/* * Copyright (C) 2011-2011 Gregory hainaut * Copyright (C) 2007-2009 Gabest * * 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, 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 GNU Make; see the file COPYING. If not, write to * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA. * http://www.gnu.org/copyleft/gpl.html * */ #include "stdafx.h" #include "GSRendererOGL.h" #include "GSRenderer.h" GSRendererOGL::GSRendererOGL() : GSRendererHW(new GSTextureCacheOGL(this)) { m_accurate_date = theApp.GetConfigB("accurate_date"); m_sw_blending = theApp.GetConfigI("accurate_blending_unit"); // Hope nothing requires too many draw calls. m_drawlist.reserve(2048); UserHacks_TCOffset = theApp.GetConfigI("UserHacks_TCOffset"); UserHacks_TCO_x = (UserHacks_TCOffset & 0xFFFF) / -1000.0f; UserHacks_TCO_y = ((UserHacks_TCOffset >> 16) & 0xFFFF) / -1000.0f; UserHacks_merge_sprite = theApp.GetConfigB("UserHacks_merge_pp_sprite"); UserHacks_unscale_pt_ln = theApp.GetConfigB("UserHacks_unscale_point_line"); m_prim_overlap = PRIM_OVERLAP_UNKNOW; ResetStates(); if (!theApp.GetConfigB("UserHacks")) { UserHacks_TCOffset = 0; UserHacks_TCO_x = 0; UserHacks_TCO_y = 0; UserHacks_merge_sprite = false; UserHacks_unscale_pt_ln = false; } } bool GSRendererOGL::CreateDevice(GSDevice* dev) { return GSRenderer::CreateDevice(dev); } void GSRendererOGL::Lines2Sprites() { ASSERT(m_vt.m_primclass == GS_SPRITE_CLASS); // each sprite converted to quad needs twice the space while(m_vertex.tail * 2 > m_vertex.maxcount) { GrowVertexBuffer(); } // assume vertices are tightly packed and sequentially indexed (it should be the case) if (m_vertex.next >= 2) { size_t count = m_vertex.next; int i = (int)count * 2 - 4; GSVertex* s = &m_vertex.buff[count - 2]; GSVertex* q = &m_vertex.buff[count * 2 - 4]; uint32* RESTRICT index = &m_index.buff[count * 3 - 6]; for(; i >= 0; i -= 4, s -= 2, q -= 4, index -= 6) { GSVertex v0 = s[0]; GSVertex v1 = s[1]; v0.RGBAQ = v1.RGBAQ; v0.XYZ.Z = v1.XYZ.Z; v0.FOG = v1.FOG; q[0] = v0; q[3] = v1; // swap x, s, u uint16 x = v0.XYZ.X; v0.XYZ.X = v1.XYZ.X; v1.XYZ.X = x; float s = v0.ST.S; v0.ST.S = v1.ST.S; v1.ST.S = s; uint16 u = v0.U; v0.U = v1.U; v1.U = u; q[1] = v0; q[2] = v1; index[0] = i + 0; index[1] = i + 1; index[2] = i + 2; index[3] = i + 1; index[4] = i + 2; index[5] = i + 3; } m_vertex.head = m_vertex.tail = m_vertex.next = count * 2; m_index.tail = count * 3; } } void GSRendererOGL::SetupIA(const float& sx, const float& sy) { GL_PUSH("IA"); GSDeviceOGL* dev = (GSDeviceOGL*)m_dev; if (UserHacks_WildHack && !isPackedUV_HackFlag && PRIM->TME && PRIM->FST) { for(unsigned int i = 0; i < m_vertex.next; i++) m_vertex.buff[i].UV &= 0x3FEF3FEF; } GLenum t = 0; bool unscale_hack = UserHacks_unscale_pt_ln & (GetUpscaleMultiplier() > 1) & GLLoader::found_geometry_shader; switch(m_vt.m_primclass) { case GS_POINT_CLASS: if (unscale_hack) { m_gs_sel.point = 1; vs_cb.PointSize = GSVector2(16.0f * sx, 16.0f * sy); } t = GL_POINTS; break; case GS_LINE_CLASS: if (unscale_hack) { m_gs_sel.line = 1; vs_cb.PointSize = GSVector2(16.0f * sx, 16.0f * sy); } t = GL_LINES; break; case GS_SPRITE_CLASS: // Heuristics: trade-off // CPU conversion => ofc, more CPU ;) more bandwidth (72 bytes / sprite) // GPU conversion => ofc, more GPU. And also more CPU due to extra shader validation stage. // // Note: severals openGL operation does draw call under the wood like texture upload. So even if // you do 10 consecutive draw with the geometry shader, you will still pay extra validation if new // texture are uploaded. (game Shadow Hearts) // // Note2: Due to MultiThreaded driver, Nvidia suffers less of the previous issue. Still it isn't free // Shadow Heart is 90 fps (gs) vs 113 fps (no gs) // If the draw calls contains few primitives. Geometry Shader gain with be rather small versus // the extra validation cost of the extra stage. // // Note: keep Geometry Shader in the replayer to ease debug. if (GLLoader::found_geometry_shader && (m_vertex.next > 32 || GLLoader::in_replayer)) { // <=> 16 sprites (based on Shadow Hearts) m_gs_sel.sprite = 1; t = GL_LINES; } else { Lines2Sprites(); t = GL_TRIANGLES; } break; case GS_TRIANGLE_CLASS: t = GL_TRIANGLES; break; default: __assume(0); } dev->IASetVertexBuffer(m_vertex.buff, m_vertex.next); dev->IASetIndexBuffer(m_index.buff, m_index.tail); dev->IASetPrimitiveTopology(t); } void GSRendererOGL::EmulateAtst(const int pass, const GSTextureCache::Source* tex) { static const uint32 inverted_atst[] = {ATST_ALWAYS, ATST_NEVER, ATST_GEQUAL, ATST_GREATER, ATST_NOTEQUAL, ATST_LESS, ATST_LEQUAL, ATST_EQUAL}; int atst = (pass == 2) ? inverted_atst[m_context->TEST.ATST] : m_context->TEST.ATST; if (!m_context->TEST.ATE) return; switch (atst) { case ATST_LESS: if (tex && tex->m_spritehack_t) { m_ps_sel.atst = 0; } else { ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f; m_ps_sel.atst = 1; } break; case ATST_LEQUAL: ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f + 1.0f; m_ps_sel.atst = 1; break; case ATST_GEQUAL: // Maybe a -1 trick multiplication factor could be used to merge with ATST_LEQUAL case ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f; m_ps_sel.atst = 2; break; case ATST_GREATER: // Maybe a -1 trick multiplication factor could be used to merge with ATST_LESS case ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f + 1.0f; m_ps_sel.atst = 2; break; case ATST_EQUAL: ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF; m_ps_sel.atst = 3; break; case ATST_NOTEQUAL: ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF; m_ps_sel.atst = 4; break; case ATST_NEVER: // Draw won't be done so no need to implement it in shader case ATST_ALWAYS: default: m_ps_sel.atst = 0; break; } } void GSRendererOGL::EmulateZbuffer() { if (m_context->TEST.ZTE) { m_om_dssel.ztst = m_context->TEST.ZTST; m_om_dssel.zwe = !m_context->ZBUF.ZMSK; } else { m_om_dssel.ztst = ZTST_ALWAYS; } uint32 max_z; if (m_context->ZBUF.PSM == PSM_PSMZ32) { max_z = 0xFFFFFFFF; } else if (m_context->ZBUF.PSM == PSM_PSMZ24) { max_z = 0xFFFFFF; } else { max_z = 0xFFFF; } // The real GS appears to do no masking based on the Z buffer format and writing larger Z values // than the buffer supports seems to be an error condition on the real GS, causing it to crash. // We are probably receiving bad coordinates from VU1 in these cases. vs_cb.DepthMask = GSVector2i(0xFFFFFFFF, 0xFFFFFFFF); if (m_om_dssel.ztst >= ZTST_ALWAYS && m_om_dssel.zwe && (m_context->ZBUF.PSM != PSM_PSMZ32)) { if (m_vt.m_max.p.z > max_z) { ASSERT(m_vt.m_min.p.z > max_z); // sfex capcom logo // Fixme :Following conditional fixes some dialog frame in Wild Arms 3, but may not be what was intended. if (m_vt.m_min.p.z > max_z) { GL_INS("Bad Z size on %s buffers", psm_str(m_context->ZBUF.PSM)); vs_cb.DepthMask = GSVector2i(max_z, max_z); m_om_dssel.ztst = ZTST_ALWAYS; } } } GSVertex* v = &m_vertex.buff[0]; // Minor optimization of a corner case (it allow to better emulate some alpha test effects) if (m_om_dssel.ztst == ZTST_GEQUAL && m_vt.m_eq.z && v[0].XYZ.Z == max_z) { GL_INS("Optimize Z test GEQUAL to ALWAYS (%s)", psm_str(m_context->ZBUF.PSM)); m_om_dssel.ztst = ZTST_ALWAYS; } } void GSRendererOGL::EmulateTextureShuffleAndFbmask() { size_t count = m_vertex.next; GSVertex* v = &m_vertex.buff[0]; // Shadow_of_memories_Shadow_Flickering (Okami mustn't call this code) if (m_texture_shuffle && count < 3 && PRIM->FST && (m_context->FRAME.FBMSK == 0)) { // Avious dubious call to m_texture_shuffle on 16 bits games // The pattern is severals column of 8 pixels. A single sprite // smell fishy but a big sprite is wrong. m_texture_shuffle = ((v[1].U - v[0].U) < 256); } if (m_texture_shuffle) { m_ps_sel.shuffle = 1; m_ps_sel.dfmt = 0; const GIFRegXYOFFSET& o = m_context->XYOFFSET; // vertex position is 8 to 16 pixels, therefore it is the 16-31 bits of the colors int pos = (v[0].XYZ.X - o.OFX) & 0xFF; bool write_ba = (pos > 112 && pos < 136); // Read texture is 8 to 16 pixels (same as above) float tw = (float)(1u << m_context->TEX0.TW); int tex_pos = (PRIM->FST) ? v[0].U : (int)(tw * v[0].ST.S); tex_pos &= 0xFF; m_ps_sel.read_ba = (tex_pos > 112 && tex_pos < 144); // Convert the vertex info to a 32 bits color format equivalent if (PRIM->FST) { GL_INS("First vertex is P: %d => %d T: %d => %d", v[0].XYZ.X, v[1].XYZ.X, v[0].U, v[1].U); for(size_t i = 0; i < count; i += 2) { if (write_ba) v[i].XYZ.X -= 128u; else v[i+1].XYZ.X += 128u; if (m_ps_sel.read_ba) v[i].U -= 128u; else v[i+1].U += 128u; // Height is too big (2x). int tex_offset = v[i].V & 0xF; GSVector4i offset(o.OFY, tex_offset, o.OFY, tex_offset); GSVector4i tmp(v[i].XYZ.Y, v[i].V, v[i+1].XYZ.Y, v[i+1].V); tmp = GSVector4i(tmp - offset).srl32(1) + offset; v[i].XYZ.Y = (uint16)tmp.x; v[i].V = (uint16)tmp.y; v[i+1].XYZ.Y = (uint16)tmp.z; v[i+1].V = (uint16)tmp.w; } } else { const float offset_8pix = 8.0f / tw; GL_INS("First vertex is P: %d => %d T: %f => %f (offset %f)", v[0].XYZ.X, v[1].XYZ.X, v[0].ST.S, v[1].ST.S, offset_8pix); for(size_t i = 0; i < count; i += 2) { if (write_ba) v[i].XYZ.X -= 128u; else v[i+1].XYZ.X += 128u; if (m_ps_sel.read_ba) v[i].ST.S -= offset_8pix; else v[i+1].ST.S += offset_8pix; // Height is too big (2x). GSVector4i offset(o.OFY, o.OFY); GSVector4i tmp(v[i].XYZ.Y, v[i+1].XYZ.Y); tmp = GSVector4i(tmp - offset).srl32(1) + offset; //fprintf(stderr, "Before %d, After %d\n", v[i+1].XYZ.Y, tmp.y); v[i].XYZ.Y = (uint16)tmp.x; v[i].ST.T /= 2.0f; v[i+1].XYZ.Y = (uint16)tmp.y; v[i+1].ST.T /= 2.0f; } } // If date is enabled you need to test the green channel instead of the // alpha channel. Only enable this code in DATE mode to reduce the number // of shader. m_ps_sel.write_rg = !write_ba && m_context->TEST.DATE; // Please bang my head against the wall! // 1/ Reduce the frame mask to a 16 bit format const uint32& m = m_context->FRAME.FBMSK; uint32 fbmask = ((m >> 3) & 0x1F) | ((m >> 6) & 0x3E0) | ((m >> 9) & 0x7C00) | ((m >> 16) & 0x8000); // FIXME GSVector will be nice here uint8 rg_mask = fbmask & 0xFF; uint8 ba_mask = (fbmask >> 8) & 0xFF; m_om_csel.wrgba = 0; // 2 Select the new mask (Please someone put SSE here) if (rg_mask != 0xFF) { if (write_ba) { GL_INS("Color shuffle %s => B", m_ps_sel.read_ba ? "B" : "R"); m_om_csel.wb = 1; } else { GL_INS("Color shuffle %s => R", m_ps_sel.read_ba ? "B" : "R"); m_om_csel.wr = 1; } if (rg_mask) m_ps_sel.fbmask = 1; } if (ba_mask != 0xFF) { if (write_ba) { GL_INS("Color shuffle %s => A", m_ps_sel.read_ba ? "A" : "G"); m_om_csel.wa = 1; } else { GL_INS("Color shuffle %s => G", m_ps_sel.read_ba ? "A" : "G"); m_om_csel.wg = 1; } if (ba_mask) m_ps_sel.fbmask = 1; } if (m_ps_sel.fbmask && m_sw_blending) { GL_INS("FBMASK SW emulated fb_mask:%x on tex shuffle", fbmask); ps_cb.FbMask.r = rg_mask; ps_cb.FbMask.g = rg_mask; ps_cb.FbMask.b = ba_mask; ps_cb.FbMask.a = ba_mask; m_require_full_barrier = true; } else { m_ps_sel.fbmask = 0; } } else { m_ps_sel.dfmt = GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt; GSVector4i fbmask_v = GSVector4i::load((int)m_context->FRAME.FBMSK); int ff_fbmask = fbmask_v.eq8(GSVector4i::xffffffff()).mask(); int zero_fbmask = fbmask_v.eq8(GSVector4i::zero()).mask(); m_om_csel.wrgba = ~ff_fbmask; // Enable channel if at least 1 bit is 0 m_ps_sel.fbmask = m_sw_blending && (~ff_fbmask & ~zero_fbmask & 0xF); if (m_ps_sel.fbmask) { ps_cb.FbMask = fbmask_v.u8to32(); // Only alpha is special here, I think we can take a very unsafe shortcut // Alpha isn't blended on the GS but directly copyied into the RT. // // Behavior is clearly undefined however there is a high probability that // it will work. Masked bit will be constant and normally the same everywhere // RT/FS output/Cached value. // // Just to be sure let's add a new safe hack for unsafe access :) // // Here the GL spec quote to emphasize the unexpected behavior. /* - If a texel has been written, then in order to safely read the result a texel fetch must be in a subsequent Draw separated by the command void TextureBarrier(void); TextureBarrier() will guarantee that writes have completed and caches have been invalidated before subsequent Draws are executed. */ // Safe option was removed. Likely nobody never use it. Keep the code commented if it becomes useful one day if (!