/* * 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_pixelcenter = GSVector2(-0.5f, -0.5f); m_accurate_blend = theApp.GetConfig("accurate_blend", 1); m_accurate_date = theApp.GetConfig("accurate_date", 0); m_accurate_colclip = theApp.GetConfig("accurate_colclip", 0); UserHacks_AlphaHack = theApp.GetConfig("UserHacks_AlphaHack", 0); UserHacks_AlphaStencil = theApp.GetConfig("UserHacks_AlphaStencil", 0); UserHacks_DateGL4 = theApp.GetConfig("UserHacks_DateGL4", 0); UserHacks_TCOffset = theApp.GetConfig("UserHacks_TCOffset", 0); UserHacks_TCO_x = (UserHacks_TCOffset & 0xFFFF) / -1000.0f; UserHacks_TCO_y = ((UserHacks_TCOffset >> 16) & 0xFFFF) / -1000.0f; if (!theApp.GetConfig("UserHacks", 0)) { UserHacks_AlphaHack = false; UserHacks_AlphaStencil = false; UserHacks_DateGL4 = false; UserHacks_TCOffset = 0; UserHacks_TCO_x = 0; UserHacks_TCO_y = 0; } } bool GSRendererOGL::CreateDevice(GSDevice* dev) { if (!GSRenderer::CreateDevice(dev)) return false; return true; } void GSRendererOGL::EmulateGS() { if (m_vt.m_primclass != GS_SPRITE_CLASS) return; // 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() { GSDeviceOGL* dev = (GSDeviceOGL*)m_dev; if (!GLLoader::found_geometry_shader) EmulateGS(); dev->IASetVertexBuffer(m_vertex.buff, m_vertex.next); dev->IASetIndexBuffer(m_index.buff, m_index.tail); GLenum t = 0; switch(m_vt.m_primclass) { case GS_POINT_CLASS: t = GL_POINTS; break; case GS_LINE_CLASS: t = GL_LINES; break; case GS_SPRITE_CLASS: if (GLLoader::found_geometry_shader) t = GL_LINES; else t = GL_TRIANGLES; break; case GS_TRIANGLE_CLASS: t = GL_TRIANGLES; break; default: __assume(0); } dev->IASetPrimitiveTopology(t); } bool GSRendererOGL::PrimitiveOverlap() { if (m_vertex.next < 4) return false; if (m_vt.m_primclass != GS_SPRITE_CLASS) return true; // Check intersection of sprite primitive only size_t count = m_vertex.next; GSVertex* v = &m_vertex.buff[0]; for(size_t i = 0; i < count; i += 2) { // Very bad code 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()) { //fprintf(stderr, "Overlap found between %d and %d (draw of %d vertices)\n", i, j, count); return true; } } } //fprintf(stderr, "Yes, code can be optimized (draw of %d vertices)\n", count); return false; } void GSRendererOGL::SendDraw(bool require_barrier) { GSDeviceOGL* dev = (GSDeviceOGL*)m_dev; if (!require_barrier || !PrimitiveOverlap()) { dev->DrawIndexedPrimitive(); } else { ASSERT(m_vt.m_primclass != GS_POINT_CLASS); ASSERT(m_vt.m_primclass != GS_LINE_CLASS); ASSERT(GLLoader::found_geometry_shader); // 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 = (m_vt.m_primclass == GS_TRIANGLE_CLASS) ? 3 : 2; 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) { gl_TextureBarrier(); dev->DrawIndexedPrimitive(p, nb_vertex); } GL_POP(); } } void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex) { GL_PUSH("GL Draw from %d in %d (Depth %d)", tex && tex->m_texture ? tex->m_texture->GetID() : 0, rt->GetID(), ds->GetID()); GSDrawingEnvironment& env = m_env; GSDrawingContext* context = m_context; const GSVector2i& rtsize = rt->GetSize(); const GSVector2& rtscale = rt->GetScale(); bool DATE = m_context->TEST.DATE && context->FRAME.PSM != PSM_PSMCT24; bool DATE_GL42 = false; bool DATE_GL45 = false; bool require_barrier = false; // For blend (and maybe in date in