mirror of https://github.com/PCSX2/pcsx2.git
1210 lines
35 KiB
C++
1210 lines
35 KiB
C++
/*
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* Copyright (C) 2007-2009 Gabest
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* http://www.gabest.org
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#include "stdafx.h"
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#include "GSRendererDX11.h"
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GSRendererDX11::GSRendererDX11()
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: GSRendererHW(new GSTextureCache11(this))
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{
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m_sw_blending = theApp.GetConfigI("accurate_blending_unit_d3d11");
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if (theApp.GetConfigB("UserHacks"))
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UserHacks_AlphaStencil = theApp.GetConfigB("UserHacks_AlphaStencil");
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else
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UserHacks_AlphaStencil = false;
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ResetStates();
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}
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bool GSRendererDX11::CreateDevice(GSDevice* dev)
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{
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return GSRenderer::CreateDevice(dev);
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}
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void GSRendererDX11::SetupIA(const float& sx, const float& sy)
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{
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GSDevice11* dev = (GSDevice11*)m_dev;
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D3D11_PRIMITIVE_TOPOLOGY t;
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bool unscale_pt_ln = m_userHacks_enabled_unscale_ptln && (GetUpscaleMultiplier() != 1);
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switch (m_vt.m_primclass)
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{
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case GS_POINT_CLASS:
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if (unscale_pt_ln)
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{
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m_gs_sel.point = 1;
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gs_cb.PointSize = GSVector2(16.0f * sx, 16.0f * sy);
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}
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t = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
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break;
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case GS_LINE_CLASS:
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if (unscale_pt_ln)
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{
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m_gs_sel.line = 1;
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gs_cb.PointSize = GSVector2(16.0f * sx, 16.0f * sy);
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}
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t = D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
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break;
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case GS_SPRITE_CLASS:
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t = D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
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break;
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case GS_TRIANGLE_CLASS:
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t = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
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break;
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default:
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__assume(0);
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}
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void* ptr = NULL;
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if (dev->IAMapVertexBuffer(&ptr, sizeof(GSVertex), m_vertex.next))
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{
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GSVector4i::storent(ptr, m_vertex.buff, sizeof(GSVertex) * m_vertex.next);
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if (m_userhacks_wildhack && !m_isPackedUV_HackFlag)
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{
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GSVertex* RESTRICT d = (GSVertex*)ptr;
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for (unsigned int i = 0; i < m_vertex.next; i++)
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{
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if (PRIM->TME && PRIM->FST) d[i].UV &= 0x3FEF3FEF;
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}
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}
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dev->IAUnmapVertexBuffer();
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}
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dev->IASetIndexBuffer(m_index.buff, m_index.tail);
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dev->IASetPrimitiveTopology(t);
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}
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void GSRendererDX11::EmulateAtst(const int pass, const GSTextureCache::Source* tex)
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{
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static const uint32 inverted_atst[] = {ATST_ALWAYS, ATST_NEVER, ATST_GEQUAL, ATST_GREATER, ATST_NOTEQUAL, ATST_LESS, ATST_LEQUAL, ATST_EQUAL};
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int atst = (pass == 2) ? inverted_atst[m_context->TEST.ATST] : m_context->TEST.ATST;
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if (!m_context->TEST.ATE) return;
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switch (atst)
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{
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case ATST_LESS:
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ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f;
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m_ps_sel.atst = 1;
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break;
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case ATST_LEQUAL:
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ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f + 1.0f;
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m_ps_sel.atst = 1;
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break;
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case ATST_GEQUAL:
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// Maybe a -1 trick multiplication factor could be used to merge with ATST_LEQUAL case
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ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f;
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m_ps_sel.atst = 2;
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break;
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case ATST_GREATER:
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// Maybe a -1 trick multiplication factor could be used to merge with ATST_LESS case
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ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f + 1.0f;
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m_ps_sel.atst = 2;
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break;
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case ATST_EQUAL:
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ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF;
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m_ps_sel.atst = 3;
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break;
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case ATST_NOTEQUAL:
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ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF;
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m_ps_sel.atst = 4;
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break;
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case ATST_NEVER: // Draw won't be done so no need to implement it in shader
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case ATST_ALWAYS:
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default:
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m_ps_sel.atst = 0;
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break;
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}
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}
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void GSRendererDX11::EmulateZbuffer()
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{
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if (m_context->TEST.ZTE)
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{
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m_om_dssel.ztst = m_context->TEST.ZTST;
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m_om_dssel.zwe = !m_context->ZBUF.ZMSK;
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}
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else
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{
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m_om_dssel.ztst = ZTST_ALWAYS;
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}
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uint32 max_z;
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if (m_context->ZBUF.PSM == PSM_PSMZ32)
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{
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max_z = 0xFFFFFFFF;
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}
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else if (m_context->ZBUF.PSM == PSM_PSMZ24)
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{
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max_z = 0xFFFFFF;
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}
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else
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{
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max_z = 0xFFFF;
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}
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// The real GS appears to do no masking based on the Z buffer format and writing larger Z values
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// than the buffer supports seems to be an error condition on the real GS, causing it to crash.