(~ff_fbmask & ~zero_fbmask & 0x7) /*&& !UserHacks_safe_fbmask*/) { GL_INS("FBMASK Unsafe SW emulated fb_mask:%x on %d bits format", m_context->FRAME.FBMSK, (GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt == 2) ? 16 : 32); m_require_one_barrier = true; } else { // The safe and accurate path (but slow) GL_INS("FBMASK SW emulated fb_mask:%x on %d bits format", m_context->FRAME.FBMSK, (GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt == 2) ? 16 : 32); m_require_full_barrier = true;; } } } } void GSRendererOGL::EmulateChannelShuffle(GSTexture** rt, const GSTextureCache::Source* tex) { GSDeviceOGL* dev = (GSDeviceOGL*)m_dev; // Uncomment to disable HLE emulation (allow to trace the draw call) // m_channel_shuffle = false; // First let's check we really have a channel shuffle effect if (m_channel_shuffle) { if (m_game.title == CRC::GT4 || m_game.title == CRC::GT3 || m_game.title == CRC::GTConcept || m_game.title == CRC::TouristTrophy) { GL_INS("Gran Turismo RGB Channel"); m_ps_sel.channel = 7; m_context->TEX0.TFX = TFX_DECAL; *rt = tex->m_from_target; } else if (m_game.title == CRC::Tekken5) { GL_INS("Tekken5 RGB Channel"); m_ps_sel.channel = 7; m_context->FRAME.FBMSK = 0xFF000000; // 12 pages: 2 calls by channel, 3 channels, 1 blit // Minus current draw call m_skip = 12 * (3 + 3 + 1) - 1; *rt = tex->m_from_target; } else if ((tex->m_texture->GetType() == GSTexture::DepthStencil) && !(tex->m_32_bits_fmt)) { // So far 2 games hit this code path. Urban Chaos and Tales of Abyss // UC: will copy depth to green channel // ToA: will copy depth to alpha channel if ((m_context->FRAME.FBMSK & 0xFF0000) == 0xFF0000) { // Green channel is masked GL_INS("Tales Of Abyss Crazyness (MSB 16b depth to Alpha)"); m_ps_sel.tales_of_abyss_hle = 1; } else { GL_INS("Urban Chaos Crazyness (Green extraction)"); m_ps_sel.urban_chaos_hle = 1; } } else if (m_index.tail <= 64 && m_context->CLAMP.WMT == 3) { // Blood will tell. I think it is channel effect too but again // implemented in a different way. I don't want to add more CRC stuff. So // let's disable channel when the signature is different // // Note: Tales Of Abyss and Tekken5 could hit this path too. Those games are // handled above. GL_INS("maybe not a channel!"); m_channel_shuffle = false; } else if (m_context->CLAMP.WMS == 3 && ((m_context->CLAMP.MAXU & 0x8) == 8)) { // Read either blue or Alpha. Let's go for Blue ;) // MGS3/Kill Zone GL_INS("Blue channel"); m_ps_sel.channel = 3; } else if (m_context->CLAMP.WMS == 3 && ((m_context->CLAMP.MINU & 0x8) == 0)) { // Read either Red or Green. Let's check the V coordinate. 0-1 is likely top so // red. 2-3 is likely bottom so green (actually depends on texture base pointer offset) bool green = PRIM->FST && (m_vertex.buff[0].V & 32); if (green && (m_context->FRAME.FBMSK & 0x00FFFFFF) == 0x00FFFFFF) { // Typically used in Terminator 3 int blue_mask = m_context->FRAME.FBMSK >> 24; int green_mask = ~blue_mask & 0xFF; int blue_shift = -1; // Note: potentially we could also check the value of the clut switch (m_context->FRAME.FBMSK >> 24) { case 0xFF: ASSERT(0); break; case 0xFE: blue_shift = 1; break; case 0xFC: blue_shift = 2; break; case 0xF8: blue_shift = 3; break; case 0xF0: blue_shift = 4; break; case 0xE0: blue_shift = 5; break; case 0xC0: blue_shift = 6; break; case 0x80: blue_shift = 7; break; default: ASSERT(0); break; } int green_shift = 8 - blue_shift; dev->SetupCBMisc(GSVector4i(blue_mask, blue_shift, green_mask, green_shift)); if (blue_shift >= 0) { GL_INS("Green/Blue channel (%d, %d)", blue_shift, green_shift); m_ps_sel.channel = 6; m_context->FRAME.FBMSK = 0x00FFFFFF; } else { GL_INS("Green channel (wrong mask) (fbmask %x)", m_context->FRAME.FBMSK >> 24); m_ps_sel.channel = 2; } } else if (green) { GL_INS("Green channel"); m_ps_sel.channel = 2; } else { // Pop GL_INS("Red channel"); m_ps_sel.channel = 1; } } else { GL_INS("channel not supported"); m_channel_shuffle = false; #ifndef DISABLE_WIP_ASSERTION ASSERT(0); #endif } } // Effect is really a channel shuffle effect so let's cheat a little if (m_channel_shuffle) { dev->PSSetShaderResource(4, tex->m_from_target); m_require_one_barrier = true; // Replace current draw with a fullscreen sprite // // Performance GPU note: it could be wise to reduce the size to // the rendered size of the framebuffer GSVertex* s = &m_vertex.buff[0]; s[0].XYZ.X = (uint16)(m_context->XYOFFSET.OFX + 0); s[1].XYZ.X = (uint16)(m_context->XYOFFSET.OFX + 16384); s[0].XYZ.Y = (uint16)(m_context->XYOFFSET.OFY + 0); s[1].XYZ.Y = (uint16)(m_context->XYOFFSET.OFY + 16384); m_vertex.head = m_vertex.tail = m_vertex.next = 2; m_index.tail = 2; } else { #ifdef ENABLE_OGL_DEBUG dev->PSSetShaderResource(4, NULL); #endif } } void GSRendererOGL::EmulateBlending(bool DATE_GL42) { GSDeviceOGL* dev = (GSDeviceOGL*)m_dev; const GIFRegALPHA& ALPHA = m_context->ALPHA; bool sw_blending = false; // No blending so early exit if (!