pcsx2/plugins/GSdx/GSRendererDX.cpp

691 lines
20 KiB
C++

/*
* Copyright (C) 2007-2009 Gabest
* http://www.gabest.org
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GSRendererDX.h"
#include "GSDeviceDX.h"
GSRendererDX::GSRendererDX(GSTextureCache* tc, const GSVector2& pixelcenter)
: GSRendererHW(tc)
, m_pixelcenter(pixelcenter)
{
m_logz = theApp.GetConfigB("logz");
m_fba = theApp.GetConfigB("fba");
if (theApp.GetConfigB("UserHacks")) {
UserHacks_AlphaHack = theApp.GetConfigB("UserHacks_AlphaHack");
UserHacks_AlphaStencil = theApp.GetConfigB("UserHacks_AlphaStencil");
UserHacks_TCOffset = theApp.GetConfigI("UserHacks_TCOffset");
UserHacks_HPO = theApp.GetConfigI("UserHacks_HalfPixelOffset");
} else {
UserHacks_AlphaHack = false;
UserHacks_AlphaStencil = false;
UserHacks_TCOffset = 0;
UserHacks_HPO = 0;
}
UserHacks_TCO_x = (UserHacks_TCOffset & 0xFFFF) / -1000.0f;
UserHacks_TCO_y = ((UserHacks_TCOffset >> 16) & 0xFFFF) / -1000.0f;
}
GSRendererDX::~GSRendererDX()
{
}
void GSRendererDX::EmulateAtst(const int pass, const GSTextureCache::Source* tex)
{
static const uint32 inverted_atst[] = {ATST_ALWAYS, ATST_NEVER, ATST_GEQUAL, ATST_GREATER, ATST_NOTEQUAL, ATST_LESS, ATST_LEQUAL, ATST_EQUAL};
int atst = (pass == 2) ? inverted_atst[m_context->TEST.ATST] : m_context->TEST.ATST;
if (!m_context->TEST.ATE) return;
switch (atst) {
case ATST_LESS:
if (tex && tex->m_spritehack_t) {
m_ps_sel.atst = 0;
} else {
ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f;
m_ps_sel.atst = 1;
}
break;
case ATST_LEQUAL:
ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f + 1.0f;
m_ps_sel.atst = 1;
break;
case ATST_GEQUAL:
// Maybe a -1 trick multiplication factor could be used to merge with ATST_LEQUAL case
ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f;
m_ps_sel.atst = 2;
break;
case ATST_GREATER:
// Maybe a -1 trick multiplication factor could be used to merge with ATST_LESS case
ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f + 1.0f;
m_ps_sel.atst = 2;
break;
case ATST_EQUAL:
ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF;
m_ps_sel.atst = 3;
break;
case ATST_NOTEQUAL:
ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF;
m_ps_sel.atst = 4;
break;
case ATST_NEVER: // Draw won't be done so no need to implement it in shader
case ATST_ALWAYS:
default:
m_ps_sel.atst = 0;
break;
}
}
void GSRendererDX::EmulateZbuffer()
{
if (m_context->TEST.ZTE)
{
om_dssel.ztst = m_context->TEST.ZTST;
om_dssel.zwe = !m_context->ZBUF.ZMSK;
}
else
{
om_dssel.ztst = ZTST_ALWAYS;
}
uint32 max_z;
if (m_context->ZBUF.PSM == PSM_PSMZ32) {
max_z = 0xFFFFFFFF;
}
else if (m_context->ZBUF.PSM == PSM_PSMZ24) {
max_z = 0xFFFFFF;
}
else {
max_z = 0xFFFF;
}
// The real GS appears to do no masking based on the Z buffer format and writing larger Z values
// than the buffer supports seems to be an error condition on the real GS, causing it to crash.
// We are probably receiving bad coordinates from VU1 in these cases.
if (om_dssel.ztst >= ZTST_ALWAYS && om_dssel.zwe && (m_context->ZBUF.PSM != PSM_PSMZ32)) {
if (m_vt.m_max.p.z > max_z) {
ASSERT(m_vt.m_min.p.z > max_z); // sfex capcom logo
// Fixme :Following conditional fixes some dialog frame in Wild Arms 3, but may not be what was intended.