the future) ASSERT(m_dev != NULL); GSDeviceOGL* dev = (GSDeviceOGL*)m_dev; dev->s_n = s_n; GSDeviceOGL::VSSelector vs_sel; GSDeviceOGL::VSConstantBuffer vs_cb; GSDeviceOGL::PSSelector ps_sel; GSDeviceOGL::PSConstantBuffer ps_cb; GSDeviceOGL::PSSamplerSelector ps_ssel; GSDeviceOGL::OMBlendSelector om_bsel; GSDeviceOGL::OMColorMaskSelector om_csel; GSDeviceOGL::OMDepthStencilSelector om_dssel; // Format of the output ps_sel.dfmt = GSLocalMemory::m_psm[context->FRAME.PSM].fmt; GIFRegALPHA ALPHA = context->ALPHA; float afix = (float)context->ALPHA.FIX / 0x80; // Blend if (!IsOpaque()) { om_bsel.abe = PRIM->ABE || PRIM->AA1 && m_vt.m_primclass == GS_LINE_CLASS; om_bsel.a = ALPHA.A; om_bsel.b = ALPHA.B; om_bsel.c = ALPHA.C; om_bsel.d = ALPHA.D; if (env.PABE.PABE) { if (om_bsel.a == 0 && om_bsel.b == 1 && om_bsel.c == 0 && om_bsel.d == 1) { // this works because with PABE alpha blending is on when alpha >= 0x80, but since the pixel shader // cannot output anything over 0x80 (== 1.0) blending with 0x80 or turning it off gives the same result om_bsel.abe = 0; } else { //Breath of Fire Dragon Quarter triggers this in battles. Graphics are fine though. //ASSERT(0); #ifdef ENABLE_OGL_DEBUG fprintf(stderr, "env PABE not supported\n"); GL_INS("!!! ENV PABE not supported !!!"); #endif } } } om_csel.wrgba = ~GSVector4i::load((int)context->FRAME.FBMSK).eq8(GSVector4i::xffffffff()).mask(); if (ps_sel.dfmt == 1) { if (ALPHA.C == 1) { // 24 bits no alpha channel so use 1.0f fix factor as equivalent ALPHA.C = 2; afix = 1.0f; } // Disable writing of the alpha channel om_csel.wa = 0; } if (DATE) { if (GLLoader::found_GL_ARB_texture_barrier && !PrimitiveOverlap()) { DATE_GL45 = true; DATE = false; } else if (m_accurate_date && !UserHacks_AlphaStencil && om_csel.wa && (!context->TEST.ATE || context->TEST.ATST == ATST_ALWAYS)) { // texture barrier will split the draw call into n draw call. It is very efficient for // few primitive draws. Otherwise it sucks. if (GLLoader::found_GL_ARB_texture_barrier && (m_index.tail < 100)) { require_barrier = true; DATE_GL45 = true; DATE = false; } else { DATE_GL42 = GLLoader::found_GL_ARB_shader_image_load_store; } } } // DATE if (DATE_GL45) { gl_TextureBarrier(); dev->PSSetShaderResource(3, rt); } else if (DATE) { // TODO: do I need to clamp the value (if yes how? rintersect with rt?) GSVector4 si = GSVector4(rtscale.x, rtscale.y); GSVector4 off = GSVector4(-1.0f, 1.0f); // Round value GSVector4 b = m_vt.m_min.p.xyxy(m_vt.m_max.p) + off.xxyy(); GSVector4i ri = GSVector4i(b * si.xyxy()); // Reduce the quantity of clean function glScissor( ri.x, ri.y, ri.width(), ri.height() ); GLState::scissor = ri; // 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); dev->PSSetShaderResource(3, rt); } else { GSVector4 s = GSVector4(rtscale.x / rtsize.x, rtscale.y / rtsize.y); GSVector4 src = (b * s.xyxy()).sat(off.zzyy()); GSVector4 dst = src * 2.0f + off.xxxx(); 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 if (context->TEST.ZTE) { om_dssel.ztst = context->TEST.ZTST; om_dssel.zwe = !context->ZBUF.ZMSK; } else { om_dssel.ztst = ZTST_ALWAYS; } // vs vs_sel.tme = PRIM->TME; vs_sel.fst = PRIM->FST; vs_sel.wildhack = (UserHacks_WildHack && !isPackedUV_HackFlag) ? 