/* ZZ Open GL graphics plugin * Copyright (c)2009 zeydlitz@gmail.com * Based on Zerofrog's ZeroGS KOSMOS (c)2005-2006 * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ // Realisation of Flush -- drawing function of GS //------------------ Includes //#if defined(_WIN32) //# include //# include "resource.h" //#endif #include #include "GS.h" #include "Mem.h" #include "zerogs.h" #include "targets.h" using namespace ZeroGS; //------------------ Defines #ifndef DEVBUILD #define INC_GENVARS() #define INC_TEXVARS() #define INC_ALPHAVARS() #define INC_RESOLVE() #define g_bUpdateEffect 0 #define g_bSaveTex 0 bool g_bSaveTrans = 0; #define g_bSaveResolved 0 #else // NOT RELEASE_TO_PUBLIC #define INC_GENVARS() ++g_nGenVars #define INC_TEXVARS() ++g_nTexVars #define INC_ALPHAVARS() ++g_nAlphaVars #define INC_RESOLVE() ++g_nResolve bool g_bSaveTrans = 0; bool g_bUpdateEffect = 0; bool g_bSaveTex = 0; // saves the curent texture bool g_bSaveResolved = 0; #endif // RELEASE_TO_PUBLIC #define STENCIL_ALPHABIT 1 // if set, dest alpha >= 0x80 #define STENCIL_PIXELWRITE 2 // if set, pixel just written (reset after every Flush) #define STENCIL_FBA 4 // if set, just written pixel's alpha >= 0 (reset after every Flush) #define STENCIL_SPECIAL 8 // if set, indicates that pixel passed its alpha test (reset after every Flush) //#define STENCIL_PBE 16 #define STENCIL_CLEAR (2|4|8|16) #define DRAW() glDrawArrays(primtype[curvb.curprim.prim], 0, curvb.nCount) #define GL_BLEND_RGB(src, dst) { \ s_srcrgb = src; \ s_dstrgb = dst; \ zgsBlendFuncSeparateEXT(s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha); \ } #define GL_BLEND_ALPHA(src, dst) { \ s_srcalpha = src; \ s_dstalpha = dst; \ zgsBlendFuncSeparateEXT(s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha); \ } #define GL_BLEND_ALL(srcrgb, dstrgb, srcalpha, dstalpha) { \ s_srcrgb = srcrgb; \ s_dstrgb = dstrgb; \ s_srcalpha = srcalpha; \ s_dstalpha = dstalpha; \ zgsBlendFuncSeparateEXT(s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha); \ } #define GL_ZTEST(enable) { \ if (enable) glEnable(GL_DEPTH_TEST); \ else glDisable(GL_DEPTH_TEST); \ } #define GL_ALPHATEST(enable) { \ if( enable ) glEnable(GL_ALPHA_TEST); \ else glDisable(GL_ALPHA_TEST); \ } #define GL_BLENDEQ_RGB(eq) { \ s_rgbeq = eq; \ zgsBlendEquationSeparateEXT(s_rgbeq, s_alphaeq); \ } #define GL_BLENDEQ_ALPHA(eq) { \ s_alphaeq = eq; \ zgsBlendEquationSeparateEXT(s_rgbeq, s_alphaeq); \ } #define COLORMASK_RED 1 #define COLORMASK_GREEN 2 #define COLORMASK_BLUE 4 #define COLORMASK_ALPHA 8 #define GL_COLORMASK(mask) glColorMask(!!((mask)&COLORMASK_RED), !!((mask)&COLORMASK_GREEN), !!((mask)&COLORMASK_BLUE), !!((mask)&COLORMASK_ALPHA)) // ----------------- Types //------------------ Dummies //------------------ variables extern bool g_bIsLost; bool g_bUpdateStencil = 1; u32 g_SaveFrameNum = 0; // ZZ int GPU_TEXWIDTH = 512; float g_fiGPU_TEXWIDTH = 1/512.0f; extern CGprogram g_psprog; // 2 -- ZZ // local alpha blending settings static GLenum s_rgbeq, s_alphaeq; // set by zgsBlendEquationSeparateEXT // ZZ static const u32 blendalpha[3] = { GL_SRC_ALPHA, GL_DST_ALPHA, GL_CONSTANT_COLOR_EXT }; // ZZ static const u32 blendinvalpha[3] = { GL_ONE_MINUS_SRC_ALPHA, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_CONSTANT_COLOR_EXT }; //ZZ static const u32 g_dwAlphaCmp[] = { GL_NEVER, GL_ALWAYS, GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GEQUAL, GL_GREATER, GL_NOTEQUAL }; // ZZ // used for afail case static const u32 g_dwReverseAlphaCmp[] = { GL_ALWAYS, GL_NEVER, GL_GEQUAL, GL_GREATER, GL_NOTEQUAL, GL_LESS, GL_LEQUAL, GL_EQUAL }; static const u32 g_dwZCmp[] = { GL_NEVER, GL_ALWAYS, GL_GEQUAL, GL_GREATER }; ///////////////////// // graphics resources #define s_bForceTexFlush 1 // ZZ u32 s_ptexCurSet[2] = {0}; static u32 s_ptexNextSet[2] = {0}; // ZZ vector s_vecTempTextures; // temporary textures, released at the end of every frame extern bool s_bTexFlush; bool s_bWriteDepth = FALSE; bool s_bDestAlphaTest = FALSE; int s_ClutResolve = 0; // ZZ int g_nDepthUsed = 0; // ffx2 pal movies int s_nWriteDepthCount = 0; // ZZ int s_nWriteDestAlphaTest = 0; // ZZ //////////////////// // State parameters static Vector vAlphaBlendColor; // used for GPU_COLOR static u8 bNeedBlendFactorInAlpha; // set if the output source alpha is different from the real source alpha (only when blend factor > 0x80) static u32 s_dwColorWrite = 0xf; // the color write mask of the current target union { struct { u8 _bNeedAlphaColor; // set if vAlphaBlendColor needs to be set u8 _b2XAlphaTest; // Only valid when bNeedAlphaColor is set. if 1st bit set set, double all alpha testing values // otherwise alpha testing needs to be done separately. u8 _bDestAlphaColor; // set to 1 if blending with dest color (process only one tri at a time). If 2, dest alpha is always 1. u8 _bAlphaClamping; // if first bit is set, do min; if second bit, do max }; u32 _bAlphaState; } g_vars; //#define bNeedAlphaColor g_vars._bNeedAlphaColor #define b2XAlphaTest g_vars._b2XAlphaTest #define bDestAlphaColor g_vars._bDestAlphaColor #define bAlphaClamping g_vars._bAlphaClamping int g_PrevBitwiseTexX = -1, g_PrevBitwiseTexY = -1; // textures stored in SAMP_BITWISEANDX and SAMP_BITWISEANDY // ZZ static alphaInfo s_alphaInfo; // ZZ extern u8* g_pbyGSClut; //------------------ Namespace namespace ZeroGS { VB vb[2]; float fiTexWidth[2], fiTexHeight[2]; // current tex width and height u8 s_AAx = 0, s_AAy = 0; // if AAy is set, then AAx has to be set u8 s_AAz = 0, s_AAw = 0; // if AAy is set, then AAx has to be set int icurctx = -1; extern CRangeManager s_RangeMngr; // manages overwritten memory // zz void FlushTransferRanges(const tex0Info* ptex); //zz RenderFormatType GetRenderFormat() { return g_RenderFormatType; } //zz // use to update the state void SetTexVariables(int context, FRAGMENTSHADER* pfragment); // zz void SetTexInt(int context, FRAGMENTSHADER* pfragment, int settexint); // zz void SetAlphaVariables(const alphaInfo& ainfo); // zzz void ResetAlphaVariables(); inline void SetAlphaTestInt(pixTest curtest); inline void RenderAlphaTest(const VB& curvb, CGparameter sOneColor); inline void RenderStencil(const VB& curvb, u32 dwUsingSpecialTesting); inline void ProcessStencil(const VB& curvb); inline void RenderFBA(const VB& curvb, CGparameter sOneColor); inline void ProcessFBA(const VB& curvb, CGparameter sOneColor); // zz } //------------------ Code inline float AlphaReferedValue(int aref) { return b2XAlphaTest ? min (1.0f, (float)aref / 127.5f) : (float)aref /255.0f ; } inline void SetAlphaTest(const pixTest& curtest) { // if s_dwColorWrite is nontrivial, than we should not off alphatest. // This fix GOW and Okami. if( !curtest.ate && USEALPHATESTING && (s_dwColorWrite != 2 && s_dwColorWrite != 14 )) { glDisable(GL_ALPHA_TEST); } else { glEnable(GL_ALPHA_TEST); glAlphaFunc(g_dwAlphaCmp[curtest.atst], AlphaReferedValue(curtest.aref)); } } // Switch wireframe rendering off for first flush, so it's draw few solid primitives inline void SwitchWireframeOff() { if( conf.options & GSOPTION_WIREFRAME ) { if( s_nWireframeCount > 0 ) { glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } } } // Switch wireframe rendering on, look at previous function inline void SwitchWireframeOn() { if( conf.options & GSOPTION_WIREFRAME ) { if( s_nWireframeCount > 0 ) { glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); --s_nWireframeCount; } } } int GetTexFilter(const tex1Info& tex1) { // always force if( conf.bilinear == 2 ) return 1; int texfilter = 0; if( conf.bilinear && ptexBilinearBlocks != 0 ) { if( tex1.mmin <= 1 ) texfilter = tex1.mmin|tex1.mmag; else texfilter = tex1.mmag ? ((tex1.mmin+2)&5) : tex1.mmin; texfilter = texfilter == 1 || texfilter == 4 || texfilter == 5; } return texfilter; } void ZeroGS::ReloadEffects() { #ifndef RELEASE_TO_PUBLIC for(int i = 0; i < ARRAY_SIZE(ppsTexture); ++i) { SAFE_RELEASE_PROG(ppsTexture[i].prog); } memset(ppsTexture, 0, sizeof(ppsTexture)); LoadExtraEffects(); #endif } long BufferNumber = 0; // This is debug function. It's print all buffer info and save current texture into the file, than printf file name. inline void VisualBufferMessage(int context) { #if defined(PRIM_LOG) && defined(_DEBUG) BufferNumber++; ZeroGS::VB& curvb = vb[context]; static const char* patst[8] = { "NEVER", "ALWAYS", "LESS", "LEQUAL", "EQUAL", "GEQUAL", "GREATER", "NOTEQUAL"}; static const char* pztst[4] = { "NEVER", "ALWAYS", "GEQUAL", "GREATER" }; static const char* pafail[4] = { "KEEP", "FB_ONLY", "ZB_ONLY", "RGB_ONLY" }; ERROR_LOG("**Drawing ctx %d, num %d, fbp: 0x%x, zbp: 0x%x, fpsm: %d, zpsm: %d, fbw: %d\n", context, vb[context].nCount, curvb.prndr->fbp, curvb.zbuf.zbp, curvb.prndr->psm, curvb.zbuf.psm, curvb.prndr->fbw); ERROR_LOG("prim: prim=%x iip=%x tme=%x fge=%x abe=%x aa1=%x fst=%x ctxt=%x fix=%x\n", curvb.curprim.prim, curvb.curprim.iip, curvb.curprim.tme, curvb.curprim.fge, curvb.curprim.abe, curvb.curprim.aa1, curvb.curprim.fst, curvb.curprim.ctxt, curvb.curprim.fix); ERROR_LOG("test: ate:%d, atst: %s, aref: %d, afail: %s, date: %d, datm: %d, zte: %d, ztst: %s, fba: %d\n", curvb.test.ate, patst[curvb.test.atst], curvb.test.aref, pafail[curvb.test.afail], curvb.test.date, curvb.test.datm, curvb.test.zte, pztst[curvb.test.ztst], curvb.fba.fba); ERROR_LOG("alpha: A%d B%d C%d D%d FIX:%d pabe: %d; aem: %d, ta0: %d, ta1: %d\n", curvb.alpha.a, curvb.alpha.b, curvb.alpha.c, curvb.alpha.d, curvb.alpha.fix, gs.pabe, gs.texa.aem, gs.texa.ta[0], gs.texa.ta[1]); ERROR_LOG("tex0: tbp0=0x%x, tbw=%d, psm=0x%x, tw=%d, th=%d, tcc=%d, tfx=%d, cbp=0x%x, cpsm=0x%x, csm=%d, csa=%d, cld=%d\n", curvb.tex0.tbp0, curvb.tex0.tbw, curvb.tex0.psm, curvb.tex0.tw, curvb.tex0.th, curvb.tex0.tcc, curvb.tex0.tfx, curvb.tex0.cbp, curvb.tex0.cpsm, curvb.tex0.csm, curvb.tex0.csa, curvb.tex0.cld); char* Name; // if (g_bSaveTex) { // if (g_bSaveTex == 1) Name = NamedSaveTex(&curvb.tex0, 1); // else // Name = NamedSaveTex(&curvb.tex0, 0); ERROR_LOG("TGA name %s\n", Name); free(Name); // } ERROR_LOG("frame: %d, buffer %ld\n\n", g_SaveFrameNum, BufferNumber); #endif } inline void SaveRendererTarget(VB& curvb) { #ifdef _DEBUG if( g_bSaveFlushedFrame & 0x80000000 ) { char str[255]; sprintf(str, "rndr.tga", g_SaveFrameNum); SaveRenderTarget(str, curvb.prndr->fbw, curvb.prndr->fbh, 0); } #endif } // Stop effects in Developers mode inline void FlushUpdateEffect() { #ifdef DEVBUID if( g_bUpdateEffect ) { ReloadEffects(); g_bUpdateEffect = 0; } #endif } // Check, maybe we cold skip flush inline bool IsFlushNoNeed(VB& curvb, const pixTest& curtest ) { if (curvb.nCount == 0 || (curtest.zte && curtest.ztst == 0) || g_bIsLost) { curvb.nCount = 0; return true; } return false; } // Transfer targets, that are located in current texture. inline void FlushTransferRangesHelper(VB& curvb) { if( s_RangeMngr.ranges.size() > 0 ) { // don't want infinite loop, so set nCount to 0. u32 prevcount = curvb.nCount; curvb.nCount = 0; FlushTransferRanges(curvb.curprim.tme ? &curvb.tex0 : NULL); curvb.nCount += prevcount; } } // If set bit for texture cheking, do it. Maybe it's all. inline bool FushTexDataHelper(VB& curvb){ if( curvb.bNeedFrameCheck || curvb.bNeedZCheck ) { curvb.CheckFrame(curvb.curprim.tme ? curvb.tex0.tbp0 : 0); } if( curvb.bNeedTexCheck ) { // Zeydlitz want to try this curvb.FlushTexData(); if (curvb.nCount == 0) return true; } return false; } // Null target mean that we do something really bad. inline bool FlushCheckForNULLTarget(VB& curvb, int context){ if ((curvb.prndr == NULL) || (curvb.pdepth == NULL)) { ERROR_LOG_SPAMA("Current render target NULL (ctx: %d)", context); curvb.nCount = 0; return true; } return false; } // O.k. A set of resolutions, we do before real flush. We do RangeManager, FrameCheck and // ZCheck before this. inline bool FlushInitialTest(VB& curvb, const pixTest& curtest, int context) { GL_REPORT_ERRORD(); assert( context >= 0 && context <= 1 ); FlushUpdateEffect(); if (IsFlushNoNeed(curvb, curtest)) return true; FlushTransferRangesHelper(curvb); if (FushTexDataHelper(curvb)) return true; GL_REPORT_ERRORD(); if (FlushCheckForNULLTarget(curvb, context)) return true; return false; } // Try to different approach if texture target was not found inline CRenderTarget* FlushReGetTarget(int& tbw, int& tbp0, int& tpsm, VB& curvb) { // This was incorrect code CRenderTarget* ptextarg = NULL; if (ptextarg == NULL && tpsm == PSMT8 && (g_GameSettings & GAME_REGETHACK) ) { // check for targets with half the width. Break Valkyrie Chronicles ptextarg = s_RTs.GetTarg(tbp0, tbw/2, curvb); if( ptextarg == NULL ) { tbp0 &= ~0x7ff; ptextarg = s_RTs.GetTarg(tbp0, tbw/2, curvb); // mgs3 hack if( ptextarg == NULL ) { // check the next level (mgs3) tbp0 &= ~0xfff; ptextarg = s_RTs.GetTarg(tbp0, tbw/2, curvb); // mgs3 hack } if( ptextarg != NULL && ptextarg->start > tbp0*256 ) { // target beyond range, so ignore ptextarg = NULL; } } } if( PSMT_ISZTEX(tpsm) && (ptextarg == NULL) ) { // try depth ptextarg = s_DepthRTs.GetTarg(tbp0, tbw, curvb); } if ((ptextarg == NULL) && (g_GameSettings & GAME_TEXTURETARGS) ) { // check if any part of the texture intersects the current target if( !PSMT_ISCLUT(tpsm) && (curvb.tex0.tbp0 >= curvb.frame.fbp) && ((curvb.tex0.tbp0 ) < curvb.prndr->end)) { ptextarg = curvb.prndr; } } #ifdef DEBUG if (tbp0 == 0x3600 && tbw == 0x100) { if (ptextarg == NULL) { printf ("Miss %x 0x%x %d\n", tbw, tbp0, tpsm); typedef map MAPTARGETS; for(MAPTARGETS::iterator itnew = s_RTs.mapTargets.begin(); itnew != s_RTs.mapTargets.end(); ++itnew) { printf("\tRender %x 0x%x %x\n", itnew->second->fbw, itnew->second->fbp, itnew->second->psm); } for(MAPTARGETS::iterator itnew = s_DepthRTs.mapTargets.begin(); itnew != s_DepthRTs.mapTargets.end(); ++itnew) { printf("\tDepth %x 0x%x %x\n", itnew->second->fbw, itnew->second->fbp, itnew->second->psm); } printf ("\tCurvb 0x%x 0x%x 0x%x %x\n", curvb.frame.fbp, curvb.prndr->end, curvb.prndr->fbp, curvb.prndr->fbw); } else printf ("Hit %x 0x%x %x\n", tbw, tbp0, tpsm); } #endif return ptextarg; } // Find target to draw a texture, it's highly p inline CRenderTarget* FlushGetTarget(VB& curvb) { int tbw, tbp0, tpsm; CRenderTarget* ptextarg = NULL; if (!curvb.curprim.tme) return ptextarg; if (curvb.bNeedTexCheck) { printf ("How it is possible?\n"); // not yet initied, but still need to get correct target! (xeno3 ingame) tbp0 = ZZOglGet_tbp0_TexBits(curvb.uNextTex0Data[0]); tbw = ZZOglGet_tbw_TexBitsMult(curvb.uNextTex0Data[0]); tpsm = ZZOglGet_psm_TexBitsFix(curvb.uNextTex0Data[0]); } else{ tbw = curvb.tex0.tbw; tbp0 = curvb.tex0.tbp0; tpsm = curvb.tex0.psm; } ptextarg = s_RTs.GetTarg(tbp0, tbw, curvb); if (ptextarg == NULL) ptextarg = FlushReGetTarget(tbw, tbp0, tpsm, curvb); if ((ptextarg != NULL) && !(ptextarg->status & CRenderTarget::TS_NeedUpdate)) { if (PSMT_BITMODE(tpsm) == 4) { // handle 8h cluts // don't support clut targets, read from mem // 4hl - kh2 check - from dx version -- arcum42 if ( tpsm == PSMT4 && s_ClutResolve <= 1 ) { // xenosaga requires 2 resolves u32 prevcount = curvb.nCount; curvb.nCount = 0; ptextarg->Resolve(); s_ClutResolve++; curvb.nCount += prevcount; } ptextarg = NULL; } else { if (ptextarg == curvb.prndr) { // need feedback curvb.prndr->CreateFeedback(); if (s_bWriteDepth && (curvb.pdepth != NULL)) curvb.pdepth->SetRenderTarget(1); else ResetRenderTarget(1); } } } else ptextarg = NULL; return ptextarg; } // Set target for current context inline void FlushSetContextTarget(VB& curvb, int context) { if( !curvb.bVarsSetTarg ) SetContextTarget(context); else { assert( curvb.pdepth != NULL ); if( curvb.pdepth->status & CRenderTarget::TS_Virtual) { if( !curvb.zbuf.zmsk ) { CRenderTarget* ptemp = s_DepthRTs.Promote(GetFrameKey(curvb.pdepth)); assert( ptemp == curvb.pdepth ); } else curvb.pdepth->status &= ~CRenderTarget::TS_NeedUpdate; } if( (curvb.pdepth->status & CRenderTarget::TS_NeedUpdate) || (curvb.prndr->status & CRenderTarget::TS_NeedUpdate) ) SetContextTarget(context); } assert( !(curvb.prndr->status&CRenderTarget::TS_NeedUpdate) ); curvb.prndr->status = 0; if( curvb.pdepth != NULL ) { assert( !(curvb.pdepth->status&CRenderTarget::TS_NeedUpdate) ); if( !curvb.zbuf.zmsk ) { assert( !(curvb.pdepth->status & CRenderTarget::TS_Virtual) ); curvb.pdepth->status = 0; } } } inline void FlushSetStream(VB& curvb) { glBindBuffer(GL_ARRAY_BUFFER, g_vboBuffers[g_nCurVBOIndex]); g_nCurVBOIndex = (g_nCurVBOIndex + 1) % g_vboBuffers.size(); glBufferData(GL_ARRAY_BUFFER, curvb.nCount * sizeof(VertexGPU), curvb.pBufferData, GL_STREAM_DRAW); // void* pdata = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY); // memcpy_amd(pdata, curvb.pBufferData, curvb.nCount * sizeof(VertexGPU)); // glUnmapBuffer(GL_ARRAY_BUFFER); SET_STREAM(); #ifdef _DEBUG GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); assert( glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT ); #endif } int SetMaskR = 0x0; int SetMaskG = 0x0; int SetMaskB = 0x0; // Set color mask. Really it's not as good as PS2 one. inline void FlushSetColorMask(VB& curvb) { s_dwColorWrite = (PSMT_BITMODE(curvb.prndr->psm) == 1) ? (COLORMASK_BLUE|COLORMASK_GREEN|COLORMASK_RED) : 0xf; int maskR = ZZOglGet_fbmRed_FrameBits(curvb.frame.fbm); int maskG = ZZOglGet_fbmGreen_FrameBits(curvb.frame.fbm); int maskB = ZZOglGet_fbmBlue_FrameBits(curvb.frame.fbm); int maskA = ZZOglGet_fbmAlpha_FrameBits(curvb.frame.fbm); if (maskR == 0xff) s_dwColorWrite &= ~COLORMASK_RED; if (maskG == 0xff) s_dwColorWrite &= ~COLORMASK_GREEN; if (maskB == 0xff) s_dwColorWrite &= ~COLORMASK_BLUE; if ((maskA == 0xff) || (curvb.curprim.abe && (curvb.test.atst == 2 && curvb.test.aref == 128))) s_dwColorWrite &= ~COLORMASK_ALPHA; GL_COLORMASK(s_dwColorWrite); } // Set Scissors for scissor test. inline void FlushSetScissorRect(VB& curvb) { Rect& scissor = curvb.prndr->scissorrect; glScissor(scissor.x, scissor.y, scissor.w, scissor.h); } // Prior really doing something check context inline void FlushDoContextJob(VB& curvb, int context) { SaveRendererTarget(curvb); FlushSetContextTarget(curvb, context); icurctx = context; FlushSetStream(curvb); FlushSetColorMask(curvb); FlushSetScissorRect(curvb); } // Set 1 is Alpha test is EQUAL and alpha should be proceed with care. inline int FlushGetExactcolor(const pixTest curtest) { if (!