mirror of https://github.com/PCSX2/pcsx2.git
643 lines
18 KiB
C++
643 lines
18 KiB
C++
/*
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* Copyright (C) 2011-2011 Gregory hainaut
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* Copyright (C) 2007-2009 Gabest
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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 "GSRendererOGL.h"
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#include "GSRenderer.h"
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GSRendererOGL::GSRendererOGL()
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: GSRendererHW(new GSTextureCacheOGL(this))
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{
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m_fba = !!theApp.GetConfig("fba", 1);
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UserHacks_AlphaHack = !!theApp.GetConfig("UserHacks_AlphaHack", 0) && !!theApp.GetConfig("UserHacks", 0);
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UserHacks_AlphaStencil = !!theApp.GetConfig("UserHacks_AlphaStencil", 0) && !!theApp.GetConfig("UserHacks", 0);
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UserHacks_DateGL4 = !!theApp.GetConfig("UserHacks_DateGL4", 0);
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m_pixelcenter = GSVector2(-0.5f, -0.5f);
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UserHacks_Unscale_sprite = !!theApp.GetConfig("UserHacks", 0) ? theApp.GetConfig("UserHacks_UnscaleSprite", 0) : 0;
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UserHacks_TCOffset = !!theApp.GetConfig("UserHacks", 0) ? theApp.GetConfig("UserHacks_TCOffset", 0) : 0;
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UserHacks_TCO_x = (UserHacks_TCOffset & 0xFFFF) / -1000.0f;
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UserHacks_TCO_y = ((UserHacks_TCOffset >> 16) & 0xFFFF) / -1000.0f;
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}
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bool GSRendererOGL::CreateDevice(GSDevice* dev)
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{
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if(!GSRenderer::CreateDevice(dev))
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return false;
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return true;
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}
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void GSRendererOGL::EmulateGS()
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{
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if (m_vt.m_primclass != GS_SPRITE_CLASS) return;
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// each sprite converted to quad needs twice the space
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while(m_vertex.tail * 2 > m_vertex.maxcount)
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{
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GrowVertexBuffer();
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}
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// assume vertices are tightly packed and sequentially indexed (it should be the case)
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if(m_vertex.next >= 2)
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{
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size_t count = m_vertex.next;
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int i = (int)count * 2 - 4;
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GSVertex* s = &m_vertex.buff[count - 2];
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GSVertex* q = &m_vertex.buff[count * 2 - 4];
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uint32* RESTRICT index = &m_index.buff[count * 3 - 6];
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for(; i >= 0; i -= 4, s -= 2, q -= 4, index -= 6)
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{
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GSVertex v0 = s[0];
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GSVertex v1 = s[1];
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v0.RGBAQ = v1.RGBAQ;
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v0.XYZ.Z = v1.XYZ.Z;
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v0.FOG = v1.FOG;
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q[0] = v0;
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q[3] = v1;
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// swap x, s, u
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uint16 x = v0.XYZ.X;
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v0.XYZ.X = v1.XYZ.X;
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v1.XYZ.X = x;
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float s = v0.ST.S;
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v0.ST.S = v1.ST.S;
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v1.ST.S = s;
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uint16 u = v0.U;
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v0.U = v1.U;
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v1.U = u;
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q[1] = v0;
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q[2] = v1;
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index[0] = i + 0;
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index[1] = i + 1;
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index[2] = i + 2;
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index[3] = i + 1;
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index[4] = i + 2;
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index[5] = i + 3;
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}
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m_vertex.head = m_vertex.tail = m_vertex.next = count * 2;
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m_index.tail = count * 3;
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}
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}
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void GSRendererOGL::SetupIA()
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{
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GSDeviceOGL* dev = (GSDeviceOGL*)m_dev;
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if (!GLLoader::found_geometry_shader)
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EmulateGS();
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dev->IASetVertexBuffer(m_vertex.buff, m_vertex.next);
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dev->IASetIndexBuffer(m_index.buff, m_index.tail);
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GLenum t = 0;
