Merge pull request #718 from PCSX2/depth-color-direct-write

Depth color direct write
This commit is contained in:
Gregory Hainaut 2015-08-10 15:50:48 +02:00
commit 98c74879bf
6 changed files with 38 additions and 19 deletions

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@ -444,11 +444,13 @@ void GSDevice11::Dispatch(uint32 x, uint32 y, uint32 z)
void GSDevice11::ClearRenderTarget(GSTexture* t, const GSVector4& c) void GSDevice11::ClearRenderTarget(GSTexture* t, const GSVector4& c)
{ {
if (!t) return;
m_ctx->ClearRenderTargetView(*(GSTexture11*)t, c.v); m_ctx->ClearRenderTargetView(*(GSTexture11*)t, c.v);
} }
void GSDevice11::ClearRenderTarget(GSTexture* t, uint32 c) void GSDevice11::ClearRenderTarget(GSTexture* t, uint32 c)
{ {
if (!t) return;
GSVector4 color = GSVector4::rgba32(c) * (1.0f / 255); GSVector4 color = GSVector4::rgba32(c) * (1.0f / 255);
m_ctx->ClearRenderTargetView(*(GSTexture11*)t, color.v); m_ctx->ClearRenderTargetView(*(GSTexture11*)t, color.v);
@ -456,11 +458,13 @@ void GSDevice11::ClearRenderTarget(GSTexture* t, uint32 c)
void GSDevice11::ClearDepth(GSTexture* t, float c) void GSDevice11::ClearDepth(GSTexture* t, float c)
{ {
if (!t) return;
m_ctx->ClearDepthStencilView(*(GSTexture11*)t, D3D11_CLEAR_DEPTH, c, 0); m_ctx->ClearDepthStencilView(*(GSTexture11*)t, D3D11_CLEAR_DEPTH, c, 0);
} }
void GSDevice11::ClearStencil(GSTexture* t, uint8 c) void GSDevice11::ClearStencil(GSTexture* t, uint8 c)
{ {
if (!t) return;
m_ctx->ClearDepthStencilView(*(GSTexture11*)t, D3D11_CLEAR_STENCIL, 0, c); m_ctx->ClearDepthStencilView(*(GSTexture11*)t, D3D11_CLEAR_STENCIL, 0, c);
} }

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@ -649,11 +649,13 @@ void GSDevice9::EndScene()
void GSDevice9::ClearRenderTarget(GSTexture* t, const GSVector4& c) void GSDevice9::ClearRenderTarget(GSTexture* t, const GSVector4& c)
{ {
if (!t) return;
ClearRenderTarget(t, (c * 255 + 0.5f).zyxw().rgba32()); ClearRenderTarget(t, (c * 255 + 0.5f).zyxw().rgba32());
} }
void GSDevice9::ClearRenderTarget(GSTexture* rt, uint32 c) void GSDevice9::ClearRenderTarget(GSTexture* rt, uint32 c)
{ {
if (!rt) return;
CComPtr<IDirect3DSurface9> surface; CComPtr<IDirect3DSurface9> surface;
m_dev->GetRenderTarget(0, &surface); m_dev->GetRenderTarget(0, &surface);
m_dev->SetRenderTarget(0, *(GSTexture9*)rt); m_dev->SetRenderTarget(0, *(GSTexture9*)rt);
@ -663,6 +665,7 @@ void GSDevice9::ClearRenderTarget(GSTexture* rt, uint32 c)
void GSDevice9::ClearDepth(GSTexture* t, float c) void GSDevice9::ClearDepth(GSTexture* t, float c)
{ {
if (!t) return;
CComPtr<IDirect3DSurface9> dssurface; CComPtr<IDirect3DSurface9> dssurface;
m_dev->GetDepthStencilSurface(&dssurface); m_dev->GetDepthStencilSurface(&dssurface);
m_dev->SetDepthStencilSurface(*(GSTexture9*)t); m_dev->SetDepthStencilSurface(*(GSTexture9*)t);
@ -672,6 +675,7 @@ void GSDevice9::ClearDepth(GSTexture* t, float c)
void GSDevice9::ClearStencil(GSTexture* t, uint8 c) void GSDevice9::ClearStencil(GSTexture* t, uint8 c)
{ {
if (!t) return;
CComPtr<IDirect3DSurface9> dssurface; CComPtr<IDirect3DSurface9> dssurface;
m_dev->GetDepthStencilSurface(&dssurface); m_dev->GetDepthStencilSurface(&dssurface);
m_dev->SetDepthStencilSurface(*(GSTexture9*)t); m_dev->SetDepthStencilSurface(*(GSTexture9*)t);