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// We are probably receiving bad coordinates from VU1 in these cases.
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if (m_om_dssel.ztst >= ZTST_ALWAYS && m_om_dssel.zwe && (m_context->ZBUF.PSM != PSM_PSMZ32))
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{
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if (m_vt.m_max.p.z > max_z)
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{
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ASSERT(m_vt.m_min.p.z > max_z); // sfex capcom logo
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// Fixme :Following conditional fixes some dialog frame in Wild Arms 3, but may not be what was intended.
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if (m_vt.m_min.p.z > max_z)
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{
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#ifdef _DEBUG
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fprintf(stdout, "%d: Bad Z size on %s buffers\n", s_n, psm_str(m_context->ZBUF.PSM));
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#endif
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m_om_dssel.ztst = ZTST_ALWAYS;
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}
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}
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}
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GSVertex* v = &m_vertex.buff[0];
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// Minor optimization of a corner case (it allow to better emulate some alpha test effects)
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if (m_om_dssel.ztst == ZTST_GEQUAL && m_vt.m_eq.z && v[0].XYZ.Z == max_z)
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{
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#ifdef _DEBUG
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fprintf(stdout, "%d: Optimize Z test GEQUAL to ALWAYS (%s)\n", s_n, psm_str(m_context->ZBUF.PSM));
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#endif
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m_om_dssel.ztst = ZTST_ALWAYS;
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}
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}
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void GSRendererDX11::EmulateTextureShuffleAndFbmask()
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{
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// FBmask blend level selection.
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// We do this becaue:
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// 1. D3D sucks.
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// 2. FB copy is slow, especially on triangle primitives which is unplayable with some games.
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// 3. SW blending isn't implemented yet.
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bool enable_fbmask_emulation = false;
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switch (m_sw_blending)
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{
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case ACC_BLEND_HIGH_D3D11:
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// Fully enable Fbmask emulation like on opengl, note misses sw blending to work as opengl on some games (Genji).
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// Debug
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enable_fbmask_emulation = true;
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break;
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case ACC_BLEND_MEDIUM_D3D11:
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// Enable Fbmask emulation excluding triangle class because it is quite slow.
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// Exclude 0x80000000 because Genji needs sw blending, otherwise it breaks some effects.
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enable_fbmask_emulation = ((m_vt.m_primclass != GS_TRIANGLE_CLASS) && (m_context->FRAME.FBMSK != 0x80000000));
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break;
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case ACC_BLEND_BASIC_D3D11:
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// Enable Fbmask emulation excluding triangle class because it is quite slow.
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// Exclude 0x80000000 because Genji needs sw blending, otherwise it breaks some effects.
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// Also exclude fbmask emulation on texture shuffle just in case, it is probably safe tho.
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enable_fbmask_emulation = (!m_texture_shuffle && (m_vt.m_primclass != GS_TRIANGLE_CLASS) && (m_context->FRAME.FBMSK != 0x80000000));
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break;
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case ACC_BLEND_NONE_D3D11:
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default:
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break;
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}
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// Uncomment to disable texture shuffle emulation.
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// m_texture_shuffle = false;
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if (m_texture_shuffle)
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{
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m_ps_sel.shuffle = 1;
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m_ps_sel.dfmt = 0;
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bool write_ba;
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bool read_ba;
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ConvertSpriteTextureShuffle(write_ba, read_ba);
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m_ps_sel.read_ba = read_ba;
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// Please bang my head against the wall!
