRendererDX11::EmulateTextureSampler(const GSTextureCache::Source* tex) -{ - // Warning fetch the texture PSM format rather than the context format. The latter could have been corrected in the texture cache for depth. - //const GSLocalMemory::psm_t &psm = GSLocalMemory::m_psm[m_context->TEX0.PSM]; - const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[tex->m_TEX0.PSM]; - const GSLocalMemory::psm_t& cpsm = psm.pal > 0 ? GSLocalMemory::m_psm[m_context->TEX0.CPSM] : psm; - - const u8 wms = m_context->CLAMP.WMS; - const u8 wmt = m_context->CLAMP.WMT; - const bool complex_wms_wmt = !!((wms | wmt) & 2); - - bool bilinear = m_vt.IsLinear(); - const bool shader_emulated_sampler = tex->m_palette || cpsm.fmt != 0 || complex_wms_wmt || psm.depth; - - // 1 and 0 are equivalent - m_ps_sel.wms = (wms & 2) ? wms : 0; - m_ps_sel.wmt = (wmt & 2) ? wmt : 0; - - const int w = tex->m_texture->GetWidth(); - const int h = tex->m_texture->GetHeight(); - - const int tw = (int)(1 << m_context->TEX0.TW); - const int th = (int)(1 << m_context->TEX0.TH); - - const GSVector4 WH(tw, th, w, h); - - // Depth + bilinear filtering isn't done yet (And I'm not sure we need it anyway but a game will prove me wrong) - // So of course, GTA set the linear mode, but sampling is done at texel center so it is equivalent to nearest sampling - ASSERT(!(psm.depth && m_vt.IsLinear())); - - // Performance note: - // 1/ Don't set 0 as it is the default value - // 2/ Only keep aem when it is useful (avoid useless shader permutation) - if (m_ps_sel.shuffle) - { - // Force a 32 bits access (normally shuffle is done on 16 bits) - // m_ps_sel.fmt = 0; // removed as an optimization - m_ps_sel.aem = m_env.TEXA.AEM; - ASSERT(tex->m_target); - - // Require a float conversion if the texure is a depth otherwise uses Integral scaling - if (psm.depth) - { - m_ps_sel.depth_fmt = (tex->m_texture->GetType() != GSTexture::Type::DepthStencil) ? 3 : 1; - } - - // Shuffle is a 16 bits format, so aem is always required - const GSVector4 ta(m_env.TEXA & GSVector4i::x000000ff()); - ps_cb.MinF_TA = (GSVector4(ps_cb.MskFix) + 0.5f).xyxy(ta) / WH.xyxy(GSVector4(255, 255)); - - bilinear &= m_vt.IsLinear(); - - const GSVector4 half_offset = RealignTargetTextureCoordinate(tex); - vs_cb.Texture_Scale_Offset.z = half_offset.x; - vs_cb.Texture_Scale_Offset.w = half_offset.y; - } - else if (tex->m_target) - { - // Use an old target. AEM and index aren't resolved it must be done - // on the GPU - - // Select the 32/24/16 bits color (AEM) - m_ps_sel.fmt = cpsm.fmt; - m_ps_sel.aem = m_env.TEXA.AEM; - - // Don't upload AEM if format is 32 bits - if (cpsm.fmt) - { - const GSVector4 ta(m_env.TEXA & GSVector4i::x000000ff()); - ps_cb.MinF_TA = (GSVector4(ps_cb.MskFix) + 0.5f).xyxy(ta) / WH.xyxy(GSVector4(255, 255)); - } - - // Select the index format - if (tex->m_palette) - { - // FIXME Potentially improve fmt field in GSLocalMemory - if (m_context->TEX0.PSM == PSM_PSMT4HL) - m_ps_sel.fmt |= 1 << 2; - else if (m_context->TEX0.PSM == PSM_PSMT4HH) - m_ps_sel.fmt |= 2 << 2; - else - m_ps_sel.fmt |= 3 << 2; - - // Alpha channel of the RT is reinterpreted as an index. Star - // Ocean 3 uses it to emulate a stencil buffer. It is a very - // bad idea to force bilinear filtering on it. - bilinear &= m_vt.IsLinear(); - } - - // Depth format - if (tex->m_texture->GetType() == GSTexture::Type::DepthStencil) - { - // Require a float conversion if the texure is a depth format - m_ps_sel.depth_fmt = (psm.bpp == 16) ? 2 : 1; - - // Don't force interpolation on depth format - bilinear &= m_vt.IsLinear(); - } - else if (psm.depth) - { - // Use Integral scaling - m_ps_sel.depth_fmt = 3; - - // Don't force interpolation on depth format - bilinear &= m_vt.IsLinear(); - } - - const GSVector4 half_offset = RealignTargetTextureCoordinate(tex); - vs_cb.Texture_Scale_Offset.z = half_offset.x; - vs_cb.Texture_Scale_Offset.w = half_offset.y; - } - else if (tex->m_palette) - { - // Use a standard 8 bits texture. AEM is already done on the CLUT - // Therefore you only need to set the index - // m_ps_sel.aem = 0; // removed as an optimization - - // Note 4 bits indexes are converted to 8 bits - m_ps_sel.fmt = 3 << 2; - } - else - { - // Standard texture. Both index and AEM expansion were already done by the CPU. - // m_ps_sel.fmt = 0; // removed as an optimization - // m_ps_sel.aem = 0; // removed as an optimization - } - - if (m_context->TEX0.TFX == TFX_MODULATE && m_vt.m_eq.rgba == 0xFFFF && m_vt.m_min.c.eq(GSVector4i(128))) - { - // Micro optimization that reduces GPU load (removes 5 instructions on the FS program) - m_ps_sel.tfx = TFX_DECAL; - } - else - { - m_ps_sel.tfx = m_context->TEX0.TFX; - } - - m_ps_sel.tcc = m_context->TEX0.TCC; - - m_ps_sel.ltf = bilinear && shader_emulated_sampler; - - m_ps_sel.point_sampler = !bilinear || shader_emulated_sampler; - - const GSVector4 TextureScale = GSVector4(0.0625f) / WH.xyxy(); - vs_cb.Texture_Scale_Offset.x = TextureScale.x; - vs_cb.Texture_Scale_Offset.y = TextureScale.y; - - if (PRIM->FST) - { - //Maybe better? - //vs_cb.TextureScale = GSVector4(1.0f / 16) * GSVector4(tex->m_texture->GetScale()).xyxy() / WH.zwzw(); - m_ps_sel.fst = 1; - } - - ps_cb.WH = WH; - ps_cb.HalfTexel = GSVector4(-0.5f, 0.5f).xxyy() / WH.zwzw(); - if (complex_wms_wmt) - { - ps_cb.MskFix = GSVector4i(m_context->CLAMP.MINU, m_context->CLAMP.MINV, m_context->CLAMP.MAXU, m_context->CLAMP.MAXV); - ps_cb.MinMax = GSVector4(ps_cb.MskFix) / WH.xyxy(); - } - - // TC Offset Hack - m_ps_sel.tcoffsethack = m_userhacks_tcoffset; - ps_cb.TC_OffsetHack = GSVector4(m_userhacks_tcoffset_x, m_userhacks_tcoffset_y).xyxy() / WH.xyxy(); - - // Must be done after all coordinates math - if (m_context->HasFixedTEX0() && !PRIM->FST) - { - m_ps_sel.invalid_tex0 = 1; - // Use invalid size to denormalize ST coordinate - ps_cb.WH.x = (float)(1 << m_context->stack.TEX0.TW); - ps_cb.WH.y = (float)(1 << m_context->stack.TEX0.TH); - - // We can't handle m_target with invalid_tex0 atm due to upscaling - ASSERT(!tex->m_target); - } - - // Only enable clamping in CLAMP mode. REGION_CLAMP will be done manually in the shader - m_ps_ssel.tau = (wms != CLAMP_CLAMP); - m_ps_ssel.tav = (wmt != CLAMP_CLAMP); - m_ps_ssel.ltf = bilinear && !shader_emulated_sampler; -} - -void GSRendererDX11::ResetStates() -{ - m_bind_rtsample = false; - - m_vs_sel.key = 0; - m_gs_sel.key = 0; - m_ps_sel.key = 0; - - m_ps_ssel.key = 0; - m_om_bsel.key = 0; - m_om_dssel.key = 0; -} - -void GSRendererDX11::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex) -{ - GSTexture* hdr_rt = NULL; - - const GSVector2i& rtsize = ds ? ds->GetSize() : rt->GetSize(); - const GSVector2& rtscale = ds ? ds->GetScale() : rt->GetScale(); - - const bool DATE = m_context->TEST.DATE && m_context->FRAME.PSM != PSM_PSMCT24; - bool DATE_one = false; - - const bool ate_first_pass = m_context->TEST.DoFirstPass(); - const bool ate_second_pass = m_context->TEST.DoSecondPass(); - - ResetStates(); - vs_cb.Texture_Scale_Offset = GSVector4(0.0f); - - ASSERT(m_dev != NULL); - GSDevice11* dev = (GSDevice11*)m_dev; - - // HLE implementation of the channel selection effect - // - // Warning it must be done at the begining because it will change the vertex list - EmulateChannelShuffle(&rt, tex); - - // Upscaling hack to avoid various line/grid issues - MergeSprite(tex); - - EmulateTextureShuffleAndFbmask(); - - // DATE: selection of the algorithm. - if (DATE) - { - if (m_texture_shuffle) - { - // DATE case not supported yet so keep using the old method. - // Leave the check in to make sure other DATE cases are triggered correctly. - // fprintf(stderr, "%d: DATE: With texture shuffle\n", s_n); - } - else if (m_om_bsel.wa && !m_context->TEST.ATE) - { - // Performance note: check alpha range with GetAlphaMinMax() - GetAlphaMinMax(); - if (m_context->TEST.DATM && m_vt.m_alpha.max < 128) - { - // Only first pixel (write 0) will pass (alpha is 1) - // fprintf(stderr, "%d: DATE: Fast with alpha %d-%d\n", s_n, m_vt.m_alpha.min, m_vt.m_alpha.max); - DATE_one = true; - } - else if (!m_context->TEST.DATM && m_vt.m_alpha.min >= 128) - { - // Only first pixel (write 1) will pass (alpha is 0) - // fprintf(stderr, "%d: DATE: Fast with alpha %d-%d\n", s_n, m_vt.m_alpha.min, m_vt.m_alpha.max); - DATE_one = true; - } - else if ((m_vt.m_primclass == GS_SPRITE_CLASS /*&& m_drawlist.size() < 50*/) || (m_index.tail < 100)) - { - // DATE case not supported yet so keep using the old method. - // Leave the check in to make sure other DATE cases are triggered correctly. - // fprintf(stderr, "%d: DATE: Slow with alpha %d-%d not supported\n", s_n, m_vt.m_alpha.min, m_vt.m_alpha.max); - } - else if (m_accurate_date) - { - // fprintf(stderr, "%d: DATE: Fast AD with alpha %d-%d\n", s_n, m_vt.m_alpha.min, m_vt.m_alpha.max); - DATE_one = true; - } - } - else if (!m_om_bsel.wa && !m_context->TEST.ATE) - { - // TODO: is it legal ? Likely but it need to be tested carefully. - } - } - - // Blend - u8 afix = 0; - if (!IsOpaque() && rt) - { - EmulateBlending(afix); - } - - if (m_ps_sel.hdr) - { - const