mirror of https://github.com/PCSX2/pcsx2.git
gsdx-d3d11: Minor adjustments to DATE code.
Run fast accurate date instead of alpha stencil when accurate date is enabled on supported calls, also update some logs and comments.
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@ -119,7 +119,7 @@ GIFRegTEX0 GSDrawingContext::GetSizeFixedTEX0(int s_n, const GSVector4& st, bool
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if((int)TEX0.TW != tw || (int)TEX0.TH != th)
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{
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GL_INS("%5d:FixedTEX0 %05x %d %d tw %d=>%d th %d=>%d st (%.0f,%.0f,%.0f,%.0f) uvmax %d,%d wm %d,%d (%d,%d,%d,%d)\n",
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GL_INS("%5d:FixedTEX0 %05x %d %d tw %d=>%d th %d=>%d st (%.0f,%.0f,%.0f,%.0f) uvmax %d,%d wm %d,%d (%d,%d,%d,%d)",
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s_n,
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(int)TEX0.TBP0, (int)TEX0.TBW, (int)TEX0.PSM,
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(int)TEX0.TW, tw, (int)TEX0.TH, th,
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@ -665,9 +665,9 @@ void GSRendererDX11::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sou
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{
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if (m_texture_shuffle)
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{
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// Direct3D doesn't support DATE_GL45 on m_texture_shuffle so keep using the old method.
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// Let's leave the check in to ensure the next code cases are hit properly.
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// fprintf(stderr, "Slow DATE with alpha %d-%d not supported on texture shuffle\n", m_vt.m_alpha.min, m_vt.m_alpha.max);
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// DATE case not supported yet so keep using the old method.
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// Leave the check in to make sure other DATE cases are triggered correctly.
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// fprintf(stderr, "DATE with texture shuffle\n");
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}
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else if (m_om_bsel.wa && !m_context->TEST.ATE)
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{
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@ -687,14 +687,11 @@ void GSRendererDX11::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sou
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}
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else if ((m_vt.m_primclass == GS_SPRITE_CLASS /*&& m_drawlist.size() < 50*/) || (m_index.tail < 100))
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{
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// Direct3D doesn't support Slow DATE_GL45.
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// Let's make sure it triggers this check and continues to use the old DATE code to avoid any issues with Fast Accurate Date.
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// m_drawlist.size() isn't supported on D3D so there will be more games hitting this code path,
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// it should be fine with regular DATE since originally it ran with it anyway.
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// Note: Potentially Alpha Stencil might emulate SLOW DATE to some degree. Perhaps some of the code can be implemented here.
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// DATE case not supported yet so keep using the old method.
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// Leave the check in to make sure other DATE cases are triggered correctly.
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// fprintf(stderr, "Slow DATE with alpha %d-%d not supported\n", m_vt.m_alpha.min, m_vt.m_alpha.max);
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}
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else if (!UserHacks_AlphaStencil)
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else
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{
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if (m_accurate_date)
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{
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@ -703,7 +700,6 @@ void GSRendererDX11::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sou
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}
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else
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{
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// DATE is already true, no need for another check.
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// fprintf(stderr, "Inaccurate DATE with alpha %d-%d\n", m_vt.m_alpha.min, m_vt.m_alpha.max);
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}
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}
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@ -893,9 +889,11 @@ void GSRendererDX11::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sou
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EmulateAtst(1, tex);
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}
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// FIXME: Purge it when remaining DATE cases in DATE selection are supported properly.
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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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// It helps render transparency in Amagami, breaks a lot of other games.
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if (UserHacks_AlphaStencil && DATE && !DATE_one && m_om_bsel.wa && !m_context->TEST.ATE)
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{
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// fprintf(stderr, "Alpha Stencil detected\n");
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@ -915,6 +913,7 @@ void GSRendererDX11::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sou
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if (!(m_context->FBA.FBA && m_context->TEST.DATM == 1))
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m_om_dssel.date_one = 1;
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}
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// END OF FIXME
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if (tex)
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{
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