mirror of https://github.com/PCSX2/pcsx2.git
Gsdx alpha test improvement DX
Port for the DX renderers of the alpha test improvement for OGL created by gregory38.
This commit is contained in:
parent
15db7eeb81
commit
c5cd716c20
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@ -48,21 +48,143 @@ GSRendererDX::~GSRendererDX()
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{
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}
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void GSRendererDX::EmulateAtst(const int pass, const GSTextureCache::Source* tex)
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{
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static const uint32 inverted_atst[] = { ATST_ALWAYS, ATST_NEVER, ATST_GEQUAL, ATST_GREATER, ATST_NOTEQUAL, ATST_LESS, ATST_LEQUAL, ATST_EQUAL };
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int atst = (pass == 2) ? inverted_atst[context->TEST.ATST] : context->TEST.ATST;
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if (!context->TEST.ATE) return;
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switch (atst) {
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case ATST_LESS:
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if (tex && tex->m_spritehack_t) {
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ps_sel.atst = 0;
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}
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else {
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ps_cb.FogColor_AREF.a = (float)context->TEST.AREF - 0.1f;
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ps_sel.atst = 1;
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}
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break;
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case ATST_LEQUAL:
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ps_cb.FogColor_AREF.a = (float)context->TEST.AREF - 0.1f + 1.0f;
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ps_sel.atst = 1;
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break;
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case ATST_GEQUAL:
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// Maybe a -1 trick multiplication factor could be used to merge with ATST_LEQUAL case
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ps_cb.FogColor_AREF.a = (float)context->TEST.AREF - 0.1f;
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ps_sel.atst = 2;
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break;
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case ATST_GREATER:
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// Maybe a -1 trick multiplication factor could be used to merge with ATST_LESS case
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ps_cb.FogColor_AREF.a = (float)context->TEST.AREF - 0.1f + 1.0f;
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ps_sel.atst = 2;
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break;
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case ATST_EQUAL:
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ps_cb.FogColor_AREF.a = (float)context->TEST.AREF;
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ps_sel.atst = 3;
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break;
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case ATST_NOTEQUAL:
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ps_cb.FogColor_AREF.a = (float)context->TEST.AREF;
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ps_sel.atst = 4;
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break;
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case ATST_NEVER:
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case ATST_ALWAYS:
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default:
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ps_sel.atst = 0;
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break;
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}
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// Destination alpha pseudo stencil hack: use a stencil operation combined with an alpha test
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// to only draw pixels which would cause the destination alpha test to fail in the future once.
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// Unfortunately this also means only drawing those pixels at all, which is why this is a hack.
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// The interaction with FBA in D3D9 is probably less than ideal.
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if (UserHacks_AlphaStencil && DATE && dev->HasStencil() && om_bsel.wa && (!context->TEST.ATE || context->TEST.ATST == 1))
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{
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if (!context->FBA.FBA)
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{
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if (context->TEST.DATM == 0)
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ps_sel.atst = 2; // >=
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else {
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if (tex && tex->m_spritehack_t)
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ps_sel.atst = 0; // <
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else
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ps_sel.atst = 1; // <
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}
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ps_cb.FogColor_AREF.a = (float)0x80;
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}
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if (!(context->FBA.FBA && context->TEST.DATM == 1))
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om_dssel.alpha_stencil = 1;
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}
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}
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void GSRendererDX::EmulateZbuffer()
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{
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if (context->TEST.ZTE)
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{
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om_dssel.ztst = context->TEST.ZTST;
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om_dssel.zwe = !context->ZBUF.ZMSK;
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}
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else
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{
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om_dssel.ztst = ZTST_ALWAYS;
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}
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uint32 max_z;
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if (context->ZBUF.PSM == PSM_PSMZ32) {
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max_z = 0xFFFFFFFF;
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}
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else if (context->ZBUF.PSM == PSM_PSMZ24) {
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max_z = 0xFFFFFF;
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}
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else {
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max_z = 0xFFFF;
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}
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// The real GS appears to do no masking based on the Z buffer format and writing larger Z values
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// than the buffer supports seems to be an error condition on the real GS, causing it to crash.
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// We are probably receiving bad coordinates from VU1 in these cases.
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if (om_dssel.ztst >= ZTST_ALWAYS && om_dssel.zwe && (context->ZBUF.PSM != PSM_PSMZ32)) {
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if (m_vt.m_max.p.z > max_z) {
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ASSERT(m_vt.m_min.p.z > max_z); // sfex capcom logo
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// Fixme :Following conditional fixes some dialog frame in Wild Arms 3, but may not be what was intended.