if (m_vt.m_min.p.z > max_z) {
#ifdef _DEBUG
fprintf(stdout, "Bad Z size on %s buffers\n", psm_str(m_context->ZBUF.PSM));
#endif
om_dssel.ztst = ZTST_ALWAYS;
}
}
}
GSVertex* v = &m_vertex.buff[0];
// Minor optimization of a corner case (it allow to better emulate some alpha test effects)
if (om_dssel.ztst == ZTST_GEQUAL && m_vt.m_eq.z && v[0].XYZ.Z == max_z) {
#ifdef _DEBUG
fprintf(stdout, "Optimize Z test GEQUAL to ALWAYS (%s)\n", psm_str(m_context->ZBUF.PSM));
#endif
om_dssel.ztst = ZTST_ALWAYS;
}
}
void GSRendererDX::EmulateChannelShuffle(GSTexture** rt, const GSTextureCache::Source* tex)
{
// Channel shuffle effect not supported on DX. Let's keep the logic because it help to
// reduce memory requirement (and why not a partial port)
// Uncomment to disable (allow to trace the draw call)
// m_channel_shuffle = false;
// First let's check we really have a channel shuffle effect
if (m_channel_shuffle) {
if (m_game.title == CRC::Tekken5) {
if (m_context->FRAME.FBW == 1) {
// Used in stages: Secret Garden, Acid Rain, Moonlit Wilderness
// Skip channel effect, it misses a shader for proper screen effect but at least the top left screen issue isn't appearing anymore
// 12 pages: 2 calls by channel, 3 channels, 1 blit
// Minus current draw call
m_skip = 12 * (3 + 3 + 1) - 1;
} else {
// Could skip model drawing if wrongly detected
m_channel_shuffle = false;
}
} else if ((tex->m_texture->GetType() == GSTexture::DepthStencil) && !(tex->m_32_bits_fmt)) {
// So far 2 games hit this code path. Urban Chaos and Tales of Abyss.
// Lacks shader like usual but maybe we can still use it to skip some bad draw calls.
throw GSDXRecoverableError();
} else if (m_index.tail <= 64 && m_context->CLAMP.WMT == 3) {
// Blood will tell. I think it is channel effect too but again
// implemented in a different way. I don't want to add more CRC stuff. So
// let's disable channel when the signature is different.
//
// Note: Tales Of Abyss and Tekken5 could hit this path too. Those games are
// handled above.
m_channel_shuffle = false;
} else if (m_context->CLAMP.WMS == 3 && ((m_context->CLAMP.MAXU & 0x8) == 8)) {
// Read either blue or Alpha. Let's go for Blue ;)
// MGS3/Kill Zone
throw GSDXRecoverableError();
} else if (m_context->CLAMP.WMS == 3 && ((m_context->CLAMP.MINU & 0x8) == 0)) {
// Read either Red or Green. Let's check the V coordinate. 0-1 is likely top so
// red. 2-3 is likely bottom so green (actually depends on texture base pointer offset)
throw GSDXRecoverableError();
} else {
m_channel_shuffle = false;
}
}
}
void GSRendererDX::EmulateTextureSampler(const GSTextureCache::Source* tex)
{
const GSLocalMemory::psm_t &psm = GSLocalMemory::m_psm[m_context->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;
// 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);
// Performance note:
// 1/ Don't set 0 as it is the default value
// 2/ Only keep aem when it is useful (avoid useless shader permutation)
if (m_ps_sel.shuffle) {
// Force a 32 bits access (normally shuffle is done on 16 bits)
// m_ps_sel.tex_fmt = 0; // removed as an optimization
m_ps_sel.aem = m_env.TEXA.AEM;
ASSERT(tex->m_target);
// 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();
}
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.tex_fmt = 0; // removed as an optimization
// m_ps_sel.aem = 0; // removed as an optimization
}
if (m_context->TEX0.TFX == TFX_MODULATE && m_vt.m_eq.rgba == 0xFFFF && m_vt.m_min.c.eq(GSVector4i(128))) {