1 : 0; // 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. if (om_dssel.ztst >= ZTST_ALWAYS && om_dssel.zwe) { if (context->ZBUF.PSM == PSM_PSMZ24) { if (m_vt.m_max.p.z > 0xffffff) { ASSERT(m_vt.m_min.p.z > 0xffffff); // 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 > 0xffffff) { GL_INS("Bad Z size on 24 bits buffers") vs_sel.bppz = 1; om_dssel.ztst = ZTST_ALWAYS; } } } else if (context->ZBUF.PSM == PSM_PSMZ16 || context->ZBUF.PSM == PSM_PSMZ16S) { if (m_vt.m_max.p.z > 0xffff) { ASSERT(m_vt.m_min.p.z > 0xffff); // sfex capcom logo // Fixme : Same as above, I guess. if (m_vt.m_min.p.z > 0xffff) { GL_INS("Bad Z size on 16 bits buffers") vs_sel.bppz = 2; om_dssel.ztst = ZTST_ALWAYS; } } } } // 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)context->XYOFFSET.OFX; float oy = (float)(int)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->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) ps_sel.iip = (m_vt.m_primclass == GS_SPRITE_CLASS) ? 1 : PRIM->IIP; if (DATE_GL45) { ps_sel.date = 5 + context->TEST.DATM; } else if (DATE) { if (DATE_GL42) ps_sel.date = 1 + context->TEST.DATM; else om_dssel.date = 1; } bool colclip_wrap = env.COLCLAMP.CLAMP == 0 && !tex && PRIM->PRIM != GS_POINTLIST && !m_accurate_colclip; bool acc_colclip_wrap = env.COLCLAMP.CLAMP == 0 && m_accurate_colclip; if (ALPHA.A == ALPHA.B) { // Optimize-away colclip // No addition neither substraction so no risk of overflow the [0:255] range. colclip_wrap = false; acc_colclip_wrap = false; #ifdef ENABLE_OGL_DEBUG if (colclip_wrap || acc_colclip_wrap) { const char *col[3] = {"Cs", "Cd", "0"}; GL_INS("COLCLIP: DISABLED: blending is a plain copy of %s", col[ALPHA.D]); } #endif } if (colclip_wrap) { ps_sel.colclip = 1; GL_INS("COLCLIP ENABLED (blending is %d/%d/%d/%d)", ALPHA.A, ALPHA.B, ALPHA.C, ALPHA.D); } else if (acc_colclip_wrap) { ps_sel.colclip = 3; GL_INS("COLCLIP SW ENABLED (blending is %d/%d/%d/%d)", ALPHA.A, ALPHA.B, ALPHA.C, ALPHA.D); } else if (env.COLCLAMP.CLAMP == 0 && (ALPHA.A != ALPHA.B)) { GL_INS("COLCLIP NOT SUPPORTED (blending is %d/%d/%d/%d)", ALPHA.A, ALPHA.B, ALPHA.C, ALPHA.D); } ps_sel.fba = context->FBA.FBA; ps_sel.aout = context->FRAME.PSM == PSM_PSMCT16 || context->FRAME.PSM == PSM_PSMCT16S || (context->FRAME.FBMSK & 0xff000000) == 0x7f000000 ? 1 : 0; if (UserHacks_AlphaHack) ps_sel.aout = 1; if (PRIM->FGE) { ps_sel.fog = 1; ps_cb.FogColor_AREF = GSVector4::rgba32(env.FOGCOL.u32[0]) / 255; } if (context->TEST.ATE) ps_sel.atst = context->TEST.ATST; else ps_sel.atst = ATST_ALWAYS; if (context->TEST.ATE && context->TEST.ATST > 1) ps_cb.FogColor_AREF.a = (float)context->TEST.AREF; // Destination alpha pseudo stencil hack: use a stencil operation combined with an alpha test // to only draw pixels which would cause the destination alpha test to fail in the future once. // Unfortunately this also means only drawing those pixels at all, which is why this is a hack. // The interaction with FBA in D3D9 is probably less than ideal. if (UserHacks_AlphaStencil && DATE && dev->HasStencil() && om_csel.wa && (!context->TEST.ATE || context->TEST.ATST == ATST_ALWAYS)) { if (!context->FBA.FBA) { if (context->TEST.DATM == 0) ps_sel.atst = ATST_GEQUAL; // >= else ps_sel.atst = ATST_LESS; // < ps_cb.FogColor_AREF.a = (float)0x80; } if (!