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@ -426,6 +426,8 @@ void GSDeviceOGL::DrawIndexedPrimitive(int offset, int count)
void GSDeviceOGL::ClearRenderTarget(GSTexture* t, const GSVector4& c) void GSDeviceOGL::ClearRenderTarget(GSTexture* t, const GSVector4& c)
{ {
if (!t) return;
GSTextureOGL* T = static_cast<GSTextureOGL*>(t); GSTextureOGL* T = static_cast<GSTextureOGL*>(t);
if (T->HasBeenCleaned() && !T->IsBackbuffer()) if (T->HasBeenCleaned() && !T->IsBackbuffer())
return; return;
@ -463,12 +465,16 @@ void GSDeviceOGL::ClearRenderTarget(GSTexture* t, const GSVector4& c)
void GSDeviceOGL::ClearRenderTarget(GSTexture* t, uint32 c) void GSDeviceOGL::ClearRenderTarget(GSTexture* t, uint32 c)
{ {
if (!t) return;
GSVector4 color = GSVector4::rgba32(c) * (1.0f / 255); GSVector4 color = GSVector4::rgba32(c) * (1.0f / 255);
ClearRenderTarget(t, color); ClearRenderTarget(t, color);
} }
void GSDeviceOGL::ClearRenderTarget_i(GSTexture* t, int32 c) void GSDeviceOGL::ClearRenderTarget_i(GSTexture* t, int32 c)
{ {
if (!t) return;
GSTextureOGL* T = static_cast<GSTextureOGL*>(t); GSTextureOGL* T = static_cast<GSTextureOGL*>(t);
GL_PUSH("Clear RTi %d", T->GetID()); GL_PUSH("Clear RTi %d", T->GetID());
@ -501,6 +507,8 @@ void GSDeviceOGL::ClearRenderTarget_i(GSTexture* t, int32 c)
void GSDeviceOGL::ClearDepth(GSTexture* t, float c) void GSDeviceOGL::ClearDepth(GSTexture* t, float c)
{ {
if (!t) return;
GSTextureOGL* T = static_cast<GSTextureOGL*>(t); GSTextureOGL* T = static_cast<GSTextureOGL*>(t);
GL_PUSH("Clear Depth %d", T->GetID()); GL_PUSH("Clear Depth %d", T->GetID());
@ -524,6 +532,8 @@ void GSDeviceOGL::ClearDepth(GSTexture* t, float c)
void GSDeviceOGL::ClearStencil(GSTexture* t, uint8 c) void GSDeviceOGL::ClearStencil(GSTexture* t, uint8 c)
{ {
if (!t) return;
GSTextureOGL* T = static_cast<GSTextureOGL*>(t); GSTextureOGL* T = static_cast<GSTextureOGL*>(t);
GL_PUSH("Clear Stencil %d", T->GetID()); GL_PUSH("Clear Stencil %d", T->GetID());

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@ -47,8 +47,8 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
GSDrawingEnvironment& env = m_env; GSDrawingEnvironment& env = m_env;
GSDrawingContext* context = m_context; GSDrawingContext* context = m_context;
const GSVector2i& rtsize = ds->GetSize(); const GSVector2i& rtsize = ds ? ds->GetSize() : rt->GetSize();
const GSVector2& rtscale = ds->GetScale(); const GSVector2& rtscale = ds ? ds->GetScale() : rt->GetScale();
bool DATE = m_context->TEST.DATE && context->FRAME.PSM != PSM_PSMCT24; bool DATE = m_context->TEST.DATE && context->FRAME.PSM != PSM_PSMCT24;