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// 1/ Reduce the frame mask to a 16 bit format
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const uint32& m = m_context->FRAME.FBMSK;
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uint32 fbmask = ((m >> 3) & 0x1F) | ((m >> 6) & 0x3E0) | ((m >> 9) & 0x7C00) | ((m >> 16) & 0x8000);
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// FIXME GSVector will be nice here
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uint8 rg_mask = fbmask & 0xFF;
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uint8 ba_mask = (fbmask >> 8) & 0xFF;
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m_om_bsel.wrgba = 0;
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// 2 Select the new mask (Please someone put SSE here)
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if (rg_mask != 0xFF)
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{
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if (write_ba)
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{
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// fprintf(stderr, "%d: Color shuffle %s => B\n", s_n, read_ba ? "B" : "R");
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m_om_bsel.wb = 1;
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}
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else
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{
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// fprintf(stderr, "%d: Color shuffle %s => R\n", s_n, read_ba ? "B" : "R");
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m_om_bsel.wr = 1;
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}
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if (rg_mask)
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m_ps_sel.fbmask = 1;
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}
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if (ba_mask != 0xFF)
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{
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if (write_ba)
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{
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// fprintf(stderr, "%d: Color shuffle %s => A\n", s_n, read_ba ? "A" : "G");
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m_om_bsel.wa = 1;
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}
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else
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{
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// fprintf(stderr, "%d: Color shuffle %s => G\n", s_n, read_ba ? "A" : "G");
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m_om_bsel.wg = 1;
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}
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if (ba_mask)
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m_ps_sel.fbmask = 1;
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}
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if (m_ps_sel.fbmask && enable_fbmask_emulation)
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{
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// fprintf(stderr, "%d: FBMASK Unsafe SW emulated fb_mask:%x on tex shuffle\n", s_n, fbmask);
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ps_cb.FbMask.r = rg_mask;
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ps_cb.FbMask.g = rg_mask;
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ps_cb.FbMask.b = ba_mask;
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ps_cb.FbMask.a = ba_mask;
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m_bind_rtsample = true;
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}
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else
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{
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m_ps_sel.fbmask = 0;
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}
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}
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else
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{
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m_ps_sel.dfmt = GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt;
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GSVector4i fbmask_v = GSVector4i::load((int)m_context->FRAME.FBMSK);
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int ff_fbmask = fbmask_v.eq8(GSVector4i::xffffffff()).mask();
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int zero_fbmask = fbmask_v.eq8(GSVector4i::zero()).mask();
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m_om_bsel.wrgba = ~ff_fbmask; // Enable channel if at least 1 bit is 0
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m_ps_sel.fbmask = enable_fbmask_emulation && (~ff_fbmask & ~zero_fbmask & 0xF);
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if (m_ps_sel.fbmask)
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{
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ps_cb.FbMask = fbmask_v.u8to32();
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// Only alpha is special here, I think we can take a very unsafe shortcut
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// Alpha isn't blended on the GS but directly copyied into the RT.
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//
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// Behavior is clearly undefined however there is a high probability that
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// it will work. Masked bit will be constant and normally the same everywhere
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// RT/FS output/Cached value.
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/*fprintf(stderr, "%d: FBMASK Unsafe SW emulated fb_mask:%x on %d bits format\n", s_n, m_context->FRAME.FBMSK,
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(GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt == 2) ? 16 : 32);*/
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m_bind_rtsample = true;
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}
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}
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}
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void GSRendererDX11::EmulateChannelShuffle(GSTexture** rt, const GSTextureCache::Source* tex)
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{
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GSDevice11* dev = (GSDevice11*)m_dev;
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// Uncomment to disable HLE emulation (allow to trace the draw call)
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// m_channel_shuffle = false;
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// First let's check we really have a channel shuffle effect
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if (m_channel_shuffle)
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{
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if (m_game.title == CRC::GT4 || m_game.title == CRC::GT3 || m_game.title == CRC::GTConcept || m_game.title == CRC::TouristTrophy)
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{
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// fprintf(stderr, "%d: Gran Turismo RGB Channel\n", s_n);
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m_ps_sel.channel = ChannelFetch_RGB;
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m_context->TEX0.TFX = TFX_DECAL;
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*rt = tex->m_from_target;
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}
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else if (m_game.title == CRC::Tekken5)
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{
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if (m_context->FRAME.FBW == 1)
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{
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// Used in stages: Secret Garden, Acid Rain, Moonlit Wilderness
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// fprintf(stderr, "%d: Tekken5 RGB Channel\n", s_n);
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m_ps_sel.channel = ChannelFetch_RGB;
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m_context->FRAME.FBMSK = 0xFF000000;
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// 12 pages: 2 calls by channel, 3 channels, 1 blit
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// Minus current draw call
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m_skip = 12 * (3 + 3 + 1) - 1;
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*rt = tex->m_from_target;
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}
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else
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{
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// Could skip model drawing if wrongly detected
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m_channel_shuffle = false;
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}
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}
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else if ((tex->m_texture->GetType() == GSTexture::DepthStencil) && !(tex->m_32_bits_fmt))
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{
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// So far 2 games hit this code path. Urban Chaos and Tales of Abyss
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// UC: will copy depth to green channel
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// ToA: will copy depth to alpha channel
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if ((m_context->FRAME.FBMSK & 0xFF0000) == 0xFF0000)
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{
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// Green channel is masked
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// fprintf(stderr, "%d: Tales Of Abyss Crazyness (MSB 16b depth to Alpha)\n", s_n);
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m_ps_sel.tales_of_abyss_hle = 1;
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}
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else
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{
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// fprintf(stderr, "%d: Urban Chaos Crazyness (Green extraction)\n", s_n);
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m_ps_sel.urban_chaos_hle = 1;
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}
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}
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else if (m_index.tail <= 64 && m_context->CLAMP.WMT == 3)
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{
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// Blood will tell. I think it is channel effect too but again
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// implemented in a different way. I don't want to add more CRC stuff. So
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// let's disable channel when the signature is different.
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//
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// Note: Tales Of Abyss and Tekken5 could hit this path too. Those games are
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// handled above.