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if (m_vt.m_min.p.z > max_z) {
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#ifdef _DEBUG
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fprintf(stdout, "Bad Z size on %s buffers\n", psm_str(context->ZBUF.PSM));
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#endif
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om_dssel.ztst = ZTST_ALWAYS;
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}
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}
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}
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GSVertex* v = &m_vertex.buff[0];
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// Minor optimization of a corner case (it allow to better emulate some alpha test effects)
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if (om_dssel.ztst == ZTST_GEQUAL && (m_vt.m_eq.xyzf & 0x8) && v[0].XYZ.Z == max_z) {
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#ifdef _DEBUG
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fprintf(stdout, "Optimize Z test GEQUAL to ALWAYS (%s)\n", psm_str(context->ZBUF.PSM));
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#endif
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om_dssel.ztst = ZTST_ALWAYS;
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}
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}
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void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex)
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{
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GSDrawingEnvironment& env = m_env;
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GSDrawingContext* context = m_context;
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context = m_context;
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env = m_env;
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const GSVector2i& rtsize = ds ? ds->GetSize() : rt->GetSize();
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const GSVector2& rtscale = ds ? ds->GetScale() : rt->GetScale();
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bool DATE = m_context->TEST.DATE && context->FRAME.PSM != PSM_PSMCT24;
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DATE = m_context->TEST.DATE && context->FRAME.PSM != PSM_PSMCT24;
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bool ate_first_pass = context->TEST.DoFirstPass();
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bool ate_second_pass = context->TEST.DoSecondPass();
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GSTexture* rtcopy = NULL;
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ASSERT(m_dev != NULL);
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GSDeviceDX* dev = (GSDeviceDX*)m_dev;
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dev = (GSDeviceDX*)m_dev;
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// Channel shuffle effect not supported on DX. Let's keep the logic because it help to
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// reduce memory requirement (and why not a partial port)
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@ -112,26 +234,18 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
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// om
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GSDeviceDX::OMDepthStencilSelector om_dssel;
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om_dssel.key = 0;
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if(context->TEST.ZTE)
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{
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om_dssel.ztst = context->TEST.ZTST;
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om_dssel.zwe = !context->ZBUF.ZMSK;
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}
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else
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{
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om_dssel.ztst = ZTST_ALWAYS;
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}
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EmulateZbuffer();
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if(m_fba)
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if (m_fba)
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{
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om_dssel.fba = context->FBA.FBA;
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}
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GSDeviceDX::OMBlendSelector om_bsel;
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om_bsel.key = 0;
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if(!IsOpaque())
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if (!IsOpaque())
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{
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om_bsel.abe = PRIM->ABE || PRIM->AA1 && m_vt.m_primclass == GS_LINE_CLASS;
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@ -140,9 +254,9 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
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om_bsel.c = context->ALPHA.C;
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om_bsel.d = context->ALPHA.D;
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if(env.PABE.PABE)
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if (env.PABE.PABE)
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{
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if(om_bsel.a == 0 && om_bsel.b == 1 && om_bsel.c == 0 && om_bsel.d == 1)
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if (om_bsel.a == 0 && om_bsel.b == 1 && om_bsel.c == 0 && om_bsel.d == 1)
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{
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// this works because with PABE alpha blending is on when alpha >= 0x80, but since the pixel shader
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// cannot output anything over 0x80 (== 1.0) blending with 0x80 or turning it off gives the same result
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@ -168,40 +282,6 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
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vs_sel.logz = dev->HasDepth32() ? 0 : m_logz ? 1 : 0;
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vs_sel.rtcopy = !!rtcopy;
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// The real GS appears to do no masking based on the Z buffer format and writing larger Z values
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// than the buffer supports seems to be an error condition on the real GS, causing it to crash.
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// We are probably receiving bad coordinates from VU1 in these cases.
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if(om_dssel.ztst >= ZTST_ALWAYS && om_dssel.zwe)
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{
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if(context->ZBUF.PSM == PSM_PSMZ24)
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{
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if(m_vt.m_max.p.z > 0xffffff)
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{
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ASSERT(m_vt.m_min.p.z > 0xffffff);
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// Fixme :Following conditional fixes some dialog frame in Wild Arms 3, but may not be what was intended.