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@ -340,10 +340,11 @@ void GSRendererHW::Draw()
// It is allowed to use the depth and rt at the same location. However at least 1 must // It is allowed to use the depth and rt at the same location. However at least 1 must
// be disabled. // be disabled.
// 1/ GoW uses a Cd blending on a 24 bits buffer (no alpha) // 1/ GoW uses a Cd blending on a 24 bits buffer (no alpha)
// 2/ SuperMan really draw the same value in both buffer... // 2/ SuperMan really draws (0,0,0,0) color and a (0) 32-bits depth
// 3/ 50cents really draws (0,0,0,128) color and a (0) 24 bits depth
// Note: FF DoC has both buffer at same location but disable the depth test (write?) with ZTE = 0 // Note: FF DoC has both buffer at same location but disable the depth test (write?) with ZTE = 0
const bool no_rt = (context->ALPHA.IsCd() && PRIM->ABE && (context->FRAME.PSM == 1)) || const bool no_rt = (context->ALPHA.IsCd() && PRIM->ABE && (context->FRAME.PSM == 1));
(context->FRAME.FBP == context->ZBUF.ZBP && !PRIM->TME && !context->ZBUF.ZMSK && !context->FRAME.FBMSK && context->TEST.ZTE); const bool no_ds = !no_rt && (context->FRAME.FBP == context->ZBUF.ZBP && !PRIM->TME && !context->ZBUF.ZMSK && !context->FRAME.FBMSK && context->TEST.ZTE);
GIFRegTEX0 TEX0; GIFRegTEX0 TEX0;
@ -358,9 +359,10 @@ void GSRendererHW::Draw()
TEX0.TBW = context->FRAME.FBW; TEX0.TBW = context->FRAME.FBW;
TEX0.PSM = context->ZBUF.PSM; TEX0.PSM = context->ZBUF.PSM;
GSTextureCache::Target* ds = m_tc->LookupTarget(TEX0, m_width, m_height, GSTextureCache::DepthStencil, context->DepthWrite()); GSTextureCache::Target* ds = no_ds ? NULL : m_tc->LookupTarget(TEX0, m_width, m_height, GSTextureCache::DepthStencil, context->DepthWrite());
GSTexture* ds_tex = ds ? ds->m_texture : NULL;
if((!rt && !no_rt) || !ds) if(!(rt || no_rt) || !(ds || no_ds))
{ {
GL_POP(); GL_POP();
ASSERT(0); ASSERT(0);
@ -461,7 +463,7 @@ void GSRendererHW::Draw()
{ {
s = format("%05d_f%lld_rz0_%05x_%d.bmp", s_n, frame, context->ZBUF.Block(), context->ZBUF.PSM); s = format("%05d_f%lld_rz0_%05x_%d.bmp", s_n, frame, context->ZBUF.Block(), context->ZBUF.PSM);
ds->m_texture->Save(root_hw+s); ds_tex->Save(root_hw+s);
} }
s_n++; s_n++;
@ -472,7 +474,7 @@ void GSRendererHW::Draw()
#endif #endif
} }
if(m_hacks.m_oi && !(this->*m_hacks.m_oi)(rt_tex, ds->m_texture, tex)) if(m_hacks.m_oi && !(this->*m_hacks.m_oi)(rt_tex, ds_tex, tex))
{ {
s_n += 1; // keep counter sync s_n += 1; // keep counter sync
GL_POP(); GL_POP();
@ -539,7 +541,7 @@ void GSRendererHW::Draw()
// //
DrawPrims(rt_tex, ds->m_texture, tex); DrawPrims(rt_tex, ds_tex, tex);
// //
@ -560,7 +562,7 @@ void GSRendererHW::Draw()