GSVector4 dRect(ComputeBoundingBox(rtscale, rtsize)); - const GSVector4 sRect = dRect / GSVector4(rtsize.x, rtsize.y).xyxy(); - hdr_rt = dev->CreateRenderTarget(rtsize.x, rtsize.y, GSTexture::Format::FloatColor); - // Warning: StretchRect must be called before BeginScene otherwise - // vertices will be overwritten. Trust me you don't want to do that. - dev->StretchRect(rt, sRect, hdr_rt, dRect, ShaderConvert::COPY, false); - } - - if (m_ps_sel.dfmt == 1) - { - // Disable writing of the alpha channel - m_om_bsel.wa = 0; - } - - if (DATE) - { - const GSVector4i dRect = ComputeBoundingBox(rtscale, rtsize); - - const GSVector4 src = GSVector4(dRect) / GSVector4(rtsize.x, rtsize.y).xyxy(); - const GSVector4 dst = src * 2.0f - 1.0f; - - 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); - } - - // - - dev->BeginScene(); - - // om - - EmulateZbuffer(); - - // vs - - m_vs_sel.tme = PRIM->TME; - m_vs_sel.fst = PRIM->FST; - - // FIXME D3D11 and GL support half pixel center. Code could be easier!!! - const float sx = 2.0f * rtscale.x / (rtsize.x << 4); - const float sy = 2.0f * rtscale.y / (rtsize.y << 4); - const float ox = (float)(int)m_context->XYOFFSET.OFX; - const float oy = (float)(int)m_context->XYOFFSET.OFY; - float ox2 = -1.0f / rtsize.x; - float oy2 = -1.0f / rtsize.y; - - //This hack subtracts around half a pixel from OFX and OFY. - // - //The resulting shifted output aligns better with common blending / corona / blurring effects, - //but introduces a few bad pixels on the edges. - - if (rt && rt->LikelyOffset && m_userHacks_HPO == 1) - { - 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 - - m_gs_sel.iip = PRIM->IIP; - m_gs_sel.prim = m_vt.m_primclass; - - // ps - - if (DATE) - { - m_om_dssel.date = 1; - if (DATE_one) - { - m_om_dssel.date_one = 1; - } - } - - m_ps_sel.fba = m_context->FBA.FBA; - m_ps_sel.dither = m_dithering > 0 && m_ps_sel.dfmt == 2 && m_env.DTHE.DTHE; - - if (m_ps_sel.dither) - { - m_ps_sel.dither = m_dithering; - ps_cb.DitherMatrix[0] = GSVector4(m_env.DIMX.DM00, m_env.DIMX.DM10, m_env.DIMX.DM20, m_env.DIMX.DM30); - ps_cb.DitherMatrix[1] = GSVector4(m_env.DIMX.DM01, m_env.DIMX.DM11, m_env.DIMX.DM21, m_env.DIMX.DM31); - ps_cb.DitherMatrix[2] = GSVector4(m_env.DIMX.DM02, m_env.DIMX.DM12, m_env.DIMX.DM22, m_env.DIMX.DM32); - ps_cb.DitherMatrix[3] = GSVector4(m_env.DIMX.DM03, m_env.DIMX.DM13, m_env.DIMX.DM23, m_env.DIMX.DM33); - } - - if (PRIM->FGE) - { - m_ps_sel.fog = 1; - - const GSVector4 fc = GSVector4::rgba32(m_env.FOGCOL.U32[0]); - // Blend AREF to avoid to load a random value for alpha (dirty cache) - ps_cb.FogColor_AREF = fc.blend32<8>(ps_cb.FogColor_AREF); - } - - // 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 ate_RGBA_then_Z = false; - bool ate_RGB_then_ZA = false; - u8 ps_atst = 0; - if (ate_first_pass & ate_second_pass) - { - // fprintf(stdout, "%d: Complex Alpha Test\n", s_n); - const bool commutative_depth = (m_om_dssel.ztst == ZTST_GEQUAL && m_vt.m_eq.z) || (m_om_dssel.ztst == ZTST_ALWAYS); - const bool commutative_alpha = (m_context->ALPHA.C != 1); // when either Alpha Src or a constant - - ate_RGBA_then_Z = (m_context->TEST.AFAIL == AFAIL_FB_ONLY) & commutative_depth; - ate_RGB_then_ZA = (m_context->TEST.AFAIL == AFAIL_RGB_ONLY) & commutative_depth & commutative_alpha; - } - - if (ate_RGBA_then_Z) - { - // fprintf(stdout, "%d: Alternate ATE handling: ate_RGBA_then_Z\n", s_n); - // Render all color but don't update depth - // ATE is disabled here - m_om_dssel.zwe = false; - } - else if (ate_RGB_then_ZA) - { - // fprintf(stdout, "%d: Alternate ATE handling: ate_RGB_then_ZA\n", s_n); - // Render RGB color but don't update depth/alpha - // ATE is disabled here - m_om_dssel.zwe = false; - m_om_bsel.wa = false; - } - else - { - EmulateAtst(ps_cb.FogColor_AREF, ps_atst, false); - m_ps_sel.atst = ps_atst; - } - - if (tex) - { - EmulateTextureSampler(tex); - } - else - { - m_ps_sel.tfx = 4; - } - - if (m_bind_rtsample) - { - // Bind the RT.This way special effect can use it. - // Do not always bind the rt when it's not needed, - // only bind it when effects use it such as fbmask emulation currently - // because we copy the frame buffer and it is quite slow. - dev->PSSetShaderResource(3, rt); - } - - if (m_game.title == CRC::ICO) - { - const GSVertex* v = &m_vertex.buff[0]; - const GSVideoMode mode = GetVideoMode(); - if (tex && m_vt.m_primclass == GS_SPRITE_CLASS && m_vertex.next == 2 && PRIM->ABE && // Blend texture - ((v[1].U == 8200 && v[1].V == 7176 && mode == GSVideoMode::NTSC) || // at display resolution 512x448 - (v[1].U == 8200 && v[1].V == 8200 && mode == GSVideoMode::PAL)) && // at display resolution 512x512 - tex->m_TEX0.PSM == PSM_PSMT8H) // i.e. read the alpha channel of a 32 bits texture - { - // Note potentially we can limit to TBP0:0x2800 - - // Depth buffer was moved so GS will invalide it which means a - // downscale. ICO uses the MSB depth bits as the texture alpha - // channel. However this depth of field effect requires - // texel:pixel mapping accuracy. - // - // Use an HLE shader to sample depth directly as the alpha channel - - // OutputDebugString("ICO HLE"); - - m_ps_sel.depth_fmt = 1; - m_ps_sel.channel = ChannelFetch_BLUE; - - dev->PSSetShaderResource(4, ds); - - if (!tex->m_palette) - { - const u16 pal = GSLocalMemory::m_psm[tex->m_TEX0.PSM].pal; - m_tc->AttachPaletteToSource(tex, pal, true); - } - } - } - - // rs - const GSVector4& hacked_scissor = m_channel_shuffle ? GSVector4(0, 0, 1024, 1024) : m_context->scissor.in; - const GSVector4i scissor = GSVector4i(GSVector4(rtscale).xyxy() * hacked_scissor).rintersect(GSVector4i(rtsize).zwxy()); - - if (hdr_rt) - dev->OMSetRenderTargets(hdr_rt, ds, &scissor); - else - dev->OMSetRenderTargets(rt, ds, &scissor); - - dev->PSSetShaderResource(0, tex ? tex->m_texture : NULL); - dev->PSSetShaderResource(1, tex ? tex->m_palette : NULL); - - SetupIA(sx, sy); - - dev->SetupOM(m_om_dssel, m_om_bsel, afix); - dev->SetupVS(m_vs_sel, &vs_cb); - dev->SetupGS(m_gs_sel, &gs_cb); - dev->SetupPS(m_ps_sel, &ps_cb, m_ps_ssel); - - // draw - - if (ate_first_pass) - { - dev->DrawIndexedPrimitive(); - } - - if (ate_second_pass) - { - ASSERT(!m_env.PABE.PABE); - - if (ate_RGBA_then_Z | ate_RGB_then_ZA) - { - // Enable ATE as first pass to update the depth - // of pixels that passed the alpha test - EmulateAtst(ps_cb.FogColor_AREF, ps_atst, false); - } - else - { - // second pass will process the pixels that failed - // the alpha test - EmulateAtst(ps_cb.FogColor_AREF, ps_atst, true); - } - - m_ps_sel.atst = ps_atst; - - dev->SetupPS(m_ps_sel, &ps_cb, m_ps_ssel); - - bool z = m_om_dssel.zwe; - bool r = m_om_bsel.wr; - bool g = m_om_bsel.wg; - bool b = m_om_bsel.wb; - bool a = m_om_bsel.wa; - - switch (m_context->TEST.AFAIL) - { - case AFAIL_KEEP: z = r = g = b = a = false; break; // none - case AFAIL_FB_ONLY: z = false; break; // rgba - case AFAIL_ZB_ONLY: r = g = b = a = false; break; // z - case AFAIL_RGB_ONLY: z = a = false; break; // rgb - default: __assume(0); - } - - // Depth test should be disabled when depth writes are masked and similarly, Alpha test must be disabled - // when writes to all of the alpha bits in the Framebuffer are masked. - if (ate_RGBA_then_Z) - { - z = !m_context->ZBUF.ZMSK; - r = g = b = a = false; - } - else if (ate_RGB_then_ZA) - { - z = !m_context->ZBUF.ZMSK; - a = (m_context->FRAME.FBMSK & 0xFF000000) != 0xFF000000; - r = g = b = false; - } - - if (z || r || g || b || a) - { - m_om_dssel.zwe = z; - m_om_bsel.wr = r; - m_om_bsel.wg = g; - m_om_bsel.wb = b; - m_om_bsel.wa = a; - - dev->SetupOM(m_om_dssel, m_om_bsel, afix); - - dev->DrawIndexedPrimitive(); - } - } - - dev->EndScene(); - - // Warning: EndScene must be called before StretchRect otherwise - // vertices will be overwritten. Trust me you don't want to do that. - if (hdr_rt) - { - const GSVector4 dRect(ComputeBoundingBox(rtscale, rtsize)); - const GSVector4 sRect = dRect / GSVector4(rtsize.x, rtsize.y).xyxy(); - dev->StretchRect(hdr_rt, sRect, rt, dRect, ShaderConvert::MOD_256, false); - - dev->Recycle(hdr_rt); - } -} diff --git a/pcsx2/GS/Renderers/DX11/GSRendererDX11.h b/pcsx2/GS/Renderers/DX11/GSRendererDX11.h deleted file mode 100644 index a348af1977..0000000000 --- a/pcsx2/GS/Renderers/DX11/GSRendererDX11.h +++ /dev/null @@ -1,53 +0,0 @@ -/* PCSX2 - PS2 Emulator for PCs - * Copyright (C) 2002-2021 PCSX2 Dev Team - * - * PCSX2 is free software: you can redistribute it and/or modify it under the terms - * of the GNU Lesser General Public License as published by the Free Software Found- - * ation, either version 3 of the License, or (at your option) any later version. - * - * PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; - * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR - * PURPOSE. See the GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License along with PCSX2. - * If not, see . - */ - -#pragma once - -#include "GSDevice11.h" -#include "GS/Renderers/HW/GSRendererHW.h" -#include "GS/Renderers/HW/GSVertexHW.h" - -class GSRendererDX11 final : public