(g_nPixelShaderVer&SHADER_REDUCED)) // ffx2 breaks when ==7 return ((curtest.ate && curtest.aref <= 128) && (curtest.atst==4));//||curtest.atst==7); return 0; } // fill the buffer by decoding the clut inline void FlushDecodeClut(VB& curvb, GLuint& ptexclut) { glGenTextures(1, &ptexclut); glBindTexture(GL_TEXTURE_2D, ptexclut); vector data(PSMT_ISHALF_STORAGE(curvb.tex0) ? 512 : 1024); if( ptexclut != 0 ) { int nClutOffset = 0, clutsize; int entries = PSMT_IS8CLUT(curvb.tex0.psm) ? 256 : 16; if (curvb.tex0.csm && curvb.tex0.csa ) printf ("ERROR, csm1\n"); if (curvb.tex0.cpsm <= 1) { // 32 bit nClutOffset = 64 * curvb.tex0.csa; clutsize = min(entries, 256 - curvb.tex0.csa * 16) * 4; } else { nClutOffset = 64 * (curvb.tex0.csa & 15) + (curvb.tex0.csa >= 16 ? 2 : 0); clutsize = min(entries, 512 - curvb.tex0.csa * 16) * 2; } if( curvb.tex0.cpsm <= 1 ) { // 32 bit memcpy_amd(&data[0], g_pbyGSClut+nClutOffset, clutsize); } else { u16* pClutBuffer = (u16*)(g_pbyGSClut + nClutOffset); u16* pclut = (u16*)&data[0]; int left = ((u32)nClutOffset & 2) ? 0 : ((nClutOffset&0x3ff)/2)+clutsize-512; if( left > 0 ) clutsize -= left; while(clutsize > 0) { pclut[0] = pClutBuffer[0]; pclut++; pClutBuffer+=2; clutsize -= 2; } if( left > 0) { pClutBuffer = (u16*)(g_pbyGSClut + 2); while(left > 0) { pclut[0] = pClutBuffer[0]; left -= 2; pClutBuffer += 2; pclut++; } } } glTexImage2D(GL_TEXTURE_2D, 0, 4, 256, 1, 0, GL_RGBA, PSMT_ISHALF_STORAGE(curvb.tex0)?GL_UNSIGNED_SHORT_5_5_5_1:GL_UNSIGNED_BYTE, &data[0]); s_vecTempTextures.push_back(ptexclut); if (g_bSaveTex) SaveTexture("clut.tga", GL_TEXTURE_2D, ptexclut, 256, 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } } inline int FlushGetShaderType(VB& curvb, CRenderTarget* ptextarg, GLuint& ptexclut) { if( PSMT_ISCLUT(curvb.tex0.psm) && !(g_GameSettings&GAME_NOTARGETCLUT) ) { FlushDecodeClut(curvb, ptexclut); if( !(g_nPixelShaderVer&SHADER_REDUCED) && PSMT_ISHALF(ptextarg->psm) ) { return 4; } else { // Valkyrie return 2; } } if (PSMT_ISHALF_STORAGE(curvb.tex0) != PSMT_ISHALF(ptextarg->psm) && (!(g_nPixelShaderVer&SHADER_REDUCED) || !curvb.curprim.fge) ) { if (PSMT_ISHALF_STORAGE(curvb.tex0)) { // converting from 32->16 // Radiata Chronicles return 3; } else { // converting from 16->32 // Star Ward: Force return 0; } } return 1; } //Set page offsets depends omn shader type. inline Vector FlushSetPageOffset(FRAGMENTSHADER* pfragment, int shadertype, CRenderTarget* ptextarg) { SetShaderCaller("FlushSetPageOffset"); Vector vpageoffset; vpageoffset.w = 0; switch (shadertype) { case 3: vpageoffset.x = -0.1f / 256.0f; vpageoffset.y = -0.001f / 256.0f; vpageoffset.z = -0.1f / (ptextarg->fbh); vpageoffset.w = 0.0f; break; case 4: vpageoffset.x = 2; vpageoffset.y = 1; vpageoffset.z = 0; vpageoffset.w = 0.0001f; break; } // zoe2 if (PSMT_ISZTEX(ptextarg->psm)) vpageoffset.w = -1.0f; ZZcgSetParameter4fv(pfragment->fPageOffset, vpageoffset, "g_fPageOffset"); return vpageoffset; } //Set texture offsets depends omn shader type. inline Vector FlushSetTexOffset(FRAGMENTSHADER* pfragment, int shadertype, VB& curvb, CRenderTarget* ptextarg) { SetShaderCaller("FlushSetTexOffset"); Vector v; if( shadertype == 3 ) { Vector v; v.x = 16.0f / (float)curvb.tex0.tw; v.y = 16.0f / (float)curvb.tex0.th; v.z = 0.5f * v.x; v.w = 0.5f * v.y; ZZcgSetParameter4fv(pfragment->fTexOffset, v, "g_fTexOffset"); } else if( shadertype == 4 ) { Vector v; v.x = 16.0f / (float)ptextarg->fbw; v.y = 16.0f / (float)ptextarg->fbh; v.z = -1; v.w = 8.0f / (float)ptextarg->fbh; ZZcgSetParameter4fv(pfragment->fTexOffset, v, "g_fTexOffset"); } return v; } // Set dimension (Real!) of texture. z and w inline Vector FlushTextureDims(FRAGMENTSHADER* pfragment, int shadertype, VB& curvb, CRenderTarget* ptextarg) { SetShaderCaller("FlushTextureDims"); Vector vTexDims; vTexDims.x = (float)RW(curvb.tex0.tw) ; vTexDims.y = (float)RH(curvb.tex0.th) ; // look at the offset of tbp0 from fbp if( curvb.tex0.tbp0 <= ptextarg->fbp ) { vTexDims.z = 0;//-0.5f/(float)ptextarg->fbw; vTexDims.w = 0;//0.2f/(float)ptextarg->fbh; } else { //u32 tbp0 = curvb.tex0.tbp0 >> 5; // align to a page int blockheight = PSMT_ISHALF(ptextarg->psm) ? 64 : 32; int ycoord = ((curvb.tex0.tbp0 - ptextarg->fbp) / (32 * (ptextarg->fbw >> 6))) * blockheight; int xcoord = (((curvb.tex0.tbp0 - ptextarg->fbp) % (32 * (ptextarg -> fbw >> 6)))) * 2; vTexDims.z = (float)xcoord; vTexDims.w = (float)ycoord; } if (shadertype == 4) vTexDims.z += 8.0f; ZZcgSetParameter4fv(pfragment->fTexDims, vTexDims, "g_fTexDims"); return vTexDims; } // Apply TEX1 mmag and mmin -- filter for expanding/reducing texture // We ignore all settings, only NEAREST (0) is used inline void FlushApplyResizeFilter(VB& curvb, u32& dwFilterOpts, CRenderTarget* ptextarg, int context) { u32 ptexset = (ptextarg == curvb.prndr) ? ptextarg->ptexFeedback : ptextarg->ptex; s_ptexCurSet[context] = ptexset; if ((!curvb.tex1.mmag) || (!curvb.tex1.mmin)) glBindTexture(GL_TEXTURE_RECTANGLE_NV, ptexset); if( !curvb.tex1.mmag ) { glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_NEAREST); dwFilterOpts |= 1; } if( !curvb.tex1.mmin ) { glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_NEAREST); dwFilterOpts |= 2; } } // Usage existing targets depends on several tricks, 32-16 conversion and CLUTing, so we need handle it. inline FRAGMENTSHADER* FlushUseExistRenderTaget(VB& curvb, CRenderTarget* ptextarg, u32& dwFilterOpts, int exactcolor, int context) { if (ptextarg->IsDepth()) SetWriteDepth(); GLuint ptexclut = 0; //int psm = GetTexCPSM(curvb.tex0); int shadertype = FlushGetShaderType(curvb, ptextarg, ptexclut); FRAGMENTSHADER* pfragment = LoadShadeEffect(shadertype, 0, curvb.curprim.fge, IsAlphaTestExpansion(curvb), exactcolor, curvb.clamp, context, NULL); Vector vpageoffset = FlushSetPageOffset(pfragment, shadertype, ptextarg); Vector v = FlushSetTexOffset(pfragment, shadertype, curvb, ptextarg); Vector vTexDims = FlushTextureDims(pfragment, shadertype, curvb, ptextarg); if( pfragment->sCLUT != NULL && ptexclut != 0 ) { cgGLSetTextureParameter(pfragment->sCLUT, ptexclut); cgGLEnableTextureParameter(pfragment->sCLUT); } FlushApplyResizeFilter(curvb, dwFilterOpts, ptextarg, context); if( g_bSaveTex ) SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_NV, ptextarg == curvb.prndr ? ptextarg->ptexFeedback : ptextarg->ptex, RW(ptextarg->fbw), RH(ptextarg->fbh)); return pfragment; } // Usage most major shader. inline FRAGMENTSHADER* FlushMadeNewTarget(VB& curvb, int exactcolor, int context) { // save the texture if( g_bSaveTex ) { if( g_bSaveTex == 1 ) { SaveTex(&curvb.tex0, 1); /*CMemoryTarget* pmemtarg = */g_MemTargs.GetMemoryTarget(curvb.tex0, 0); } else SaveTex(&curvb.tex0, 0); } FRAGMENTSHADER* pfragment = LoadShadeEffect(0, GetTexFilter(curvb.tex1), curvb.curprim.fge, IsAlphaTestExpansion(curvb), exactcolor, curvb.clamp, context, NULL); if (pfragment == NULL) ERROR_LOG("Could not find memory target shader\n"); return pfragment; } // We made an shader, so now need to put all common variables. inline void FlushSetTexture(VB& curvb, FRAGMENTSHADER* pfragment, CRenderTarget* ptextarg, int context) { SetTexVariables(context, pfragment); SetTexInt(context, pfragment, ptextarg == NULL); // have to enable the texture parameters(curtest.atst= if( curvb.ptexClamp[0] != 0 ) { cgGLSetTextureParameter(pfragment->sBitwiseANDX, curvb.ptexClamp[0]); cgGLEnableTextureParameter(pfragment->sBitwiseANDX); } if( curvb.ptexClamp[1] != 0 ) { cgGLSetTextureParameter(pfragment->sBitwiseANDY, curvb.ptexClamp[1]); cgGLEnableTextureParameter(pfragment->sBitwiseANDY); } if( pfragment->sMemory != NULL && s_ptexCurSet[context] != 0) { cgGLSetTextureParameter(pfragment->sMemory, s_ptexCurSet[context]); cgGLEnableTextureParameter(pfragment->sMemory); } } // Reset programm and texture variables; inline void FlushBindProgramm( FRAGMENTSHADER* pfragment, int context) { vb[context].bTexConstsSync = 0; vb[context].bVarsTexSync = 0; cgGLBindProgram(pfragment->prog); g_psprog = pfragment->prog; } inline FRAGMENTSHADER* FlushRendererStage(VB& curvb, u32& dwFilterOpts, CRenderTarget* ptextarg, int exactcolor, int context) { FRAGMENTSHADER* pfragment = NULL; // set the correct pixel shaders if (curvb.curprim.tme) { if (ptextarg != NULL) pfragment = FlushUseExistRenderTaget(curvb, ptextarg, dwFilterOpts, exactcolor, context); else pfragment = FlushMadeNewTarget(curvb, exactcolor, context); if (pfragment == NULL) { ERROR_LOG("Shader does not found\n"); // return NULL; } FlushSetTexture(curvb, pfragment, ptextarg, context); } else { pfragment = &ppsRegular[curvb.curprim.fge + 2 * s_bWriteDepth]; } GL_REPORT_ERRORD(); // set the shaders SetShaderCaller("FlushRendererStage") ; SETVERTEXSHADER(pvs[2 * ((curvb.curprim._val >> 1) & 3) + 8 * s_bWriteDepth + context] ); FlushBindProgramm(pfragment, context); GL_REPORT_ERRORD(); return pfragment; } inline bool AlphaCanRenderStencil(VB& curvb) { return g_bUpdateStencil && (PSMT_BITMODE(curvb.prndr->psm) != 1) && !ZZOglGet_fbmHighByte(curvb.frame.fbm) && !