mirror of https://github.com/PCSX2/pcsx2.git
GS/HW: Rename dfmt to dst_fmt.
It was confusing whenever the d meant depth or destination, this should make the code easier to read.
This commit is contained in:
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fc22268fc2
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f96e7a9156
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@ -55,7 +55,7 @@
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#define PS_SHUFFLE_SAME 0
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#define PS_READ_BA 0
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#define PS_READ16_SRC 0
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#define PS_DFMT 0
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#define PS_DST_FMT 0
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#define PS_DEPTH_FMT 0
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#define PS_PAL_FMT 0
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#define PS_CHANNEL_FETCH 0
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@ -797,7 +797,7 @@ void ps_color_clamp_wrap(inout float3 C)
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// so we need to limit the color depth on dithered items
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if (SW_BLEND || PS_DITHER || PS_FBMASK)
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{
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if (PS_DFMT == FMT_16 && PS_BLEND_MIX == 0 && PS_ROUND_INV)
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if (PS_DST_FMT == FMT_16 && PS_BLEND_MIX == 0 && PS_ROUND_INV)
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C += 7.0f; // Need to round up, not down since the shader will invert
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// Standard Clamp
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@ -805,7 +805,7 @@ void ps_color_clamp_wrap(inout float3 C)
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C = clamp(C, (float3)0.0f, (float3)255.0f);
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// In 16 bits format, only 5 bits of color are used. It impacts shadows computation of Castlevania
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if (PS_DFMT == FMT_16 && PS_BLEND_MIX == 0)
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if (PS_DST_FMT == FMT_16 && PS_BLEND_MIX == 0)
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C = (float3)((int3)C & (int3)0xF8);
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else if (PS_COLCLIP == 1 || PS_HDR == 1)
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C = (float3)((int3)C & (int3)0xFF);
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@ -999,12 +999,12 @@ PS_OUTPUT ps_main(PS_INPUT input)
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}
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// Alpha correction
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if (PS_DFMT == FMT_16)
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if (PS_DST_FMT == FMT_16)
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{
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float A_one = 128.0f; // alpha output will be 0x80
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C.a = PS_FBA ? A_one : step(A_one, C.a) * A_one;
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}
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else if ((PS_DFMT == FMT_32) && PS_FBA)
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else if ((PS_DST_FMT == FMT_32) && PS_FBA)
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{
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float A_one = 128.0f;
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if (C.a < A_one) C.a += A_one;
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@ -740,7 +740,7 @@ void ps_color_clamp_wrap(inout vec3 C)
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// so we need to limit the color depth on dithered items
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#if SW_BLEND || PS_DITHER || PS_FBMASK
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#if PS_DFMT == FMT_16 && PS_BLEND_MIX == 0 && PS_ROUND_INV
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#if PS_DST_FMT == FMT_16 && PS_BLEND_MIX == 0 && PS_ROUND_INV
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C += 7.0f; // Need to round up, not down since the shader will invert
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#endif
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@ -756,7 +756,7 @@ void ps_color_clamp_wrap(inout vec3 C)
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// Warning: normally blending equation is mult(A, B) = A * B >> 7. GPU have the full accuracy
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// GS: Color = 1, Alpha = 255 => output 1
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// GPU: Color = 1/255, Alpha = 255/255 * 255/128 => output 1.9921875
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#if PS_DFMT == FMT_16 && PS_BLEND_MIX == 0
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#if PS_DST_FMT == FMT_16 && PS_BLEND_MIX == 0
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// In 16 bits format, only 5 bits of colors are used. It impacts shadows computation of Castlevania
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C = vec3(ivec3(C) & ivec3(0xF8));
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#elif PS_COLCLIP == 1 || PS_HDR == 1
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@ -1018,10 +1018,10 @@ void ps_main()
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#endif
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// Correct the ALPHA value based on the output format