(PRIM->ABE || PRIM->AA1 && m_vt.m_primclass == GS_LINE_CLASS)) { #ifdef ENABLE_OGL_DEBUG if (m_env.PABE.PABE) { GL_INS("!!! ENV PABE without ABE !!!"); } #endif dev->OMSetBlendState(); return; } if (m_env.PABE.PABE) { GL_INS("!!! ENV PABE not supported !!!"); if (m_sw_blending >= ACC_BLEND_CCLIP_DALPHA) { m_ps_sel.pabe = 1; m_require_full_barrier |= (ALPHA.C == 1); sw_blending = true; } //Breath of Fire Dragon Quarter triggers this in battles. Graphics are fine though. //ASSERT(0); } // Compute the blending equation to detect special case uint8 blend_index = uint8(((ALPHA.A * 3 + ALPHA.B) * 3 + ALPHA.C) * 3 + ALPHA.D); int blend_flag = GSDeviceOGL::m_blendMapOGL[blend_index].bogus; // SW Blend is (nearly) free. Let's use it. bool impossible_or_free_blend = (blend_flag & (BLEND_NO_BAR|BLEND_A_MAX|BLEND_ACCU)) // Blend doesn't requires the costly barrier || (m_prim_overlap == PRIM_OVERLAP_NO) // Blend can be done in a single draw || (m_require_full_barrier); // Another effect (for example fbmask) already requires a full barrier // Do the multiplication in shader for blending accumulation: Cs*As + Cd or Cs*Af + Cd bool accumulation_blend = !!(blend_flag & BLEND_ACCU); // Warning no break on purpose switch (m_sw_blending) { case ACC_BLEND_ULTRA: sw_blending |= true; case ACC_BLEND_FULL: if (!m_vt.m_alpha.valid && (ALPHA.C == 0)) GetAlphaMinMax(); sw_blending |= (ALPHA.A != ALPHA.B) && ((ALPHA.C == 0 && m_vt.m_alpha.max > 128) || (ALPHA.C == 2 && ALPHA.FIX > 128u)); case ACC_BLEND_CCLIP_DALPHA: sw_blending |= (ALPHA.C == 1) || (m_env.COLCLAMP.CLAMP == 0); // Initial idea was to enable accurate blending for sprite rendering to handle // correctly post-processing effect. Some games (ZoE) use tons of sprites as particles. // In order to keep it fast, let's limit it to smaller draw call. case ACC_BLEND_SPRITE: sw_blending |= m_vt.m_primclass == GS_SPRITE_CLASS && m_drawlist.size() < 100; case ACC_BLEND_FREE: sw_blending |= impossible_or_free_blend; default: /*sw_blending |= accumulation_blend*/; } // SW Blending // GL42 interact very badly with sw blending. GL42 uses the primitiveID to find the primitive // that write the bad alpha value. Sw blending will force the draw to run primitive by primitive // (therefore primitiveID will be constant to 1) sw_blending &= !DATE_GL42; // Color clip if (m_env.COLCLAMP.CLAMP == 0) { if (m_prim_overlap == PRIM_OVERLAP_NO) { // The fastest algo that requires a single pass GL_INS("COLCLIP Free mode ENABLED"); m_ps_sel.colclip = 1; //ASSERT(sw_blending); sw_blending = true; accumulation_blend = false; // disable the HDR algo } else if (accumulation_blend) { // A fast algo that requires 2 passes GL_INS("COLCLIP Fast HDR mode ENABLED"); m_ps_sel.hdr = 1; sw_blending = true; // Enable sw blending for the HDR algo } else if (sw_blending) { // A slow algo that could requires several passes (barely used) GL_INS("COLCLIP SW ENABLED (blending is %d/%d/%d/%d)", ALPHA.A, ALPHA.B, ALPHA.C, ALPHA.D); m_ps_sel.colclip = 1; } else { // Speed hack skip previous slow algo GL_INS("Sorry colclip isn't supported"); } } // Seriously don't expect me to support this kind of crazyness. // No mix of COLCLIP + accumulation_blend + DATE GL42 // Neither fbmask and GL42 ASSERT(!(m_ps_sel.hdr && DATE_GL42)); ASSERT(!(m_ps_sel.fbmask && DATE_GL42)); // For stat to optimize accurate option #if 0 GL_INS("BLEND_INFO: %d/%d/%d/%d. Clamp:%d. Prim:%d number %d (drawlist %d) (sw %d)", ALPHA.A, ALPHA.B, ALPHA.C, ALPHA.D, m_env.COLCLAMP.CLAMP, m_vt.m_primclass, m_vertex.next, m_drawlist.size(), sw_blending); #endif if (sw_blending) { m_ps_sel.blend_a = ALPHA.A; m_ps_sel.blend_b = ALPHA.B; m_ps_sel.blend_c = ALPHA.C; m_ps_sel.blend_d = ALPHA.D; if (accumulation_blend) { // Keep HW blending to do the addition/subtraction dev->OMSetBlendState(blend_index, 0, false, true); if (ALPHA.A == 2) { // The blend unit does a reverse subtraction so it means // the shader must output a positive value. // Replace 0 - Cs by Cs - 0 m_ps_sel.blend_a = ALPHA.B; m_ps_sel.blend_b = 2; } // Remove the addition/substraction from the SW blending m_ps_sel.blend_d = 2; // Note accumulation_blend doesn't require a barrier } else { // Disable HW blending dev->OMSetBlendState(); m_require_full_barrier |= !(blend_flag & BLEND_NO_BAR); } // Require the fix alpha vlaue if (ALPHA.C == 2) { ps_cb.TA_Af.a = (float)ALPHA.FIX / 128.0f; } } else { m_ps_sel.clr1 = !!(blend_flag & BLEND_C_CLR); if (m_ps_sel.dfmt == 1 && ALPHA.C == 1) { // 24 bits doesn't have an alpha channel so use 1.0f fix factor as equivalent uint8 hacked_blend_index = blend_index + 3; // +3 <=> +1 on C dev->OMSetBlendState(hacked_blend_index, 128, true); } else { dev->OMSetBlendState(blend_index, ALPHA.FIX, (ALPHA.C == 2)); } } } void GSRendererOGL::EmulateTextureSampler(const GSTextureCache::Source* tex) { GSDeviceOGL* dev = (GSDeviceOGL*)m_dev; // Warning fetch the texture PSM format rather than the context format. The latter could have been corrected in the texture cache for depth. //const GSLocalMemory::psm_t &psm = GSLocalMemory::m_psm[m_context->TEX0.PSM]; const GSLocalMemory::psm_t &psm = GSLocalMemory::m_psm[tex->m_TEX0.PSM]; const GSLocalMemory::psm_t &cpsm = psm.pal > 0 ? GSLocalMemory::m_psm[m_context->TEX0.CPSM] : psm; const uint8 wms = m_context->CLAMP.WMS; const uint8 wmt = m_context->CLAMP.WMT; bool complex_wms_wmt = !!((wms | wmt) & 2); bool need_mipmap = IsMipMapDraw(); bool shader_emulated_sampler = tex->m_palette || cpsm.fmt != 0 || complex_wms_wmt || psm.depth; bool trilinear_manual = need_mipmap && m_mipmap == 2; bool bilinear = false; int trilinear = 0; bool trilinear_auto = false; switch (m_filter) { case 0: // Nearest bilinear = false; break; case 1: // Forced Bilinear bilinear = true; break; case 2: // Bilinear PS2 bilinear = m_vt.IsLinear(); break; case 3: // Trilinear Forced bilinear = true; trilinear = static_cast(GS_MIN_FILTER::Linear_Mipmap_Linear); trilinear_auto = m_mipmap != 2; break; case 4: // Trilinear bilinear = m_vt.IsLinear(); if (need_mipmap && m_mipmap != 2) { trilinear = m_context->TEX1.MMIN; trilinear_auto = true; } break; case 5: // Trilinear (forced on linear) bilinear = true; if (need_mipmap && m_mipmap != 2) { trilinear = (m_context->TEX1.MMIN | 4) & 0x5; trilinear_auto = true; } default: break; } // Don't force extra filtering on sprite (it creates various upscaling issue) bilinear &= !