(g_GameSettings & GAME_NOSTENCIL); } inline void AlphaSetStencil (bool DoIt) { if (DoIt) { glEnable(GL_STENCIL_TEST); GL_STENCILFUNC(GL_ALWAYS, 0, 0); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); } else glDisable(GL_STENCIL_TEST); } inline void AlphaSetDepthTest(VB& curvb, const pixTest curtest, FRAGMENTSHADER* pfragment) { glDepthMask(!curvb.zbuf.zmsk && curtest.zte); // && curtest.zte && (curtest.ztst > 1) ); if (curtest.zte) { if (curtest.ztst > 1) g_nDepthUsed = 2; if ((curtest.ztst == 2) ^ (g_nDepthBias != 0) ) { g_nDepthBias = (curtest.ztst == 2); //SETRS(D3DRS_DEPTHBIAS, g_nDepthBias?FtoDW(0.0003f):FtoDW(0.000015f)); } glDepthFunc(g_dwZCmp[curtest.ztst]); } GL_ZTEST(curtest.zte); // glEnable (GL_POLYGON_OFFSET_FILL); // glPolygonOffset (-1., -1.); if (s_bWriteDepth) { if(!curvb.zbuf.zmsk) curvb.pdepth->SetRenderTarget(1); else ResetRenderTarget(1); } } inline u32 AlphaSetupBlendTest(VB& curvb) { if (curvb.curprim.abe) SetAlphaVariables(curvb.alpha); else glDisable(GL_BLEND); u32 oldabe = curvb.curprim.abe; if (gs.pabe) { //ERROR_LOG("PBE!\n"); curvb.curprim.abe = 1; glEnable(GL_BLEND); } return oldabe; } inline void AlphaRenderFBA(VB& curvb, FRAGMENTSHADER* pfragment, bool s_bDestAlphaTest, bool bCanRenderStencil) { // needs to be before RenderAlphaTest if ((gs.pabe) || (curvb.fba.fba && !ZZOglGet_fbmHighByte(curvb.frame.fbm)) || (s_bDestAlphaTest && bCanRenderStencil)) { RenderFBA(curvb, pfragment->sOneColor); } } inline u32 AlphaRenderAlpha(VB& curvb, const pixTest curtest, FRAGMENTSHADER* pfragment, int exactcolor) { SetShaderCaller("AlphaRenderAlpha"); u32 dwUsingSpecialTesting = 0; if (curvb.curprim.abe) { if ((bNeedBlendFactorInAlpha || ((curtest.ate && curtest.atst > 1) && (curtest.aref > 0x80)))) { // need special stencil processing for the alpha RenderAlphaTest(curvb, pfragment->sOneColor); dwUsingSpecialTesting = 1; } // harvest fishing Vector v = vAlphaBlendColor; if (exactcolor) { v.y *= 255; v.w *= 255; } ZZcgSetParameter4fv(pfragment->sOneColor, v, "g_fOneColor"); } else { // not using blending so set to defaults Vector v = exactcolor ? Vector(1, 510*255.0f/256.0f, 0, 0) : Vector(1,2*255.0f/256.0f,0,0); ZZcgSetParameter4fv(pfragment->sOneColor, v, "g_fOneColor"); } return dwUsingSpecialTesting; } inline void AlphaRenderStencil(VB& curvb, bool s_bDestAlphaTest, bool bCanRenderStencil, u32 dwUsingSpecialTesting) { if (s_bDestAlphaTest && bCanRenderStencil) { // if not 24bit and can write to high alpha bit RenderStencil(curvb, dwUsingSpecialTesting); } else { s_stencilref = STENCIL_SPECIAL; s_stencilmask = STENCIL_SPECIAL; // setup the stencil to only accept the test pixels if (dwUsingSpecialTesting) { glEnable(GL_STENCIL_TEST); glStencilMask(STENCIL_PIXELWRITE); GL_STENCILFUNC(GL_EQUAL, STENCIL_SPECIAL|STENCIL_PIXELWRITE, STENCIL_SPECIAL); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); } } #ifdef _DEBUG if (bDestAlphaColor == 1) { WARN_LOG("dest alpha blending! manipulate alpha here\n"); } #endif if( bCanRenderStencil && gs.pabe ) { // only render the pixels with alpha values >= 0x80 GL_STENCILFUNC(GL_EQUAL, s_stencilref|STENCIL_FBA, s_stencilmask|STENCIL_FBA); } GL_REPORT_ERRORD(); } inline void AlphaTest(VB& curvb) { // printf ("%d %d %d %d %d\n", curvb.test.date, curvb.test.datm, gs.texa.aem, curvb.test.ate, curvb.test.atst ); // return; // Zeydlitz change this with a reason! It's "Alpha more than 1 hack." if (curvb.test.ate == 1 && curvb.test.atst == 1 && curvb.test.date == 1) { if (curvb.test.datm == 1) glAlphaFunc(GL_GREATER, 1.0f); else { glAlphaFunc(GL_LESS, 1.0f); printf ("%d %d %d\n", curvb.test.date, curvb.test.datm, gs.texa.aem); } } if (!curvb.test.ate || curvb.test.atst > 0) { DRAW(); } GL_REPORT_ERRORD(); } inline void AlphaPabe(VB& curvb, FRAGMENTSHADER* pfragment, int exactcolor) { if( gs.pabe ) { SetShaderCaller("AlphaPabe"); // only render the pixels with alpha values < 0x80 glDisable(GL_BLEND); GL_STENCILFUNC_SET(); Vector v; v.x = 1; v.y = 2; v.z = 0; v.w = 0; if( exactcolor ) v.y *= 255; ZZcgSetParameter4fv(pfragment->sOneColor, v, "g_fOneColor"); DRAW(); // reset if (!s_stencilmask) s_stencilfunc = GL_ALWAYS; GL_STENCILFUNC_SET(); } GL_REPORT_ERRORD(); } // Alfa Failure does not work properly on this cases. True means that no failure job should be done // First three cases are trivail manual inline bool AlphaFailureIgnore(const pixTest curtest) { if (!curtest.ate) return true; if (curtest.atst == 1) return true; if (curtest.afail == 0) return true; if (g_GameSettings & GAME_NOALPHAFAIL && ((s_dwColorWrite < 8) || (s_dwColorWrite == 15 && curtest.atst == 5 && (curtest.aref == 64)))) return true; // old and seemingly incorrect code. // if ((s_dwColorWrite < 8 && s_dwColorWrite !=8) && curtest.afail == 1) // return true; // if ((s_dwColorWrite == 0xf) && curtest.atst == 5 && curtest.afail == 1 && !(g_GameSettings & GAME_REGETHACK)) // return true; return false; } // more work on alpha failure case inline void AlphaFailureTestJob(VB& curvb, const pixTest curtest, FRAGMENTSHADER* pfragment, int exactcolor, bool bCanRenderStencil, int oldabe) { // Note, case when ate == 1, atst == 0 and afail > 0 in documentation wrote as failure case. But it seems that // either doc's are incorrect nor this case have some issues. if (AlphaFailureIgnore(curtest)) { return; } #ifdef NOALFAFAIL ERROR_LOG("Alpha job here %d %d %d %d %d %d\n", s_dwColorWrite, curtest.atst, curtest.afail, curtest.aref, gs.pabe, s_bWriteDepth); // return; #endif SetShaderCaller("AlphaFailureTestJob"); // need to reverse the test and disable some targets glAlphaFunc(g_dwReverseAlphaCmp[curtest.atst], AlphaReferedValue(curtest.aref)); if (curtest.afail & 1) { // front buffer update only if( curtest.afail == 3 ) // disable alpha glColorMask(1,1,1,0); glDepthMask(0); if (s_bWriteDepth) ResetRenderTarget(1); } else { // zbuffer update only glColorMask(0,0,0,0); } if( gs.pabe && bCanRenderStencil ) { // only render the pixels with alpha values >= 0x80 Vector v = vAlphaBlendColor; if( exactcolor ) { v.y *= 255; v.w *= 255; } ZZcgSetParameter4fv(pfragment->sOneColor, v, "g_fOneColor"); glEnable(GL_BLEND); GL_STENCILFUNC(GL_EQUAL, s_stencilref|STENCIL_FBA, s_stencilmask|STENCIL_FBA); } DRAW(); GL_REPORT_ERRORD(); if (gs.pabe) { // only render the pixels with alpha values < 0x80 glDisable(GL_BLEND); GL_STENCILFUNC_SET(); Vector v; v.x = 1; v.y = 2; v.z = 0; v.w = 0; if (exactcolor) v.y *= 255; ZZcgSetParameter4fv(pfragment->sOneColor, v, "g_fOneColor"); DRAW(); // reset if (oldabe) glEnable(GL_BLEND); if (!s_stencilmask) s_stencilfunc = GL_ALWAYS; GL_STENCILFUNC_SET(); } // restore if ((curtest.afail & 1) && !curvb.zbuf.zmsk ) { glDepthMask(1); if( s_bWriteDepth ) { assert( curvb.pdepth != NULL); curvb.pdepth->SetRenderTarget(1); } } GL_COLORMASK(s_dwColorWrite); // not needed anymore since rest of ops concentrate on image processing GL_REPORT_ERRORD(); } inline void AlphaSpecialTesting(VB& curvb, FRAGMENTSHADER* pfragment, u32 dwUsingSpecialTesting, int exactcolor) { if (dwUsingSpecialTesting) { SetShaderCaller("AlphaSpecialTesting"); // render the real alpha glDisable(GL_ALPHA_TEST); glColorMask(0,0,0,1); if (s_bWriteDepth) { ResetRenderTarget(1); } glDepthMask(0); glStencilFunc(GL_EQUAL, STENCIL_SPECIAL|STENCIL_PIXELWRITE, STENCIL_SPECIAL|STENCIL_PIXELWRITE); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); Vector v = Vector(0,exactcolor ? 