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#if (PS_DFMT == FMT_16)
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#if (PS_DST_FMT == FMT_16)
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float A_one = 128.0f; // alpha output will be 0x80
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C.a = (PS_FBA != 0) ? A_one : step(128.0f, C.a) * A_one;
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#elif (PS_DFMT == FMT_32) && (PS_FBA != 0)
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#elif (PS_DST_FMT == FMT_32) && (PS_FBA != 0)
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if(C.a < 128.0f) C.a += 128.0f;
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#endif
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@ -281,7 +281,7 @@ void main()
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#define PS_READ_BA 0
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#define PS_WRITE_RG 0
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#define PS_READ16_SRC 0
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#define PS_DFMT 0
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#define PS_DST_FMT 0
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#define PS_DEPTH_FMT 0
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#define PS_PAL_FMT 0
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#define PS_CHANNEL_FETCH 0
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@ -988,7 +988,7 @@ void ps_color_clamp_wrap(inout vec3 C)
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// so we need to limit the color depth on dithered items
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#if SW_BLEND || PS_DITHER || PS_FBMASK
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#if PS_DFMT == FMT_16 && PS_BLEND_MIX == 0 && PS_ROUND_INV
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#if PS_DST_FMT == FMT_16 && PS_BLEND_MIX == 0 && PS_ROUND_INV
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C += 7.0f; // Need to round up, not down since the shader will invert
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#endif
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@ -1004,7 +1004,7 @@ void ps_color_clamp_wrap(inout vec3 C)
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// Warning: normally blending equation is mult(A, B) = A * B >> 7. GPU have the full accuracy
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// GS: Color = 1, Alpha = 255 => output 1
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// GPU: Color = 1/255, Alpha = 255/255 * 255/128 => output 1.9921875
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#if PS_DFMT == FMT_16 && PS_BLEND_MIX == 0
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#if PS_DST_FMT == FMT_16 && PS_BLEND_MIX == 0
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// In 16 bits format, only 5 bits of colors are used. It impacts shadows computation of Castlevania
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C = vec3(ivec3(C) & ivec3(0xF8));
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#elif PS_COLCLIP == 1 || PS_HDR == 1
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@ -1245,10 +1245,10 @@ void main()
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#endif
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// Correct the ALPHA value based on the output format
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#if (PS_DFMT == FMT_16)
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#if (PS_DST_FMT == FMT_16)
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float A_one = 128.0f; // alpha output will be 0x80
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C.a = (PS_FBA != 0) ? A_one : step(128.0f, C.a) * A_one;
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#elif (PS_DFMT == FMT_32) && (PS_FBA != 0)
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#elif (PS_DST_FMT == FMT_32) && (PS_FBA != 0)
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if(C.a < 128.0f) C.a += 128.0f;
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#endif
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@ -289,7 +289,7 @@ struct alignas(16) GSHWDrawConfig
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// Format
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u32 aem_fmt : 2;
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u32 pal_fmt : 2;
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u32 dfmt : 2; // 0 → 32-bit, 1 → 24-bit, 2 → 16-bit
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u32 dst_fmt : 2; // 0 → 32-bit, 1 → 24-bit, 2 → 16-bit
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u32 depth_fmt : 2; // 0 → None, 1 → 32-bit, 2 → 16-bit, 3 → RGBA
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// Alpha extension/Correction
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u32 aem : 1;
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@ -1680,7 +1680,7 @@ void GSDevice11::SetupPS(const PSSelector& sel, const GSHWDrawConfig::PSConstant
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sm.AddMacro("PS_CHANNEL_FETCH", sel.channel);
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sm.AddMacro("PS_TALES_OF_ABYSS_HLE", sel.tales_of_abyss_hle);
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sm.AddMacro("PS_URBAN_CHAOS_HLE", sel.urban_chaos_hle);
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sm.AddMacro("PS_DFMT", sel.dfmt);
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sm.AddMacro("PS_DST_FMT", sel.dst_fmt);
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sm.AddMacro("PS_DEPTH_FMT", sel.depth_fmt);