((m_vt.m_primclass == GS_SPRITE_CLASS) && m_userhacks_round_sprite_offset && !m_vt.IsLinear()); // 1 and 0 are equivalent m_ps_sel.wms = (wms & 2) ? wms : 0; m_ps_sel.wmt = (wmt & 2) ? wmt : 0; // Depth + bilinear filtering isn't done yet (And I'm not sure we need it anyway but a game will prove me wrong) // So of course, GTA set the linear mode, but sampling is done at texel center so it is equivalent to nearest sampling #ifndef DISABLE_WIP_ASSERTION ASSERT(!(psm.depth && m_vt.IsLinear())); #endif // Performance note: // 1/ Don't set 0 as it is the default value // 2/ Only keep aem when it is useful (avoid useless shader permutation) if (m_ps_sel.shuffle) { // Force a 32 bits access (normally shuffle is done on 16 bits) // m_ps_sel.tex_fmt = 0; // removed as an optimization m_ps_sel.aem = m_env.TEXA.AEM; ASSERT(tex->m_target); // Require a float conversion if the texure is a depth otherwise uses Integral scaling if (psm.depth) { m_ps_sel.depth_fmt = (tex->m_texture->GetType() != GSTexture::DepthStencil) ? 3 : 1; } // Shuffle is a 16 bits format, so aem is always required GSVector4 ta(m_env.TEXA & GSVector4i::x000000ff()); ta /= 255.0f; // FIXME rely on compiler for the optimization ps_cb.TA_Af.x = ta.x; ps_cb.TA_Af.y = ta.y; // The purpose of texture shuffle is to move color channel. Extra interpolation is likely a bad idea. bilinear &= m_vt.IsLinear(); } else if (tex->m_target) { // Use an old target. AEM and index aren't resolved it must be done // on the GPU // Select the 32/24/16 bits color (AEM) m_ps_sel.tex_fmt = cpsm.fmt; m_ps_sel.aem = m_env.TEXA.AEM; // Don't upload AEM if format is 32 bits if (cpsm.fmt) { GSVector4 ta(m_env.TEXA & GSVector4i::x000000ff()); ta /= 255.0f; // FIXME rely on compiler for the optimization ps_cb.TA_Af.x = ta.x; ps_cb.TA_Af.y = ta.y; } // Select the index format if (tex->m_palette) { // FIXME Potentially improve fmt field in GSLocalMemory if (m_context->TEX0.PSM == PSM_PSMT4HL) m_ps_sel.tex_fmt |= 1 << 2; else if (m_context->TEX0.PSM == PSM_PSMT4HH) m_ps_sel.tex_fmt |= 2 << 2; else m_ps_sel.tex_fmt |= 3 << 2; // Alpha channel of the RT is reinterpreted as an index. Star // Ocean 3 uses it to emulate a stencil buffer. It is a very // bad idea to force bilinear filtering on it. bilinear &= m_vt.IsLinear(); } // Depth format if (tex->m_texture->GetType() == GSTexture::DepthStencil) { // Require a float conversion if the texure is a depth format m_ps_sel.depth_fmt = (psm.bpp == 16) ? 2 : 1; // Don't force interpolation on depth format bilinear &= m_vt.IsLinear(); } else if (psm.depth) { // Use Integral scaling m_ps_sel.depth_fmt = 3; // Don't force interpolation on depth format bilinear &= m_vt.IsLinear(); } } else if (tex->m_palette) { // Use a standard 8 bits texture. AEM is already done on the CLUT // Therefore you only need to set the index // m_ps_sel.aem = 0; // removed as an optimization // Note 4 bits indexes are converted to 8 bits m_ps_sel.tex_fmt = 3 << 2; } else { // Standard texture. Both index and AEM expansion were already done by the CPU. // m_ps_sel.tex_fmt = 0; // removed as an optimization // m_ps_sel.aem = 0; // removed as an optimization } if (m_context->TEX0.TFX == TFX_MODULATE && m_vt.m_eq.rgba == 0xFFFF && m_vt.m_min.c.eq(GSVector4i(128))) { // Micro optimization that reduces GPU load (removes 5 instructions on the FS program) m_ps_sel.tfx = TFX_DECAL; } else { m_ps_sel.tfx = m_context->TEX0.TFX; } m_ps_sel.tcc = m_context->TEX0.TCC; m_ps_sel.ltf = bilinear && shader_emulated_sampler; int w = tex->m_texture->GetWidth(); int h = tex->m_texture->GetHeight(); int tw = (int)(1 << m_context->TEX0.TW); int th = (int)(1 << m_context->TEX0.TH); GSVector4 WH(tw, th, w, h); m_ps_sel.fst = !!PRIM->FST; ps_cb.WH = WH; ps_cb.HalfTexel = GSVector4(-0.5f, 0.5f).xxyy() / WH.zwzw(); if (complex_wms_wmt) { ps_cb.MskFix = GSVector4i(m_context->CLAMP.MINU, m_context->CLAMP.MINV, m_context->CLAMP.MAXU, m_context->CLAMP.MAXV); ps_cb.MinMax = GSVector4(ps_cb.MskFix) / WH.xyxy(); } else if (trilinear_manual) { // Reuse MinMax for mipmap parameter to avoid an extension of the UBO ps_cb.MinMax.x = (float)m_context->TEX1.K / 16.0f; ps_cb.MinMax.y = float(1 << m_context->TEX1.L); ps_cb.MinMax.z = float(m_lod.x); // Offset because first layer is m_lod, dunno if we can do better ps_cb.MinMax.w = float(m_lod.y); } else if (trilinear_auto) { tex->m_texture->GenerateMipmap(); } // TC Offset Hack m_ps_sel.tcoffsethack = !!UserHacks_TCOffset; ps_cb.TC_OH_TS = GSVector4(1/16.0f, 1/16.0f, UserHacks_TCO_x, UserHacks_TCO_y) / WH.xyxy(); // Only enable clamping in CLAMP mode. REGION_CLAMP will be done manually in the shader m_ps_ssel.tau = (wms != CLAMP_CLAMP); m_ps_ssel.tav = (wmt != CLAMP_CLAMP); if (shader_emulated_sampler) { m_ps_ssel.biln = 0; m_ps_ssel.aniso = 0; m_ps_ssel.triln = 0; } else { m_ps_ssel.biln = bilinear; m_ps_ssel.aniso = 1; m_ps_ssel.triln = trilinear; if (trilinear_manual) { m_ps_sel.manual_lod = 1; } else if (trilinear_auto) { m_ps_sel.automatic_lod = 1; } } // Setup Texture ressources dev->SetupSampler(m_ps_ssel); dev->PSSetShaderResources(tex->m_texture, tex->m_palette); } GSRendererOGL::PRIM_OVERLAP GSRendererOGL::PrimitiveOverlap() { // Either 1 triangle or 1 line or 3 POINTs // It is bad for the POINTs but low probability that they overlap if (m_vertex.next < 4) return PRIM_OVERLAP_NO; if (m_vt.m_primclass != GS_SPRITE_CLASS) return PRIM_OVERLAP_UNKNOW; // maybe, maybe not // Check intersection of sprite primitive only size_t count = m_vertex.next; PRIM_OVERLAP overlap = PRIM_OVERLAP_NO; GSVertex* v = m_vertex.buff; m_drawlist.clear(); size_t i = 0; while (i < count) { // In order to speed up comparison a bounding-box is accumulated. It removes a // loop so code is much faster (check game virtua fighter). Besides it allow to check // properly the Y order. // .x = min(v[i].XYZ.X, v[i+1].XYZ.X) // .y = min(v[i].XYZ.Y, v[i+1].XYZ.Y) // .z = max(v[i].XYZ.X, v[i+1].XYZ.X) // .w = max(v[i].XYZ.Y, v[i+1].XYZ.Y) GSVector4i all = GSVector4i(v[i].m[1]).upl16(GSVector4i(v[i+1].m[1])).upl16().xzyw(); all = all.xyxy().blend(all.zwzw(), all > all.zwxy()); size_t j = i + 2; while (j < count) { GSVector4i sprite = GSVector4i(v[j].m[1]).upl16(GSVector4i(v[j+1].m[1])).upl16().xzyw(); sprite = sprite.xyxy().blend(sprite.zwzw(), sprite > sprite.zwxy()); // Be sure to get vertex in good order, otherwise .r* function doesn't // work as expected. ASSERT(sprite.x <= sprite.z); ASSERT(sprite.y <= sprite.w); ASSERT(all.x <= all.z); ASSERT(all.y <= all.w); if (all.rintersect(sprite).rempty()) { all = all.runion_ordered(sprite); } else { overlap = PRIM_OVERLAP_YES; break; } j += 2; } m_drawlist.push_back((j - i) >> 1); // Sprite count i = j; } #if 0 // Old algo: less constraint but O(n^2) instead of O(n) as above // You have no guarantee on the sprite order, first vertex can be either top-left or bottom-left // There is a high probability that the draw call will uses same ordering for all vertices. // In order to keep a small performance impact only the first sprite will be checked // // Some safe-guard will be added in the outer-loop to avoid corruption with a limited perf impact if (v[1].XYZ.Y < v[0].XYZ.Y) { // First vertex is Top-Left for(size_t i = 0; i < count; i += 2) { if (v[i+1].XYZ.Y > v[i].XYZ.Y) { return PRIM_OVERLAP_UNKNOW; } GSVector4i vi(v[i].XYZ.X, v[i+1].XYZ.Y, v[i+1].XYZ.X, v[i].XYZ.Y); for (size_t j = i+2; j < count; j += 2) { GSVector4i vj(v[j].XYZ.X, v[j+1].XYZ.Y, v[j+1].XYZ.X, v[j].XYZ.Y); GSVector4i inter = vi.rintersect(vj); if (!inter.rempty()) { return PRIM_OVERLAP_YES; } } } } else { // First vertex is Bottom-Left for(size_t i = 0; i < count; i += 2) { if (v[i+1].XYZ.Y < v[i].XYZ.Y) { return PRIM_OVERLAP_UNKNOW; } GSVector4i vi(v[i].XYZ.X, v[i].XYZ.Y, v[i+1].XYZ.X, v[i+1].XYZ.Y); for (size_t j = i+2; j < count; j += 2) { GSVector4i vj(v[j].XYZ.X, v[j].XYZ.Y, v[j+1].XYZ.X, v[j+1].XYZ.Y); GSVector4i inter = vi.rintersect(vj); if (!inter.rempty()) { return PRIM_OVERLAP_YES; } } } } #endif //fprintf(stderr, "%d: Yes, code can be optimized (draw of %d vertices)\n", s_n, count); return overlap; } GSVector4i GSRendererOGL::ComputeBoundingBox(const GSVector2& rtscale, const GSVector2i& rtsize) { GSVector4 scale = GSVector4(rtscale.x, rtscale.y); GSVector4 offset = GSVector4(-1.0f, 1.0f); // Round value GSVector4 box = m_vt.m_min.p.xyxy(m_vt.m_max.p) + offset.xxyy(); return GSVector4i(box * scale.xyxy()).rintersect(GSVector4i(0, 0, rtsize.x, rtsize.y)); } void GSRendererOGL::SendDraw() { GSDeviceOGL* dev = (GSDeviceOGL*)m_dev; if (!m_require_full_barrier && m_require_one_barrier) { // Need only a single barrier glTextureBarrier(); dev->DrawIndexedPrimitive(); } else if (!m_require_full_barrier) { // Don't need any barrier dev->DrawIndexedPrimitive(); } else if (m_prim_overlap == PRIM_OVERLAP_NO) { // Need full barrier but a single barrier will be enough glTextureBarrier(); dev->DrawIndexedPrimitive(); } else if (m_vt.m_primclass == GS_SPRITE_CLASS) { size_t nb_vertex = (m_gs_sel.sprite == 1) ? 2 : 6; GL_PUSH("Split the draw (SPRITE)"); #if defined(_DEBUG) // Check how draw call is split. map frequency; for (const auto& it: m_drawlist) ++frequency[it]; string message; for (const auto& it: frequency) message += " " + to_string(it.first) + "(" + to_string(it.second) + ")"; GL_PERF("Split single draw (%d sprites) into %zu draws: consecutive draws(frequency):%s", m_index.tail / nb_vertex, m_drawlist.size(), message.c_str()); #endif for (size_t count, p = 0, n = 0; n < m_drawlist.size(); p += count, ++n) { count = m_drawlist[n] * nb_vertex; glTextureBarrier(); dev->DrawIndexedPrimitive(p, count); } } else { // FIXME: Investigate: a dynamic check to pack as many primitives as possibles // I'm nearly sure GSdx already have this kind of code (maybe we can adapt GSDirtyRect) size_t nb_vertex = GSUtil::GetClassVertexCount(m_vt.m_primclass); GL_PUSH("Split the draw"); GL_PERF("Split single draw in %d draw", m_index.tail/nb_vertex); for (size_t p = 0; p < m_index.tail; p += nb_vertex) { glTextureBarrier(); dev->DrawIndexedPrimitive(p, nb_vertex); } } } void GSRendererOGL::ResetStates() { m_require_one_barrier = false; m_require_full_barrier = false; m_vs_sel.key = 0; m_gs_sel.key = 0; m_ps_sel.key = 0; m_ps_ssel.key = 0; m_om_csel.key = 0; m_om_dssel.key = 0; } void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex) { #ifdef ENABLE_OGL_DEBUG GSVector4i area_out = GSVector4i(m_vt.m_min.p.xyxy(m_vt.m_max.p)).rintersect(GSVector4i(m_context->scissor.in)); GSVector4i area_in = GSVector4i(m_vt.m_min.t.xyxy(m_vt.m_max.t)); GL_PUSH("GL Draw from %d (area %d,%d => %d,%d) in %d (Depth %d) (area %d,%d => %d,%d)", tex && tex->m_texture ? tex->m_texture->GetID() : -1, area_in.x, area_in.y, area_in.z, area_in.w, rt ? rt->GetID() : -1, ds ? ds->GetID() : -1, area_out.x, area_out.y, area_out.z, area_out.w ); #endif GSTexture* hdr_rt = NULL; const GSVector2i& rtsize = ds ? ds->GetSize() : rt->GetSize(); const GSVector2& rtscale = ds ? ds->GetScale() : rt->GetScale(); bool DATE = m_context->TEST.DATE && m_context->FRAME.PSM != PSM_PSMCT24; bool DATE_GL42 = false; bool DATE_GL45 = false; bool DATE_one = false; bool ate_first_pass = m_context->TEST.DoFirstPass(); bool ate_second_pass = m_context->TEST.DoSecondPass(); ResetStates(); ASSERT(m_dev != NULL); GSDeviceOGL* dev = (GSDeviceOGL*)m_dev; // HLE implementation of the channel selection effect // // Warning it must be done at the begining because it will change the // vertex list (it will interact with PrimitiveOverlap and accurate // blending) EmulateChannelShuffle(&rt, tex); // Upscaling hack to avoid various line/grid issues if (UserHacks_merge_sprite && tex && tex->m_target && (m_vt.m_primclass == GS_SPRITE_CLASS)) { if (PRIM->FST && GSLocalMemory::m_psm[tex->m_TEX0.PSM].fmt < 2 && ((m_vt.m_eq.value & 0xCFFFF) == 0xCFFFF)) { // Ideally the hack ought to be enabled in a true paving mode only. I don't know how to do it accurately // neither in a fast way. So instead let's just take the hypothesis that all sprites must have the same // size. // Tested on Tekken 5. GSVertex* v = &m_vertex.buff[0]; bool is_paving = true; // SSE optimization: shuffle m[1] to have (4*32 bits) X, Y, U, V int first_dpX = v[1].XYZ.X - v[0].XYZ.X; int first_dpU = v[1].U - v[0].U; for (size_t i = 0; i < m_vertex.next; i += 2) { int dpX = v[i+1].XYZ.X - v[i].XYZ.X; int dpU = v[i+1].U - v[i].U; if (dpX != first_dpX || dpU != first_dpU) { is_paving = false; break; } } #if 0 GSVector4 delta_p = m_vt.m_max.p - m_vt.m_min.p; GSVector4 delta_t = m_vt.m_max.t - m_vt.m_min.t; bool is_blit = PrimitiveOverlap() == PRIM_OVERLAP_NO; GL_INS("PP SAMPLER: Dp %f %f Dt %f %f. Is blit %d, is paving %d, count %d", delta_p.x, delta_p.y, delta_t.x, delta_t.y, is_blit, is_paving, m_vertex.tail); #endif if (is_paving) { // Replace all sprite with a single fullscreen sprite. GSVertex* s = &m_vertex.buff[0]; s[0].XYZ.X = static_cast((16.0f * m_vt.m_min.p.x) + m_context->XYOFFSET.OFX); s[1].XYZ.X = static_cast((16.0f * m_vt.m_max.p.x) + m_context->XYOFFSET.OFX); s[0].XYZ.Y = static_cast((16.0f * m_vt.m_min.p.y) + m_context->XYOFFSET.OFY); s[1].XYZ.Y = static_cast((16.0f * m_vt.m_max.p.y) + m_context->XYOFFSET.OFY); s[0].U = static_cast(16.0f * m_vt.m_min.t.x); s[0].V = static_cast(16.0f * m_vt.m_min.t.y); s[1].U = static_cast(16.0f * m_vt.m_max.t.x); s[1].V = static_cast(16.0f * m_vt.m_max.t.y); m_vertex.head = m_vertex.tail = m_vertex.next = 2; m_index.tail = 2; } } } // Always check if primitive overlap. The function will return PRIM_OVERLAP_UNKNOW for non sprite primitive m_prim_overlap = PrimitiveOverlap(); if ((m_context->FRAME.Block() == m_context->TEX0.TBP0) && PRIM->TME && m_sw_blending && (m_prim_overlap != PRIM_OVERLAP_NO) && (m_vertex.next > 2)) { if (m_context->FRAME.FBMSK == 0x00FFFFFF) { // Ratchet & Clank / Jak uses this pattern to compute the shadows. Alpha (multiplication) tfx is mostly equivalent to -1/+1 stencil operation GL_INS("ERROR: Source and Target are the same! Let's sample the framebuffer"); m_ps_sel.tex_is_fb = 1; m_require_full_barrier = true; } else { GL_INS("ERROR: Source and Target are the same!"); } } EmulateTextureShuffleAndFbmask(); // DATE: selection of the algorithm. Must be done before blending because GL42 is not compatible with blending if (DATE) { if (m_prim_overlap == PRIM_OVERLAP_NO || m_texture_shuffle) { // It is way too complex to emulate texture shuffle with DATE. So just use // the slow but accurate algo m_require_full_barrier = true; DATE_GL45 = true; DATE = false; } else if (m_om_csel.wa && !m_context->TEST.ATE) { // Performance note: check alpha range with GetAlphaMinMax() // Note: all my dump are already above 120fps, but it seems to reduce GPU load // with big upscaling GetAlphaMinMax(); if (m_context->TEST.DATM && m_vt.m_alpha.max < 128) { // Only first pixel (write 0) will pass (alpha is 1) GL_PERF("Fast DATE with alpha %d-%d", m_vt.m_alpha.min, m_vt.m_alpha.max); DATE_one = true; } else if (!m_context->TEST.DATM && m_vt.m_alpha.min >= 128) { // Only first pixel (write 1) will pass (alpha is 0) GL_PERF("Fast DATE with alpha %d-%d", m_vt.m_alpha.min, m_vt.m_alpha.max); DATE_one = true; } else if ((m_vt.m_primclass == GS_SPRITE_CLASS && m_drawlist.size() < 50) || (m_index.tail < 100)) { // texture barrier will split the draw call into n draw call. It is very efficient for // few primitive draws. Otherwise it sucks. GL_PERF("Slower DATE with alpha %d-%d", m_vt.m_alpha.min, m_vt.m_alpha.max); m_require_full_barrier = true; DATE_GL45 = true; DATE = false; } else if (m_accurate_date) { GL_PERF("Slow DATE with alpha %d-%d", m_vt.m_alpha.min, m_vt.m_alpha.max); if (GLLoader::found_GL_ARB_shader_image_load_store) { DATE_GL42 = true; } else { m_require_full_barrier = true; DATE_GL45 = true; DATE = false; } } } else if (!m_om_csel.wa && !m_context->TEST.ATE) { // TODO: is it legal ? Likely but it need to be tested carefully // DATE_GL45 = true; // m_require_one_barrier = true; << replace it with a cheap barrier } // Will save my life ! ASSERT(!(DATE_GL45 && DATE_one)); ASSERT(!(DATE_GL42 && DATE_one)); ASSERT(!(DATE_GL42 && DATE_GL45)); } // Blend if (!IsOpaque() && rt) { EmulateBlending(DATE_GL42); } else { dev->OMSetBlendState(); // No blending please } if (m_ps_sel.dfmt == 1) { // Disable writing of the alpha channel m_om_csel.wa = 0; } // DATE (setup part) if (DATE) { GSVector4i dRect = ComputeBoundingBox(rtscale, rtsize); // Reduce the quantity of clean function glScissor( dRect.x, dRect.y, dRect.width(), dRect.height() ); GLState::scissor = dRect; // Must be done here to avoid any GL state pertubation (clear function...) // Create an r32ui image that will containt primitive ID if (DATE_GL42) { dev->InitPrimDateTexture(rt, dRect); } else if (DATE_one) { dev->ClearStencil(ds, 1); } else { GSVector4 src = GSVector4(dRect) / GSVector4(rtsize.x, rtsize.y).xyxy(); GSVector4 dst = src * 2.0f - 1.0f; GSVertexPT1 vertices[] = { {GSVector4(dst.x, dst.y, 0.0f, 0.0f), GSVector2(src.x, src.y)}, {GSVector4(dst.z, dst.y, 0.0f, 0.0f), GSVector2(src.z, src.y)}, {GSVector4(dst.x, dst.w, 0.0f, 0.0f), GSVector2(src.x, src.w)}, {GSVector4(dst.z, dst.w, 0.0f, 0.0f), GSVector2(src.z, src.w)}, }; dev->SetupDATE(rt, ds, vertices, m_context->TEST.DATM); } } // dev->BeginScene(); // om EmulateZbuffer(); // will update VS depth mask // vs // FIXME Opengl support half pixel center (as dx10). Code could be easier!!! float sx = 2.0f * rtscale.x / (rtsize.x << 4); float sy = 2.0f * rtscale.y / (rtsize.y << 4); float ox = (float)(int)m_context->XYOFFSET.OFX; float oy = (float)(int)m_context->XYOFFSET.OFY; float ox2 = -1.0f / rtsize.x; float oy2 = -1.0f / rtsize.y; //This hack subtracts around half a pixel from OFX and OFY. (Cannot do this directly, //because DX10 and DX9 have a different pixel center.) // //The resulting shifted output aligns better with common blending / corona / blurring effects, //but introduces a few bad pixels on the edges. if (rt && rt->LikelyOffset) { ox2 *= rt->OffsetHack_modx; oy2 *= rt->OffsetHack_mody; } // Note: DX does y *= -1.0 vs_cb.Vertex_Scale_Offset = GSVector4(sx, sy, ox * sx + ox2 + 1, oy * sy + oy2 + 1); // END of FIXME // GS_SPRITE_CLASS are already flat (either by CPU or the GS) m_ps_sel.iip = (m_vt.m_primclass == GS_SPRITE_CLASS) ? 