510.0f : 2.0f,0,0); ZZcgSetParameter4fv(pfragment->sOneColor, v, "g_fOneColor"); DRAW(); // don't need to restore } GL_REPORT_ERRORD(); } inline void AlphaDestinationTest(VB& curvb, FRAGMENTSHADER* pfragment, bool s_bDestAlphaTest, bool bCanRenderStencil) { if (s_bDestAlphaTest) { if( (s_dwColorWrite & COLORMASK_ALPHA) ) { if( curvb.fba.fba ) ProcessFBA(curvb, pfragment->sOneColor); else if (bCanRenderStencil) // finally make sure all entries are 1 when the dest alpha >= 0x80 (if fba is 1, this is already the case) ProcessStencil(curvb); } } else if ((s_dwColorWrite & COLORMASK_ALPHA) && curvb.fba.fba) ProcessFBA(curvb, pfragment->sOneColor); if( bDestAlphaColor == 1 ) { // need to reset the dest colors to their original counter parts //WARN_LOG("Need to reset dest alpha color\n"); } } inline void AlphaSaveTarget(VB& curvb) { #ifdef _DEBUG return; // Do nothing if( g_bSaveFlushedFrame & 0xf ) { #ifdef _WIN32 CreateDirectory("frames", NULL); #else char* strdir=""; sprintf(strdir, "mkdir %s", "frames"); system(strdir); #endif char str[255]; sprintf(str, "frames/frame%.4d.tga", g_SaveFrameNum++); if( (g_bSaveFlushedFrame & 2) ) { //glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); // switch to the backbuffer //glFlush(); //SaveTexture("tex.jpg", GL_TEXTURE_RECTANGLE_NV, curvb.prndr->ptex, RW(curvb.prndr->fbw), RH(curvb.prndr->fbh)); SaveRenderTarget(str, RW(curvb.prndr->fbw), RH(curvb.prndr->fbh), 0); } } #endif } inline void AlphaColorClamping (VB& curvb, const pixTest curtest) { // clamp the final colors, when enabled ffx2 credits mess up if (curvb.curprim.abe && bAlphaClamping && GetRenderFormat() != RFT_byte8 && !(g_GameSettings&GAME_NOCOLORCLAMP)) { // if !colclamp, skip ResetAlphaVariables(); // if processing the clamping case, make sure can write to the front buffer glDisable(GL_STENCIL_TEST); glEnable(GL_BLEND); glDisable(GL_ALPHA_TEST); glDisable(GL_DEPTH_TEST); glDepthMask(0); glColorMask(1,1,1,0); if( s_bWriteDepth ) { ResetRenderTarget(1); } SetShaderCaller("AlphaColorClamping"); SETPIXELSHADER(ppsOne.prog); GL_BLEND_RGB(GL_ONE, GL_ONE); float f; if( bAlphaClamping & 1 ) { // min f = 0; ZZcgSetParameter4fv(ppsOne.sOneColor, &f, "g_fOneColor"); GL_BLENDEQ_RGB(GL_MAX_EXT); DRAW(); } // bios shows white screen if( bAlphaClamping & 2 ) { // max f = 1; ZZcgSetParameter4fv(ppsOne.sOneColor, &f, "g_fOneColor"); GL_BLENDEQ_RGB(GL_MIN_EXT); DRAW(); } if( !curvb.zbuf.zmsk ) { glDepthMask(1); if( s_bWriteDepth ) { assert( curvb.pdepth != NULL ); curvb.pdepth->SetRenderTarget(1); } } if( curvb.test.ate && USEALPHATESTING ) glEnable(GL_ALPHA_TEST); GL_ZTEST(curtest.zte); } } inline void FlushUndoFiter(u32 dwFilterOpts) { if( dwFilterOpts ) { // undo filter changes (binding didn't change) if( dwFilterOpts & 1 ) glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_LINEAR); if( dwFilterOpts & 2 ) glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } } // This is the most important function! it's draw all collected info oncscreen. void ZeroGS::Flush(int context) { FUNCLOG VB& curvb = vb[context]; const pixTest curtest = curvb.test; if (FlushInitialTest(curvb, curtest, context)) return; VisualBufferMessage(context); GL_REPORT_ERRORD(); CRenderTarget* ptextarg = FlushGetTarget(curvb); SwitchWireframeOff(); FlushDoContextJob(curvb, context); u32 dwUsingSpecialTesting = 0; u32 dwFilterOpts = 0; int exactcolor = FlushGetExactcolor(curtest); FRAGMENTSHADER* pfragment = FlushRendererStage(curvb, dwFilterOpts, ptextarg, exactcolor, context); bool bCanRenderStencil = AlphaCanRenderStencil(curvb); if (curtest.date || gs.pabe) SetDestAlphaTest(); AlphaSetStencil(s_bDestAlphaTest && bCanRenderStencil); AlphaSetDepthTest(curvb, curtest, pfragment); // Error! SetAlphaTest(curtest); u32 oldabe = AlphaSetupBlendTest(curvb); // Unavoidable // needs to be before RenderAlphaTest AlphaRenderFBA(curvb, pfragment, s_bDestAlphaTest, bCanRenderStencil); dwUsingSpecialTesting = AlphaRenderAlpha(curvb, curtest, pfragment, exactcolor); // Unavoidable AlphaRenderStencil(curvb, s_bDestAlphaTest, bCanRenderStencil, dwUsingSpecialTesting); AlphaTest(curvb); // Unavoidable AlphaPabe(curvb, pfragment, exactcolor); AlphaFailureTestJob(curvb, curtest, pfragment, exactcolor, bCanRenderStencil, oldabe); AlphaSpecialTesting(curvb, pfragment, dwUsingSpecialTesting, exactcolor); AlphaDestinationTest(curvb, pfragment, s_bDestAlphaTest, bCanRenderStencil); AlphaSaveTarget(curvb); GL_REPORT_ERRORD(); AlphaColorClamping (curvb, curtest); FlushUndoFiter(dwFilterOpts); ppf += curvb.nCount+0x100000; curvb.nCount = 0; curvb.curprim.abe = oldabe; SwitchWireframeOn(); GL_REPORT_ERRORD(); } inline void ZeroGS::RenderFBA(const VB& curvb, CGparameter sOneColor) { // add fba to all pixels GL_STENCILFUNC(GL_ALWAYS, STENCIL_FBA, 0xff); glStencilMask(STENCIL_CLEAR); glStencilOp(GL_ZERO, GL_KEEP, GL_REPLACE); glDisable(GL_DEPTH_TEST); glDepthMask(0); glColorMask(0,0,0,0); if( s_bWriteDepth ) ResetRenderTarget(1); SetShaderCaller("RenderFBA"); glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GEQUAL, 1); Vector v; v.x = 1; v.y = 2; v.z = 0; v.w = 0; ZZcgSetParameter4fv(sOneColor, v, "g_fOneColor"); DRAW(); SetAlphaTest(curvb.test); // reset (not necessary) GL_COLORMASK(s_dwColorWrite); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); if( !curvb.zbuf.zmsk ) { glDepthMask(1); assert( curvb.pdepth != NULL ); if( s_bWriteDepth ) curvb.pdepth->SetRenderTarget(1); } GL_ZTEST(curvb.test.zte); } __forceinline void ZeroGS::RenderAlphaTest(const VB& curvb, CGparameter sOneColor) { if( !g_bUpdateStencil ) return; if( (curvb.test.ate) && (curvb.test.afail == 1)) glDisable(GL_ALPHA_TEST); glDepthMask(0); glColorMask(0,0,0,0); if (s_bWriteDepth) ResetRenderTarget(1); SetShaderCaller("RenderAlphaTest"); Vector v; v.x = 1; v.y = 2; v.z = 0; v.w = 0; ZZcgSetParameter4fv(sOneColor, v, "g_fOneColor"); // or a 1 to the stencil buffer wherever alpha passes glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); s_stencilfunc = GL_ALWAYS; glEnable(GL_STENCIL_TEST); if( !s_bDestAlphaTest ) { // clear everything s_stencilref = 0; glStencilMask(STENCIL_CLEAR); glDisable(GL_ALPHA_TEST); GL_STENCILFUNC_SET(); DRAW(); if( curvb.test.ate && curvb.test.afail != 1 && USEALPHATESTING ) glEnable(GL_ALPHA_TEST); } if( curvb.test.ate && curvb.test.atst>1 && curvb.test.aref > 0x80) { v.x = 1; v.y = 1; v.z = 0; v.w = 0; ZZcgSetParameter4fv(sOneColor, v, "g_fOneColor"); glAlphaFunc(g_dwAlphaCmp[curvb.test.atst], AlphaReferedValue(curvb.test.aref)); } s_stencilref = STENCIL_SPECIAL; glStencilMask(STENCIL_SPECIAL); GL_STENCILFUNC_SET(); glDisable(GL_DEPTH_TEST); DRAW(); if( curvb.test.zte ) glEnable(GL_DEPTH_TEST); GL_ALPHATEST(0); GL_COLORMASK(s_dwColorWrite); if( !curvb.zbuf.zmsk ) { glDepthMask(1); // set rt next level if (s_bWriteDepth) curvb.pdepth->SetRenderTarget(1); } } inline void ZeroGS::RenderStencil(const VB& curvb, u32 dwUsingSpecialTesting) { //NOTE: This stencil hack for dest alpha testing ONLY works when // the geometry in one DrawPrimitive call does not overlap // mark the stencil buffer for the new data's bits (mark 4 if alpha is >= 0xff) // mark 4 if a pixel was written (so that the stencil buf can be changed with new values) glStencilMask(STENCIL_PIXELWRITE); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); s_stencilmask = (curvb.test.date?STENCIL_ALPHABIT:0)|(dwUsingSpecialTesting?STENCIL_SPECIAL:0); s_stencilfunc = s_stencilmask ? GL_EQUAL : GL_ALWAYS; s_stencilref = curvb.test.date*curvb.test.datm|STENCIL_PIXELWRITE|(dwUsingSpecialTesting?STENCIL_SPECIAL:0); GL_STENCILFUNC_SET(); } inline void ZeroGS::ProcessStencil(const VB& curvb) { assert( !curvb.fba.fba ); // set new alpha bit glStencilMask(STENCIL_ALPHABIT); GL_STENCILFUNC(GL_EQUAL, STENCIL_PIXELWRITE, STENCIL_PIXELWRITE|STENCIL_FBA); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); glDisable(GL_DEPTH_TEST); glDepthMask(0); glColorMask(0,0,0,0); if (s_bWriteDepth) ResetRenderTarget(1); GL_ALPHATEST(0); SetShaderCaller("ProcessStencil"); SETPIXELSHADER(ppsOne.prog); DRAW(); // process when alpha >= 0xff GL_STENCILFUNC(GL_EQUAL, STENCIL_PIXELWRITE|STENCIL_FBA|STENCIL_ALPHABIT, STENCIL_PIXELWRITE|STENCIL_FBA); DRAW(); // clear STENCIL_PIXELWRITE bit glStencilMask(STENCIL_CLEAR); GL_STENCILFUNC(GL_ALWAYS, 0, STENCIL_PIXELWRITE|STENCIL_FBA); DRAW(); // restore state GL_COLORMASK(s_dwColorWrite); if( curvb.test.ate && USEALPHATESTING) glEnable(GL_ALPHA_TEST); if( !curvb.zbuf.zmsk ) { glDepthMask(1); if( s_bWriteDepth ) { assert( curvb.pdepth != NULL ); curvb.pdepth->SetRenderTarget(1); } } GL_ZTEST(curvb.test.zte); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); } __forceinline void ZeroGS::ProcessFBA(const VB& curvb, CGparameter sOneColor) { if( (curvb.frame.fbm&0x80000000) ) return; // add