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sm.AddMacro("PS_PAL_FMT", sel.pal_fmt);
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sm.AddMacro("PS_HDR", sel.hdr);
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@ -2819,7 +2819,7 @@ const ID3DBlob* GSDevice12::GetTFXPixelShader(const GSHWDrawConfig::PSSelector&
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sm.AddMacro("PS_CHANNEL_FETCH", sel.channel);
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sm.AddMacro("PS_TALES_OF_ABYSS_HLE", sel.tales_of_abyss_hle);
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sm.AddMacro("PS_URBAN_CHAOS_HLE", sel.urban_chaos_hle);
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sm.AddMacro("PS_DFMT", sel.dfmt);
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sm.AddMacro("PS_DST_FMT", sel.dst_fmt);
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sm.AddMacro("PS_DEPTH_FMT", sel.depth_fmt);
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sm.AddMacro("PS_PAL_FMT", sel.pal_fmt);
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sm.AddMacro("PS_HDR", sel.hdr);
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@ -3123,7 +3123,7 @@ void GSRendererHW::EmulateTextureShuffleAndFbmask(GSTextureCache::Target* rt, GS
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if (m_texture_shuffle)
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{
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m_conf.ps.shuffle = 1;
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m_conf.ps.dfmt = GSLocalMemory::PSM_FMT_32;
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m_conf.ps.dst_fmt = GSLocalMemory::PSM_FMT_32;
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bool write_ba;
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bool read_ba;
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@ -3233,7 +3233,7 @@ void GSRendererHW::EmulateTextureShuffleAndFbmask(GSTextureCache::Target* rt, GS
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}
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else
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{
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m_conf.ps.dfmt = GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].fmt;
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m_conf.ps.dst_fmt = GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].fmt;
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// Don't allow only unused bits on 16bit format to enable fbmask,
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// let's set the mask to 0 in such cases.
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@ -3275,14 +3275,14 @@ void GSRendererHW::EmulateTextureShuffleAndFbmask(GSTextureCache::Target* rt, GS
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if (!PRIM->ABE || !(~ff_fbmask & ~zero_fbmask & 0x7) || !g_gs_device->Features().texture_barrier)
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{
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GL_INS("FBMASK Unsafe SW emulated fb_mask:%x on %d bits format", m_cached_ctx.FRAME.FBMSK,
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(m_conf.ps.dfmt == GSLocalMemory::PSM_FMT_16) ? 16 : 32);
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(m_conf.ps.dst_fmt == GSLocalMemory::PSM_FMT_16) ? 16 : 32);
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m_conf.require_one_barrier = true;
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}
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else
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{
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// The safe and accurate path (but slow)
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GL_INS("FBMASK SW emulated fb_mask:%x on %d bits format", m_cached_ctx.FRAME.FBMSK,
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(m_conf.ps.dfmt == GSLocalMemory::PSM_FMT_16) ? 16 : 32);
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(m_conf.ps.dst_fmt == GSLocalMemory::PSM_FMT_16) ? 16 : 32);
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m_conf.require_full_barrier = true;
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}
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}
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@ -3490,7 +3490,7 @@ void GSRendererHW::EmulateBlending(int rt_alpha_min, int rt_alpha_max, bool& DAT
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// PABE: Check condition early as an optimization.
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const bool PABE = PRIM->ABE && m_draw_env->PABE.PABE && (GetAlphaMinMax().max < 128);
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// FBMASK: Color is not written, no need to do blending.
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const u32 temp_fbmask = m_conf.ps.dfmt == GSLocalMemory::PSM_FMT_16 ? 0x00F8F8F8 : 0x00FFFFFF;
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const u32 temp_fbmask = m_conf.ps.dst_fmt == GSLocalMemory::PSM_FMT_16 ? 0x00F8F8F8 : 0x00FFFFFF;
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const bool FBMASK = (m_cached_ctx.FRAME.FBMSK & temp_fbmask) == temp_fbmask;
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// No blending or coverage anti-aliasing so early exit
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@ -3541,7 +3541,7 @@ void GSRendererHW::EmulateBlending(int rt_alpha_min, int rt_alpha_max, bool& DAT
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m_conf.ps.blend_c = 2;
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}
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// 24 bits doesn't have an alpha channel so use 128 (1.0f) fix factor as equivalent.