GSRendererHW -{ -private: - bool m_bind_rtsample; - -private: - inline void ResetStates(); - inline void SetupIA(const float& sx, const float& sy); - inline void EmulateZbuffer(); - inline void EmulateBlending(u8& afix); - inline void EmulateTextureShuffleAndFbmask(); - inline void EmulateChannelShuffle(GSTexture** rt, const GSTextureCache::Source* tex); - inline void EmulateTextureSampler(const GSTextureCache::Source* tex); - - GSDevice11::VSSelector m_vs_sel; - GSDevice11::GSSelector m_gs_sel; - GSDevice11::PSSelector m_ps_sel; - - GSDevice11::PSSamplerSelector m_ps_ssel; - GSDevice11::OMBlendSelector m_om_bsel; - GSDevice11::OMDepthStencilSelector m_om_dssel; - - GSDevice11::PSConstantBuffer ps_cb; - GSDevice11::VSConstantBuffer vs_cb; - GSDevice11::GSConstantBuffer gs_cb; - -public: - GSRendererDX11(); - virtual ~GSRendererDX11() {} - - void DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex) final; -}; diff --git a/pcsx2/GS/Renderers/OpenGL/GSRendererOGL.cpp b/pcsx2/GS/Renderers/OpenGL/GSRendererOGL.cpp deleted file mode 100644 index 6ece7b5f5f..0000000000 --- a/pcsx2/GS/Renderers/OpenGL/GSRendererOGL.cpp +++ /dev/null @@ -1,1634 +0,0 @@ -/* PCSX2 - PS2 Emulator for PCs - * Copyright (C) 2002-2021 PCSX2 Dev Team - * - * PCSX2 is free software: you can redistribute it and/or modify it under the terms - * of the GNU Lesser General Public License as published by the Free Software Found- - * ation, either version 3 of the License, or (at your option) any later version. - * - * PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; - * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR - * PURPOSE. See the GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License along with PCSX2. - * If not, see . - */ - -#include "PrecompiledHeader.h" -#include "GSRendererOGL.h" - - -GSRendererOGL::GSRendererOGL() -{ - m_sw_blending = static_cast(theApp.GetConfigI("accurate_blending_unit")); - if (theApp.GetConfigB("UserHacks")) - UserHacks_tri_filter = static_cast(theApp.GetConfigI("UserHacks_TriFilter")); - else - UserHacks_tri_filter = TriFiltering::None; - - // Hope nothing requires too many draw calls. - m_drawlist.reserve(2048); - - m_prim_overlap = PRIM_OVERLAP_UNKNOW; - ResetStates(); -} - -void GSRendererOGL::SetupIA(const float& sx, const float& sy) -{ - GL_PUSH("IA"); - - GSDeviceOGL* dev = (GSDeviceOGL*)m_dev; - - - if (m_userhacks_wildhack && !m_isPackedUV_HackFlag && PRIM->TME && PRIM->FST) - { - for (unsigned int i = 0; i < m_vertex.next; i++) - m_vertex.buff[i].UV &= 0x3FEF3FEF; - } - - GLenum t = 0; - const bool unscale_pt_ln = m_userHacks_enabled_unscale_ptln && (GetUpscaleMultiplier() != 1) && GLLoader::found_geometry_shader; - - switch (m_vt.m_primclass) - { - case GS_POINT_CLASS: - if (unscale_pt_ln) - { - m_gs_sel.point = 1; - vs_cb.PointSize = GSVector2(16.0f * sx, 16.0f * sy); - } - - t = GL_POINTS; - break; - - case GS_LINE_CLASS: - if (unscale_pt_ln) - { - m_gs_sel.line = 1; - vs_cb.PointSize = GSVector2(16.0f * sx, 16.0f * sy); - } - - t = GL_LINES; - break; - - case GS_SPRITE_CLASS: - // Heuristics: trade-off - // Lines: GPU conversion => ofc, more GPU. And also more CPU due to extra shader validation stage. - // Triangles: CPU conversion => ofc, more CPU ;) more bandwidth (72 bytes / sprite) - // - // Note: severals openGL operation does draw call under the wood like texture upload. So even if - // you do 10 consecutive draw with the geometry shader, you will still pay extra validation if new - // texture are uploaded. (game Shadow Hearts) - // - // Note2: Due to MultiThreaded driver, Nvidia suffers less of the previous issue. Still it isn't free - // Shadow Heart is 90 fps (gs) vs 113 fps (no gs) - // - // Note3: Some GPUs (Happens on GT 750m, not on Intel 5200) don't properly divide by large floats (e.g. FLT_MAX/FLT_MAX == 0) - // Lines2Sprites predivides by Q, avoiding this issue, so always use it if m_vt.m_accurate_stq - - // If the draw calls contains few primitives. Geometry Shader gain with be rather small versus - // the extra validation cost of the extra stage. - // - // Note: keep Geometry Shader in the replayer to ease debug. - if (GLLoader::found_geometry_shader && !m_vt.m_accurate_stq && (m_vertex.next > 32 || GLLoader::in_replayer)) // <=> 16 sprites (based on Shadow Hearts) - { - m_gs_sel.sprite = 1; - - t = GL_LINES; - } - else - { - Lines2Sprites(); - - t = GL_TRIANGLES; - } - break; - - case GS_TRIANGLE_CLASS: - t = GL_TRIANGLES; - break; - - default: - __assume(0); - } - - dev->IASetVertexBuffer(m_vertex.buff, m_vertex.next); - dev->IASetIndexBuffer(m_index.buff, m_index.tail); - dev->IASetPrimitiveTopology(t); -} - -void GSRendererOGL::EmulateZbuffer() -{ - if (m_context->TEST.ZTE) - { - m_om_dssel.ztst = m_context->TEST.ZTST; - // AA1: Z is not written on lines since coverage is always less than 0x80. - m_om_dssel.zwe = (m_context->ZBUF.ZMSK || (PRIM->AA1 && m_vt.m_primclass == GS_LINE_CLASS)) ? 0 : 1; - } - else - { - m_om_dssel.ztst = ZTST_ALWAYS; - } - - // On the real GS we appear to do clamping on the max z value the format allows. - // Clamping is done after rasterization. - const u32 max_z = 0xFFFFFFFF >> (GSLocalMemory::m_psm[m_context->ZBUF.PSM].fmt * 8); - const bool clamp_z = (u32)(GSVector4i(m_vt.m_max.p).z) > max_z; - - vs_cb.MaxDepth = GSVector2i(0xFFFFFFFF); - //ps_cb.TA_MaxDepth_Af.z = 1.0f; - m_ps_sel.zclamp = 0; - - if (clamp_z) - { - if (m_vt.m_primclass == GS_SPRITE_CLASS || m_vt.m_primclass == GS_POINT_CLASS) - { - vs_cb.MaxDepth = GSVector2i(max_z); - } - else if (!m_context->ZBUF.ZMSK) - { - ps_cb.TA_MaxDepth_Af.z = max_z * ldexpf(1, -32); - m_ps_sel.zclamp = 1; - } - } - - const GSVertex* v = &m_vertex.buff[0]; - // Minor optimization of a corner case (it allow to better emulate some alpha test effects) - if (m_om_dssel.ztst == ZTST_GEQUAL && m_vt.m_eq.z && v[0].XYZ.Z == max_z) - { - GL_DBG("Optimize Z test GEQUAL to ALWAYS (%s)", psm_str(m_context->ZBUF.PSM)); - m_om_dssel.ztst = ZTST_ALWAYS; - } -} - -void GSRendererOGL::EmulateTextureShuffleAndFbmask() -{ - // Uncomment to disable texture shuffle emulation. - // m_texture_shuffle = false; - - if (m_texture_shuffle) - { - m_ps_sel.shuffle = 1; - m_ps_sel.dfmt = 0; - - bool write_ba; - bool read_ba; - - ConvertSpriteTextureShuffle(write_ba, read_ba); - - // If date is enabled you need to test the green channel instead of the - // alpha channel. Only enable this code in DATE mode to reduce the number - // of shader. - m_ps_sel.write_rg = !write_ba && m_context->TEST.DATE; - - m_ps_sel.read_ba = read_ba; - - // Please bang my head against the wall! - // 1/ Reduce the frame mask to a 16 bit format - const u32& m = m_context->FRAME.FBMSK; - const u32 fbmask = ((m >> 3) & 0x1F) | ((m >> 6) & 0x3E0) | ((m >> 9) & 0x7C00) | ((m >> 16) & 0x8000); - // FIXME GSVector will be nice here - const u8 rg_mask = fbmask & 0xFF; - const u8 ba_mask = (fbmask >> 8) & 0xFF; - m_om_csel.wrgba = 0; - - // 2 Select the new mask (Please someone put SSE here) - if (rg_mask != 0xFF) - { - if (write_ba) - { - GL_INS("Color shuffle %s => B", read_ba ? "B" : "R"); - m_om_csel.wb = 1; - } - else - { - GL_INS("Color shuffle %s => R", read_ba ? "B" : "R"); - m_om_csel.wr = 1; - } - if (rg_mask) - m_ps_sel.fbmask = 1; - } - - if (ba_mask != 0xFF) - { - if (write_ba) - { - GL_INS("Color shuffle %s => A", read_ba ? "A" : "G"); - m_om_csel.wa = 1; - } - else - { - GL_INS("Color shuffle %s => G", read_ba ? "A" : "G"); - m_om_csel.wg = 1; - } - if (ba_mask) - m_ps_sel.fbmask = 1; - } - - if (m_ps_sel.fbmask && m_sw_blending != AccBlendLevel::None) - { - ps_cb.FbMask.r = rg_mask; - ps_cb.FbMask.g = rg_mask; - ps_cb.FbMask.b = ba_mask; - ps_cb.FbMask.a = ba_mask; - - // No blending so hit unsafe path. - if (!PRIM->ABE) - { - GL_INS("FBMASK Unsafe SW emulated fb_mask:%x on tex shuffle", fbmask); - m_require_one_barrier = true; - } - else - { - GL_INS("FBMASK SW emulated fb_mask:%x on tex shuffle", fbmask); - m_require_full_barrier = true; - } - } - else - { - m_ps_sel.fbmask = 0; - } - } - else - { - m_ps_sel.dfmt = GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt; - - const GSVector4i fbmask_v = GSVector4i::load((int)m_context->FRAME.FBMSK); - const int ff_fbmask = fbmask_v.eq8(GSVector4i::xffffffff()).mask(); - const int zero_fbmask = fbmask_v.eq8(GSVector4i::zero()).mask(); - - m_om_csel.wrgba = ~ff_fbmask; // Enable channel if at least 1 bit is 0 - - m_ps_sel.fbmask = m_sw_blending != AccBlendLevel::None && (~ff_fbmask & ~zero_fbmask & 0xF); - - if (m_ps_sel.fbmask) - { - ps_cb.FbMask = fbmask_v.u8to32(); - // Only alpha is special here, I think we can take a very unsafe shortcut - // Alpha isn't blended on the GS but directly copyied into the RT. - // - // Behavior is clearly undefined however there is a high probability that - // it will work. Masked bit will be constant and normally the same everywhere - // RT/FS output/Cached value. - // - // Just to be sure let's add a new safe hack for unsafe access :) - // - // Here the GL spec quote to emphasize the unexpected behavior. - /* - - If a texel has been written, then in order to safely read the result - a texel fetch must be in a subsequent Draw separated by the command - - void TextureBarrier(void); - - TextureBarrier() will guarantee that writes have completed and caches - have been invalidated before subsequent Draws are executed. - */ - // No blending so hit unsafe path. - if (!PRIM->ABE || !