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