(context->FBA.FBA && context->TEST.DATM == 1)) om_dssel.alpha_stencil = 1; } // By default don't use texture ps_sel.tfx = 4; bool spritehack = false; int atst = ps_sel.atst; if (tex) { const GSLocalMemory::psm_t &psm = GSLocalMemory::m_psm[context->TEX0.PSM]; const GSLocalMemory::psm_t &cpsm = psm.pal > 0 ? GSLocalMemory::m_psm[context->TEX0.CPSM] : psm; bool bilinear = m_filter == 2 ? m_vt.IsLinear() : m_filter != 0; bool simple_sample = !tex->m_palette && cpsm.fmt == 0 && context->CLAMP.WMS < 3 && context->CLAMP.WMT < 3; // 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()); ps_sel.wms = context->CLAMP.WMS; ps_sel.wmt = context->CLAMP.WMT; if (tex->m_palette) { ps_sel.fmt = cpsm.fmt | 4; ps_sel.ifmt = !tex->m_alpha_palette ? 0 : (context->TEX0.PSM == 0x1B) ? 3 : (context->TEX0.PSM == 0x24) ? 2 : (context->TEX0.PSM == 0x2C) ? 1 : 0; // In standard mode palette is only used when 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. if (ps_sel.ifmt) bilinear = m_vt.IsLinear(); //GL_INS("Use palette with format %d and index format %d", ps_sel.fmt, ps_sel.ifmt); } else { ps_sel.fmt = cpsm.fmt; } ps_sel.aem = env.TEXA.AEM; ps_sel.tfx = context->TEX0.TFX; ps_sel.tcc = context->TEX0.TCC; ps_sel.ltf = bilinear && !simple_sample; spritehack = tex->m_spritehack_t; // FIXME the ati is currently disabled on the shader. I need to find a .gs to test that we got same // bug on opengl // FIXME for the moment disable it on subroutine (it will kill my perf for nothings) //ps_sel.point_sampler = 0; // !(bilinear && simple_sample) && !GLLoader::found_GL_ARB_shader_subroutine; int w = tex->m_texture->GetWidth(); int h = tex->m_texture->GetHeight(); int tw = (int)(1 << context->TEX0.TW); int th = (int)(1 << context->TEX0.TH); GSVector4 WH(tw, th, w, h); if (PRIM->FST) { vs_cb.TextureScale = GSVector4(1.0f / 16) / WH.xyxy(); ps_sel.fst = 1; } ps_cb.WH = WH; ps_cb.HalfTexel = GSVector4(-0.5f, 0.5f).xxyy() / WH.zwzw(); ps_cb.MskFix = GSVector4i(context->CLAMP.MINU, context->CLAMP.MINV, context->CLAMP.MAXU, context->CLAMP.MAXV); // TC Offset Hack ps_sel.tcoffsethack = !!UserHacks_TCOffset; ps_cb.TC_OffsetHack = GSVector4(UserHacks_TCO_x, UserHacks_TCO_y).xyxy() / WH.xyxy(); GSVector4 clamp(ps_cb.MskFix); GSVector4 ta(env.TEXA & GSVector4i::x000000ff()); ps_cb.MinMax = clamp / WH.xyxy(); ps_cb.MinF_TA = (clamp + 0.5f).xyxy(ta) / WH.xyxy(GSVector4(255, 255)); ps_ssel.tau = (context->CLAMP.WMS + 3) >> 1; ps_ssel.tav = (context->CLAMP.WMT + 3) >> 1; ps_ssel.ltf = bilinear && simple_sample; // Setup Texture ressources if (GLLoader::found_GL_ARB_bindless_texture) { GLuint64 handle[2]; handle[0] = tex->m_texture ? static_cast(tex->m_texture)->GetHandle(dev->GetSamplerID(ps_ssel)): 0; handle[1] = tex->m_palette ? static_cast(tex->m_palette)->GetHandle(dev->GetPaletteSamplerID()): 0; dev->m_shader->PS_ressources(handle); } else { dev->SetupSampler(ps_ssel); if (tex->m_palette) { dev->PSSetShaderResources(tex->m_texture, tex->m_palette); } else if (tex->m_texture) { dev->PSSetShaderResource(0, tex->m_texture); #ifdef ENABLE_OGL_DEBUG // Unattach texture to avoid noise in debugger dev->PSSetShaderResource(1, NULL); #endif } } if (spritehack && (ps_sel.atst == 2)) { ps_sel.atst = 1; } } else { #ifdef ENABLE_OGL_DEBUG // Unattach texture to avoid noise in debugger dev->PSSetShaderResource(0, NULL); dev->PSSetShaderResource(1, NULL); #endif } // Compute the blending equation to detect special case int blend_sel = ((om_bsel.a * 3 + om_bsel.b) * 3 + om_bsel.c) * 3 + om_bsel.d; int bogus_blend = GSDeviceOGL::m_blendMapD3D9[blend_sel].bogus; bool all_sw = !