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else if (m_conf.ps.dfmt == GSLocalMemory::PSM_FMT_24)
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else if (m_conf.ps.dst_fmt == GSLocalMemory::PSM_FMT_24)
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{
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AFIX = 128;
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m_conf.ps.blend_c = 2;
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@ -5016,9 +5016,9 @@ __ri void GSRendererHW::DrawPrims(GSTextureCache::Target* rt, GSTextureCache::Ta
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}
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// Before emulateblending, dither will be used
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m_conf.ps.dither = GSConfig.Dithering > 0 && m_conf.ps.dfmt == GSLocalMemory::PSM_FMT_16 && env.DTHE.DTHE;
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m_conf.ps.dither = GSConfig.Dithering > 0 && m_conf.ps.dst_fmt == GSLocalMemory::PSM_FMT_16 && env.DTHE.DTHE;
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if (m_conf.ps.dfmt == GSLocalMemory::PSM_FMT_24)
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if (m_conf.ps.dst_fmt == GSLocalMemory::PSM_FMT_24)
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{
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// Disable writing of the alpha channel
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m_conf.colormask.wa = 0;
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@ -1788,7 +1788,7 @@ void GSDeviceMTL::MRESetHWPipelineState(GSHWDrawConfig::VSSelector vssel, GSHWDr
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setFnConstantB(m_fn_constants, pssel.iip, GSMTLConstantIndex_IIP);
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setFnConstantI(m_fn_constants, pssel.aem_fmt, GSMTLConstantIndex_PS_AEM_FMT);
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setFnConstantI(m_fn_constants, pssel.pal_fmt, GSMTLConstantIndex_PS_PAL_FMT);
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setFnConstantI(m_fn_constants, pssel.dfmt, GSMTLConstantIndex_PS_DFMT);
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setFnConstantI(m_fn_constants, pssel.dst_fmt, GSMTLConstantIndex_PS_DST_FMT);
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setFnConstantI(m_fn_constants, pssel.depth_fmt, GSMTLConstantIndex_PS_DEPTH_FMT);
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setFnConstantB(m_fn_constants, pssel.aem, GSMTLConstantIndex_PS_AEM);
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setFnConstantB(m_fn_constants, pssel.fba, GSMTLConstantIndex_PS_FBA);
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@ -167,7 +167,7 @@ enum GSMTLFnConstants
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GSMTLConstantIndex_VS_EXPAND_TYPE,
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GSMTLConstantIndex_PS_AEM_FMT,
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GSMTLConstantIndex_PS_PAL_FMT,
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GSMTLConstantIndex_PS_DFMT,
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GSMTLConstantIndex_PS_DST_FMT,
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GSMTLConstantIndex_PS_DEPTH_FMT,
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GSMTLConstantIndex_PS_AEM,
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GSMTLConstantIndex_PS_FBA,
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@ -26,7 +26,7 @@ constant bool VS_POINT_SIZE [[function_constant(GSMTLConstantIndex_VS_PO
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constant uint VS_EXPAND_TYPE_RAW [[function_constant(GSMTLConstantIndex_VS_EXPAND_TYPE)]];
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constant uint PS_AEM_FMT [[function_constant(GSMTLConstantIndex_PS_AEM_FMT)]];
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constant uint PS_PAL_FMT [[function_constant(GSMTLConstantIndex_PS_PAL_FMT)]];
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constant uint PS_DFMT [[function_constant(GSMTLConstantIndex_PS_DFMT)]];
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constant uint PS_DST_FMT [[function_constant(GSMTLConstantIndex_PS_DST_FMT)]];
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constant uint PS_DEPTH_FMT [[function_constant(GSMTLConstantIndex_PS_DEPTH_FMT)]];
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constant bool PS_AEM [[function_constant(GSMTLConstantIndex_PS_AEM)]];
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constant bool PS_FBA [[function_constant(GSMTLConstantIndex_PS_FBA)]];
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@ -855,7 +855,7 @@ struct PSMain