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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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t = GL_POINTS;
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break;
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case GS_LINE_CLASS:
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t = GL_LINES;
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break;
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case GS_SPRITE_CLASS:
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if (GLLoader::found_geometry_shader)
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t = GL_LINES;
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else
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t = GL_TRIANGLES;
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break;
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case GS_TRIANGLE_CLASS:
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t = GL_TRIANGLES;
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break;
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default:
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__assume(0);
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}
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dev->IASetPrimitiveTopology(t);
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}
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bool GSRendererOGL::PrimitiveOverlap()
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{
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if (m_vertex.next < 4)
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return false;
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if (m_vt.m_primclass != GS_SPRITE_CLASS)
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return true;
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// Check intersection of sprite primitive only
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size_t count = m_vertex.next;
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GSVertex* v = &m_vertex.buff[0];
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for(size_t i = 0; i < count; i += 2) {
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// Very bad code
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GSVector4i vi(v[i].XYZ.X, v[i].XYZ.Y, v[i+1].XYZ.X, v[i+1].XYZ.Y);
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for (size_t j = i+2; j < count; j += 2) {
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GSVector4i vj(v[j].XYZ.X, v[j].XYZ.Y, v[j+1].XYZ.X, v[j+1].XYZ.Y);
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GSVector4i inter = vi.rintersect(vj);
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if (!inter.rempty()) {
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//fprintf(stderr, "Overlap found between %d and %d (draw of %d vertices)\n", i, j, count);
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return true;
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}
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}
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}
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//fprintf(stderr, "Yes, code can be optimized (draw of %d vertices)\n", count);
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return false;
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}
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void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex)
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{
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GSDrawingEnvironment& env = m_env;
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GSDrawingContext* context = m_context;
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const GSVector2i& rtsize = rt->GetSize();
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const GSVector2& rtscale = rt->GetScale();
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bool DATE = m_context->TEST.DATE && context->FRAME.PSM != PSM_PSMCT24;
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bool DATE_GL42 = false;
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bool DATE_GL45 = false;
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ASSERT(m_dev != NULL);
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GSDeviceOGL* dev = (GSDeviceOGL*)m_dev;
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GSDeviceOGL::VSSelector vs_sel;
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GSDeviceOGL::VSConstantBuffer vs_cb;
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GSDeviceOGL::GSConstantBuffer gs_cb;
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GSDeviceOGL::PSSelector ps_sel;
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GSDeviceOGL::PSConstantBuffer ps_cb;
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GSDeviceOGL::PSSamplerSelector ps_ssel;
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GSDeviceOGL::OMBlendSelector om_bsel;
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GSDeviceOGL::OMColorMaskSelector om_csel;
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GSDeviceOGL::OMDepthStencilSelector om_dssel;
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// Blend
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if(!IsOpaque())
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{
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om_bsel.abe = PRIM->ABE || PRIM->AA1 && m_vt.m_primclass == GS_LINE_CLASS;
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om_bsel.a = context->ALPHA.A;
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om_bsel.b = context->ALPHA.B;
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om_bsel.c = context->ALPHA.C;
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om_bsel.d = context->ALPHA.D;
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if(env.PABE.PABE)
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{
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if(om_bsel.a == 0 && om_bsel.b == 1 && om_bsel.c == 0 && om_bsel.d == 1)
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{
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// this works because with PABE alpha blending is on when alpha >= 0x80, but since the pixel shader
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// cannot output anything over 0x80 (== 1.0) blending with 0x80 or turning it off gives the same result
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om_bsel.abe = 0;
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}
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else
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{
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//Breath of Fire Dragon Quarter triggers this in battles. Graphics are fine though.