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// fprintf(stderr, "%d: Maybe not a channel!\n", s_n);
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m_channel_shuffle = false;
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}
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else if (m_context->CLAMP.WMS == 3 && ((m_context->CLAMP.MAXU & 0x8) == 8))
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{
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// Read either blue or Alpha. Let's go for Blue ;)
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// MGS3/Kill Zone
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// fprintf(stderr, "%d: Blue channel\n", s_n);
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m_ps_sel.channel = ChannelFetch_BLUE;
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}
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else if (m_context->CLAMP.WMS == 3 && ((m_context->CLAMP.MINU & 0x8) == 0))
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{
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// Read either Red or Green. Let's check the V coordinate. 0-1 is likely top so
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// red. 2-3 is likely bottom so green (actually depends on texture base pointer offset)
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bool green = PRIM->FST && (m_vertex.buff[0].V & 32);
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if (green && (m_context->FRAME.FBMSK & 0x00FFFFFF) == 0x00FFFFFF)
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{
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// Typically used in Terminator 3
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int blue_mask = m_context->FRAME.FBMSK >> 24;
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int green_mask = ~blue_mask & 0xFF;
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int blue_shift = -1;
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// Note: potentially we could also check the value of the clut
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switch (m_context->FRAME.FBMSK >> 24)
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{
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case 0xFF: ASSERT(0); break;
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case 0xFE: blue_shift = 1; break;
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case 0xFC: blue_shift = 2; break;
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case 0xF8: blue_shift = 3; break;
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case 0xF0: blue_shift = 4; break;
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case 0xE0: blue_shift = 5; break;
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case 0xC0: blue_shift = 6; break;
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case 0x80: blue_shift = 7; break;
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default: ASSERT(0); break;
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}
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int green_shift = 8 - blue_shift;
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ps_cb.ChannelShuffle = GSVector4i(blue_mask, blue_shift, green_mask, green_shift);
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if (blue_shift >= 0)
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{
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// fprintf(stderr, "%d: Green/Blue channel (%d, %d)\n", s_n, blue_shift, green_shift);
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m_ps_sel.channel = ChannelFetch_GXBY;
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m_context->FRAME.FBMSK = 0x00FFFFFF;
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}
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else
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{
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// fprintf(stderr, "%d: Green channel (wrong mask) (fbmask %x)\n", s_n, m_context->FRAME.FBMSK >> 24);
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m_ps_sel.channel = ChannelFetch_GREEN;
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}
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}
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else if (green)
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{
|
|
// fprintf(stderr, "%d: Green channel\n", s_n);
|
|
m_ps_sel.channel = ChannelFetch_GREEN;
|
|
}
|
|
else
|
|
{
|
|
// Pop
|
|
// fprintf(stderr, "%d: Red channel\n", s_n);
|
|
m_ps_sel.channel = ChannelFetch_RED;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// fprintf(stderr, "%d: Channel not supported\n", s_n);
|
|
m_channel_shuffle = false;
|
|
}
|
|
}
|
|
|
|
// Effect is really a channel shuffle effect so let's cheat a little
|
|
if (m_channel_shuffle)
|
|
{
|
|
dev->PSSetShaderResource(4, tex->m_from_target);
|
|
// 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 _DEBUG
|
|
dev->PSSetShaderResource(4, NULL);
|
|
#endif
|
|
}
|
|
}
|
|
|
|
void GSRendererDX11::EmulateBlending()
|
|
{
|
|
// Partial port of OGL SW blending. Currently only works for accumulation blend.
|
|
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)))
|
|
return;
|
|
|
|
m_om_bsel.abe = 1;
|
|
m_om_bsel.a = ALPHA.A;
|
|
m_om_bsel.b = ALPHA.B;
|
|
m_om_bsel.c = ALPHA.C;
|
|
m_om_bsel.d = ALPHA.D;
|
|
|
|
if (m_env.PABE.PABE)
|
|
{
|
|
if (m_om_bsel.a == 0 && m_om_bsel.b == 1 && m_om_bsel.c == 0 && m_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
|
|
|
|
m_om_bsel.abe = 0;
|
|
}
|
|
else
|
|
{
|
|
//Breath of Fire Dragon Quarter triggers this in battles. Graphics are fine though.
|
|
//ASSERT(0);
|
|
}
|
|
}
|
|
|
|
uint8 blend_index = uint8(((ALPHA.A * 3 + ALPHA.B) * 3 + ALPHA.C) * 3 + ALPHA.D);
|
|
int blend_flag = m_dev->GetBlendFlags(blend_index);
|
|
|
|
// SW free blend.
