mirror of https://github.com/PCSX2/pcsx2.git
gsdx ogl: implement another algo to handle alpha test
Fix rendering issue on letters on Kengo/burnout 3/... Default algo will execute the alpha test in 2 passes. However due to blending you can't handle accurately the color. Fortunately for us, the rendering uses an always pass depth test so you can execute first all the color rendering (which doesn't depends on the alpha test) And then the depth part which depends on the alpha test.
This commit is contained in:
parent
866173a481
commit
8b94320524
|
@ -1051,6 +1051,9 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
|
|||
bool DATE_GL45 = false;
|
||||
bool DATE_one = false;
|
||||
|
||||
bool ate_first_pass = m_context->TEST.DoFirstPass();
|
||||
bool ate_second_pass = m_context->TEST.DoSecondPass();
|
||||
|
||||
ResetStates();
|
||||
|
||||
ASSERT(m_dev != NULL);
|
||||
|
@ -1286,7 +1289,18 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
|
|||
#endif
|
||||
}
|
||||
|
||||
// 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_all_color_then_depth = ate_first_pass & ate_second_pass & (m_context->TEST.AFAIL != AFAIL_ZB_ONLY) & (m_om_dssel.ztst == ZTST_ALWAYS);
|
||||
if (ate_all_color_then_depth) {
|
||||
// Render all color but don't update depth
|
||||
// ATE is disabled here
|
||||
m_om_dssel.zwe = false;
|
||||
} else {
|
||||
EmulateAtst(1, tex);
|
||||
}
|
||||
|
||||
if (tex) {
|
||||
EmulateTextureSampler(tex);
|
||||
|
@ -1365,16 +1379,24 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
|
|||
dev->OMSetRenderTargets(rt, ds, &scissor);
|
||||
}
|
||||
|
||||
if (m_context->TEST.DoFirstPass())
|
||||
if (ate_first_pass)
|
||||
{
|
||||
SendDraw();
|
||||
}
|
||||
|
||||
if (m_context->TEST.DoSecondPass())
|
||||
if (ate_second_pass)
|
||||
{
|
||||
ASSERT(!m_env.PABE.PABE);
|
||||
|
||||
if (ate_all_color_then_depth) {
|
||||
// Enable ATE as first pass to update the depth
|
||||
// of pixels that passed the alpha test
|
||||
EmulateAtst(1, tex);
|
||||
} else {
|
||||
// second pass will process the pixels that failed
|
||||
// the alpha test
|
||||
EmulateAtst(2, tex);
|
||||
}
|
||||
|
||||
// Potentially AREF was updated (hope perf impact will be limited)
|
||||
dev->SetupCB(&vs_cb, &ps_cb);
|
||||
|
@ -1396,6 +1418,11 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
|
|||
default: __assume(0);
|
||||
}
|
||||
|
||||
if (ate_all_color_then_depth) {
|
||||
z = true;
|
||||
r = g = b = a = false;
|
||||
}
|
||||
|
||||
if (z || r || g || b || a)
|
||||
{
|
||||
m_om_dssel.zwe = z;
|
||||
|
|
Loading…
Reference in New Issue