fba to all pixels that were written and alpha was less than 0xff glStencilMask(STENCIL_ALPHABIT); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); GL_STENCILFUNC(GL_EQUAL, STENCIL_FBA|STENCIL_PIXELWRITE|STENCIL_ALPHABIT, STENCIL_PIXELWRITE|STENCIL_FBA); glDisable(GL_DEPTH_TEST); glDepthMask(0); glColorMask(0,0,0,1); if( s_bWriteDepth ) { ResetRenderTarget(1); } SetShaderCaller("ProcessFBA"); // processes the pixels with ALPHA < 0x80*2 glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_LEQUAL, 1); // add 1 to dest GL_BLEND_ALPHA(GL_ONE, GL_ONE); GL_BLENDEQ_ALPHA(GL_FUNC_ADD); float f = 1; ZZcgSetParameter4fv(sOneColor, &f, "g_fOneColor"); SETPIXELSHADER(ppsOne.prog); DRAW(); glDisable(GL_ALPHA_TEST); // reset bits glStencilMask(STENCIL_CLEAR); GL_STENCILFUNC(GL_GREATER, 0, STENCIL_PIXELWRITE|STENCIL_FBA); glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO); DRAW(); if( curvb.test.atst && USEALPHATESTING) { glEnable(GL_ALPHA_TEST); glAlphaFunc(g_dwAlphaCmp[curvb.test.atst], AlphaReferedValue(curvb.test.aref)); } // restore (SetAlphaVariables) GL_BLEND_ALPHA(GL_ONE, GL_ZERO); if(vAlphaBlendColor.y<0) GL_BLENDEQ_ALPHA(GL_FUNC_REVERSE_SUBTRACT); // reset (not necessary) GL_COLORMASK(s_dwColorWrite); if( !curvb.zbuf.zmsk ) { glDepthMask(1); if (s_bWriteDepth) curvb.pdepth->SetRenderTarget(1); } GL_ZTEST(curvb.test.zte); } void ZeroGS::SetContextTarget(int context) { FUNCLOG VB& curvb = vb[context]; GL_REPORT_ERRORD(); if( curvb.prndr == NULL ) curvb.prndr = s_RTs.GetTarg(curvb.frame, 0, get_maxheight(curvb.gsfb.fbp, curvb.gsfb.fbw, curvb.gsfb.psm)); // make sure targets are valid if( curvb.pdepth == NULL ) { frameInfo f; f.fbp = curvb.zbuf.zbp; f.fbw = curvb.frame.fbw; f.fbh = curvb.prndr->fbh; f.psm = curvb.zbuf.psm; f.fbm = 0; curvb.pdepth = (CDepthTarget*)s_DepthRTs.GetTarg(f, CRenderTargetMngr::TO_DepthBuffer|CRenderTargetMngr::TO_StrictHeight| (curvb.zbuf.zmsk?CRenderTargetMngr::TO_Virtual:0), get_maxheight(curvb.zbuf.zbp, curvb.gsfb.fbw, 0)); } assert( curvb.prndr != NULL && curvb.pdepth != NULL ); assert( curvb.pdepth->fbh == curvb.prndr->fbh ); if( curvb.pdepth->status & CRenderTarget::TS_Virtual) { if( !curvb.zbuf.zmsk ) { CRenderTarget* ptemp = s_DepthRTs.Promote(curvb.pdepth->fbp|(curvb.pdepth->fbw<<16)); assert( ptemp == curvb.pdepth ); } else curvb.pdepth->status &= ~CRenderTarget::TS_NeedUpdate; } bool bSetTarg = 1; if( curvb.pdepth->status & CRenderTarget::TS_NeedUpdate ) { assert( !(curvb.pdepth->status & CRenderTarget::TS_Virtual) ); // don't update if virtual curvb.pdepth->Update(context, curvb.prndr); bSetTarg = 0; } GL_REPORT_ERRORD(); if( curvb.prndr->status & CRenderTarget::TS_NeedUpdate ) { /* if(bSetTarg) { * printf ( " Here\n "); * if(s_bWriteDepth) { * curvb.pdepth->SetRenderTarget(1); * curvb.pdepth->SetDepthStencilSurface(); * } * else * curvb.pdepth->SetDepthStencilSurface(); * }*/ curvb.prndr->Update(context, curvb.pdepth); } else { //if( (vb[0].prndr != vb[1].prndr && vb[!context].bVarsSetTarg) || !vb[context].bVarsSetTarg ) curvb.prndr->SetRenderTarget(0); //if( bSetTarg && ((vb[0].pdepth != vb[1].pdepth && vb[!context].bVarsSetTarg) || !vb[context].bVarsSetTarg) ) curvb.pdepth->SetDepthStencilSurface(); if (conf.mrtdepth && ZeroGS::IsWriteDepth()) curvb.pdepth->SetRenderTarget(1); if (s_ptexCurSet[0] == curvb.prndr->ptex) s_ptexCurSet[0] = 0; if (s_ptexCurSet[1] == curvb.prndr->ptex) s_ptexCurSet[1] = 0; curvb.prndr->SetViewport(); } curvb.prndr->SetTarget(curvb.frame.fbp, curvb.scissor, context); if( (curvb.zbuf.zbp-curvb.pdepth->fbp) != (curvb.frame.fbp - curvb.prndr->fbp) && curvb.test.zte ) WARN_LOG("frame and zbuf not aligned\n"); curvb.bVarsSetTarg = TRUE; if( vb[!context].prndr != curvb.prndr ) vb[!context].bVarsSetTarg = FALSE; assert( !(curvb.prndr->status&CRenderTarget::TS_NeedUpdate) ); assert( curvb.pdepth == NULL || !(curvb.pdepth->status&CRenderTarget::TS_NeedUpdate) ); GL_REPORT_ERRORD(); } void ZeroGS::SetTexInt (int context, FRAGMENTSHADER* pfragment, int settexint ) { FUNCLOG if (settexint) { tex0Info& tex0 = vb[context].tex0; CMemoryTarget* pmemtarg = g_MemTargs.GetMemoryTarget(tex0, 1); if (vb[context].bVarsTexSync) { if (vb[context].pmemtarg != pmemtarg) { SetTexVariablesInt(context, GetTexFilter(vb[context].tex1), tex0, pmemtarg, pfragment, s_bForceTexFlush); vb[context].bVarsTexSync = TRUE; } } else { SetTexVariablesInt(context, GetTexFilter(vb[context].tex1), tex0, pmemtarg, pfragment, s_bForceTexFlush); vb[context].bVarsTexSync = TRUE; INC_TEXVARS(); } } else { vb[context].bVarsTexSync = FALSE; } } // clamp relies on texture width void ZeroGS::SetTexClamping(int context, FRAGMENTSHADER* pfragment ) { FUNCLOG SetShaderCaller("SetTexClamping"); clampInfo* pclamp = &ZeroGS::vb[context].clamp; Vector v, v2; v.x = v.y = 0; u32* ptex = ZeroGS::vb[context].ptexClamp; ptex[0] = ptex[1] = 0; float fw = ZeroGS::vb[context].tex0.tw ; float fh = ZeroGS::vb[context].tex0.th ; switch(pclamp->wms) { case 0: v2.x = -1e10; v2.z = 1e10; break; case 1: // pclamp // suikoden5 movie text v2.x = 0; v2.z = 1-0.5f/fw; break; case 2: // reg pclamp v2.x = (pclamp->minu+0.5f)/fw; v2.z = (pclamp->maxu-0.5f)/fw; break; case 3: // region rep x v.x = 0.9999f; v.z = fw; v2.x = (float)GPU_TEXMASKWIDTH / fw; v2.z = pclamp->maxu / fw; int correctMinu = pclamp->minu & (~pclamp->maxu); // (A && B) || C == (A && (B && !C)) + C if( correctMinu != g_PrevBitwiseTexX ) { g_PrevBitwiseTexX = correctMinu; ptex[0] = ZeroGS::s_BitwiseTextures.GetTex(correctMinu, 0); } break; } switch(pclamp->wmt) { case 0: v2.y = -1e10; v2.w = 1e10; break; case 1: // pclamp // suikoden5 movie text v2.y = 0; v2.w = 1-0.5f/fh; break; case 2: // reg pclamp v2.y = (pclamp->minv+0.5f)/fh; v2.w = (pclamp->maxv-0.5f)/fh; break; case 3: // region rep y v.y = 0.9999f; v.w = fh; v2.y = (float)GPU_TEXMASKWIDTH / fh; v2.w = pclamp->maxv / fh; int correctMinv = pclamp->minv & (~pclamp->maxv); // (A && B) || C == (A && (B && !C)) + C if( correctMinv != g_PrevBitwiseTexY ) { g_PrevBitwiseTexY = correctMinv; ptex[1] = ZeroGS::s_BitwiseTextures.GetTex(correctMinv, ptex[0]); } break; } if( pfragment->fTexWrapMode != 0 ) ZZcgSetParameter4fv(pfragment->fTexWrapMode, v, "g_fTexWrapMode"); if( pfragment->fClampExts != 0 ) ZZcgSetParameter4fv(pfragment->fClampExts, v2, "g_fClampExts"); } // Fixme should be in Vector lib inline bool equal_vectors( Vector a, Vector b){ if ( abs(a.x - b.x) + abs(a.y - b.y) + abs(a.z - b.z) + abs(a.w - b.w) < 0.01 ) return true; else return false; } int CheckTexArray[4][2][2][2] = {{{{0,}}}}; void ZeroGS::SetTexVariables(int context, FRAGMENTSHADER* pfragment ) { FUNCLOG if (!vb[context].curprim.tme) return; assert( !vb[context].bNeedTexCheck ); Vector v, v2; tex0Info& tex0 = vb[context].tex0; //float fw = (float)tex0.tw; //float fh = (float)tex0.th; if( !vb[context].bTexConstsSync ) { SetShaderCaller("SetTexVariables"); // alpha and texture highlighting Vector valpha, valpha2 ; // if clut, use the frame format int psm = GetTexCPSM(tex0); // printf ( "A %d psm, is-clut %d. cpsm %d | %d %d\n", psm, PSMT_ISCLUT(psm), tex0.cpsm, tex0.tfx, tex0.tcc ); Vector vblack; vblack.x = vblack.y = vblack.z = vblack.w = 10; /* tcc -- Tecture Color Component 0=RGB, 1=RGBA + use Alpha from TEXA reg when not in PSM * tfx -- Texture Function (0=modulate, 1=decal, 2=hilight, 3=hilight2) * * valpha2 = 0 0 2 1 0 0 2 1 * 1 0 0 0 1 1 0 0 * 0 0 2 0 0 1 2 0 * 0 0 2 0 0 1 2 0 * * 0 1,!nNeed 1, psm=2, 10 1, psm=1 * valpha = 0 0 0 1 0 2 0 0 2ta0 2ta1-2ta0 0 0 2ta0 0 0 0 * 0 0 0 1 0 1 0 0 ta0 ta1-ta0 0 0 ta0 0 0 0 * 0 0 1 1 0 1 1 1 1 1 ta0 0 1 1 * 0 0 1 1 0 1 1 0 1 0 ta0 0 1 0 */ valpha2.x = ( tex0.tfx == 1 ) ; valpha2.y = ( tex0.tcc == 1 ) && ( tex0.tfx != 0 ) ; valpha2.z = ( tex0.tfx != 1 ) * 2 ; valpha2.w = ( tex0.tfx == 0 ) ; if ( tex0.tcc == 0 || !nNeedAlpha(psm) ) { valpha.x = 0 ; valpha.y = ( !!tex0.tcc ) * ( 1 + ( tex0.tfx == 0) ) ; } else { valpha.x = ( gs.texa.fta[0] ) * ( 1 + ( tex0.tfx == 0) ) ; valpha.y = ( gs.texa.fta[psm!=1] - gs.texa.fta[0] ) * ( 1 + ( tex0.tfx == 0) ) ; } valpha.z = ( tex0.tfx >= 3 ) ; valpha.w = ( tex0.tcc == 0 ) || ( tex0.tcc == 1 && tex0.tfx == 2 ) ; if( tex0.tcc && gs.texa.aem && psm == PSMCT24 ) vblack.w = 0; /* // Test, old code. Vector valpha3, valpha4; switch(tex0.tfx) { case 0: valpha3.z = 0; valpha3.w = 0; valpha4.x = 0; valpha4.y = 0; valpha4.z = 2; valpha4.w = 1; break; case 1: valpha3.z = 0; valpha3.w = 1; valpha4.x = 1; valpha4.y = 0; valpha4.z = 0; valpha4.w = 0; break; case 2: valpha3.z = 1; valpha3.w = 1.0f; valpha4.x = 0; valpha4.y = tex0.tcc ? 1.0f : 0.0f; valpha4.z = 2; valpha4.w = 0; break; case 3: valpha3.z = 1; valpha3.w = tex0.tcc ? 0.0f : 1.0f; valpha4.x = 0; valpha4.y = tex0.tcc ? 