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if (!SW_BLEND && !PS_DITHER && !PS_FBMASK)
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return;
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if (PS_DFMT == FMT_16 && PS_BLEND_MIX == 0 && PS_ROUND_INV)
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if (PS_DST_FMT == FMT_16 && PS_BLEND_MIX == 0 && PS_ROUND_INV)
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C.rgb += 7.f; // Need to round up, not down since the shader will invert
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// Correct the Color value based on the output format
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@ -868,7 +868,7 @@ struct PSMain
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// Warning: normally blending equation is mult(A, B) = A * B >> 7. GPU have the full accuracy
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// GS: Color = 1, Alpha = 255 => output 1
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// GPU: Color = 1/255, Alpha = 255/255 * 255/128 => output 1.9921875
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if (PS_DFMT == FMT_16 && PS_BLEND_MIX == 0)
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if (PS_DST_FMT == FMT_16 && PS_BLEND_MIX == 0)
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// In 16 bits format, only 5 bits of colors are used. It impacts shadows computation of Castlevania
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C.rgb = float3(short3(C.rgb) & 0xF8);
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else if (PS_COLCLIP || PS_HDR)
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@ -1062,12 +1062,12 @@ struct PSMain
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float4 alpha_blend = SW_AD_TO_HW ? float4(trunc(current_color.a * 255.5f) / 128.f) : float4(C.a / 128.f);
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if (PS_DFMT == FMT_16)
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if (PS_DST_FMT == FMT_16)
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{
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float A_one = 128.f;
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C.a = (PS_FBA) ? A_one : step(128.f, C.a) * A_one;
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}
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else if (PS_DFMT == FMT_32 && PS_FBA)
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else if (PS_DST_FMT == FMT_32 && PS_FBA)
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{
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if (C.a < 128.f)
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C.a += 128.f;
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@ -1350,7 +1350,7 @@ std::string GSDeviceOGL::GetPSSource(const PSSelector& sel)
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+ fmt::format("#define PS_ADJT {}\n", sel.adjt)
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+ fmt::format("#define PS_AEM_FMT {}\n", sel.aem_fmt)
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+ fmt::format("#define PS_PAL_FMT {}\n", sel.pal_fmt)
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+ fmt::format("#define PS_DFMT {}\n", sel.dfmt)
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+ fmt::format("#define PS_DST_FMT {}\n", sel.dst_fmt)
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+ fmt::format("#define PS_DEPTH_FMT {}\n", sel.depth_fmt)
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+ fmt::format("#define PS_CHANNEL_FETCH {}\n", sel.channel)
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+ fmt::format("#define PS_URBAN_CHAOS_HLE {}\n", sel.urban_chaos_hle)
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@ -4658,7 +4658,7 @@ VkShaderModule GSDeviceVK::GetTFXFragmentShader(const GSHWDrawConfig::PSSelector
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AddMacro(ss, "PS_ADJT", sel.adjt);
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AddMacro(ss, "PS_AEM_FMT", sel.aem_fmt);
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AddMacro(ss, "PS_PAL_FMT", sel.pal_fmt);
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AddMacro(ss, "PS_DFMT", sel.dfmt);
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AddMacro(ss, "PS_DST_FMT", sel.dst_fmt);
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AddMacro(ss, "PS_DEPTH_FMT", sel.depth_fmt);
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AddMacro(ss, "PS_CHANNEL_FETCH", sel.channel);
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AddMacro(ss, "PS_URBAN_CHAOS_HLE", sel.urban_chaos_hle);
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