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if (m_vt.m_min.p.z > 0xffffff)
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{
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vs_sel.bppz = 1;
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om_dssel.ztst = ZTST_ALWAYS;
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}
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}
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}
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else if(context->ZBUF.PSM == PSM_PSMZ16 || context->ZBUF.PSM == PSM_PSMZ16S)
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{
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if(m_vt.m_max.p.z > 0xffff)
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{
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ASSERT(m_vt.m_min.p.z > 0xffff); // sfex capcom logo
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// Fixme : Same as above, I guess.
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if (m_vt.m_min.p.z > 0xffff)
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{
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vs_sel.bppz = 2;
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om_dssel.ztst = ZTST_ALWAYS;
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}
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}
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}
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}
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GSDeviceDX::VSConstantBuffer vs_cb;
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float sx = 2.0f * rtscale.x / (rtsize.x << 4);
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// ps
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GSDeviceDX::PSSelector ps_sel;
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GSDeviceDX::PSSamplerSelector ps_ssel;
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GSDeviceDX::PSConstantBuffer ps_cb;
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ps_sel.key = 0;
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ps_ssel.key = 0;
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// Gregory: code is not yet ready so let's only enable it when
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// CRC is below the FULL level
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ps_cb.FogColor_AREF = GSVector4::rgba32(env.FOGCOL.u32[0]) / 255;
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}
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if(context->TEST.ATE)
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ps_sel.atst = context->TEST.ATST;
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else
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ps_sel.atst = ATST_ALWAYS;
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// Warning must be done after EmulateZbuffer
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// Depth test is always true so it can be executed in 2 passes (no order required) unlike color.
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// The idea is to compute first the color which is independent of the alpha test. And then do a 2nd
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// pass to handle the depth based on the alpha test.
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bool complex_ate = ate_first_pass & ate_second_pass;
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bool ate_all_color_then_depth = complex_ate & (context->TEST.AFAIL == AFAIL_FB_ONLY) & (om_dssel.ztst == ZTST_ALWAYS);
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// In FB_ONLY mode, only the z buffer is impacted by the alpha test. No depth => useless alpha test
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bool ate_skip = complex_ate & (context->TEST.AFAIL == AFAIL_FB_ONLY) & (ds == nullptr);
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if (context->TEST.ATE && context->TEST.ATST > 1)
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ps_cb.FogColor_AREF.a = (float)context->TEST.AREF;
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// Destination alpha pseudo stencil hack: use a stencil operation combined with an alpha test
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// to only draw pixels which would cause the destination alpha test to fail in the future once.
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// Unfortunately this also means only drawing those pixels at all, which is why this is a hack.
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// The interaction with FBA in D3D9 is probably less than ideal.
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if (UserHacks_AlphaStencil && DATE && dev->HasStencil() && om_bsel.wa && (!context->TEST.ATE || context->TEST.ATST == 1))
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{
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if (!context->FBA.FBA)
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{
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if (context->TEST.DATM == 0)
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ps_sel.atst = 5; // >=
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else
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ps_sel.atst = 2; // <
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ps_cb.FogColor_AREF.a = (float)0x80;
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}
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if (!(context->FBA.FBA && context->TEST.DATM == 1))
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om_dssel.alpha_stencil = 1;
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if (ate_skip) {
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#ifdef _DEBUG
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fprintf(stdout, "Alternate ATE handling: ate_skip\n");
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#endif
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ate_second_pass = false;
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} else if (ate_all_color_then_depth) {
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#ifdef _DEBUG
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fprintf(stdout, "Alternate ATE handling: ate_all_color_then_depth\n");
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#endif
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// Render all color but don't update depth
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// ATE is disabled here
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om_dssel.zwe = false;
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}
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else {
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EmulateAtst(1, tex);
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}
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if(tex)
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@ -467,7 +546,7 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
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// draw
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if(context->TEST.DoFirstPass())
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if (ate_first_pass)
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{
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dev->DrawIndexedPrimitive();
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@ -487,13 +566,20 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
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}
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}
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if(context->TEST.DoSecondPass())
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if (ate_second_pass)
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{
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ASSERT(!env.PABE.PABE);