1.0f : 0.0f; valpha4.z = 2; valpha4.w = 0; break; } if( tex0.tcc ) { if( tex0.tfx == 1 ) { //mode.x = 10; valpha3.z = 0; valpha3.w = 0; valpha4.x = 1; valpha4.y = 1; valpha4.z = 0; valpha4.w = 0; } if( nNeedAlpha(psm) ) { if( tex0.tfx == 0 ) { // make sure alpha is mult by two when the output is Cv = Ct*Cf valpha3.x = 2*gs.texa.fta[0]; // if 24bit, always choose ta[0] valpha3.y = 2*gs.texa.fta[psm != 1]; valpha3.y -= valpha.x; } else { valpha3.x = gs.texa.fta[0]; // if 24bit, always choose ta[0] valpha3.y = gs.texa.fta[psm != 1]; valpha3.y -= valpha.x; } } else { if( tex0.tfx == 0 ) { valpha3.x = 0; valpha3.y = 2; } else { valpha3.x = 0; valpha3.y = 1; } } } else { // reset alpha to color valpha3.x = valpha3.y = 0; valpha3.w = 1; } if ( equal_vectors(valpha, valpha3) && equal_vectors(valpha2, valpha4) ) { if (CheckTexArray[tex0.tfx][tex0.tcc][psm!=1][nNeedAlpha(psm)] == 0) { printf ( "Good issue %d %d %d %d\n", tex0.tfx, tex0.tcc, psm, nNeedAlpha(psm) ); CheckTexArray[tex0.tfx][tex0.tcc][psm!=1][nNeedAlpha(psm) ] = 1; } } else if (CheckTexArray[tex0.tfx][tex0.tcc][psm!=1][nNeedAlpha(psm)] == -1) { printf ("Bad array, %d %d %d %d\n\tolf valpha %f, %f, %f, %f : valpha2 %f %f %f %f\n\tnew valpha %f, %f, %f, %f : valpha2 %f %f %f %f\n", tex0.tfx, tex0.tcc, psm, nNeedAlpha(psm), valpha3.x, valpha3.y, valpha3.z, valpha3.w, valpha4.x, valpha4.y, valpha4.z, valpha4.w, valpha.x, valpha.y, valpha.z, valpha.w, valpha2.x, valpha2.y, valpha2.z, valpha2.w); CheckTexArray[tex0.tfx][tex0.tcc][psm!=1][nNeedAlpha(psm)] = -1 ; } // Test;*/ ZZcgSetParameter4fv(pfragment->fTexAlpha, valpha, "g_fTexAlpha"); ZZcgSetParameter4fv(pfragment->fTexAlpha2, valpha2, "g_fTexAlpha2"); if(tex0.tcc && gs.texa.aem && nNeedAlpha(psm)) ZZcgSetParameter4fv(pfragment->fTestBlack, vblack, "g_fTestBlack"); SetTexClamping(context, pfragment); vb[context].bTexConstsSync = TRUE; } if(s_bTexFlush ) { if( PSMT_ISCLUT(tex0.psm) ) texClutWrite(context); else s_bTexFlush = FALSE; } } void ZeroGS::SetTexVariablesInt(int context, int bilinear, const tex0Info& tex0, CMemoryTarget* pmemtarg, FRAGMENTSHADER* pfragment, int force) { FUNCLOG Vector v; assert( pmemtarg != NULL && pfragment != NULL && pmemtarg->ptex != NULL); if (pmemtarg == NULL || pfragment == NULL || pmemtarg->ptex == NULL ) { printf ("SetTexVariablesInt error\n"); return; } SetShaderCaller("SetTexVariablesInt"); float fw = (float)tex0.tw; float fh = (float)tex0.th; bool bUseBilinear = bilinear > 1 || (bilinear && conf.bilinear); if( bUseBilinear ) { v.x = (float)fw; v.y = (float)fh; v.z = 1.0f / (float)fw; v.w = 1.0f / (float)fh; if (pfragment->fRealTexDims) ZZcgSetParameter4fv(pfragment->fRealTexDims, v, "g_fRealTexDims"); else ZZcgSetParameter4fv(cgGetNamedParameter(pfragment->prog,"g_fRealTexDims"),v, "g_fRealTexDims"); } if( m_Blocks[tex0.psm].bpp == 0 ) { ERROR_LOG("Undefined tex psm 0x%x!\n", tex0.psm); return; } const BLOCK& b = m_Blocks[tex0.psm]; float fbw = (float)tex0.tbw; Vector vTexDims; vTexDims.x = b.vTexDims.x * (fw); vTexDims.y = b.vTexDims.y * (fh); vTexDims.z = (float)BLOCK_TEXWIDTH * (0.002f / 64.0f + 0.01f / 128.0f); vTexDims.w = (float)BLOCK_TEXHEIGHT * 0.1f / 512.0f; if (bUseBilinear) { vTexDims.x *= 1/128.0f; vTexDims.y *= 1/512.0f; vTexDims.z *= 1/128.0f; vTexDims.w *= 1/512.0f; } float g_fitexwidth = g_fiGPU_TEXWIDTH/(float)pmemtarg->widthmult; //float g_texwidth = GPU_TEXWIDTH*(float)pmemtarg->widthmult; float fpage = tex0.tbp0*(64.0f*g_fitexwidth);// + 0.05f * g_fitexwidth; float fpageint = floorf(fpage); //int starttbp = (int)fpage; // 2048 is number of words to span one page //float fblockstride = (2048.0f /(float)(g_texwidth*BLOCK_TEXWIDTH)) * b.vTexDims.x * fbw; float fblockstride = (2048.0f /(float)(GPU_TEXWIDTH*(float)pmemtarg->widthmult*BLOCK_TEXWIDTH)) * b.vTexDims.x * fbw; assert( fblockstride >= 1.0f ); v.x = (float)(2048 * g_fitexwidth); v.y = fblockstride; v.z = g_fBlockMult/(float)pmemtarg->widthmult; v.w = fpage-fpageint ; if( g_fBlockMult > 1 ) { // make sure to divide by mult (since the G16R16 texture loses info) v.z *= b.bpp * (1/32.0f); } ZZcgSetParameter4fv(pfragment->fTexDims, vTexDims, "g_fTexDims"); // ZZcgSetParameter4fv(pfragment->fTexBlock, b.vTexBlock, "g_fTexBlock"); // I change it, and it's working. Seems casting from Vector to float[4] is ok. ZZcgSetParameter4fv(pfragment->fTexBlock, &b.vTexBlock.x, "g_fTexBlock"); ZZcgSetParameter4fv(pfragment->fTexOffset, v, "g_fTexOffset"); // get hardware texture dims //int texheight = (pmemtarg->realheight+pmemtarg->widthmult-1)/pmemtarg->widthmult; int texwidth = GPU_TEXWIDTH*pmemtarg->widthmult*pmemtarg->channels; v.y = 1.0f; v.x = (fpageint-(float)pmemtarg->realy/(float)pmemtarg->widthmult+0.5f);//*v.y; v.z = (float)texwidth; /* if( !(g_nPixelShaderVer & SHADER_ACCURATE) || bUseBilinear ) { if (tex0.psm == PSMT4 ) v.w = 0.0f; else v.w = 0.25f; } else v.w = 0.5f;*/ v.w = 0.5f; ZZcgSetParameter4fv(pfragment->fPageOffset, v, "g_fPageOffset"); if( force ) s_ptexCurSet[context] = pmemtarg->ptex->tex; else s_ptexNextSet[context] = pmemtarg->ptex->tex; vb[context].pmemtarg = pmemtarg; vb[context].bVarsTexSync = FALSE; } #define SET_ALPHA_COLOR_FACTOR(sign) \ { \ switch(a.c) \ { \ case 0: \ vAlphaBlendColor.y = (sign) ? 2.0f*255.0f/256.0f : -2.0f*255.0f/256.0f; \ s_srcalpha = GL_ONE; \ s_alphaeq = (sign) ? GL_FUNC_ADD : GL_FUNC_REVERSE_SUBTRACT; \ break; \ \ case 1: \ /* if in 24 bit mode, dest alpha should be one */ \ switch(PSMT_BITMODE(vb[icurctx].prndr->psm)) \ { \ case 0: \ bDestAlphaColor = (a.d!=2)&&((a.a==a.d)||(a.b==a.d)); \ break; \ \ case 1: \ /* dest alpha should be one */ \ bDestAlphaColor = 2; \ break; \ /* default: 16bit surface, so returned alpha is ok */ \ } \ break; \ \ case 2: \ bNeedBlendFactorInAlpha = 1; /* should disable alpha channel writing */ \ vAlphaBlendColor.y = 0; \ vAlphaBlendColor.w = (sign) ? (float)a.fix * (2.0f/255.0f) : (float)a.fix * (-2.0f/255.0f); \ usec = 0; /* change so that alpha comes from source*/ \ break; \ } \ } \ //if( a.fix <= 0x80 ) { \ // dwTemp = (a.fix*2)>255?255:(a.fix*2); \ // dwTemp = dwTemp|(dwTemp<<8)|(dwTemp<<16)|0x80000000; \ // printf("bfactor: %8.8x\n", dwTemp); \ // glBlendColorEXT(dwTemp); \ // } \ // else { \ void ZeroGS::ResetAlphaVariables() { FUNCLOG } inline void ZeroGS::NeedFactor( int w ) { if (bDestAlphaColor == 2){ bNeedBlendFactorInAlpha = (w+1) ? 1 : 0; vAlphaBlendColor.y = 0; vAlphaBlendColor.w = (float)w; } } //static int CheckArray[48][2] = {{0,}}; void ZeroGS::SetAlphaVariables(const alphaInfo& a) { FUNCLOG bool alphaenable = true; // TODO: negative color when not clamping turns to positive??? g_vars._bAlphaState = 0; // set all to zero bNeedBlendFactorInAlpha = 0; b2XAlphaTest = 1; //u32 dwTemp = 0xffffffff; bDestAlphaColor = 0; // default s_srcalpha = GL_ONE; s_dstalpha = GL_ZERO; s_alphaeq = GL_FUNC_ADD; s_rgbeq = 1; s_alphaInfo = a; vAlphaBlendColor = Vector(1,2*255.0f/256.0f,0,0); u32 usec = a.c; /* * Alpha table * a + b + d * S D * 0 a -a 1 | 0 0 0 * 1 0 0 0 | a -a 1 * 2 0 0 0 | 0 0 0 * * d = 0 Cs * a b 0 Cs 1 Cd 2 0 * | | * 0 000: a+-a+ 1 | 0+ 0+ 0 = 1 | 010: a+ 0+ 1 | 0+-a+ 0 = 1-(-a)(+)(-a) | 020: a+ 0+ 1 | 0+ 0+ 0 = 1-(-a) (+) 0 * 1 100: 0+-a+ 1 | a+ 0+ 0 = 1-a (+) a | 110: 0+ 0+ 1 | a+-a+ 0 = 1 | 120: 0+ 0+ 1 | a+ 0+ 0 = 1 (+) a * 2 200: 0+-a+ 1 | 0+ 0+ 0 = 1-a (+) 0 | 210: 0+ 0+ 1 | 0+-a+ 0 = 1 (-) a | 220: 0+ 0+ 1 | 0+ 0+ 0 = 1 * * d = 1 Cd * 0 | 1 | 2 * 0 001: a+-a+ 0 | 0+ 0+ 1 = 0 (+) 1 | 011: a+ 0+ 0 | 0+-a+ 1 = a (+) 1-a | 021: a+ 0+ 0 | 0+ 0+ 1 = a (+) 1 * 1 101: 0+-a+ 0 | a+ 0+ 1 = (-a)(+) 1-(-a) | 111: 0+ 0+ 0 | a+-a+ 1 = 0 (+) 1 | 121: 0+ 0+ 0 | a+ 0+ 1 = 0 (+) 1-(-a) * 2 201: 0+-a+ 0 | 0+ 0+ 1 = a (R-)1 | 211: 0+ 0+ 0 | 0+-a+ 1 = 0 (+) 1-a | 221: 0+ 0+ 0 | 0+ 0+ 1 = 0 (+) 1 * * d = 2 0 * 0 | 1 | 2 * 0 002: a+-a+ 0 | 0+ 0+ 0 = 0 | 012: a+ 0+ 0 | 0+-a+ 0 = a (-) a | 022: a+ 0+ 0 | 0+ 0+ 0 = a (+) 0 * 1 102: 0+-a+ 0 | a+ 0+ 0 = a (R-) a | 112: 0+ 0+ 0 | a+-a+ 0 = 0 | 122: 0+ 0+ 0 | a+ 0+ 0 = 0 (+) a * 2 202: 0+-a+ 0 | 0+ 0+ 0 = a (R-) 0 | 212: 0+ 0+ 0 | 0+-a+ 0 = 0 (-) a | 222: 0+ 0+ 0 | 0+ 0+ 0 = 0 * * Formulae is: (a-b) * (c /32) + d * 0 1 2 * a Cs Cd 0 * b Cs Cd 0 * c As Ad ALPHA.FIX * d Cs Cd 0 * * We want to emulate Cs * F1(alpha) + Cd * F2(alpha) by OpenGl blending: (Cs * Ss (+,-,R-) Cd * Sd) * SET_ALPHA_COLOR_FACTOR(sign) set Set A (as As>>7, Ad>>7 or FIX>>7) with sign. * So we could use 1+a as one_minus_alpha and -a as alpha. * */ int code = ( a.a * 16 ) + ( a.b * 4 ) + a.d ; #define one_minus_alpha (bDestAlphaColor == 2) ? GL_ONE_MINUS_SRC_ALPHA : blendinvalpha[usec] #define alpha (bDestAlphaColor == 2) ? GL_SRC_ALPHA : blendalpha[usec] #define one (bDestAlphaColor == 2) ? GL_ONE : blendalpha[usec] #define zero (bDestAlphaColor == 2) ? GL_ZERO : blendinvalpha[usec] switch (code) { case 0: // 000 // Cs -- nothing changed case 20: // 110 = 16+4=20 // Cs case 40: { // 220 = 32+8=40 // Cs alphaenable = false; break; } case 2: //002 // 0 -- should be zero case 22: //112 // 0 case 42: { //222 = 32+8+2 =42 // 0 s_rgbeq = GL_FUNC_ADD; s_srcrgb = GL_ZERO; s_dstrgb = GL_ZERO; break; } case 1: //001 // Cd -- Should be destination alpha case 21: //111, // Cd -- 0*Source + 1*Desrinarion case 41: { //221 = 32+8+1=41 // Cd -- s_rgbeq = GL_FUNC_ADD; s_srcrgb = GL_ZERO; s_dstrgb = GL_ONE; break; } case 4: { // 010 // (Cs-Cd)*A+Cs = Cs * (A + 1) - Cd * A bAlphaClamping = 3; SET_ALPHA_COLOR_FACTOR(0); // a = -A s_rgbeq = GL_FUNC_ADD; // Cs*(1-a)+Cd*a s_srcrgb = one_minus_alpha ; s_dstrgb = alpha; NeedFactor(-1); break; } case 5: { // 011 // (Cs-Cd)*A+Cs = Cs * A + Cd * (1-A) bAlphaClamping = 3; // all testing SET_ALPHA_COLOR_FACTOR(1); s_rgbeq = GL_FUNC_ADD; s_srcrgb = alpha; s_dstrgb = one_minus_alpha; NeedFactor(1); break; } case 6: { //012 // (Cs-Cd)*FIX bAlphaClamping = 3; SET_ALPHA_COLOR_FACTOR(1); s_rgbeq = GL_FUNC_SUBTRACT; s_srcrgb = alpha; s_dstrgb = alpha; break; } case 8: { //020 // Cs*A+Cs = Cs * (1+A) bAlphaClamping = 2; // max testing SET_ALPHA_COLOR_FACTOR(0); // Zeyflitz change this! a = -A s_rgbeq = GL_FUNC_ADD; s_srcrgb = one_minus_alpha; // Cs*(1-a). s_dstrgb = GL_ZERO; // NeedFactor(1); break; } case 9: { //021 // Cs*A+Cd bAlphaClamping = 2; // max testing SET_ALPHA_COLOR_FACTOR(1); s_rgbeq = GL_FUNC_ADD; s_srcrgb = alpha; // ZZ change it to. s_dstrgb = GL_ONE; break; } case 10: { //022 // Cs*A bAlphaClamping = 2; // max testing SET_ALPHA_COLOR_FACTOR(1); s_rgbeq = GL_FUNC_ADD; s_srcrgb = alpha; s_dstrgb = GL_ZERO; break; } case 16: { //100 bAlphaClamping = 3; SET_ALPHA_COLOR_FACTOR(1); s_rgbeq = GL_FUNC_ADD; s_srcrgb = one_minus_alpha; s_dstrgb = alpha; NeedFactor(1); break; } case 17: { //101 bAlphaClamping = 3; // all testing SET_ALPHA_COLOR_FACTOR(0); s_rgbeq = GL_FUNC_ADD; s_srcrgb = alpha; s_dstrgb = one_minus_alpha; NeedFactor(-1); break; } case 18: { //102 bAlphaClamping = 3; SET_ALPHA_COLOR_FACTOR(1); s_rgbeq = GL_FUNC_REVERSE_SUBTRACT; s_srcrgb = alpha; s_dstrgb = alpha; break; } case 24: { //120 = 16+8 bAlphaClamping = 2; // max testing SET_ALPHA_COLOR_FACTOR(1); s_rgbeq = GL_FUNC_ADD; s_srcrgb = GL_ONE; s_dstrgb = alpha; break; } case 25: { //121 // Cd*(1+A) bAlphaClamping = 2; // max testing SET_ALPHA_COLOR_FACTOR(0); s_rgbeq = GL_FUNC_ADD; s_srcrgb = GL_ZERO; s_dstrgb = one_minus_alpha; // NeedFactor(-1); break; } case 26: { //122 bAlphaClamping = 2; SET_ALPHA_COLOR_FACTOR(1); s_rgbeq = GL_FUNC_ADD; s_srcrgb = GL_ZERO; s_dstrgb = alpha; break; } case 32: {// 200 = 32 bAlphaClamping = 1; // min testing SET_ALPHA_COLOR_FACTOR(1); s_rgbeq = GL_FUNC_ADD; s_srcrgb = one_minus_alpha; s_dstrgb = GL_ZERO; break; } case 33: {//201 // -Cs*A + Cd bAlphaClamping = 1; // min testing SET_ALPHA_COLOR_FACTOR(1); s_rgbeq = GL_FUNC_REVERSE_SUBTRACT; s_srcrgb = alpha; s_dstrgb = GL_ONE; break; } case 34: //202 case 38: {//212 bAlphaClamping = 1; // min testing -- negative values s_rgbeq = GL_FUNC_ADD; s_srcrgb = GL_ZERO; s_dstrgb = GL_ZERO; break; } case 36: {//210 bAlphaClamping = 1; // min testing SET_ALPHA_COLOR_FACTOR(1); s_rgbeq = GL_FUNC_SUBTRACT; s_srcrgb = GL_ONE; s_dstrgb = alpha; break; } case 37: {//211 bAlphaClamping = 1; // min testing SET_ALPHA_COLOR_FACTOR(1); s_rgbeq = GL_FUNC_ADD; s_srcrgb = GL_ZERO; s_dstrgb = one_minus_alpha; break; } default: { ERROR_LOG ( "Bad alpha code %d | %d %d %d\n", code, a.a, a.b, a.d ); } } /* int t_rgbeq = GL_FUNC_ADD; int t_srcrgb = GL_ONE; int t_dstrgb = GL_ZERO; int tAlphaClamping = 0; if( a.a == a.b ) { // just d remains if( a.d == 0 ) {} else { t_dstrgb = a.d == 1 ? GL_ONE : GL_ZERO; t_srcrgb = GL_ZERO; t_rgbeq = GL_FUNC_ADD; //a) (001) (111) (221) b) (002) (112) (222) } goto EndSetAlpha; } else if( a.d == 2 ) { // zero if( a.a == 2 ) { // zero all color t_srcrgb = GL_ZERO; t_dstrgb = GL_ZERO; goto EndSetAlpha; // (202) (212) } else if( a.b == 2 ) { //b2XAlphaTest = 1; // a) (022) // b) (122) SET_ALPHA_COLOR_FACTOR(1); if( bDestAlphaColor == 2 ) { t_rgbeq = GL_FUNC_ADD; t_srcrgb = a.a == 0 ? GL_ONE : GL_ZERO; t_dstrgb = a.a == 0 ? GL_ZERO : GL_ONE; } else { tAlphaClamping = 2; t_rgbeq = GL_FUNC_ADD; t_srcrgb = a.a == 0 ? blendalpha[usec] : GL_ZERO; t_dstrgb = a.a == 0 ? GL_ZERO : blendalpha[usec]; } goto EndSetAlpha; } // nothing is zero, so must do some real blending //b2XAlphaTest = 1; //a) (012) //b) (102) tAlphaClamping = 3; SET_ALPHA_COLOR_FACTOR(1); t_rgbeq = a.a == 0 ? GL_FUNC_SUBTRACT : GL_FUNC_REVERSE_SUBTRACT; t_srcrgb = bDestAlphaColor == 2 ? GL_ONE : blendalpha[usec]; t_dstrgb = bDestAlphaColor == 2 ? GL_ONE : blendalpha[usec]; } else if( a.a == 2 ) { // zero //b2XAlphaTest = 1; tAlphaClamping = 1; // min testing SET_ALPHA_COLOR_FACTOR(1); if( a.b == a.d ) { // can get away with 1-A // a.a == a.d == 2!! (200) (211) t_rgbeq = GL_FUNC_ADD; t_srcrgb = (a.b == 0 && bDestAlphaColor != 2) ? blendinvalpha[usec] : GL_ZERO; t_dstrgb = (a.b == 0 || bDestAlphaColor == 2) ? GL_ZERO : blendinvalpha[usec]; } else { // a) (201) b)(210) t_rgbeq = a.b==0 ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_SUBTRACT; t_srcrgb = (a.b == 0 && bDestAlphaColor != 2) ? blendalpha[usec] : GL_ONE; t_dstrgb = (a.b == 0 || bDestAlphaColor == 2 ) ? GL_ONE : blendalpha[usec]; } } else if( a.b == 2 ) { tAlphaClamping = 2; // max testing SET_ALPHA_COLOR_FACTOR(a.a!=a.d); if( a.a == a.d ) { // can get away with 1+A, but need to set alpha to negative // a)(020) // b)(121) t_rgbeq = GL_FUNC_ADD; if( bDestAlphaColor == 2 ) { t_srcrgb = (a.a == 0) ? GL_ONE_MINUS_SRC_ALPHA : GL_ZERO; t_dstrgb = (a.a == 0) ? GL_ZERO : GL_ONE_MINUS_SRC_ALPHA; } else { t_srcrgb = a.a == 0 ? blendinvalpha[usec] : GL_ZERO; t_dstrgb = a.a == 0 ? GL_ZERO : blendinvalpha[usec]; } } else { //a)(021) //b)(120) //b2XAlphaTest = 1; t_rgbeq = GL_FUNC_ADD; t_srcrgb = (a.a == 0 && bDestAlphaColor != 2) ? blendalpha[usec] : GL_ONE; t_dstrgb = (a.a == 0 || bDestAlphaColor == 2) ? GL_ONE : blendalpha[usec]; } } else { // all 3 components are valid! tAlphaClamping = 3; // all testing SET_ALPHA_COLOR_FACTOR(a.a!=a.d); if( a.a == a.d ) { // can get away with 1+A, but need to set alpha to negative // a) 010, // b) 101 t_rgbeq = GL_FUNC_ADD; if( bDestAlphaColor == 2 ) { // all ones t_srcrgb = a.a == 0 ? GL_ONE_MINUS_SRC_ALPHA : GL_SRC_ALPHA; t_dstrgb = a.a == 0 ? GL_SRC_ALPHA : GL_ONE_MINUS_SRC_ALPHA; } else { t_srcrgb = a.a == 0 ? blendinvalpha[usec] : blendalpha[usec]; t_dstrgb = a.a == 0 ? blendalpha[usec] : blendinvalpha[usec]; } } else { t_rgbeq = GL_FUNC_ADD; // a) 011 // b) 100 // if( bDestAlphaColor == 2 ) { // all ones t_srcrgb = a.a != 0 ? GL_ONE_MINUS_SRC_ALPHA : GL_SRC_ALPHA; t_dstrgb = a.a != 0 ? GL_SRC_ALPHA : GL_ONE_MINUS_SRC_ALPHA; } else { //b2XAlphaTest = 1; t_srcrgb = a.a != 0 ? blendinvalpha[usec] : blendalpha[usec]; t_dstrgb = a.a != 0 ? blendalpha[usec] : blendinvalpha[usec]; } } } EndSetAlpha: if ( alphaenable && (t_rgbeq != s_rgbeq || s_srcrgb != t_srcrgb || t_dstrgb != s_dstrgb || tAlphaClamping != bAlphaClamping)) { if (CheckArray[code][(bDestAlphaColor==2)] != -1) { printf ( "A code %d, 0x%x, 0x%x, 0x%x, 0x%x %d\n", code, alpha, one_minus_alpha, one, zero, bDestAlphaColor ); printf ( " Difference %d %d %d %d | 0x%x 0x%x | 0x%x 0x%x | 0x%x 0x%x | %d %d\n", code, a.a, a.b, a.d, t_rgbeq, s_rgbeq, t_srcrgb, s_srcrgb, t_dstrgb, s_dstrgb, tAlphaClamping, bAlphaClamping); CheckArray[code][(bDestAlphaColor==2)] = -1; } } else if (CheckArray[code][(bDestAlphaColor==2)] == 0){ printf ( "Add good code %d %d, psm %d destA %d\n", code, a.c, vb[icurctx].prndr->psm, bDestAlphaColor); CheckArray[code][(bDestAlphaColor==2)] = 1; }*/ if( alphaenable ) { zgsBlendFuncSeparateEXT(s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha); zgsBlendEquationSeparateEXT(s_rgbeq, s_alphaeq); glEnable(GL_BLEND); // always set } else glDisable(GL_BLEND); INC_ALPHAVARS(); } void ZeroGS::SetWriteDepth() { FUNCLOG if( conf.mrtdepth ) { s_bWriteDepth = TRUE; s_nWriteDepthCount = 4; } } bool ZeroGS::IsWriteDepth() { FUNCLOG return s_bWriteDepth; } bool ZeroGS::IsWriteDestAlphaTest() { FUNCLOG return s_bDestAlphaTest; } void ZeroGS::SetDestAlphaTest() { FUNCLOG s_bDestAlphaTest = TRUE; s_nWriteDestAlphaTest = 4; } void ZeroGS::SetTexFlush() { FUNCLOG s_bTexFlush = TRUE; // if( PSMT_ISCLUT(vb[0].tex0.psm) ) // texClutWrite(0); // if( PSMT_ISCLUT(vb[1].tex0.psm) ) // texClutWrite(1); if( !s_bForceTexFlush ) { if (s_ptexCurSet[0] != s_ptexNextSet[0]) s_ptexCurSet[0] = s_ptexNextSet[0]; if (s_ptexCurSet[1] != s_ptexNextSet[1]) s_ptexCurSet[1] = s_ptexNextSet[1]; } }