|
|
bool free_blend = !!(blend_flag & (BLEND_NO_BAR|BLEND_ACCU));
|
|
|
|
// Do the multiplication in shader for blending accumulation: Cs*As + Cd or Cs*Af + Cd
|
|
bool accumulation_blend = !!(blend_flag & BLEND_ACCU);
|
|
|
|
switch (m_sw_blending)
|
|
{
|
|
case ACC_BLEND_HIGH_D3D11:
|
|
case ACC_BLEND_MEDIUM_D3D11:
|
|
case ACC_BLEND_BASIC_D3D11:
|
|
sw_blending |= free_blend;
|
|
// fall through
|
|
default: break;
|
|
}
|
|
|
|
if (m_env.COLCLAMP.CLAMP == 0)
|
|
{
|
|
if (accumulation_blend)
|
|
{
|
|
// fprintf(stderr, "%d: COLCLIP HDR mode with accumulation blend\n", s_n);
|
|
sw_blending = true;
|
|
m_ps_sel.hdr = 1;
|
|
}
|
|
else if (sw_blending)
|
|
{
|
|
// So far only BLEND_NO_BAR should hit this path, it's faster than standard HDR algo.
|
|
// Note: Isolate the code to BLEND_NO_BAR if other blending conditions are added.
|
|
// fprintf(stderr, "%d: COLCLIP SW ENABLED (blending is %d/%d/%d/%d)\n", s_n, ALPHA.A, ALPHA.B, ALPHA.C, ALPHA.D);
|
|
m_ps_sel.colclip = 1;
|
|
}
|
|
else
|
|
{
|
|
// fprintf(stderr, "%d: COLCLIP HDR mode\n", s_n);
|
|
m_ps_sel.hdr = 1;
|
|
}
|
|
}
|
|
|
|
/*fprintf(stderr, "%d: BLEND_INFO: %d/%d/%d/%d. Clamp:%d. Prim:%d number %d (sw %d)\n",
|
|
s_n, ALPHA.A, ALPHA.B, ALPHA.C, ALPHA.D, m_env.COLCLAMP.CLAMP, m_vt.m_primclass, m_vertex.next, sw_blending);*/
|
|
|
|
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)
|
|
{
|
|
m_om_bsel.accu_blend = 1;
|
|
|
|
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;
|
|
}
|
|
else
|
|
{
|
|
// Disable HW blending
|
|
// Only BLEND_NO_BAR should hit this code path for now.
|
|
m_om_bsel.abe = 0;
|
|
}
|
|
|
|
// Require the fix alpha vlaue
|
|
if (ALPHA.C == 2)
|
|
ps_cb.Af.x = (float)ALPHA.FIX / 128.0f;
|
|
}
|
|
else
|
|
{
|
|
m_ps_sel.clr1 = !!(blend_flag & BLEND_C_CLR);
|
|
// FIXME: When doing HW blending with a 24 bit frambuffer and ALPHA.C == 1 (Ad) it should be handled
|
|
// as if Ad = 1.0f. As with OGL side it is probably best to set m_om_bsel.c = 1 (Af) and use
|
|
// AFIX = 0x80 (Af = 1.0f).
|
|
}
|
|
}
|
|
|
|
void GSRendererDX11::EmulateTextureSampler(const GSTextureCache::Source* tex)
|
|
{
|
|
// 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 bilinear = m_vt.IsLinear();
|
|
bool shader_emulated_sampler = tex->m_palette || cpsm.fmt != 0 || complex_wms_wmt || psm.depth;
|
|
|
|
// 1 and 0 are equivalent
|
|
m_ps_sel.wms = (wms & 2) ? wms : 0;
|
|
m_ps_sel.wmt = (wmt & 2) ? wmt : 0;
|
|
|
|
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);
|
|
|
|
// 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
|
|
ASSERT(!(psm.depth && m_vt.IsLinear()));
|
|
|
|
// 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.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());
|
|
ps_cb.MinF_TA = (GSVector4(ps_cb.MskFix) + 0.5f).xyxy(ta) / WH.xyxy(GSVector4(255, 255));
|
|
|
|
bilinear &= m_vt.IsLinear();
|
|
|
|
GSVector4 half_offset = RealignTargetTextureCoordinate(tex);
|
|
vs_cb.Texture_Scale_Offset.z = half_offset.x;
|
|
vs_cb.Texture_Scale_Offset.w = half_offset.y;
|
|
|
|
}
|
|
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.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());
|
|
ps_cb.MinF_TA = (GSVector4(ps_cb.MskFix) + 0.5f).xyxy(ta) / WH.xyxy(GSVector4(255, 255));
|
|
}
|
|
|
|
// 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.fmt |= 1 << 2;
|
|
else if (m_context->TEX0.PSM == PSM_PSMT4HH)
|
|
m_ps_sel.fmt |= 2 << 2;
|
|
else
|
|
m_ps_sel.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();
|
|
}
|
|
|
|
GSVector4 half_offset = RealignTargetTextureCoordinate(tex);
|
|
vs_cb.Texture_Scale_Offset.z = half_offset.x;
|
|
vs_cb.Texture_Scale_Offset.w = half_offset.y;
|
|
}
|
|
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.fmt = 3 << 2;
|
|
|
|
}
|
|
else
|
|
{
|
|
// Standard texture. Both index and AEM expansion were already done by the CPU.