(~ff_fbmask & ~zero_fbmask & 0x7)) - { - GL_INS("FBMASK Unsafe SW emulated fb_mask:%x on %d bits format", m_context->FRAME.FBMSK, - (GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt == 2) ? 16 : 32); - m_require_one_barrier = true; - } - else - { - // The safe and accurate path (but slow) - GL_INS("FBMASK SW emulated fb_mask:%x on %d bits format", m_context->FRAME.FBMSK, - (GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt == 2) ? 16 : 32); - m_require_full_barrier = true; - } - } - } -} - -void GSRendererOGL::EmulateChannelShuffle(GSTexture** rt, const GSTextureCache::Source* tex) -{ - GSDeviceOGL* dev = (GSDeviceOGL*)m_dev; - - // Uncomment to disable HLE emulation (allow to trace the draw call) - // m_channel_shuffle = false; - - // First let's check we really have a channel shuffle effect - if (m_channel_shuffle) - { - if (m_game.title == CRC::GT4 || m_game.title == CRC::GT3 || m_game.title == CRC::GTConcept || m_game.title == CRC::TouristTrophy) - { - GL_INS("Gran Turismo RGB Channel"); - m_ps_sel.channel = ChannelFetch_RGB; - m_context->TEX0.TFX = TFX_DECAL; - *rt = tex->m_from_target; - } - else if (m_game.title == CRC::Tekken5) - { - if (m_context->FRAME.FBW == 1) - { - // Used in stages: Secret Garden, Acid Rain, Moonlit Wilderness - GL_INS("Tekken5 RGB Channel"); - m_ps_sel.channel = ChannelFetch_RGB; - m_context->FRAME.FBMSK = 0xFF000000; - // 12 pages: 2 calls by channel, 3 channels, 1 blit - // Minus current draw call - m_skip = 12 * (3 + 3 + 1) - 1; - *rt = tex->m_from_target; - } - else - { - // Could skip model drawing if wrongly detected - m_channel_shuffle = false; - } - } - else if ((tex->m_texture->GetType() == GSTexture::Type::DepthStencil) && !(tex->m_32_bits_fmt)) - { - // So far 2 games hit this code path. Urban Chaos and Tales of Abyss - // UC: will copy depth to green channel - // ToA: will copy depth to alpha channel - if ((m_context->FRAME.FBMSK & 0xFF0000) == 0xFF0000) - { - // Green channel is masked - GL_INS("Tales Of Abyss Crazyness (MSB 16b depth to Alpha)"); - m_ps_sel.tales_of_abyss_hle = 1; - } - else - { - GL_INS("Urban Chaos Crazyness (Green extraction)"); - m_ps_sel.urban_chaos_hle = 1; - } - } - else if (m_index.tail <= 64 && m_context->CLAMP.WMT == 3) - { - // Blood will tell. I think it is channel effect too but again - // implemented in a different way. I don't want to add more CRC stuff. So - // let's disable channel when the signature is different - // - // Note: Tales Of Abyss and Tekken5 could hit this path too. Those games are - // handled above. - GL_INS("Maybe not a channel!"); - m_channel_shuffle = false; - } - else if (m_context->CLAMP.WMS == 3 && ((m_context->CLAMP.MAXU & 0x8) == 8)) - { - // Read either blue or Alpha. Let's go for Blue ;) - // MGS3/Kill Zone - GL_INS("Blue channel"); - m_ps_sel.channel = ChannelFetch_BLUE; - } - else if (m_context->CLAMP.WMS == 3 && ((m_context->CLAMP.MINU & 0x8) == 0)) - { - // Read either Red or Green. Let's check the V coordinate. 0-1 is likely top so - // red. 2-3 is likely bottom so green (actually depends on texture base pointer offset) - const bool green = PRIM->FST && (m_vertex.buff[0].V & 32); - if (green && (m_context->FRAME.FBMSK & 0x00FFFFFF) == 0x00FFFFFF) - { - // Typically used in Terminator 3 - const int blue_mask = m_context->FRAME.FBMSK >> 24; - int blue_shift = -1; - - // Note: potentially we could also check the value of the clut - switch (blue_mask) - { - case 0xFF: ASSERT(0); break; - case 0xFE: blue_shift = 1; break; - case 0xFC: blue_shift = 2; break; - case 0xF8: blue_shift = 3; break; - case 0xF0: blue_shift = 4; break; - case 0xE0: blue_shift = 5; break; - case 0xC0: blue_shift = 6; break; - case 0x80: blue_shift = 7; break; - default: break; - } - - if (blue_shift >= 0) - { - const int green_mask = ~blue_mask & 0xFF; - const int green_shift = 8 - blue_shift; - - GL_INS("Green/Blue channel (%d, %d)", blue_shift, green_shift); - dev->SetupCBMisc(GSVector4i(blue_mask, blue_shift, green_mask, green_shift)); - m_ps_sel.channel = ChannelFetch_GXBY; - m_context->FRAME.FBMSK = 0x00FFFFFF; - } - else - { - GL_INS("Green channel (wrong mask) (fbmask %x)", blue_mask); - m_ps_sel.channel = ChannelFetch_GREEN; - } - } - else if (green) - { - GL_INS("Green channel"); - m_ps_sel.channel = ChannelFetch_GREEN; - } - else - { - // Pop - GL_INS("Red channel"); - m_ps_sel.channel = ChannelFetch_RED; - } - } - else - { - GL_INS("Channel not supported"); - m_channel_shuffle = false; - } - } - - // Effect is really a channel shuffle effect so let's cheat a little - if (m_channel_shuffle) - { - dev->PSSetShaderResource(4, tex->m_from_target); - m_require_one_barrier = true; - - // Replace current draw with a fullscreen sprite - // - // Performance GPU note: it could be wise to reduce the size to - // the rendered size of the framebuffer - - GSVertex* s = &m_vertex.buff[0]; - s[0].XYZ.X = (u16)(m_context->XYOFFSET.OFX + 0); - s[1].XYZ.X = (u16)(m_context->XYOFFSET.OFX + 16384); - s[0].XYZ.Y = (u16)(m_context->XYOFFSET.OFY + 0); - s[1].XYZ.Y = (u16)(m_context->XYOFFSET.OFY + 16384); - - m_vertex.head = m_vertex.tail = m_vertex.next = 2; - m_index.tail = 2; - } - else - { -#ifdef ENABLE_OGL_DEBUG - dev->PSSetShaderResource(4, NULL); -#endif - } -} - -void GSRendererOGL::EmulateBlending(bool& DATE_GL42, bool& DATE_GL45) -{ - GSDeviceOGL* dev = (GSDeviceOGL*)m_dev; - - // AA1: Don't enable blending on AA1, not yet implemented on hardware mode, - // it requires coverage sample so it's safer to turn it off instead. - const bool aa1 = PRIM->AA1 && (m_vt.m_primclass == GS_LINE_CLASS); - - // No blending or coverage anti-aliasing so early exit - if (!(PRIM->ABE || m_env.PABE.PABE || aa1)) - { - dev->OMSetBlendState(); - return; - } - - // Compute the blending equation to detect special case - const GIFRegALPHA& ALPHA = m_context->ALPHA; - const u8 blend_index = u8(((ALPHA.A * 3 + ALPHA.B) * 3 + ALPHA.C) * 3 + ALPHA.D); - const int blend_flag = m_dev->GetBlendFlags(blend_index); - - // Do the multiplication in shader for blending accumulation: Cs*As + Cd or Cs*Af + Cd - bool accumulation_blend = !!(blend_flag & BLEND_ACCU); - - // Blending doesn't require barrier, or sampling of the rt - const bool blend_non_recursive = !!(blend_flag & BLEND_NO_REC); - - // BLEND MIX selection, use a mix of hw/sw blending - if (!m_vt.m_alpha.valid && (ALPHA.C == 0)) - GetAlphaMinMax(); - const bool blend_mix1 = !!(blend_flag & BLEND_MIX1); - const bool blend_mix2 = !!(blend_flag & BLEND_MIX2); - const bool blend_mix3 = !!(blend_flag & BLEND_MIX3); - bool blend_mix = (blend_mix1 || blend_mix2 || blend_mix3) - // Do not enable if As > 128 or F > 128, hw blend clamps to 1 - && !((ALPHA.C == 0 && m_vt.m_alpha.max > 128) || (ALPHA.C == 2 && ALPHA.FIX > 128u)); - - // SW Blend is (nearly) free. Let's use it. - const bool impossible_or_free_blend = (blend_flag & BLEND_A_MAX) // Impossible blending - || blend_non_recursive // Free sw blending, doesn't require barriers or reading fb - || accumulation_blend // Mix of hw/sw blending - || (m_prim_overlap == PRIM_OVERLAP_NO) // Blend can be done in a single draw - || (m_require_full_barrier); // Another effect (for example fbmask) already requires a full barrier - - // Warning no break on purpose - // Note: the [[fallthrough]] attribute tell compilers not to complain about not having breaks. - bool sw_blending = false; - switch (m_sw_blending) - { - case AccBlendLevel::Ultra: - sw_blending |= true; - [[fallthrough]]; - case AccBlendLevel::Full: - sw_blending |= (ALPHA.A != ALPHA.B) && ((ALPHA.C == 0 && m_vt.m_alpha.max > 128) || (ALPHA.C == 2 && ALPHA.FIX > 128u)); - [[fallthrough]]; - case AccBlendLevel::High: - sw_blending |= (ALPHA.C == 1); - [[fallthrough]]; - case AccBlendLevel::Medium: - // Initial idea was to enable accurate blending for sprite rendering to handle - // correctly post-processing effect. Some games (ZoE) use tons of sprites as particles. - // In order to keep it fast, let's limit it to smaller draw call. - sw_blending |= m_vt.m_primclass == GS_SPRITE_CLASS && m_drawlist.size() < 100; - [[fallthrough]]; - case AccBlendLevel::Basic: - sw_blending |= impossible_or_free_blend; - [[fallthrough]]; - case AccBlendLevel::None: - /*sw_blending |= accumulation_blend*/; - } - - // Do not run BLEND MIX if sw blending is already present, it's less accurate - if (m_sw_blending != AccBlendLevel::None) - { - blend_mix &= !sw_blending; - sw_blending |= blend_mix; - } - - // Color clip - if (m_env.COLCLAMP.CLAMP == 0) - { - // Safe FBMASK, avoid hitting accumulation mode on 16bit, - // fixes shadows in Superman shadows of Apokolips. - const bool sw_fbmask_colclip = !m_require_one_barrier && m_ps_sel.fbmask; - const bool free_colclip = m_prim_overlap == PRIM_OVERLAP_NO || blend_non_recursive || sw_fbmask_colclip; - GL_DBG("COLCLIP Info (Blending: %d/%d/%d/%d, SW FBMASK: %d, OVERLAP: %d)", - ALPHA.A, ALPHA.B, ALPHA.C, ALPHA.D, sw_fbmask_colclip, m_prim_overlap); - if (free_colclip) - { - // The fastest algo that requires a single pass - GL_INS("COLCLIP Free mode ENABLED"); - m_ps_sel.colclip = 1; - sw_blending = true; - accumulation_blend = false; // disable the HDR algo - blend_mix = false; - } - else if (accumulation_blend || blend_mix) - { - // A fast algo that requires 2 passes - GL_INS("COLCLIP Fast HDR mode ENABLED"); - m_ps_sel.hdr = 1; - sw_blending = true; // Enable sw blending for the HDR algo - } - else if (sw_blending) - { - // A slow algo that could requires several passes (barely used) - GL_INS("COLCLIP SW mode ENABLED"); - m_ps_sel.colclip = 1; - } - else - { - GL_INS("COLCLIP HDR mode ENABLED"); - m_ps_sel.hdr = 1; - } - } - - // Per pixel alpha blending - if (m_env.PABE.PABE) - { - // Breath of Fire Dragon Quarter, Strawberry Shortcake, Super Robot Wars, Cartoon Network Racing. - - if (sw_blending) - { - GL_INS("PABE mode ENABLED"); - m_ps_sel.pabe = 1; - accumulation_blend = false; - blend_mix = false; - } - } - - // GL42 interact very badly with sw blending. GL42 uses the primitiveID to find the primitive - // that write the bad alpha value. Sw blending will force the draw to run primitive by primitive - // (therefore primitiveID will be constant to 1). - // Switch DATE_GL42 with DATE_GL45 in such cases to ensure accuracy. - // No mix of COLCLIP + sw blend + DATE_GL42, neither sw fbmask + DATE_GL42. - // Note: Do the swap after colclip to avoid adding extra conditions. - if (sw_blending && DATE_GL42) - { - GL_PERF("DATE: Swap DATE_GL42 with DATE_GL45"); - m_require_full_barrier = true; - DATE_GL42 = false; - DATE_GL45 = true; - } - - // For stat to optimize accurate option -#if 0 - GL_INS("BLEND_INFO: %d/%d/%d/%d. Clamp:%d. Prim:%d number %d (drawlist %d) (sw %d)", - ALPHA.A, ALPHA.B, ALPHA.C, ALPHA.D, m_env.COLCLAMP.CLAMP, m_vt.m_primclass, m_vertex.next, m_drawlist.size(), sw_blending); -#endif - if (sw_blending) - { - m_ps_sel.blend_a = ALPHA.A; - m_ps_sel.blend_b = ALPHA.B; - m_ps_sel.blend_c = ALPHA.C; - m_ps_sel.blend_d = ALPHA.D; - - if (accumulation_blend) - { - // Keep HW blending to do the addition/subtraction - dev->OMSetBlendState(blend_index, 0, false, true); - if (ALPHA.A == 2) - { - // The blend unit does a reverse subtraction so it means - // the shader must output a positive value. - // Replace 0 - Cs by Cs - 0 - m_ps_sel.blend_a = ALPHA.B; - m_ps_sel.blend_b = 2; - } - // Remove the addition/substraction from the SW blending - m_ps_sel.blend_d = 2; - - // Note accumulation_blend doesn't require a barrier - } - else if (blend_mix) - { - dev->OMSetBlendState(blend_index, ALPHA.FIX, ALPHA.C == 2, false, true); - - if (blend_mix1) - { - m_ps_sel.blend_a = 0; - m_ps_sel.blend_b = 2; - m_ps_sel.blend_d = 2; - } - else if (blend_mix2) - { - m_ps_sel.blend_a = 0; - m_ps_sel.blend_b = 2; - m_ps_sel.blend_d = 0; - } - else if (blend_mix3) - { - m_ps_sel.blend_a = 2; - m_ps_sel.blend_b = 0; - m_ps_sel.blend_d = 0; - } - } - else - { - // Disable HW blending - dev->OMSetBlendState(); - - m_require_full_barrier |= !blend_non_recursive; - } - - // Require the fix alpha vlaue - if (ALPHA.C == 2) - { - ps_cb.TA_MaxDepth_Af.a = (float)ALPHA.FIX / 128.0f; - } - } - else - { - m_ps_sel.clr1 = !!(blend_flag & BLEND_C_CLR); - if (m_ps_sel.dfmt == 1 && ALPHA.C == 1) - { - // 24 bits doesn't have an alpha channel so use 1.0f fix factor as equivalent - const u8 hacked_blend_index = blend_index + 3; // +3 <=> +1 on C - dev->OMSetBlendState(hacked_blend_index, 128, true); - } - else - { - dev->OMSetBlendState(blend_index, ALPHA.FIX, (ALPHA.C == 2)); - } - } -} - -void GSRendererOGL::EmulateTextureSampler(const GSTextureCache::Source* tex) -{ - GSDeviceOGL* dev = (GSDeviceOGL*)m_dev; - - // Warning fetch the texture PSM format rather than the context format. The latter could have been corrected in the texture cache for depth. - //const GSLocalMemory::psm_t &psm = GSLocalMemory::m_psm[m_context->TEX0.PSM]; - const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[tex->m_TEX0.PSM]; - const GSLocalMemory::psm_t& cpsm = psm.pal > 0 ? GSLocalMemory::m_psm[m_context->TEX0.CPSM] : psm; - - const u8 wms = m_context->CLAMP.WMS; - const u8 wmt = m_context->CLAMP.WMT; - const bool complex_wms_wmt = !!((wms | wmt) & 2); - - const bool need_mipmap = IsMipMapDraw(); - const bool shader_emulated_sampler = tex->m_palette || cpsm.fmt != 0 || complex_wms_wmt || psm.depth; - const bool trilinear_manual = need_mipmap && m_mipmap == 2; - - bool bilinear = m_vt.IsLinear(); - int trilinear = 0; - bool trilinear_auto = false; - switch (UserHacks_tri_filter) - { - case TriFiltering::Forced: - trilinear = static_cast(GS_MIN_FILTER::Linear_Mipmap_Linear); - trilinear_auto = m_mipmap != 2; - break; - - case TriFiltering::PS2: - if (need_mipmap && m_mipmap != 2) - { - trilinear = m_context->TEX1.MMIN; - trilinear_auto = true; - } - break; - - case TriFiltering::None: - default: - break; - } - - // 1 and 0 are equivalent - m_ps_sel.wms = (wms & 2) ? wms : 0; - m_ps_sel.wmt = (wmt & 2) ? wmt : 0; - - // Depth + bilinear filtering isn't done yet (And I'm not sure we need it anyway but a game will prove me wrong) - // So of course, GTA set the linear mode, but sampling is done at texel center so it is equivalent to nearest sampling - ASSERT(!(psm.depth && m_vt.IsLinear())); - - // Performance note: - // 1/ Don't set 0 as it is the default value - // 2/ Only keep aem when it is useful (avoid useless shader permutation) - if (m_ps_sel.shuffle) - { - // Force a 32 bits access (normally shuffle is done on 16 bits) - // m_ps_sel.tex_fmt = 0; // removed as an optimization - m_ps_sel.aem = m_env.TEXA.AEM; - ASSERT(tex->m_target); - - // Require a float conversion if the texure is a depth otherwise uses Integral scaling - if (psm.depth) - { - m_ps_sel.depth_fmt = (tex->m_texture->GetType() != GSTexture::Type::DepthStencil) ? 3 : 1; - m_vs_sel.int_fst = !PRIM->FST; // select float/int coordinate - } - - // Shuffle is a 16 bits format, so aem is always required - GSVector4 ta(m_env.TEXA & GSVector4i::x000000ff()); - ta /= 255.0f; - // FIXME rely on compiler for the optimization - ps_cb.TA_MaxDepth_Af.x = ta.x; - ps_cb.TA_MaxDepth_Af.y = ta.y; - - // The purpose of texture shuffle is to move color channel. Extra interpolation is likely a bad idea. - bilinear &= m_vt.IsLinear(); - - GSVector4 half_offset = RealignTargetTextureCoordinate(tex); - vs_cb.Texture_Scale_Offset.z = half_offset.x; - vs_cb.Texture_Scale_Offset.w = half_offset.y; - } - else if (tex->m_target) - { - // Use an old target. AEM and index aren't resolved it must be done - // on the GPU - - // Select the 32/24/16 bits color (AEM) - m_ps_sel.tex_fmt = cpsm.fmt; - m_ps_sel.aem = m_env.TEXA.AEM; - - // Don't upload AEM if format is 32 bits - if (cpsm.fmt) - { - GSVector4 ta(m_env.TEXA & GSVector4i::x000000ff()); - ta /= 255.0f; - // FIXME rely on compiler for the optimization - ps_cb.TA_MaxDepth_Af.x = ta.x; - ps_cb.TA_MaxDepth_Af.y = ta.y; - } - - // Select the index format - if (tex->m_palette) - { - // FIXME Potentially improve fmt field in GSLocalMemory - if (m_context->TEX0.PSM == PSM_PSMT4HL) - m_ps_sel.tex_fmt |= 1 << 2; - else if (m_context->TEX0.PSM == PSM_PSMT4HH) - m_ps_sel.tex_fmt |= 2 << 2; - else - m_ps_sel.tex_fmt |= 3 << 2; - - // Alpha channel of the RT is reinterpreted as an index. Star - // Ocean 3 uses it to emulate a stencil buffer. It is a very - // bad idea to force bilinear filtering on it. - bilinear &= m_vt.IsLinear(); - } - - // Depth format - if (tex->m_texture->GetType() == GSTexture::Type::DepthStencil) - { - // Require a float conversion if the texure is a depth format - m_ps_sel.depth_fmt = (psm.bpp == 16) ? 