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//ASSERT(0);
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}
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}
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}
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om_csel.wrgba = ~GSVector4i::load((int)context->FRAME.FBMSK).eq8(GSVector4i::xffffffff()).mask();
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if (DATE) {
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if (GLLoader::found_GL_ARB_texture_barrier && !PrimitiveOverlap()) {
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DATE_GL45 = true;
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DATE = false;
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} else if (om_csel.wa && (!context->TEST.ATE || context->TEST.ATST == ATST_ALWAYS)) {
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DATE_GL42 = GLLoader::found_GL_ARB_shader_image_load_store && !UserHacks_AlphaStencil;
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}
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}
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// DATE
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if (DATE_GL45) {
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gl_TextureBarrier();
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dev->PSSetShaderResource(3, rt);
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} else if (DATE) {
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// TODO: do I need to clamp the value (if yes how? rintersect with rt?)
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GSVector4 si = GSVector4(rtscale.x, rtscale.y);
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GSVector4 o = GSVector4(-1.0f, 1.0f); // Round value
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GSVector4 b = m_vt.m_min.p.xyxy(m_vt.m_max.p) + o.xxyy();
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GSVector4i ri = GSVector4i(b * si.xyxy());
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// Reduce the quantity of clean function
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glScissor( ri.x, ri.y, ri.width(), ri.height() );
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GLState::scissor = ri;
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// Must be done here to avoid any GL state pertubation (clear function...)
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// Create an r32ui image that will containt primitive ID
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if (DATE_GL42) {
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dev->InitPrimDateTexture(rt);
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dev->PSSetShaderResource(3, rt);
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} else {
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GSVector4 s = GSVector4(rtscale.x / rtsize.x, rtscale.y / rtsize.y);
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GSVector4 src = (b * s.xyxy()).sat(o.zzyy());
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GSVector4 dst = src * 2.0f + o.xxxx();
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GSVertexPT1 vertices[] =
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{
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{GSVector4(dst.x, dst.y, 0.0f, 0.0f), GSVector2(src.x, src.y)},
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{GSVector4(dst.z, dst.y, 0.0f, 0.0f), GSVector2(src.z, src.y)},
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{GSVector4(dst.x, dst.w, 0.0f, 0.0f), GSVector2(src.x, src.w)},
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{GSVector4(dst.z, dst.w, 0.0f, 0.0f), GSVector2(src.z, src.w)},
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};
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dev->SetupDATE(rt, ds, vertices, m_context->TEST.DATM);
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}
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}
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//
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dev->BeginScene();
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// om
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if(context->TEST.ZTE)
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{
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om_dssel.ztst = context->TEST.ZTST;
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om_dssel.zwe = !context->ZBUF.ZMSK;
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}
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else
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{
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om_dssel.ztst = ZTST_ALWAYS;
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}
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if(m_fba)
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{
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om_dssel.fba = context->FBA.FBA;
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}
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bool hack_enabled = (UserHacks_Unscale_sprite > 1) || ((UserHacks_Unscale_sprite == 1) && !m_vt.IsLinear());
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if (hack_enabled && (m_vt.m_primclass == GS_SPRITE_CLASS) && GLLoader::found_geometry_shader) {
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bool blit = tex && (tex->m_texture->GetWidth() == rtsize.x) && (tex->m_texture->GetHeight() == rtsize.y);
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if (!blit) {
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ps_sel.sprite = 1;
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gs_cb.rt_size = GSVector4(rtsize.x / rtscale.x, rtsize.y / rtscale.y) / 2.0f;
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}
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}
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// vs
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vs_sel.tme = PRIM->TME;
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vs_sel.fst = PRIM->FST;
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vs_sel.wildhack = (UserHacks_WildHack && !isPackedUV_HackFlag) ? 1 : 0;
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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(om_dssel.ztst >= ZTST_ALWAYS && om_dssel.zwe)
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{
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if(context->ZBUF.PSM == PSM_PSMZ24)
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{
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if(m_vt.m_max.p.z > 0xffffff)
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{
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ASSERT(m_vt.m_min.p.z > 0xffffff);
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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 > 0xffffff)
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{
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vs_sel.bppz = 1;
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om_dssel.ztst = ZTST_ALWAYS;
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}
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}
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}
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else if(context->ZBUF.PSM == PSM_PSMZ16 || context->ZBUF.PSM == PSM_PSMZ16S)
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{
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if(m_vt.m_max.p.z > 0xffff)
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{
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ASSERT(m_vt.m_min.p.z > 0xffff); // sfex capcom logo
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// Fixme : Same as above, I guess.