|
|
// m_ps_sel.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;
|
|
|
|
m_ps_sel.point_sampler = !bilinear || shader_emulated_sampler;
|
|
|
|
GSVector4 TextureScale = GSVector4(0.0625f) / WH.xyxy();
|
|
vs_cb.Texture_Scale_Offset.x = TextureScale.x;
|
|
vs_cb.Texture_Scale_Offset.y = TextureScale.y;
|
|
|
|
if (PRIM->FST)
|
|
{
|
|
//Maybe better?
|
|
//vs_cb.TextureScale = GSVector4(1.0f / 16) * GSVector4(tex->m_texture->GetScale()).xyxy() / WH.zwzw();
|
|
m_ps_sel.fst = 1;
|
|
}
|
|
|
|
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();
|
|
}
|
|
|
|
// TC Offset Hack
|
|
m_ps_sel.tcoffsethack = m_userhacks_tcoffset;
|
|
ps_cb.TC_OffsetHack = GSVector4(m_userhacks_tcoffset_x, m_userhacks_tcoffset_y).xyxy() / WH.xyxy();
|
|
|
|
// Must be done after all coordinates math
|
|
if (m_context->HasFixedTEX0() && !PRIM->FST)
|
|
{
|
|
m_ps_sel.invalid_tex0 = 1;
|
|
// Use invalid size to denormalize ST coordinate
|
|
ps_cb.WH.x = (float)(1 << m_context->stack.TEX0.TW);
|
|
ps_cb.WH.y = (float)(1 << m_context->stack.TEX0.TH);
|
|
|
|
// We can't handle m_target with invalid_tex0 atm due to upscaling
|
|
ASSERT(!tex->m_target);
|
|
}
|
|
|
|
// 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);
|
|
m_ps_ssel.ltf = bilinear && !shader_emulated_sampler;
|
|
}
|
|
|
|
void GSRendererDX11::ResetStates()
|
|
{
|
|
m_bind_rtsample = false;
|
|
|
|
m_vs_sel.key = 0;
|
|
m_gs_sel.key = 0;
|
|
m_ps_sel.key = 0;
|
|
|
|
m_ps_ssel.key = 0;
|
|
m_om_bsel.key = 0;
|
|
m_om_dssel.key = 0;
|
|
}
|
|
|
|
void GSRendererDX11::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex)
|
|
{
|
|
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_one = false;
|
|
|
|
bool ate_first_pass = m_context->TEST.DoFirstPass();
|
|
bool ate_second_pass = m_context->TEST.DoSecondPass();
|
|
|
|
ResetStates();
|
|
vs_cb.Texture_Scale_Offset = GSVector4(0.0f);
|
|
|
|
ASSERT(m_dev != NULL);
|
|
GSDevice11* dev = (GSDevice11*)m_dev;
|
|
|
|
// HLE implementation of the channel selection effect
|
|
//
|
|
// Warning it must be done at the begining because it will change the vertex list
|
|
EmulateChannelShuffle(&rt, tex);
|
|
|
|
// Upscaling hack to avoid various line/grid issues
|
|
MergeSprite(tex);
|
|
|
|
EmulateTextureShuffleAndFbmask();
|
|
|
|
// DATE: selection of the algorithm.
|
|
if (DATE)
|
|
{
|
|
if (m_texture_shuffle)
|
|
{
|
|
// DATE case not supported yet so keep using the old method.
|
|
// Leave the check in to make sure other DATE cases are triggered correctly.
|
|
// fprintf(stderr, "%d: DATE with texture shuffle\n", s_n);
|
|
}
|
|
else if (m_om_bsel.wa && !m_context->TEST.ATE)
|
|
{
|
|
// Performance note: check alpha range with GetAlphaMinMax()
|
|
GetAlphaMinMax();
|
|
if (m_context->TEST.DATM && m_vt.m_alpha.max < 128)
|
|
{
|
|
// Only first pixel (write 0) will pass (alpha is 1)
|
|
// fprintf(stderr, "%d: Fast DATE with alpha %d-%d\n", s_n, 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)
|
|
// fprintf(stderr, "%d: Fast DATE with alpha %d-%d\n", s_n, 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))
|
|
{
|
|
// DATE case not supported yet so keep using the old method.
|
|
// Leave the check in to make sure other DATE cases are triggered correctly.
|
|
// fprintf(stderr, "%d: Slow DATE with alpha %d-%d not supported\n", s_n, m_vt.m_alpha.min, m_vt.m_alpha.max);
|
|
}
|
|
else
|
|
{
|
|
if (m_accurate_date)
|
|
{
|
|
// fprintf(stderr, "%d: Fast Accurate DATE with alpha %d-%d\n", s_n, m_vt.m_alpha.min, m_vt.m_alpha.max);
|
|
DATE_one = true;
|
|
}
|
|
else
|
|
{
|
|
// fprintf(stderr, "%d: Inaccurate DATE with alpha %d-%d\n", s_n, m_vt.m_alpha.min, m_vt.m_alpha.max);
|
|
}
|
|
}
|
|
}
|
|
else if (!m_om_bsel.wa && !m_context->TEST.ATE)
|
|
{
|
|
// TODO: is it legal ? Likely but it need to be tested carefully.