// Micro optimization that reduces GPU load (removes 5 instructions on the FS program)
m_ps_sel.tfx = TFX_DECAL;
}
else {
m_ps_sel.tfx = m_context->TEX0.TFX;
}
m_ps_sel.tcc = m_context->TEX0.TCC;
m_ps_sel.ltf = bilinear && shader_emulated_sampler;
m_ps_sel.rt = tex->m_target;
m_ps_sel.spritehack = tex->m_spritehack_t;
m_ps_sel.point_sampler = !(bilinear && !shader_emulated_sampler);
if (PRIM->FST)
{
GSVector4 TextureScale = GSVector4(0.0625f) / WH.xyxy();
vs_cb.Texture_Scale_Offset.x = TextureScale.x;
vs_cb.Texture_Scale_Offset.y = TextureScale.y;
//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 = !!UserHacks_TCOffset;
ps_cb.TC_OffsetHack = GSVector4(UserHacks_TCO_x, UserHacks_TCO_y).xyxy() / WH.xyxy();
m_ps_ssel.tau = (m_context->CLAMP.WMS + 3) >> 1;
m_ps_ssel.tav = (m_context->CLAMP.WMT + 3) >> 1;
m_ps_ssel.ltf = bilinear && !shader_emulated_sampler;
}
void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex)
{
const GSVector2i& rtsize = ds ? ds->GetSize() : rt->GetSize();
const GSVector2& rtscale = ds ? ds->GetScale() : rt->GetScale();
DATE = m_context->TEST.DATE && m_context->FRAME.PSM != PSM_PSMCT24;
bool ate_first_pass = m_context->TEST.DoFirstPass();
bool ate_second_pass = m_context->TEST.DoSecondPass();
m_gs_sel.key = 0;
vs_cb.Texture_Scale_Offset = GSVector4(0.0f);
GSTexture* rtcopy = NULL;
ASSERT(m_dev != NULL);
dev = (GSDeviceDX*)m_dev;
EmulateChannelShuffle(&rt, tex);
// Upscaling hack to avoid various line/grid issues
MergeSprite(tex);
if(DATE)
{
if(dev->HasStencil())
{
GSVector4 s = GSVector4(rtscale.x / rtsize.x, rtscale.y / rtsize.y);
GSVector4 off = GSVector4(-1.0f, 1.0f);
GSVector4 src = ((m_vt.m_min.p.xyxy(m_vt.m_max.p) + off.xxyy()) * s.xyxy()).sat(off.zzyy());
GSVector4 dst = src * 2.0f + off.xxxx();
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);
}
else
{
rtcopy = dev->CreateRenderTarget(rtsize.x, rtsize.y, false, rt->GetFormat());
// I'll use VertexTrace when I consider it more trustworthy
dev->CopyRect(rt, rtcopy, GSVector4i(rtsize).zwxy());
}
}
//
dev->BeginScene();
// om
om_dssel.key = 0;
EmulateZbuffer();
if (m_fba)
{
om_dssel.fba = m_context->FBA.FBA;
}
om_bsel.key = 0;
if (!IsOpaque())
{
om_bsel.abe = PRIM->ABE || PRIM->AA1 && m_vt.m_primclass == GS_LINE_CLASS;
om_bsel.a = m_context->ALPHA.A;
om_bsel.b = m_context->ALPHA.B;
om_bsel.c = m_context->ALPHA.C;
om_bsel.d = m_context->ALPHA.D;
if (m_env.PABE.PABE)
{
if (om_bsel.a == 0 && om_bsel.b == 1 && om_bsel.c == 0 && om_bsel.d == 1)
{
// this works because with PABE alpha blending is on when alpha >= 0x80, but since the pixel shader
// cannot output anything over 0x80 (== 1.0) blending with 0x80 or turning it off gives the same result
om_bsel.abe = 0;
}
else
{
//Breath of Fire Dragon Quarter triggers this in battles. Graphics are fine though.
//ASSERT(0);
}
}
}
// vs
GSDeviceDX::VSSelector vs_sel;
vs_sel.tme = PRIM->TME;
vs_sel.fst = PRIM->FST;
vs_sel.logz = dev->HasDepth32() ? 0 : m_logz ? 1 : 0;
vs_sel.rtcopy = !!rtcopy;
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 = 2.0f * m_pixelcenter.x / rtsize.x;
float oy2 = 2.0f * m_pixelcenter.y / rtsize.y;
//This hack subtracts around half a pixel from OFX and OFY. (Cannot do this directly,
//because DX10 and DX9 have a different pixel center.)
//
//The resulting shifted output aligns better with common blending / corona / blurring effects,
//but introduces a few bad pixels on the edges.