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if (m_vt.m_min.p.z > 0xffff)
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{
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vs_sel.bppz = 2;
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om_dssel.ztst = ZTST_ALWAYS;
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}
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}
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}
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}
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// FIXME Opengl support half pixel center (as dx10). Code could be easier!!!
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float sx = 2.0f * rtscale.x / (rtsize.x << 4);
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float sy = 2.0f * rtscale.y / (rtsize.y << 4);
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float ox = (float)(int)context->XYOFFSET.OFX;
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float oy = (float)(int)context->XYOFFSET.OFY;
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float ox2 = -1.0f / rtsize.x;
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float oy2 = -1.0f / rtsize.y;
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//This hack subtracts around half a pixel from OFX and OFY. (Cannot do this directly,
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//because DX10 and DX9 have a different pixel center.)
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//
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//The resulting shifted output aligns better with common blending / corona / blurring effects,
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//but introduces a few bad pixels on the edges.
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if(rt->LikelyOffset)
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{
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ox2 *= rt->OffsetHack_modx;
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oy2 *= rt->OffsetHack_mody;
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}
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// Note: DX does y *= -1.0
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vs_cb.Vertex_Scale_Offset = GSVector4(sx, sy, ox * sx + ox2 + 1, oy * sy + oy2 + 1);
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// END of FIXME
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// GS_SPRITE_CLASS are already flat (either by CPU or the GS)
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ps_sel.iip = (m_vt.m_primclass == GS_SPRITE_CLASS) ? 1 : PRIM->IIP;
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if (DATE_GL45) {
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ps_sel.date = 5 + context->TEST.DATM;
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} else if(DATE) {
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if (DATE_GL42)
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ps_sel.date = 1 + context->TEST.DATM;
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else
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om_dssel.date = 1;
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}
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if(env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
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{
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ps_sel.colclip = 1;
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}
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ps_sel.clr1 = om_bsel.IsCLR1();
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ps_sel.fba = context->FBA.FBA;
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ps_sel.aout = context->FRAME.PSM == PSM_PSMCT16 || context->FRAME.PSM == PSM_PSMCT16S || (context->FRAME.FBMSK & 0xff000000) == 0x7f000000 ? 1 : 0;
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if(UserHacks_AlphaHack) ps_sel.aout = 1;
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if(PRIM->FGE)
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{
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ps_sel.fog = 1;
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ps_cb.FogColor_AREF = GSVector4::rgba32(env.FOGCOL.u32[0]) / 255;
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}
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if(context->TEST.ATE)
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ps_sel.atst = context->TEST.ATST;
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else
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ps_sel.atst = ATST_ALWAYS;
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if (context->TEST.ATE && context->TEST.ATST > 1)
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ps_cb.FogColor_AREF.a = (float)context->TEST.AREF;
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// Destination alpha pseudo stencil hack: use a stencil operation combined with an alpha test
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// to only draw pixels which would cause the destination alpha test to fail in the future once.
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// Unfortunately this also means only drawing those pixels at all, which is why this is a hack.
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// The interaction with FBA in D3D9 is probably less than ideal.
