mirror of https://github.com/PCSX2/pcsx2.git
gsdx-d3d11: Adjust fbmask code on d3d11.
Add the remaining code and separate it in levels because dx sux. Basic blending mode -> doesn't enable fbmask on texture shuffle and triangle primitives. Medium -> doesn't enable fbmask on triangle primitives. High mode- > fully enables fbmask, note it's still not on par with opengl because we miss sw blending for some games. Also keep in mind that High Blending option on d3d11 is like 1/3 of Basic Blending option on GL.
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@ -212,6 +212,36 @@ void GSRendererDX11::EmulateZbuffer()
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void GSRendererDX11::EmulateTextureShuffleAndFbmask()
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void GSRendererDX11::EmulateTextureShuffleAndFbmask()
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{
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{
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// FBmask blend level selection.
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// We do this becaue:
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// 1. D3D sucks.
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// 2. FB copy is slow, especially on triangle primitives which is unplayable with some games.
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// 3. SW blending isn't implemented yet.
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bool enable_fbmask_emulation = false;
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switch (m_sw_blending)
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{
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case ACC_BLEND_HIGH_D3D11:
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// Fully enable Fbmask emulation like on opengl, note misses sw blending to work as opengl on some games (Genji).
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// Debug
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enable_fbmask_emulation = true;
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break;
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case ACC_BLEND_MEDIUM_D3D11:
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// Enable Fbmask emulation excluding triangle class because it is quite slow.
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// Exclude 0x80000000 because Genji needs sw blending, otherwise it breaks some effects.
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enable_fbmask_emulation = ((m_vt.m_primclass != GS_TRIANGLE_CLASS) && (m_context->FRAME.FBMSK != 0x80000000));
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break;
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case ACC_BLEND_BASIC_D3D11:
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// Enable Fbmask emulation excluding triangle class because it is quite slow.
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// Exclude 0x80000000 because Genji needs sw blending, otherwise it breaks some effects.
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// Also exclude fbmask emulation on texture shuffle just in case, it is probably safe tho.
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enable_fbmask_emulation = (!m_texture_shuffle && (m_vt.m_primclass != GS_TRIANGLE_CLASS) && (m_context->FRAME.FBMSK != 0x80000000));
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break;
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case ACC_BLEND_NONE_D3D11:
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default:
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break;
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}
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// Uncomment to disable texture shuffle emulation.
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// Uncomment to disable texture shuffle emulation.
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// m_texture_shuffle = false;
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// m_texture_shuffle = false;
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@ -249,13 +279,8 @@ void GSRendererDX11::EmulateTextureShuffleAndFbmask()
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// fprintf(stderr, "Color shuffle %s => R"\n, read_ba ? "B" : "R");
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// fprintf(stderr, "Color shuffle %s => R"\n, read_ba ? "B" : "R");
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m_om_bsel.wr = 1;
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m_om_bsel.wr = 1;
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}
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}
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#ifdef _DEBUG
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if (rg_mask)
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if (rg_mask)
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{
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m_ps_sel.fbmask = 1;
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fprintf(stderr, "ERROR: FBMASK SW emulated fb_mask:%x on RG tex shuffle not supported\n", fbmask);
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// ASSERT(0);
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}
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#endif
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}
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}
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if (ba_mask != 0xFF)
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if (ba_mask != 0xFF)
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@ -270,13 +295,22 @@ void GSRendererDX11::EmulateTextureShuffleAndFbmask()
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// fprintf(stderr, "Color shuffle %s => G"\n, read_ba ? "A" : "G");
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// fprintf(stderr, "Color shuffle %s => G"\n, read_ba ? "A" : "G");
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m_om_bsel.wg = 1;
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m_om_bsel.wg = 1;
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}
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}
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#ifdef _DEBUG
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if (ba_mask)
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if (ba_mask)
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{
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m_ps_sel.fbmask = 1;
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fprintf(stderr, "ERROR: FBMASK SW emulated fb_mask:%x on BA tex shuffle not supported\n", fbmask);
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// ASSERT(0);
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}
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}
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#endif
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if (m_ps_sel.fbmask && enable_fbmask_emulation)
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{
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// fprintf(stderr, "FBMASK SW emulated fb_mask:%x on tex shuffle\n", fbmask);
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ps_cb.FbMask.r = rg_mask;
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ps_cb.FbMask.g = rg_mask;
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ps_cb.FbMask.b = ba_mask;
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ps_cb.FbMask.a = ba_mask;
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m_bind_rtsample = true;
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}
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else
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{
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m_ps_sel.fbmask = 0;
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}
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}
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}
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}
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else
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else
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@ -289,14 +323,7 @@ void GSRendererDX11::EmulateTextureShuffleAndFbmask()
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m_om_bsel.wrgba = ~ff_fbmask; // Enable channel if at least 1 bit is 0
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m_om_bsel.wrgba = ~ff_fbmask; // Enable channel if at least 1 bit is 0
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// TO DO LIST:
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m_ps_sel.fbmask = enable_fbmask_emulation && (~ff_fbmask & ~zero_fbmask & 0xF);
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// Doing triangle class is slow on dx unlike on gl,
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// an idea would be to split fbmask in separate levels such as
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// 1 Basic level > fbmask when no text shuffle and no triangle class
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// 2 Medium level > enable fbmask when there is also text shuffle, triangle class still excluded
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// 3 High/Full level > enable fbmask on triangle class as well.
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// Selection for the level can be shared and maybe have d3d use it's own blend gui list.
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m_ps_sel.fbmask = m_sw_blending && (m_vt.m_primclass != GS_TRIANGLE_CLASS) && (~ff_fbmask & ~zero_fbmask & 0xF);
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if (m_ps_sel.fbmask)
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if (m_ps_sel.fbmask)
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{
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{
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@ -308,7 +335,7 @@ void GSRendererDX11::EmulateTextureShuffleAndFbmask()
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// it will work. Masked bit will be constant and normally the same everywhere
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// it will work. Masked bit will be constant and normally the same everywhere
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// RT/FS output/Cached value.
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// RT/FS output/Cached value.
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/*fprintf(stderr, "FBMASK SW emulated alpha fb_mask:%x on %d bits format\n", m_context->FRAME.FBMSK,
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/*fprintf(stderr, "FBMASK SW emulated fb_mask:%x on %d bits format\n", m_context->FRAME.FBMSK,
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(GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt == 2) ? 16 : 32);*/
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(GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt == 2) ? 16 : 32);*/
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m_bind_rtsample = true;
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m_bind_rtsample = true;
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}
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}
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@ -27,6 +27,13 @@
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class GSRendererDX11 final : public GSRendererHW
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class GSRendererDX11 final : public GSRendererHW
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{
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{
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enum ACC_BLEND_D3D11 {
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ACC_BLEND_NONE_D3D11 = 0,
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ACC_BLEND_BASIC_D3D11 = 1,
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ACC_BLEND_MEDIUM_D3D11 = 2,
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ACC_BLEND_HIGH_D3D11 = 3
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};
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private:
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private:
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bool UserHacks_AlphaStencil;
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bool UserHacks_AlphaStencil;
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bool m_bind_rtsample;
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bool m_bind_rtsample;
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