GSdx DX: extend ATE to better support additional corner case DX port

Port for Direct3D renderers of PR #1538.
This commit is contained in:
FlatOutPS2 2016-08-28 15:13:15 +02:00
parent 7103707aeb
commit e5c6b2e952
1 changed files with 33 additions and 10 deletions

View File

@ -438,25 +438,44 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
// Depth test is always true so it can be executed in 2 passes (no order required) unlike color.
// The idea is to compute first the color which is independent of the alpha test. And then do a 2nd
// pass to handle the depth based on the alpha test.
bool complex_ate = ate_first_pass & ate_second_pass;
bool ate_all_color_then_depth = complex_ate & (m_context->TEST.AFAIL == AFAIL_FB_ONLY) & (om_dssel.ztst == ZTST_ALWAYS);
// In FB_ONLY mode, only the z buffer is impacted by the alpha test. No depth => useless alpha test
bool ate_skip = complex_ate & (m_context->TEST.AFAIL == AFAIL_FB_ONLY) & (ds == nullptr);
bool ate_RGBA_then_Z = false;
bool ate_RGB_then_ZA = false;
bool ate_skip = false;
if (ate_first_pass & ate_second_pass) {
#ifdef _DEBUG
fprintf(stdout, "Complex Alpha Test\n");
#endif
bool commutative_depth = (om_dssel.ztst == ZTST_GEQUAL && (m_vt.m_eq.xyzf & 0x4)) || (om_dssel.ztst == ZTST_ALWAYS);
bool commutative_alpha = (m_context->ALPHA.C != 1); // when either Alpha Src or a constant
ate_RGBA_then_Z = (m_context->TEST.AFAIL == AFAIL_FB_ONLY) & commutative_depth;
ate_RGB_then_ZA = (m_context->TEST.AFAIL == AFAIL_RGB_ONLY) & commutative_depth & commutative_alpha;
// In FB_ONLY mode, only the z buffer is impacted by the alpha test. No depth => useless alpha test
ate_skip = (m_context->TEST.AFAIL == AFAIL_FB_ONLY) & (ds == nullptr);
}
if (ate_skip) {
#ifdef _DEBUG
fprintf(stdout, "Alternate ATE handling: ate_skip\n");
#endif
ate_second_pass = false;
} else if (ate_all_color_then_depth) {
} else if (ate_RGBA_then_Z) {
#ifdef _DEBUG
fprintf(stdout, "Alternate ATE handling: ate_all_color_then_depth\n");
fprintf(stdout, "Alternate ATE handling: ate_RGBA_then_Z\n");
#endif
// Render all color but don't update depth
// ATE is disabled here
om_dssel.zwe = false;
}
else {
} else if (ate_RGB_then_ZA) {
#ifdef _DEBUG
fprintf(stdout, "Alternate ATE handling: ate_RGB_then_ZA\n");
#endif
// Render RGB color but don't update depth/alpha
// ATE is disabled here
om_dssel.zwe = false;
om_bsel.wa = false;
} else {
EmulateAtst(1, tex);
}
@ -567,7 +586,7 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
{
ASSERT(!m_env.PABE.PABE);
if (ate_all_color_then_depth) {
if (ate_RGBA_then_Z | ate_RGB_then_ZA) {
// Enable ATE as first pass to update the depth
// of pixels that passed the alpha test
EmulateAtst(1, tex);
@ -595,9 +614,13 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
default: __assume(0);
}
if (ate_all_color_then_depth) {
if (ate_RGBA_then_Z) {
z = true;
r = g = b = a = false;
} else if (ate_RGB_then_ZA) {
z = true;
a = !!(m_context->FRAME.FBMSK & 0xFF000000);
r = g = b = false;
}
if(z || r || g || b || a)