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if (UserHacks_AlphaStencil && DATE && dev->HasStencil() && om_csel.wa && (!context->TEST.ATE || context->TEST.ATST == ATST_ALWAYS))
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{
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if (!context->FBA.FBA)
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{
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if (context->TEST.DATM == 0)
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ps_sel.atst = ATST_GEQUAL; // >=
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else
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ps_sel.atst = ATST_LESS; // <
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ps_cb.FogColor_AREF.a = (float)0x80;
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}
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if (!(context->FBA.FBA && context->TEST.DATM == 1))
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om_dssel.alpha_stencil = 1;
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}
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// By default don't use texture
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ps_sel.tfx = 4;
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if(tex)
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{
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const GSLocalMemory::psm_t &psm = GSLocalMemory::m_psm[context->TEX0.PSM];
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const GSLocalMemory::psm_t &cpsm = psm.pal > 0 ? GSLocalMemory::m_psm[context->TEX0.CPSM] : psm;
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bool bilinear = m_filter == 2 ? m_vt.IsLinear() : m_filter != 0;
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bool simple_sample = !tex->m_palette && cpsm.fmt == 0 && context->CLAMP.WMS < 3 && context->CLAMP.WMT < 3;
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// Don't force extra filtering on sprite (it creates various upscaling issue)
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bilinear &= !((m_vt.m_primclass == GS_SPRITE_CLASS) && m_userhacks_round_sprite_offset && !m_vt.IsLinear());
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ps_sel.wms = context->CLAMP.WMS;
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ps_sel.wmt = context->CLAMP.WMT;
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ps_sel.fmt = tex->m_palette ? cpsm.fmt | 4 : cpsm.fmt;
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ps_sel.aem = env.TEXA.AEM;
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ps_sel.tfx = context->TEX0.TFX;
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|
ps_sel.tcc = context->TEX0.TCC;
|
|
ps_sel.ltf = bilinear && !simple_sample;
|
|
ps_sel.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<GSTextureOGL*>(tex->m_texture)->GetHandle(dev->GetSamplerID(ps_ssel)): 0;
|
|
handle[1] = tex->m_palette ? static_cast<GSTextureOGL*>(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);
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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());
|
|
|
|
uint8 afix = context->ALPHA.FIX;
|
|
|
|
SetupIA();
|
|
|
|
dev->OMSetColorMaskState(om_csel);
|
|
dev->SetupOM(om_dssel, om_bsel, afix);
|
|
dev->SetupCB(&vs_cb, &ps_cb, ps_sel.sprite ? &gs_cb : NULL);
|
|
|
|
if (DATE_GL42) {
|
|
// 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
|
|
dev->DrawIndexedPrimitive();
|
|
|
|
// 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);
|
|
}
|
|
|
|
dev->OMSetRenderTargets(rt, ds, &scissor);
|
|
|
|
if(context->TEST.DoFirstPass())
|
|
{
|
|
dev->DrawIndexedPrimitive();
|
|
|
|
if (env.COLCLAMP.CLAMP == 0 && !tex && PRIM->PRIM != GS_POINTLIST)
|
|
{
|
|
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);
|
|
|
|
dev->DrawIndexedPrimitive();
|
|
dev->SetupOM(om_dssel, om_bsel, afix);
|
|
}
|
|
}
|
|
|
|
if(context->TEST.DoSecondPass())
|
|
{
|
|
ASSERT(!env.PABE.PABE);
|
|
|
|
static const uint32 iatst[] = {1, 0, 5, 6, 7, 2, 3, 4};
|
|
|
|
ps_sel.atst = iatst[ps_sel.atst];
|
|
|
|
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);
|
|
|
|
dev->DrawIndexedPrimitive();
|
|
|
|
if (env.COLCLAMP.CLAMP == 0 && !tex && PRIM->PRIM != GS_POINTLIST)
|
|
{
|
|
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);
|
|
|
|
dev->DrawIndexedPrimitive();
|
|
}
|
|
}
|
|
}
|
|
if (DATE_GL42)
|
|
dev->RecycleDateTexture();
|
|
|
|
dev->EndScene();
|
|
|
|
if(om_dssel.fba) UpdateFBA(rt);
|
|
}
|
|
|
|
void GSRendererOGL::UpdateFBA(GSTexture* rt)
|
|
{
|
|
}
|