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static const uint32 iatst[] = {1, 0, 5, 6, 7, 2, 3, 4};
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ps_sel.atst = iatst[ps_sel.atst];
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if (ate_all_color_then_depth) {
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// Enable ATE as first pass to update the depth
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// of pixels that passed the alpha test
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EmulateAtst(1, tex);
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}
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else {
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// second pass will process the pixels that failed
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// the alpha test
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EmulateAtst(2, tex);
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}
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dev->SetupPS(ps_sel, &ps_cb, ps_ssel);
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switch(context->TEST.AFAIL)
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{
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case 0: z = r = g = b = a = false; break; // none
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case 1: z = false; break; // rgba
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case 2: r = g = b = a = false; break; // z
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case 3: z = a = false; break; // rgb
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default: __assume(0);
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case 0: z = r = g = b = a = false; break; // none
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case 1: z = false; break; // rgba
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case 2: r = g = b = a = false; break; // z
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case 3: z = a = false; break; // rgb
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default: __assume(0);
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}
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if (ate_all_color_then_depth) {
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z = true;
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r = g = b = a = false;
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}
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if(z || r || g || b || a)
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@ -22,6 +22,7 @@
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#pragma once
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#include "GSRendererHW.h"
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#include "GSDeviceDX.h"
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class GSRendererDX : public GSRendererHW
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{
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@ -33,6 +34,8 @@ class GSRendererDX : public GSRendererHW
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bool UserHacks_AlphaStencil;
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protected:
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void EmulateAtst(const int pass, const GSTextureCache::Source* tex);
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void EmulateZbuffer();
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virtual void DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex);
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virtual void SetupIA() = 0;
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virtual void UpdateFBA(GSTexture* rt) {}
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@ -40,6 +43,20 @@ protected:
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unsigned int UserHacks_TCOffset;
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float UserHacks_TCO_x, UserHacks_TCO_y;
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bool DATE;
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GSDrawingContext* context;
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GSDrawingEnvironment env;
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GSDeviceDX* dev;
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GSDeviceDX::OMDepthStencilSelector om_dssel;
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GSDeviceDX::OMBlendSelector om_bsel;
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GSDeviceDX::PSSelector ps_sel;
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GSDeviceDX::PSSamplerSelector ps_ssel;
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GSDeviceDX::PSConstantBuffer ps_cb;
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public:
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GSRendererDX(GSTextureCache* tc, const GSVector2& pixelcenter = GSVector2(0, 0));
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virtual ~GSRendererDX();
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@ -515,40 +515,50 @@ void atst(float4 c)
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{
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float a = trunc(c.a * 255 + 0.01);
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if(PS_ATST == 0) // never
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{
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discard;
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}
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else if(PS_ATST == 1) // always
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#if 0
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switch(Uber_ATST) {
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case 0:
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break;
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case 1:
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if (a > AREF) discard;
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break;
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case 2:
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if (a < AREF) discard;
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break;
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case 3:
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if (abs(a - AREF) > 0.5f) discard;
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break;
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case 4:
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if (abs(a - AREF) < 0.5f) discard;
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break;
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}
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#endif
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#if 1
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if(PS_ATST == 0)
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{
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// nothing to do
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}
|
||||
else if(PS_ATST == 2) // l
|
||||
else if(PS_ATST == 1)
|
||||
{
|
||||
#if PS_SPRITEHACK == 0
|
||||
clip(AREF - a - 0.5f);
|
||||
if (a > AREF) discard;
|
||||
#endif
|
||||
}
|
||||
else if(PS_ATST == 3) // le
|
||||
else if(PS_ATST == 2)
|
||||
{
|
||||
clip(AREF - a + 0.5f);
|
||||
if (a < AREF) discard;
|
||||
}
|
||||
else if(PS_ATST == 4) // e
|
||||
else if(PS_ATST == 3)
|
||||
{
|
||||
clip(0.5f - abs(a - AREF));
|
||||
if (abs(a - AREF) > 0.5f) discard;
|
||||
}
|
||||
else if(PS_ATST == 5) // ge
|
||||
else if(PS_ATST == 4)
|
||||
{
|
||||
clip(a - AREF + 0.5f);
|
||||
}
|
||||
else if(PS_ATST == 6) // g
|
||||
{
|
||||
clip(a - AREF - 0.5f);
|
||||
}
|
||||
else if(PS_ATST == 7) // ne
|
||||
{
|
||||
clip(abs(a - AREF) - 0.5f);
|
||||
if (abs(a - AREF) < 0.5f) discard;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
float4 fog(float4 c, float f)
|
||||
|
|
Loading…
Reference in New Issue