if(rt && rt->LikelyOffset && UserHacks_HPO == 1)
{
// DX9 has pixelcenter set to 0.0, so give it some value here
if(m_pixelcenter.x == 0 && m_pixelcenter.y == 0) { ox2 = -0.0003f; oy2 = -0.0003f; }
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);
// gs
m_gs_sel.iip = PRIM->IIP;
m_gs_sel.prim = m_vt.m_primclass;
// ps
m_ps_sel.key = 0;
m_ps_ssel.key = 0;
EmulateTextureShuffleAndFbmask();
if(DATE)
{
if(dev->HasStencil())
{
om_dssel.date = 1;
}
else
{
m_ps_sel.date = 1 + m_context->TEST.DATM;
}
}
if(m_env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
{
m_ps_sel.colclip = 1;
}
m_ps_sel.clr1 = om_bsel.IsCLR1();
m_ps_sel.fba = m_context->FBA.FBA;
m_ps_sel.aout = m_context->FRAME.PSM == PSM_PSMCT16 || m_context->FRAME.PSM == PSM_PSMCT16S || (m_context->FRAME.FBMSK & 0xff000000) == 0x7f000000 ? 1 : 0;
m_ps_sel.aout &= !m_ps_sel.shuffle;
if(UserHacks_AlphaHack) m_ps_sel.aout = 1;
if(PRIM->FGE)
{
m_ps_sel.fog = 1;
ps_cb.FogColor_AREF = GSVector4::rgba32(m_env.FOGCOL.u32[0]) / 255;
}
// 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) {
#ifdef _DEBUG
fprintf(stdout, "Complex Alpha Test\n");
#endif
bool commutative_depth = (om_dssel.ztst == ZTST_GEQUAL && m_vt.m_eq.z) || (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) {
#ifdef _DEBUG
fprintf(stdout, "Alternate ATE handling: ate_RGBA_then_Z\n");
#endif
// Render all color but don't update depth
// ATE is disabled here
om_dssel.zwe = false;
} else if (ate_RGB_then_ZA) {
#ifdef _DEBUG
fprintf(stdout, "Alternate ATE handling: ate_RGB_then_ZA\n");
#endif
// Render RGB color but don't update depth/alpha
// ATE is disabled here
om_dssel.zwe = false;
om_bsel.wa = false;
} else {
EmulateAtst(1, tex);
}
// Destination alpha pseudo stencil hack: use a stencil operation combined with an alpha test
// to only draw pixels which would cause the destination alpha test to fail in the future once.
// Unfortunately this also means only drawing those pixels at all, which is why this is a hack.
// The interaction with FBA in D3D9 is probably less than ideal.
if (UserHacks_AlphaStencil && DATE && dev->HasStencil() && om_bsel.wa && !m_context->TEST.ATE)
{
if (!m_context->FBA.FBA)
{
if (m_context->TEST.DATM == 0)
m_ps_sel.atst = 2; // >=
else {
if (tex && tex->m_spritehack_t)
m_ps_sel.atst = 0; // <
else
m_ps_sel.atst = 1; // <
}
ps_cb.FogColor_AREF.a = (float)0x80;
}
if (!(m_context->FBA.FBA && m_context->TEST.DATM == 1))
om_dssel.alpha_stencil = 1;
}
if(tex)
{
EmulateTextureSampler(tex);
}
else
{
m_ps_sel.tfx = 4;
}
// rs
GSVector4i scissor = GSVector4i(GSVector4(rtscale).xyxy() * m_context->scissor.in).rintersect(GSVector4i(rtsize).zwxy());
dev->OMSetRenderTargets(rt, ds, &scissor);
dev->PSSetShaderResource(0, tex ? tex->m_texture : NULL);
dev->PSSetShaderResource(1, tex ? tex->m_palette : NULL);
dev->PSSetShaderResource(2, rtcopy);
uint8 afix = m_context->ALPHA.FIX;
SetupIA(sx, sy);
dev->SetupOM(om_dssel, om_bsel, afix);
dev->SetupVS(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 (m_env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
{
GSDeviceDX::OMBlendSelector om_bselneg(om_bsel);
GSDeviceDX::PSSelector ps_selneg(m_ps_sel);
om_bselneg.negative = 1;
ps_selneg.colclip = 2;
dev->SetupOM(om_dssel, om_bselneg, afix);
dev->SetupPS(ps_selneg, &ps_cb, m_ps_ssel);
dev->DrawIndexedPrimitive();
dev->SetupOM(om_dssel, om_bsel, afix);
}
}
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 = om_dssel.zwe;
bool r = om_bsel.wr;
bool g = om_bsel.wg;
bool b = om_bsel.wb;
bool a = om_bsel.wa;
switch(m_context->TEST.AFAIL)
{
case 0: z = r = g = b = a = false; break; // none
case 1: z = false; break; // rgba
case 2: r = g = b = a = false; break; // z
case 3: 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)
{
om_dssel.zwe = z;
om_bsel.wr = r;
om_bsel.wg = g;
om_bsel.wb = b;
om_bsel.wa = a;
dev->SetupOM(om_dssel, om_bsel, afix);
dev->DrawIndexedPrimitive();
if (m_env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
{
GSDeviceDX::OMBlendSelector om_bselneg(om_bsel);
GSDeviceDX::PSSelector ps_selneg(m_ps_sel);
om_bselneg.negative = 1;
ps_selneg.colclip = 2;
dev->SetupOM(om_dssel, om_bselneg, afix);
dev->SetupPS(ps_selneg, &ps_cb, m_ps_ssel);
dev->DrawIndexedPrimitive();
}
}
}
dev->EndScene();
dev->Recycle(rtcopy);
if(om_dssel.fba) UpdateFBA(rt);
}