m_tc->InvalidateVideoMemType(GSTextureCache::DepthStencil, context->FRAME.Block()); m_tc->InvalidateVideoMemType(GSTextureCache::DepthStencil, context->FRAME.Block());
} }
if(zm != 0xffffffff) if(zm != 0xffffffff && ds)
{ {
ds->m_valid = ds->m_valid.runion(r); ds->m_valid = ds->m_valid.runion(r);
@ -594,7 +596,7 @@ void GSRendererHW::Draw()
{ {
s = format("%05d_f%lld_rz1_%05x_%d.bmp", s_n, frame, context->ZBUF.Block(), context->ZBUF.PSM); s = format("%05d_f%lld_rz1_%05x_%d.bmp", s_n, frame, context->ZBUF.Block(), context->ZBUF.PSM);
ds->m_texture->Save(root_hw+s); ds_tex->Save(root_hw+s);
} }
s_n++; s_n++;
@ -1222,7 +1224,7 @@ bool GSRendererHW::OI_SuperManReturns(GSTexture* rt, GSTexture* ds, GSTextureCac
GSDrawingContext* ctx = m_context; GSDrawingContext* ctx = m_context;
GSVertex* v = &m_vertex.buff[0]; GSVertex* v = &m_vertex.buff[0];
if (!(ctx->FRAME.FBP == ctx->ZBUF.ZBP && !PRIM->TME && !ctx->ZBUF.ZMSK && !ctx->FRAME.FBMSK)) if (!(ctx->FRAME.FBP == ctx->ZBUF.ZBP && !PRIM->TME && !ctx->ZBUF.ZMSK && !ctx->FRAME.FBMSK && m_vt.m_eq.rgba == 0xFFFF))
return true; return true;
// Please kill those crazy devs! // Please kill those crazy devs!
@ -1231,10 +1233,9 @@ bool GSRendererHW::OI_SuperManReturns(GSTexture* rt, GSTexture* ds, GSTextureCac
ASSERT((v->RGBAQ.A << 24 | v->RGBAQ.B << 16 | v->RGBAQ.G << 8 | v->RGBAQ.R) == (int)v->XYZ.Z); ASSERT((v->RGBAQ.A << 24 | v->RGBAQ.B << 16 | v->RGBAQ.G << 8 | v->RGBAQ.R) == (int)v->XYZ.Z);
// Do a direct write // Do a direct write
double depth = (double)v->XYZ.Z * exp2(-32.0f); m_dev->ClearRenderTarget(rt, GSVector4(m_vt.m_min.c));
m_dev->ClearDepth(ds, (float)depth);
m_tc->InvalidateVideoMemType(GSTextureCache::RenderTarget, ctx->ZBUF.Block()); m_tc->InvalidateVideoMemType(GSTextureCache::DepthStencil, ctx->FRAME.Block());
return false; return false;
} }

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@ -559,12 +559,12 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
{ {
GL_PUSH("GL Draw from %d in %d (Depth %d)", GL_PUSH("GL Draw from %d in %d (Depth %d)",
tex && tex->m_texture ? tex->m_texture->GetID() : 0, tex && tex->m_texture ? tex->m_texture->GetID() : 0,
rt ? rt->GetID() : -1, ds->GetID()); rt ? rt->GetID() : -1, ds ? ds->GetID() : -1);
GSTexture* hdr_rt = NULL; GSTexture* hdr_rt = NULL;
const GSVector2i& rtsize = ds->GetSize(); const GSVector2i& rtsize = ds ? ds->GetSize() : rt->GetSize();
const GSVector2& rtscale = ds->GetScale(); const GSVector2& rtscale = ds ? ds->GetScale() : rt->GetScale();
bool DATE = m_context->TEST.DATE && m_context->FRAME.PSM != PSM_PSMCT24; bool DATE = m_context->TEST.DATE && m_context->FRAME.PSM != PSM_PSMCT24;
bool DATE_GL42 = false; bool DATE_GL42 = false;