|
|
}
|
|
}
|
|
|
|
// Blend
|
|
if (!IsOpaque() && rt)
|
|
{
|
|
EmulateBlending();
|
|
}
|
|
|
|
if (m_ps_sel.hdr)
|
|
{
|
|
GSVector4 dRect(ComputeBoundingBox(rtscale, rtsize));
|
|
GSVector4 sRect = dRect / GSVector4(rtsize.x, rtsize.y).xyxy();
|
|
hdr_rt = dev->CreateRenderTarget(rtsize.x, rtsize.y, DXGI_FORMAT_R32G32B32A32_FLOAT);
|
|
// Warning: StretchRect must be called before BeginScene otherwise
|
|
// vertices will be overwritten. Trust me you don't want to do that.
|
|
dev->StretchRect(rt, sRect, hdr_rt, dRect, ShaderConvert_COPY, false);
|
|
}
|
|
|
|
if (m_ps_sel.dfmt == 1)
|
|
{
|
|
// Disable writing of the alpha channel
|
|
m_om_bsel.wa = 0;
|
|
}
|
|
|
|
if (DATE)
|
|
{
|
|
GSVector4i dRect = ComputeBoundingBox(rtscale, rtsize);
|
|
|
|
GSVector4 src = GSVector4(dRect) / GSVector4(rtsize.x, rtsize.y).xyxy();
|
|
GSVector4 dst = src * 2.0f - 1.0f;
|
|
|
|
GSVertexPT1 vertices[] =
|
|
{
|
|
{GSVector4(dst.x, -dst.y, 0.5f, 1.0f), GSVector2(src.x, src.y)},
|
|
{GSVector4(dst.z, -dst.y, 0.5f, 1.0f), GSVector2(src.z, src.y)},
|
|
{GSVector4(dst.x, -dst.w, 0.5f, 1.0f), GSVector2(src.x, src.w)},
|
|
{GSVector4(dst.z, -dst.w, 0.5f, 1.0f), GSVector2(src.z, src.w)},
|
|
};
|
|
|
|
dev->SetupDATE(rt, ds, vertices, m_context->TEST.DATM);
|
|
}
|
|
|
|
//
|
|
|
|
dev->BeginScene();
|
|
|
|
// om
|
|
|
|
EmulateZbuffer();
|
|
|
|
// vs
|
|
|
|
m_vs_sel.tme = PRIM->TME;
|
|
m_vs_sel.fst = PRIM->FST;
|
|
|
|
// FIXME D3D11 and GL support half pixel center. 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.
|
|
//
|
|
//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 && m_userHacks_HPO == 1)
|
|
{
|
|
ox2 *= rt->OffsetHack_modx;
|
|
oy2 *= rt->OffsetHack_mody;
|
|
}
|
|
|
|
vs_cb.VertexScale = GSVector4(sx, -sy, ldexpf(1, -32), 0.0f);
|
|
vs_cb.VertexOffset = GSVector4(ox * sx + ox2 + 1, -(oy * sy + oy2 + 1), 0.0f, -1.0f);
|
|
// END of FIXME
|
|
|
|
// gs
|
|
|
|
m_gs_sel.iip = PRIM->IIP;
|
|
m_gs_sel.prim = m_vt.m_primclass;
|
|
|
|
// ps
|
|
|
|
if (DATE)
|
|
{
|
|
m_om_dssel.date = 1;
|
|
if (DATE_one)
|
|
{
|
|
m_om_dssel.date_one = 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)
|
|
{
|
|
// fprintf(stdout, "%d: Complex Alpha Test\n", s_n);
|
|
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)
|
|
{
|
|
// fprintf(stdout, "%d: Alternate ATE handling: ate_RGBA_then_Z\n", s_n);
|
|
// Render all color but don't update depth
|
|
// ATE is disabled here
|
|
m_om_dssel.zwe = false;
|
|
}
|
|
else if (ate_RGB_then_ZA)
|
|
{
|
|
// fprintf(stdout, "%d: Alternate ATE handling: ate_RGB_then_ZA\n", s_n);
|
|
// Render RGB color but don't update depth/alpha
|
|
// ATE is disabled here
|
|
m_om_dssel.zwe = false;
|
|
m_om_bsel.wa = false;
|
|
}
|
|
else
|
|
{
|
|
EmulateAtst(1, tex);
|
|
}
|
|
|
|
// FIXME: Purge it when remaining DATE cases in DATE selection are supported properly.
|
|
// 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.
|
|
// It helps render transparency in Amagami, breaks a lot of other games.