( (ALPHA.A == ALPHA.B) || (ALPHA.C == 2 && afix <= 1.002f) ) && (m_accurate_blend > 1); bool sw_blending = (m_accurate_blend && (bogus_blend & A_MAX)) || acc_colclip_wrap || all_sw; if (sw_blending && om_bsel.abe) { GL_INS("!!! SW blending effect used (0x%x from sel %d) !!!", bogus_blend, blend_sel); // select a shader that support blending ps_sel.blend = bogus_blend & 0xFF; dev->PSSetShaderResource(3, rt); // Require the fix alpha vlaue if (ALPHA.C == 2) { ps_cb.AlphaCoeff = GSVector4(afix); } // No need to flush for every primitive require_barrier = !(bogus_blend & NO_BAR); } else { ps_sel.clr1 = om_bsel.IsCLR1(); } // WARNING: setup of the program must be done first. So you can setup // 1/ subroutine uniform // 2/ bindless texture uniform // 3/ others uniform? dev->SetupVS(vs_sel); dev->SetupGS(m_vt.m_primclass == GS_SPRITE_CLASS); dev->SetupPS(ps_sel); // rs GSVector4i scissor = GSVector4i(GSVector4(rtscale).xyxy() * context->scissor.in).rintersect(GSVector4i(rtsize).zwxy()); GL_PUSH("IA"); SetupIA(); GL_POP(); dev->OMSetColorMaskState(om_csel); dev->SetupOM(om_dssel, om_bsel, afix, sw_blending); dev->SetupCB(&vs_cb, &ps_cb); if (DATE_GL42) { GL_PUSH("Date GL42"); ASSERT((bogus_blend & A_MAX) == 0); // 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 dev->OMSetWriteBuffer(GL_NONE); // Compute primitiveID max that pass the date test SendDraw(false); // Ask PS to discard shader above the primitiveID max dev->OMSetWriteBuffer(); ps_sel.date = 3; dev->SetupPS(ps_sel); // Be sure that first pass is finished ! if (!UserHacks_DateGL4) dev->Barrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); GL_POP(); } dev->OMSetRenderTargets(rt, ds, &scissor); if (context->TEST.DoFirstPass()) { SendDraw(require_barrier); if (colclip_wrap) { ASSERT((bogus_blend & A_MAX) == 0); GL_PUSH("COLCLIP"); GSDeviceOGL::OMBlendSelector om_bselneg(om_bsel); GSDeviceOGL::PSSelector ps_selneg(ps_sel); om_bselneg.negative = 1; ps_selneg.colclip = 2; dev->SetupOM(om_dssel, om_bselneg, afix); dev->SetupPS(ps_selneg); SendDraw(false); dev->SetupOM(om_dssel, om_bsel, afix); GL_POP(); } } if (context->TEST.DoSecondPass()) { ASSERT(!env.PABE.PABE); static const uint32 iatst[] = {1, 0, 5, 6, 7, 2, 3, 4}; ps_sel.atst = iatst[atst]; if (spritehack && (ps_sel.atst == 2)) { ps_sel.atst = 1; } dev->SetupPS(ps_sel); bool z = om_dssel.zwe; bool r = om_csel.wr; bool g = om_csel.wg; bool b = om_csel.wb; bool a = om_csel.wa; switch(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 (z || r || g || b || a) { om_dssel.zwe = z; om_csel.wr = r; om_csel.wg = g; om_csel.wb = b; om_csel.wa = a; dev->OMSetColorMaskState(om_csel); dev->SetupOM(om_dssel, om_bsel, afix); SendDraw(require_barrier); if (colclip_wrap) { ASSERT((bogus_blend & A_MAX) == 0); GL_PUSH("COLCLIP"); GSDeviceOGL::OMBlendSelector om_bselneg(om_bsel); GSDeviceOGL::PSSelector ps_selneg(ps_sel); om_bselneg.negative = 1; ps_selneg.colclip = 2; dev->SetupOM(om_dssel, om_bselneg, afix); dev->SetupPS(ps_selneg); SendDraw(false); GL_POP(); } } } if (DATE_GL42) dev->RecycleDateTexture(); dev->EndScene(); GL_POP(); }