1 : PRIM->IIP; if (DATE_GL45) { m_ps_sel.date = 5 + m_context->TEST.DATM; } else if (DATE_one) { m_require_one_barrier = true; m_ps_sel.date = 5 + m_context->TEST.DATM; m_om_dssel.date = 1; m_om_dssel.date_one = 1; } else if (DATE) { if (DATE_GL42) m_ps_sel.date = 1 + m_context->TEST.DATM; else m_om_dssel.date = 1; } m_ps_sel.fba = m_context->FBA.FBA; if (PRIM->FGE) { m_ps_sel.fog = 1; GSVector4 fc = GSVector4::rgba32(m_env.FOGCOL.u32[0]); #if _M_SSE >= 0x401 // Blend AREF to avoid to load a random value for alpha (dirty cache) ps_cb.FogColor_AREF = fc.blend32<8>(ps_cb.FogColor_AREF); #else ps_cb.FogColor_AREF = fc; #endif } // Warning must be done after EmulateZbuffer // Depth test is always true so it can be executed in 2 passes (no order required) unlike color. // The idea is to compute first the color which is independent of the alpha test. And then do a 2nd // pass to handle the depth based on the alpha test. bool ate_RGBA_then_Z = false; bool ate_RGB_then_ZA = false; if (ate_first_pass & ate_second_pass) { GL_INS("Complex Alpha Test"); bool commutative_depth = (m_om_dssel.ztst == ZTST_GEQUAL && m_vt.m_eq.z) || (m_om_dssel.ztst == ZTST_ALWAYS); bool commutative_alpha = (m_context->ALPHA.C != 1); // when either Alpha Src or a constant ate_RGBA_then_Z = (m_context->TEST.AFAIL == AFAIL_FB_ONLY) & commutative_depth; ate_RGB_then_ZA = (m_context->TEST.AFAIL == AFAIL_RGB_ONLY) & commutative_depth & commutative_alpha; } if (ate_RGBA_then_Z) { GL_INS("Alternate ATE handling: ate_RGBA_then_Z"); // Render all color but don't update depth // ATE is disabled here m_om_dssel.zwe = false; } else if (ate_RGB_then_ZA) { GL_INS("Alternate ATE handling: ate_RGB_then_ZA"); // Render RGB color but don't update depth/alpha // ATE is disabled here m_om_dssel.zwe = false; m_om_csel.wa = false; } else { EmulateAtst(1, tex); } if (tex) { EmulateTextureSampler(tex); } else { m_ps_sel.tfx = 4; } // Always bind the RT. This way special effect can use it. dev->PSSetShaderResource(3, rt); // rs const GSVector4& hacked_scissor = m_channel_shuffle ? GSVector4(0, 0, 1024, 1024) : m_context->scissor.in; GSVector4i scissor = GSVector4i(GSVector4(rtscale).xyxy() * hacked_scissor).rintersect(GSVector4i(rtsize).zwxy()); SetupIA(sx, sy); dev->OMSetColorMaskState(m_om_csel); dev->SetupOM(m_om_dssel); dev->SetupCB(&vs_cb, &ps_cb); dev->SetupPipeline(m_vs_sel, m_gs_sel, m_ps_sel); if (DATE_GL42) { GL_PUSH("Date GL42"); // It could be good idea to use stencil in the same time. // Early stencil test will reduce the number of atomic-load operation // Create an r32i image that will contain primitive ID // Note: do it at the beginning because the clean will dirty the FBO state //dev->InitPrimDateTexture(rtsize.x, rtsize.y); // I don't know how much is it legal to mount rt as Texture/RT. No write is done. // In doubt let's detach RT. dev->OMSetRenderTargets(NULL, ds, &scissor); // Don't write anything on the color buffer // Neither in the depth buffer glDepthMask(false); // Compute primitiveID max that pass the date test (Draw without barrier) dev->DrawIndexedPrimitive(); // Ask PS to discard shader above the primitiveID max glDepthMask(GLState::depth_mask); m_ps_sel.date = 3; dev->SetupPipeline(m_vs_sel, m_gs_sel, m_ps_sel); // Be sure that first pass is finished ! dev->Barrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); } if (m_ps_sel.hdr) { hdr_rt = dev->CreateTexture(rtsize.x, rtsize.y, GL_RGBA32F); dev->CopyRectConv(rt, hdr_rt, ComputeBoundingBox(rtscale, rtsize), false); dev->OMSetRenderTargets(hdr_rt, ds, &scissor); } else { dev->OMSetRenderTargets(rt, ds, &scissor); } if (ate_first_pass) { SendDraw(); } if (ate_second_pass) { ASSERT(!m_env.PABE.PABE); if (ate_RGBA_then_Z | ate_RGB_then_ZA) { // Enable ATE as first pass to update the depth // of pixels that passed the alpha test EmulateAtst(1, tex); } else { // second pass will process the pixels that failed // the alpha test EmulateAtst(2, tex); } // Potentially AREF was updated (hope perf impact will be limited) dev->SetupCB(&vs_cb, &ps_cb); dev->SetupPipeline(m_vs_sel, m_gs_sel, m_ps_sel); bool z = m_om_dssel.zwe; bool r = m_om_csel.wr; bool g = m_om_csel.wg; bool b = m_om_csel.wb; bool a = m_om_csel.wa; switch(m_context->TEST.AFAIL) { case AFAIL_KEEP: z = r = g = b = a = false; break; // none case AFAIL_FB_ONLY: z = false; break; // rgba case AFAIL_ZB_ONLY: r = g = b = a = false; break; // z case AFAIL_RGB_ONLY: z = a = false; break; // rgb default: __assume(0); } if (ate_RGBA_then_Z) { z = !m_context->ZBUF.ZMSK; r = g = b = a = false; } else if (ate_RGB_then_ZA) { z = !m_context->ZBUF.ZMSK; a = !!(m_context->FRAME.FBMSK & 0xFF000000); r = g = b = false; } if (z || r || g || b || a) { m_om_dssel.zwe = z; m_om_csel.wr = r; m_om_csel.wg = g; m_om_csel.wb = b; m_om_csel.wa = a; dev->OMSetColorMaskState(m_om_csel); dev->SetupOM(m_om_dssel); SendDraw(); } } if (DATE_GL42) { dev->RecycleDateTexture(); } dev->EndScene(); // Warning: EndScene must be called before StretchRect otherwise // vertices will be overwritten. Trust me you don't want to do that. if (hdr_rt) { GSVector4 dRect(ComputeBoundingBox(rtscale, rtsize)); GSVector4 sRect = dRect / GSVector4(rtsize.x, rtsize.y).xyxy(); dev->StretchRect(hdr_rt, sRect, rt, dRect, ShaderConvert_MOD_256, false); dev->Recycle(hdr_rt); } }