|
|
if (UserHacks_AlphaStencil && DATE && !DATE_one && !m_texture_shuffle && m_om_bsel.wa && !m_context->TEST.ATE)
|
|
{
|
|
// fprintf(stderr, "%d: Alpha Stencil detected\n", s_n);
|
|
if (!m_context->FBA.FBA)
|
|
{
|
|
if (m_context->TEST.DATM == 0)
|
|
m_ps_sel.atst = 2; // >=
|
|
else
|
|
m_ps_sel.atst = 1; // <
|
|
|
|
ps_cb.FogColor_AREF.a = (float)0x80;
|
|
}
|
|
if (!(m_context->FBA.FBA && m_context->TEST.DATM == 1))
|
|
m_om_dssel.date_one = 1;
|
|
}
|
|
// END OF FIXME
|
|
|
|
if (tex)
|
|
{
|
|
EmulateTextureSampler(tex);
|
|
}
|
|
else
|
|
{
|
|
m_ps_sel.tfx = 4;
|
|
}
|
|
|
|
if (m_bind_rtsample)
|
|
{
|
|
// Bind the RT.This way special effect can use it.
|
|
// Do not always bind the rt when it's not needed,
|
|
// only bind it when effects use it such as fbmask emulation currently
|
|
// because we copy the frame buffer and it is quite slow.
|
|
dev->PSSetShaderResource(3, rt);
|
|
}
|
|
|
|
if (m_game.title == CRC::ICO)
|
|
{
|
|
GSVertex* v = &m_vertex.buff[0];
|
|
const GSVideoMode mode = GetVideoMode();
|
|
if (tex && m_vt.m_primclass == GS_SPRITE_CLASS && m_vertex.next == 2 && PRIM->ABE && // Blend texture
|
|
((v[1].U == 8200 && v[1].V == 7176 && mode == GSVideoMode::NTSC) || // at display resolution 512x448
|
|
(v[1].U == 8200 && v[1].V == 8200 && mode == GSVideoMode::PAL)) && // at display resolution 512x512
|
|
tex->m_TEX0.PSM == PSM_PSMT8H) // i.e. read the alpha channel of a 32 bits texture
|
|
{
|
|
// Note potentially we can limit to TBP0:0x2800
|
|
|
|
// Depth buffer was moved so GSdx will invalide it which means a
|
|
// downscale. ICO uses the MSB depth bits as the texture alpha
|
|
// channel. However this depth of field effect requires
|
|
// texel:pixel mapping accuracy.
|
|
//
|
|
// Use an HLE shader to sample depth directly as the alpha channel
|
|
|
|
// OutputDebugString("ICO HLE");
|
|
|
|
m_ps_sel.depth_fmt = 1;
|
|
m_ps_sel.channel = ChannelFetch_BLUE;
|
|
|
|
dev->PSSetShaderResource(4, ds);
|
|
|
|
if (!tex->m_palette)
|
|
{
|
|
uint16 pal = GSLocalMemory::m_psm[tex->m_TEX0.PSM].pal;
|
|
m_tc->AttachPaletteToSource(tex, pal, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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());
|
|
|
|
if (hdr_rt)
|
|
dev->OMSetRenderTargets(hdr_rt, ds, &scissor);
|
|
else
|
|
dev->OMSetRenderTargets(rt, ds, &scissor);
|
|
|
|
dev->PSSetShaderResource(0, tex ? tex->m_texture : NULL);
|
|
dev->PSSetShaderResource(1, tex ? tex->m_palette : NULL);
|
|
|
|
SetupIA(sx, sy);
|
|
|
|
uint8 afix = m_context->ALPHA.FIX;
|
|
dev->SetupOM(m_om_dssel, m_om_bsel, afix);
|
|
dev->SetupVS(m_vs_sel, &vs_cb);
|
|
dev->SetupGS(m_gs_sel, &gs_cb);
|
|
dev->SetupPS(m_ps_sel, &ps_cb, m_ps_ssel);
|
|
|
|
// draw
|
|
|
|
if (ate_first_pass)
|
|
{
|
|
dev->DrawIndexedPrimitive();
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
dev->SetupPS(m_ps_sel, &ps_cb, m_ps_ssel);
|
|
|
|
bool z = m_om_dssel.zwe;
|
|
bool r = m_om_bsel.wr;
|
|
bool g = m_om_bsel.wg;
|
|
bool b = m_om_bsel.wb;
|
|
bool a = m_om_bsel.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);
|
|
}
|
|
|
|
// Depth test should be disabled when depth writes are masked and similarly, Alpha test must be disabled
|
|
// when writes to all of the alpha bits in the Framebuffer are masked.
|
|
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) != 0xFF000000;
|
|
r = g = b = false;
|
|
}
|
|
|
|
if (z || r || g || b || a)
|
|
{
|
|
m_om_dssel.zwe = z;
|
|
m_om_bsel.wr = r;
|
|
m_om_bsel.wg = g;
|
|
m_om_bsel.wb = b;
|
|
m_om_bsel.wa = a;
|
|
|
|
dev->SetupOM(m_om_dssel, m_om_bsel, afix);
|
|
|
|
dev->DrawIndexedPrimitive();
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|