2 : 1; - m_vs_sel.int_fst = !PRIM->FST; // select float/int coordinate - - // Don't force interpolation on depth format - bilinear &= m_vt.IsLinear(); - } - else if (psm.depth) - { - // Use Integral scaling - m_ps_sel.depth_fmt = 3; - m_vs_sel.int_fst = !PRIM->FST; // select float/int coordinate - - // Don't force interpolation on depth format - bilinear &= m_vt.IsLinear(); - } - - GSVector4 half_offset = RealignTargetTextureCoordinate(tex); - vs_cb.Texture_Scale_Offset.z = half_offset.x; - vs_cb.Texture_Scale_Offset.w = half_offset.y; - } - else if (tex->m_palette) - { - // Use a standard 8 bits texture. AEM is already done on the CLUT - // Therefore you only need to set the index - // m_ps_sel.aem = 0; // removed as an optimization - - // Note 4 bits indexes are converted to 8 bits - m_ps_sel.tex_fmt = 3 << 2; - } - else - { - // Standard texture. Both index and AEM expansion were already done by the CPU. - // m_ps_sel.tex_fmt = 0; // removed as an optimization - // m_ps_sel.aem = 0; // removed as an optimization - } - - if (m_context->TEX0.TFX == TFX_MODULATE && m_vt.m_eq.rgba == 0xFFFF && m_vt.m_min.c.eq(GSVector4i(128))) - { - // Micro optimization that reduces GPU load (removes 5 instructions on the FS program) - m_ps_sel.tfx = TFX_DECAL; - } - else - { - m_ps_sel.tfx = m_context->TEX0.TFX; - } - - m_ps_sel.tcc = m_context->TEX0.TCC; - - m_ps_sel.ltf = bilinear && shader_emulated_sampler; - m_ps_sel.point_sampler = GLLoader::vendor_id_amd && (!bilinear || shader_emulated_sampler); - - const int w = tex->m_texture->GetWidth(); - const int h = tex->m_texture->GetHeight(); - - const int tw = (int)(1 << m_context->TEX0.TW); - const int th = (int)(1 << m_context->TEX0.TH); - - const GSVector4 WH(tw, th, w, h); - - m_ps_sel.fst = !!PRIM->FST; - - ps_cb.WH = WH; - ps_cb.HalfTexel = GSVector4(-0.5f, 0.5f).xxyy() / WH.zwzw(); - if (complex_wms_wmt) - { - ps_cb.MskFix = GSVector4i(m_context->CLAMP.MINU, m_context->CLAMP.MINV, m_context->CLAMP.MAXU, m_context->CLAMP.MAXV); - ps_cb.MinMax = GSVector4(ps_cb.MskFix) / WH.xyxy(); - } - else if (trilinear_manual) - { - // Reuse MinMax for mipmap parameter to avoid an extension of the UBO - ps_cb.MinMax.x = (float)m_context->TEX1.K / 16.0f; - ps_cb.MinMax.y = float(1 << m_context->TEX1.L); - ps_cb.MinMax.z = float(m_lod.x); // Offset because first layer is m_lod, dunno if we can do better - ps_cb.MinMax.w = float(m_lod.y); - } - else if (trilinear_auto) - { - tex->m_texture->GenerateMipmap(); - } - - // TC Offset Hack - m_ps_sel.tcoffsethack = m_userhacks_tcoffset; - GSVector4 tc_oh_ts = GSVector4(1 / 16.0f, 1 / 16.0f, m_userhacks_tcoffset_x, m_userhacks_tcoffset_y) / WH.xyxy(); - ps_cb.TC_OH = tc_oh_ts.zwzw(); - vs_cb.Texture_Scale_Offset.x = tc_oh_ts.x; - vs_cb.Texture_Scale_Offset.y = tc_oh_ts.y; - - // Must be done after all coordinates math - if (m_context->HasFixedTEX0() && !PRIM->FST) - { - m_ps_sel.invalid_tex0 = 1; - // Use invalid size to denormalize ST coordinate - ps_cb.WH.x = (float)(1 << m_context->stack.TEX0.TW); - ps_cb.WH.y = (float)(1 << m_context->stack.TEX0.TH); - - // We can't handle m_target with invalid_tex0 atm due to upscaling - ASSERT(!tex->m_target); - } - - // Only enable clamping in CLAMP mode. REGION_CLAMP will be done manually in the shader - m_ps_ssel.tau = (wms != CLAMP_CLAMP); - m_ps_ssel.tav = (wmt != CLAMP_CLAMP); - if (shader_emulated_sampler) - { - m_ps_ssel.biln = 0; - m_ps_ssel.aniso = 0; - m_ps_ssel.triln = 0; - } - else - { - m_ps_ssel.biln = bilinear; - // Aniso filtering doesn't work with textureLod so use texture (automatic_lod) instead. - // Enable aniso only for triangles. Sprites are flat so aniso is likely useless (it would save perf for others primitives). - const bool anisotropic = m_vt.m_primclass == GS_TRIANGLE_CLASS && !trilinear_manual; - m_ps_ssel.aniso = anisotropic; - m_ps_ssel.triln = trilinear; - if (trilinear_manual) - { - m_ps_sel.manual_lod = 1; - } - else if (trilinear_auto || anisotropic) - { - m_ps_sel.automatic_lod = 1; - } - } - - // Setup Texture ressources - dev->SetupSampler(m_ps_ssel); - dev->PSSetShaderResources(tex->m_texture, tex->m_palette); -} - -GSRendererOGL::PRIM_OVERLAP GSRendererOGL::PrimitiveOverlap() -{ - // Either 1 triangle or 1 line or 3 POINTs - // It is bad for the POINTs but low probability that they overlap - if (m_vertex.next < 4) - return PRIM_OVERLAP_NO; - - if (m_vt.m_primclass != GS_SPRITE_CLASS) - return PRIM_OVERLAP_UNKNOW; // maybe, maybe not - - // Check intersection of sprite primitive only - const size_t count = m_vertex.next; - PRIM_OVERLAP overlap = PRIM_OVERLAP_NO; - const GSVertex* v = m_vertex.buff; - - m_drawlist.clear(); - size_t i = 0; - while (i < count) - { - // In order to speed up comparison a bounding-box is accumulated. It removes a - // loop so code is much faster (check game virtua fighter). Besides it allow to check - // properly the Y order. - - // .x = min(v[i].XYZ.X, v[i+1].XYZ.X) - // .y = min(v[i].XYZ.Y, v[i+1].XYZ.Y) - // .z = max(v[i].XYZ.X, v[i+1].XYZ.X) - // .w = max(v[i].XYZ.Y, v[i+1].XYZ.Y) - GSVector4i all = GSVector4i(v[i].m[1]).upl16(GSVector4i(v[i + 1].m[1])).upl16().xzyw(); - all = all.xyxy().blend(all.zwzw(), all > all.zwxy()); - - size_t j = i + 2; - while (j < count) - { - GSVector4i sprite = GSVector4i(v[j].m[1]).upl16(GSVector4i(v[j + 1].m[1])).upl16().xzyw(); - sprite = sprite.xyxy().blend(sprite.zwzw(), sprite > sprite.zwxy()); - - // Be sure to get vertex in good order, otherwise .r* function doesn't - // work as expected. - ASSERT(sprite.x <= sprite.z); - ASSERT(sprite.y <= sprite.w); - ASSERT(all.x <= all.z); - ASSERT(all.y <= all.w); - - if (all.rintersect(sprite).rempty()) - { - all = all.runion_ordered(sprite); - } - else - { - overlap = PRIM_OVERLAP_YES; - break; - } - j += 2; - } - m_drawlist.push_back((j - i) >> 1); // Sprite count - i = j; - } - -#if 0 - // Old algo: less constraint but O(n^2) instead of O(n) as above - - // You have no guarantee on the sprite order, first vertex can be either top-left or bottom-left - // There is a high probability that the draw call will uses same ordering for all vertices. - // In order to keep a small performance impact only the first sprite will be checked - // - // Some safe-guard will be added in the outer-loop to avoid corruption with a limited perf impact - if (v[1].XYZ.Y < v[0].XYZ.Y) { - // First vertex is Top-Left - for(size_t i = 0; i < count; i += 2) { - if (v[i+1].XYZ.Y > v[i].XYZ.Y) { - return PRIM_OVERLAP_UNKNOW; - } - GSVector4i vi(v[i].XYZ.X, v[i+1].XYZ.Y, v[i+1].XYZ.X, v[i].XYZ.Y); - for (size_t j = i+2; j < count; j += 2) { - GSVector4i vj(v[j].XYZ.X, v[j+1].XYZ.Y, v[j+1].XYZ.X, v[j].XYZ.Y); - GSVector4i inter = vi.rintersect(vj); - if (!inter.rempty()) { - return PRIM_OVERLAP_YES; - } - } - } - } else { - // First vertex is Bottom-Left - for(size_t i = 0; i < count; i += 2) { - if (v[i+1].XYZ.Y < v[i].XYZ.Y) { - return PRIM_OVERLAP_UNKNOW; - } - GSVector4i vi(v[i].XYZ.X, v[i].XYZ.Y, v[i+1].XYZ.X, v[i+1].XYZ.Y); - for (size_t j = i+2; j < count; j += 2) { - GSVector4i vj(v[j].XYZ.X, v[j].XYZ.Y, v[j+1].XYZ.X, v[j+1].XYZ.Y); - GSVector4i inter = vi.rintersect(vj); - if (!inter.rempty()) { - return PRIM_OVERLAP_YES; - } - } - } - } -#endif - - // fprintf(stderr, "%d: Yes, code can be optimized (draw of %d vertices)\n", s_n, count); - return overlap; -} - -void GSRendererOGL::SendDraw() -{ - GSDeviceOGL* dev = (GSDeviceOGL*)m_dev; - - if (!m_require_full_barrier && m_require_one_barrier) - { - // Need only a single barrier - glTextureBarrier(); - dev->DrawIndexedPrimitive(); - } - else if (!m_require_full_barrier) - { - // Don't need any barrier - dev->DrawIndexedPrimitive(); - } - else if (m_prim_overlap == PRIM_OVERLAP_NO) - { - // Need full barrier but a single barrier will be enough - glTextureBarrier(); - dev->DrawIndexedPrimitive(); - } - else if (m_vt.m_primclass == GS_SPRITE_CLASS) - { - const size_t nb_vertex = (m_gs_sel.sprite == 1) ? 2 : 6; - - GL_PUSH("Split the draw (SPRITE)"); - -#if defined(_DEBUG) - // Check how draw call is split. - std::map frequency; - for (const auto& it : m_drawlist) - ++frequency[it]; - - std::string message; - for (const auto& it : frequency) - message += " " + std::to_string(it.first) + "(" + std::to_string(it.second) + ")"; - - GL_PERF("Split single draw (%d sprites) into %zu draws: consecutive draws(frequency):%s", - m_index.tail / nb_vertex, m_drawlist.size(), message.c_str()); -#endif - - for (size_t count = 0, p = 0, n = 0; n < m_drawlist.size(); p += count, ++n) - { - count = m_drawlist[n] * nb_vertex; - glTextureBarrier(); - dev->DrawIndexedPrimitive(p, count); - } - } - else - { - // FIXME: Investigate: a dynamic check to pack as many primitives as possibles - // I'm nearly sure GS already have this kind of code (maybe we can adapt GSDirtyRect) - const size_t nb_vertex = GSUtil::GetClassVertexCount(m_vt.m_primclass); - - GL_PUSH("Split the draw"); - - GL_PERF("Split single draw in %d draw", m_index.tail / nb_vertex); - - for (size_t p = 0; p < m_index.tail; p += nb_vertex) - { - glTextureBarrier(); - dev->DrawIndexedPrimitive(p, nb_vertex); - } - } -} - -void GSRendererOGL::ResetStates() -{ - m_require_one_barrier = false; - m_require_full_barrier = false; - - m_vs_sel.key = 0; - m_gs_sel.key = 0; - m_ps_sel.key = 0; - - m_ps_ssel.key = 0; - m_om_csel.key = 0; - m_om_dssel.key = 0; -} - -void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex) -{ -#ifdef ENABLE_OGL_DEBUG - GSVector4i area_out = GSVector4i(m_vt.m_min.p.xyxy(m_vt.m_max.p)).rintersect(GSVector4i(m_context->scissor.in)); - GSVector4i area_in = GSVector4i(m_vt.m_min.t.xyxy(m_vt.m_max.t)); - - GL_PUSH("GL Draw from %d (area %d,%d => %d,%d) in %d (Depth %d) (area %d,%d => %d,%d)", - tex && tex->m_texture ? tex->m_texture->GetID() : -1, - area_in.x, area_in.y, area_in.z, area_in.w, - rt ? rt->GetID() : -1, ds ? ds->GetID() : -1, - area_out.x, area_out.y, area_out.z, area_out.w); -#endif - - GSTexture* hdr_rt = NULL; - - const GSVector2i& rtsize = ds ? ds->GetSize() : rt->GetSize(); - const GSVector2& rtscale = ds ? ds->GetScale() : rt->GetScale(); - - const bool DATE = m_context->TEST.DATE && m_context->FRAME.PSM != PSM_PSMCT24; - bool DATE_GL42 = false; - bool DATE_GL45 = false; - bool DATE_one = false; - - const bool ate_first_pass = m_context->TEST.DoFirstPass(); - const bool ate_second_pass = m_context->TEST.DoSecondPass(); - - ResetStates(); - vs_cb.Texture_Scale_Offset = GSVector4(0.0f); - - ASSERT(m_dev != NULL); - GSDeviceOGL* dev = (GSDeviceOGL*)m_dev; - - // HLE implementation of the channel selection effect - // - // Warning it must be done at the begining because it will change the - // vertex list (it will interact with PrimitiveOverlap and accurate - // blending) - EmulateChannelShuffle(&rt, tex); - - // Upscaling hack to avoid various line/grid issues - MergeSprite(tex); - - // Always check if primitive overlap as it is used in plenty of effects. - m_prim_overlap = PrimitiveOverlap(); - - // Detect framebuffer read that will need special handling - if ((m_context->FRAME.Block() == m_context->TEX0.TBP0) && PRIM->TME && m_sw_blending != AccBlendLevel::None) - { - if ((m_context->FRAME.FBMSK == 0x00FFFFFF) && (m_vt.m_primclass == GS_TRIANGLE_CLASS)) - { - // This pattern is used by several games to emulate a stencil (shadow) - // Ratchet & Clank, Jak do alpha integer multiplication (tfx) which is mostly equivalent to +1/-1 - // Tri-Ace (Star Ocean 3/RadiataStories/VP2) uses a palette to handle the +1/-1 - GL_DBG("Source and Target are the same! Let's sample the framebuffer"); - m_ps_sel.tex_is_fb = 1; - m_require_full_barrier = true; - } - else if (m_prim_overlap != PRIM_OVERLAP_NO) - { - // Note: It is fine if the texture fits in a single GS page. First access will cache - // the page in the GS texture buffer. - GL_INS("ERROR: Source and Target are the same!"); - } - } - - EmulateTextureShuffleAndFbmask(); - - // DATE: selection of the algorithm. Must be done before blending because GL42 is not compatible with blending - if (DATE) - { - if (m_prim_overlap == PRIM_OVERLAP_NO || m_texture_shuffle) - { - // It is way too complex to emulate texture shuffle with DATE. So just use - // the slow but accurate algo - GL_PERF("DATE: With %s", m_texture_shuffle ? "texture shuffle" : "no prim overlap"); - m_require_full_barrier = true; - DATE_GL45 = true; - } - else if (m_om_csel.wa && !m_context->TEST.ATE) - { - // Performance note: check alpha range with GetAlphaMinMax() - // Note: all my dump are already above 120fps, but it seems to reduce GPU load - // with big upscaling - GetAlphaMinMax(); - if (m_context->TEST.DATM && m_vt.m_alpha.max < 128) - { - // Only first pixel (write 0) will pass (alpha is 1) - GL_PERF("DATE: Fast with alpha %d-%d", m_vt.m_alpha.min, m_vt.m_alpha.max); - DATE_one = true; - } - else if (!m_context->TEST.DATM && m_vt.m_alpha.min >= 128) - { - // Only first pixel (write 1) will pass (alpha is 0) - GL_PERF("DATE: Fast with alpha %d-%d", m_vt.m_alpha.min, m_vt.m_alpha.max); - DATE_one = true; - } - else if ((m_vt.m_primclass == GS_SPRITE_CLASS && m_drawlist.size() < 50) || (m_index.tail < 100)) - { - // texture barrier will split the draw call into n draw call. It is very efficient for - // few primitive draws. Otherwise it sucks. - GL_PERF("DATE: Slow with alpha %d-%d", m_vt.m_alpha.min, m_vt.m_alpha.max); - m_require_full_barrier = true; - DATE_GL45 = true; - } - else if (m_accurate_date) - { - // Note: Fast level (DATE_one) was removed as it's less accurate. - GL_PERF("DATE: Full AD with alpha %d-%d", m_vt.m_alpha.min, m_vt.m_alpha.max); - if (GLLoader::found_GL_ARB_shader_image_load_store && GLLoader::found_GL_ARB_clear_texture) - { - DATE_GL42 = true; - } - else - { - m_require_full_barrier = true; - DATE_GL45 = true; - } - } - } - else if (!m_om_csel.wa && !m_context->TEST.ATE) - { - // TODO: is it legal ? Likely but it need to be tested carefully - // DATE_GL45 = true; - // m_require_one_barrier = true; << replace it with a cheap barrier - } - - // Will save my life ! - ASSERT(!(DATE_GL45 && DATE_one)); - ASSERT(!(DATE_GL42 && DATE_one)); - ASSERT(!(DATE_GL42 && DATE_GL45)); - } - - // Blend - - if (!IsOpaque() && rt) - { - EmulateBlending(DATE_GL42, DATE_GL45); - } - else - { - dev->OMSetBlendState(); // No blending please - } - - if (m_ps_sel.dfmt == 1) - { - // Disable writing of the alpha channel - m_om_csel.wa = 0; - } - - // DATE setup, no DATE_GL45 please - const GSVector4i commitRect = ComputeBoundingBox(rtscale, rtsize); - if (DATE && !DATE_GL45) - { - // Reduce the quantity of clean function - glScissor(commitRect.x, commitRect.y, commitRect.width(), commitRect.height()); - GLState::scissor = commitRect; - - // Must be done here to avoid any GL state pertubation (clear function...) - // Create an r32ui image that will containt primitive ID - if (DATE_GL42) - { - dev->InitPrimDateTexture(rt, commitRect); - } - else if (DATE_one) - { - dev->ClearStencil(ds, 1); - } - else - { - const GSVector4 src = GSVector4(commitRect) / GSVector4(rtsize.x, rtsize.y).xyxy(); - const GSVector4 dst = src * 2.0f - 1.0f; - - GSVertexPT1 vertices[] = - { - {GSVector4(dst.x, dst.y, 0.0f, 0.0f), GSVector2(src.x, src.y)}, - {GSVector4(dst.z, dst.y, 0.0f, 0.0f), GSVector2(src.z, src.y)}, - {GSVector4(dst.x, dst.w, 0.0f, 0.0f), GSVector2(src.x, src.w)}, - {GSVector4(dst.z, dst.w, 0.0f, 0.0f), GSVector2(src.z, src.w)}, - }; - - dev->SetupDATE(rt, ds, vertices, m_context->TEST.DATM); - } - } - - // - - dev->BeginScene(); - - // om - - EmulateZbuffer(); // will update VS depth mask - - // vs - - // FIXME D3D11 and GL support half pixel center. Code could be easier!!! - const float sx = 2.0f * rtscale.x / (rtsize.x << 4); - const float sy = 2.0f * rtscale.y / (rtsize.y << 4); - const float ox = (float)(int)m_context->XYOFFSET.OFX; - const float oy = (float)(int)m_context->XYOFFSET.OFY; - float ox2 = -1.0f / rtsize.x; - float oy2 = -1.0f / rtsize.y; - - //This hack subtracts around half a pixel from OFX and OFY. - // - //The resulting shifted output aligns better with common blending / corona / blurring effects, - //but introduces a few bad pixels on the edges. - - if (rt && rt->LikelyOffset && m_userHacks_HPO == 1) - { - ox2 *= rt->OffsetHack_modx; - oy2 *= rt->OffsetHack_mody; - } - - // Note: DX does y *= -1.0 - vs_cb.Vertex_Scale_Offset = GSVector4(sx, sy, ox * sx + ox2 + 1, oy * sy + oy2 + 1); - // END of FIXME - - // GS_SPRITE_CLASS are already flat (either by CPU or the GS) - m_ps_sel.iip = (m_vt.m_primclass == GS_SPRITE_CLASS) ? 1 : PRIM->IIP; - - if (DATE_GL45) - { - m_ps_sel.date = 5 + m_context->TEST.DATM; - } - else if (DATE_one) - { - m_require_one_barrier = true; - m_ps_sel.date = 5 + m_context->TEST.DATM; - m_om_dssel.date = 1; - m_om_dssel.date_one = 1; - } - else if (DATE) - { - if (DATE_GL42) - m_ps_sel.date = 1 + m_context->TEST.DATM; - else - m_om_dssel.date = 1; - } - - m_ps_sel.fba = m_context->FBA.FBA; - m_ps_sel.dither = m_dithering > 0 && m_ps_sel.dfmt == 2 && m_env.DTHE.DTHE; - - if (m_ps_sel.dither) - { - GL_DBG("DITHERING mode ENABLED (%d)", m_dithering); - - m_ps_sel.dither = m_dithering; - ps_cb.DitherMatrix[0] = GSVector4(m_env.DIMX.DM00, m_env.DIMX.DM01, m_env.DIMX.DM02, m_env.DIMX.DM03); - ps_cb.DitherMatrix[1] = GSVector4(m_env.DIMX.DM10, m_env.DIMX.DM11, m_env.DIMX.DM12, m_env.DIMX.DM13); - ps_cb.DitherMatrix[2] = GSVector4(m_env.DIMX.DM20, m_env.DIMX.DM21, m_env.DIMX.DM22, m_env.DIMX.DM23); - ps_cb.DitherMatrix[3] = GSVector4(m_env.DIMX.DM30, m_env.DIMX.DM31, m_env.DIMX.DM32, m_env.DIMX.DM33); - } - - if (PRIM->FGE) - { - m_ps_sel.fog = 1; - - const GSVector4 fc = GSVector4::rgba32(m_env.FOGCOL.U32[0]); - // Blend AREF to avoid to load a random value for alpha (dirty cache) - ps_cb.FogColor_AREF = fc.blend32<8>(ps_cb.FogColor_AREF); - } - - // 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 ate_RGBA_then_Z = false; - bool ate_RGB_then_ZA = false; - u8 ps_atst = 0; - if (ate_first_pass & ate_second_pass) - { - GL_DBG("Complex Alpha Test"); - const bool commutative_depth = (m_om_dssel.ztst == ZTST_GEQUAL && m_vt.m_eq.z) || (m_om_dssel.ztst == ZTST_ALWAYS); - const bool commutative_alpha = (m_context->ALPHA.C != 1); // when either Alpha Src or a constant - - ate_RGBA_then_Z = (m_context->TEST.AFAIL == AFAIL_FB_ONLY) & commutative_depth; - ate_RGB_then_ZA = (m_context->TEST.AFAIL == AFAIL_RGB_ONLY) & commutative_depth & commutative_alpha; - } - - if (ate_RGBA_then_Z) - { - GL_DBG("Alternate ATE handling: ate_RGBA_then_Z"); - // Render all color but don't update depth - // ATE is disabled here - m_om_dssel.zwe = false; - } - else if (ate_RGB_then_ZA) - { - GL_DBG("Alternate ATE handling: ate_RGB_then_ZA"); - // Render RGB color but don't update depth/alpha - // ATE is disabled here - m_om_dssel.zwe = false; - m_om_csel.wa = false; - } - else - { - EmulateAtst(ps_cb.FogColor_AREF, ps_atst, false); - m_ps_sel.atst = ps_atst; - } - - // rs - const GSVector4& hacked_scissor = m_channel_shuffle ? GSVector4(0, 0, 1024, 1024) : m_context->scissor.in; - const GSVector4i scissor = GSVector4i(GSVector4(rtscale).xyxy() * hacked_scissor).rintersect(GSVector4i(rtsize).zwxy()); - - if (rt) - rt->CommitRegion(GSVector2i(commitRect.z, commitRect.w)); - - if (ds) - ds->CommitRegion(GSVector2i(commitRect.z, commitRect.w)); - - if (m_ps_sel.hdr) - { - hdr_rt = dev->CreateRenderTarget(rtsize.x, rtsize.y, GSTexture::Format::FloatColor); - dev->OMSetRenderTargets(hdr_rt, ds, &scissor); - - // save blend state, since BlitRect destroys it - const bool old_blend = GLState::blend; - hdr_rt->CommitRegion(GSVector2i(commitRect.z, commitRect.w)); - dev->BlitRect(rt, commitRect, rt->GetSize(), false, false); - if (old_blend) - { - GLState::blend = old_blend; - glEnable(GL_BLEND); - } - } - else - { - dev->OMSetRenderTargets(rt, ds, &scissor); - } - - if (tex) - { - EmulateTextureSampler(tex); - } - else - { - m_ps_sel.tfx = 4; - } - - // Always bind the RT. This way special effect can use it. - dev->PSSetShaderResource(3, rt); - - if (m_game.title == CRC::ICO) - { - const GSVertex* v = &m_vertex.buff[0]; - const GSVideoMode mode = GetVideoMode(); - if (tex && m_vt.m_primclass == GS_SPRITE_CLASS && m_vertex.next == 2 && PRIM->ABE && // Blend texture - ((v[1].U == 8200 && v[1].V == 7176 && mode == GSVideoMode::NTSC) || // at display resolution 512x448 - (v[1].U == 8200 && v[1].V == 8200 && mode == GSVideoMode::PAL)) && // at display resolution 512x512 - tex->m_TEX0.PSM == PSM_PSMT8H) // i.e. read the alpha channel of a 32 bits texture - { - // Note potentially we can limit to TBP0:0x2800 - - // Depth buffer was moved so GS will invalide it which means a - // downscale. ICO uses the MSB depth bits as the texture alpha - // channel. However this depth of field effect requires - // texel:pixel mapping accuracy. - // - // Use an HLE shader to sample depth directly as the alpha channel - GL_INS("ICO sample depth as alpha"); - m_require_full_barrier = true; - // Extract the depth as palette index - m_ps_sel.depth_fmt = 1; - m_ps_sel.channel = ChannelFetch_BLUE; - dev->PSSetShaderResource(4, ds); - - // We need the palette to convert the depth to the correct alpha value. - if (!tex->m_palette) - { - const u16 pal = GSLocalMemory::m_psm[tex->m_TEX0.PSM].pal; - m_tc->AttachPaletteToSource(tex, pal, true); - dev->PSSetShaderResource(1, tex->m_palette); - } - } - } - - SetupIA(sx, sy); - - dev->OMSetColorMaskState(m_om_csel); - dev->SetupOM(m_om_dssel); - - dev->SetupCB(&vs_cb, &ps_cb); - - dev->SetupPipeline(m_vs_sel, m_gs_sel, m_ps_sel); - - if (DATE_GL42) - { - GL_PUSH("Date GL42"); - // It could be good idea to use stencil in the same time. - // Early stencil test will reduce the number of atomic-load operation - - // Create an r32i image that will contain primitive ID - // Note: do it at the beginning because the clean will dirty the FBO state - //dev->InitPrimDateTexture(rtsize.x, rtsize.y); - - // I don't know how much is it legal to mount rt as Texture/RT. No write is done. - // In doubt let's detach RT. - dev->OMSetRenderTargets(NULL, ds, &scissor); - - // Don't write anything on the color buffer - // Neither in the depth buffer - glDepthMask(false); - // Compute primitiveID max that pass the date test (Draw without barrier) - dev->DrawIndexedPrimitive(); - - // Ask PS to discard shader above the primitiveID max - glDepthMask(GLState::depth_mask); - - m_ps_sel.date = 3; - dev->SetupPipeline(m_vs_sel, m_gs_sel, m_ps_sel); - - // Be sure that first pass is finished ! - dev->Barrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); - - dev->OMSetRenderTargets(hdr_rt ? hdr_rt : rt, ds, &scissor); - } - - if (ate_first_pass) - { - SendDraw(); - } - - if (ate_second_pass) - { - ASSERT(!m_env.PABE.PABE); - - if (ate_RGBA_then_Z | ate_RGB_then_ZA) - { - // Enable ATE as first pass to update the depth - // of pixels that passed the alpha test - EmulateAtst(ps_cb.FogColor_AREF, ps_atst, false); - } - else - { - // second pass will process the pixels that failed - // the alpha test - EmulateAtst(ps_cb.FogColor_AREF, ps_atst, true); - } - - m_ps_sel.atst = ps_atst; - - // Potentially AREF was updated (hope perf impact will be limited) - dev->SetupCB(&vs_cb, &ps_cb); - - dev->SetupPipeline(m_vs_sel, m_gs_sel, m_ps_sel); - - bool z = m_om_dssel.zwe; - bool r = m_om_csel.wr; - bool g = m_om_csel.wg; - bool b = m_om_csel.wb; - bool a = m_om_csel.wa; - - switch (m_context->TEST.AFAIL) - { - case AFAIL_KEEP: z = r = g = b = a = false; break; // none - case AFAIL_FB_ONLY: z = false; break; // rgba - case AFAIL_ZB_ONLY: r = g = b = a = false; break; // z - case AFAIL_RGB_ONLY: z = a = false; break; // rgb - default: __assume(0); - } - - // Depth test should be disabled when depth writes are masked and similarly, Alpha test must be disabled - // when writes to all of the alpha bits in the Framebuffer are masked. - if (ate_RGBA_then_Z) - { - z = !m_context->ZBUF.ZMSK; - r = g = b = a = false; - } - else if (ate_RGB_then_ZA) - { - z = !m_context->ZBUF.ZMSK; - a = (m_context->FRAME.FBMSK & 0xFF000000) != 0xFF000000; - r = g = b = false; - } - - if (z || r || g || b || a) - { - m_om_dssel.zwe = z; - m_om_csel.wr = r; - m_om_csel.wg = g; - m_om_csel.wb = b; - m_om_csel.wa = a; - - dev->OMSetColorMaskState(m_om_csel); - dev->SetupOM(m_om_dssel); - - SendDraw(); - } - } - - if (DATE_GL42) - { - dev->RecycleDateTexture(); - } - - dev->EndScene(); - - // Warning: EndScene must be called before StretchRect otherwise - // vertices will be overwritten. Trust me you don't want to do that. - if (hdr_rt) - { - const GSVector4 sRect = GSVector4(commitRect) / GSVector4(rtsize.x, rtsize.y).xyxy(); - dev->StretchRect(hdr_rt, sRect, rt, GSVector4(commitRect), ShaderConvert::MOD_256, false); - - dev->Recycle(hdr_rt); - } -} - -bool GSRendererOGL::IsDummyTexture() const -{ - // Texture is actually the frame buffer. Stencil emulation to compute shadow (Jak series/tri-ace game) - // Will hit the "m_ps_sel.tex_is_fb = 1" path in the draw - return (m_context->FRAME.Block() == m_context->TEX0.TBP0) && PRIM->TME && m_sw_blending != AccBlendLevel::None && m_vt.m_primclass == GS_TRIANGLE_CLASS && (m_context->FRAME.FBMSK == 0x00FFFFFF); -} diff --git a/pcsx2/GS/Renderers/OpenGL/GSRendererOGL.h b/pcsx2/GS/Renderers/OpenGL/GSRendererOGL.h deleted file mode 100644 index bce79f166c..0000000000 --- a/pcsx2/GS/Renderers/OpenGL/GSRendererOGL.h +++ /dev/null @@ -1,71 +0,0 @@ -/* PCSX2 - PS2 Emulator for PCs - * Copyright (C) 2002-2021 PCSX2 Dev Team - * - * PCSX2 is free software: you can redistribute it and/or modify it under the terms - * of the GNU Lesser General Public License as published by the Free Software Found- - * ation, either version 3 of the License, or (at your option) any later version. - * - * PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; - * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR - * PURPOSE. See the GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License along with PCSX2. - * If not, see . - */ - -#pragma once - -#include "GSDeviceOGL.h" -#include "GS/Renderers/HW/GSRendererHW.h" -#include "GS/Renderers/HW/GSVertexHW.h" - -class GSRendererOGL final : public GSRendererHW -{ - enum PRIM_OVERLAP - { - PRIM_OVERLAP_UNKNOW, - PRIM_OVERLAP_YES, - PRIM_OVERLAP_NO - }; - -private: - PRIM_OVERLAP m_prim_overlap; - std::vector m_drawlist; - - TriFiltering UserHacks_tri_filter; - - GSDeviceOGL::VSConstantBuffer vs_cb; - GSDeviceOGL::PSConstantBuffer ps_cb; - - bool m_require_one_barrier; - bool m_require_full_barrier; - - GSDeviceOGL::VSSelector m_vs_sel; - GSDeviceOGL::GSSelector m_gs_sel; - GSDeviceOGL::PSSelector m_ps_sel; - - GSDeviceOGL::PSSamplerSelector m_ps_ssel; - GSDeviceOGL::OMColorMaskSelector m_om_csel; - GSDeviceOGL::OMDepthStencilSelector m_om_dssel; - -private: - inline void ResetStates(); - inline void SetupIA(const float& sx, const float& sy); - inline void EmulateTextureShuffleAndFbmask(); - inline void EmulateChannelShuffle(GSTexture** rt, const GSTextureCache::Source* tex); - inline void EmulateBlending(bool& DATE_GL42, bool& DATE_GL45); - inline void EmulateTextureSampler(const GSTextureCache::Source* tex); - inline void EmulateZbuffer(); - -public: - GSRendererOGL(); - virtual ~GSRendererOGL() {} - - void DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex) final; - - PRIM_OVERLAP PrimitiveOverlap(); - - void SendDraw(); - - bool IsDummyTexture() const final; -}; diff --git a/pcsx2/pcsx2.vcxproj b/pcsx2/pcsx2.vcxproj index b17996d370..af46a2c078 100644 --- a/pcsx2/pcsx2.vcxproj +++ b/pcsx2/pcsx2.vcxproj @@ -486,11 +486,9 @@ - - @@ -848,11 +846,9 @@ - - diff --git a/pcsx2/pcsx2.vcxproj.filters b/pcsx2/pcsx2.vcxproj.filters index b6b173592f..55979f2d8b 100644 --- a/pcsx2/pcsx2.vcxproj.filters +++ b/pcsx2/pcsx2.vcxproj.filters @@ -1478,9 +1478,6 @@ System\Ps2\GS\Renderers\Direct3D - - System\Ps2\GS\Renderers\Direct3D - System\Ps2\GS\Renderers\Direct3D @@ -1493,9 +1490,6 @@ System\Ps2\GS\Renderers\OpenGL - - System\Ps2\GS\Renderers\OpenGL - System\Ps2\GS\Renderers\OpenGL @@ -2579,9 +2573,6 @@ System\Ps2\GS\Renderers\Direct3D - - System\Ps2\GS\Renderers\Direct3D - System\Ps2\GS\Renderers\Direct3D @@ -2591,9 +2582,6 @@ System\Ps2\GS\Renderers\OpenGL - - System\Ps2\GS\Renderers\OpenGL - System\Ps2\GS\Renderers\OpenGL