mirror of https://github.com/PCSX2/pcsx2.git
gsdx ogl: Fix channel effect interaction with accurate blending
* Vertex info must be updated before PrimitiveOverlap * Fix the vertex number (2 not 4) * add an uint16 cast to shut up Visual Studio
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@ -126,21 +126,6 @@ void GSRendererOGL::SetupIA()
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{
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GSDeviceOGL* dev = (GSDeviceOGL*)m_dev;
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if (m_channel_shuffle) {
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// Oh a nice hack !
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// Replace current draw with a fullscreen sprite
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GSVertex* s = &m_vertex.buff[0];
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s[0].XYZ.X = m_context->XYOFFSET.OFX + 0;
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s[1].XYZ.X = m_context->XYOFFSET.OFX + 16384;
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s[0].XYZ.Y = m_context->XYOFFSET.OFY + 0;
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s[1].XYZ.Y = m_context->XYOFFSET.OFY + 16384;
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m_vertex.head = m_vertex.tail = m_vertex.next = 4;
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m_index.tail = 2;
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}
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if (!GLLoader::found_geometry_shader)
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EmulateGS();
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@ -682,6 +667,56 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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GSDeviceOGL* dev = (GSDeviceOGL*)m_dev;
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dev->s_n = s_n;
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// HLE implementation of the channel selection effect
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//
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// Warning it must be done at the begining because it will change the
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// vertex list (it will interact with PrimitiveOverlap and accurate
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// blending)
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//
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// First let's check we really have a channel shuffle effect
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if (m_channel_shuffle) {
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if (m_context->CLAMP.WMS == 3 && ((m_context->CLAMP.MAXU & 0x8) == 8)) {
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// Read either blue or Alpha. Let's go for Blue ;)
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// MGS3/Kill Zone
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GL_INS("Blue channel");
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ps_sel.channel = 3;
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} else if (m_context->CLAMP.WMS == 3 && ((m_context->CLAMP.MINU & 0x8) == 0)) {
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// Read either Red or Green. Let's go for Red ;)
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// Pop
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GL_INS("Red channel");
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ps_sel.channel = 1;
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} else if ((tex->m_texture->GetType() == GSTexture::DepthStencil) && !(tex->m_32_bits_fmt)) {
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GL_INS("Urban Chaos Crazyness");
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ps_sel.urban_chaos_hack = 1;
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} else {
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GL_INS("channel not supported");
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m_channel_shuffle = false;
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ASSERT(0);
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}
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}
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// Effect is really a channel shuffle effect so let's cheat a little
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if (m_channel_shuffle) {
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dev->PSSetShaderResource(4, tex->m_from_target);
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glTextureBarrier();
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// Replace current draw with a fullscreen sprite
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GSVertex* s = &m_vertex.buff[0];
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s[0].XYZ.X = (uint16)(m_context->XYOFFSET.OFX + 0);
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s[1].XYZ.X = (uint16)(m_context->XYOFFSET.OFX + 16384);
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s[0].XYZ.Y = (uint16)(m_context->XYOFFSET.OFY + 0);
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s[1].XYZ.Y = (uint16)(m_context->XYOFFSET.OFY + 16384);
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m_vertex.head = m_vertex.tail = m_vertex.next = 2;
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m_index.tail = 2;
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} else {
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#ifdef ENABLE_OGL_DEBUG
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dev->PSSetShaderResource(4, NULL);
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#endif
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}
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if ((DATE || m_sw_blending) && (m_vt.m_primclass == GS_SPRITE_CLASS)) {
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// Except 2D games, sprites are often use for special post-processing effect
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m_prim_overlap = PrimitiveOverlap();
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@ -761,34 +796,6 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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}
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}
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// Special Draw Call
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if (m_channel_shuffle) {
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if (m_context->CLAMP.WMS == 3 && ((m_context->CLAMP.MAXU & 0x8) == 8)) {
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// Read either blue or Alpha. Let's go for Blue ;)
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// MGS3/Kill Zone
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GL_INS("Blue channel");
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ps_sel.channel = 3;
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} else if (m_context->CLAMP.WMS == 3 && ((m_context->CLAMP.MINU & 0x8) == 0)) {
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// Read either Red or Green. Let's go for Red ;)
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// Pop
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GL_INS("Red channel");
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ps_sel.channel = 1;
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} else if ((tex->m_texture->GetType() == GSTexture::DepthStencil) && !(tex->m_32_bits_fmt)) {
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GL_INS("Urban Chaos Crazyness");
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ps_sel.urban_chaos_hack = 1;
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} else {
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GL_INS("channel not supported");
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m_channel_shuffle = false;
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ASSERT(0);
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}
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dev->PSSetShaderResource(4, tex->m_from_target);
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glTextureBarrier();
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} else {
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#ifdef ENABLE_OGL_DEBUG
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dev->PSSetShaderResource(4, NULL);
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#endif
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}
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//
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dev->BeginScene();
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