pcsx2/plugins/GSdx/Renderers/DX11/GSRendererDX11.cpp

1153 lines
33 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 "GSRendererDX11.h"
GSRendererDX11::GSRendererDX11()
: GSRendererHW(new GSTextureCache11(this))
{
m_sw_blending = theApp.GetConfigI("accurate_blending_unit_d3d11");
ResetStates();
}
bool GSRendererDX11::CreateDevice(GSDevice* dev)
{
return GSRenderer::CreateDevice(dev);
}
void GSRendererDX11::SetupIA(const float& sx, const float& sy)
{
GSDevice11* dev = (GSDevice11*)m_dev;
D3D11_PRIMITIVE_TOPOLOGY t;
const bool unscale_pt_ln = m_userHacks_enabled_unscale_ptln && (GetUpscaleMultiplier() != 1);
switch (m_vt.m_primclass)
{
case GS_POINT_CLASS:
if (unscale_pt_ln)
{
m_gs_sel.point = 1;
gs_cb.PointSize = GSVector2(16.0f * sx, 16.0f * sy);
}
t = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
break;
case GS_LINE_CLASS:
if (unscale_pt_ln)
{
m_gs_sel.line = 1;
gs_cb.PointSize = GSVector2(16.0f * sx, 16.0f * sy);
}
t = D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
break;
case GS_SPRITE_CLASS:
// Lines: GPU conversion.
// Triangles: CPU conversion.
if (!m_vt.m_accurate_stq && m_vertex.next > 32) // <=> 16 sprites (based on Shadow Hearts)
{
t = D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
}
else
{
m_gs_sel.cpu_sprite = 1;
Lines2Sprites();
t = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
}
break;
case GS_TRIANGLE_CLASS:
t = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
break;
default:
__assume(0);
}
void* ptr = NULL;
if (dev->IAMapVertexBuffer(&ptr, sizeof(GSVertex), m_vertex.next))
{
GSVector4i::storent(ptr, m_vertex.buff, sizeof(GSVertex) * m_vertex.next);
if (m_userhacks_wildhack && !m_isPackedUV_HackFlag)
{
GSVertex* RESTRICT d = (GSVertex*)ptr;
for (unsigned int i = 0; i < m_vertex.next; i++)
{
if (PRIM->TME && PRIM->FST) d[i].UV &= 0x3FEF3FEF;
}
}
dev->IAUnmapVertexBuffer();
}
dev->IASetIndexBuffer(m_index.buff, m_index.tail);
dev->IASetPrimitiveTopology(t);
}
void GSRendererDX11::EmulateZbuffer()
{
if (m_context->TEST.ZTE)
{
m_om_dssel.ztst = m_context->TEST.ZTST;
m_om_dssel.zwe = !m_context->ZBUF.ZMSK;
}
else
{
m_om_dssel.ztst = ZTST_ALWAYS;
}
// On the real GS we appear to do clamping on the max z value the format allows.
// Clamping is done after rasterization.
const uint32 max_z = 0xFFFFFFFF >> (GSLocalMemory::m_psm[m_context->ZBUF.PSM].fmt * 8);
const bool clamp_z = (uint32)(GSVector4i(m_vt.m_max.p).z) > max_z;
vs_cb.MaxDepth = GSVector2i(0xFFFFFFFF);
//ps_cb.Af_MaxDepth.y = 1.0f;
m_ps_sel.zclamp = 0;
if (clamp_z)
{
if (m_vt.m_primclass == GS_SPRITE_CLASS || m_vt.m_primclass == GS_POINT_CLASS)
{
vs_cb.MaxDepth = GSVector2i(max_z);
}
else
{
ps_cb.Af_MaxDepth.y = max_z * ldexpf(1, -32);
m_ps_sel.zclamp = 1;
}
}
GSVertex* v = &m_vertex.buff[0];
// Minor optimization of a corner case (it allow to better emulate some alpha test effects)
if (m_om_dssel.ztst == ZTST_GEQUAL && m_vt.m_eq.z && v[0].XYZ.Z == max_z)
{
#ifdef _DEBUG
fprintf(stdout, "%d: Optimize Z test GEQUAL to ALWAYS (%s)\n", s_n, psm_str(m_context->ZBUF.PSM));
#endif
m_om_dssel.ztst = ZTST_ALWAYS;
}
}
void GSRendererDX11::EmulateTextureShuffleAndFbmask()
{
// FBmask blend level selection.
// We do this becaue:
// 1. D3D sucks.
// 2. FB copy is slow, especially on triangle primitives which is unplayable with some games.
// 3. SW blending isn't implemented yet.
bool enable_fbmask_emulation = false;
switch (m_sw_blending)
{
case ACC_BLEND_HIGH_D3D11:
// Fully enable Fbmask emulation like on opengl, note misses sw blending to work as opengl on some games (Genji).
// Debug
enable_fbmask_emulation = true;
break;
case ACC_BLEND_MEDIUM_D3D11:
// Enable Fbmask emulation excluding triangle class because it is quite slow.
// Exclude 0x80000000 because Genji needs sw blending, otherwise it breaks some effects.
enable_fbmask_emulation = ((m_vt.m_primclass != GS_TRIANGLE_CLASS) && (m_context->FRAME.FBMSK != 0x80000000));
break;
case ACC_BLEND_BASIC_D3D11:
// Enable Fbmask emulation excluding triangle class because it is quite slow.
// Exclude 0x80000000 because Genji needs sw blending, otherwise it breaks some effects.
// Also exclude fbmask emulation on texture shuffle just in case, it is probably safe tho.
enable_fbmask_emulation = (!m_texture_shuffle && (m_vt.m_primclass != GS_TRIANGLE_CLASS) && (m_context->FRAME.FBMSK != 0x80000000));
break;
case ACC_BLEND_NONE_D3D11:
default:
break;
}
// Uncomment to disable texture shuffle emulation.
// m_texture_shuffle = false;
if (m_texture_shuffle)
{
m_ps_sel.shuffle = 1;
m_ps_sel.dfmt = 0;
bool write_ba;
bool read_ba;
ConvertSpriteTextureShuffle(write_ba, read_ba);
m_ps_sel.read_ba = read_ba;
// Please bang my head against the wall!
// 1/ Reduce the frame mask to a 16 bit format
const uint32& m = m_context->FRAME.FBMSK;
uint32 fbmask = ((m >> 3) & 0x1F) | ((m >> 6) & 0x3E0) | ((m >> 9) & 0x7C00) | ((m >> 16) & 0x8000);
// FIXME GSVector will be nice here
uint8 rg_mask = fbmask & 0xFF;
uint8 ba_mask = (fbmask >> 8) & 0xFF;
m_om_bsel.wrgba = 0;
// 2 Select the new mask (Please someone put SSE here)
if (rg_mask != 0xFF)
{
if (write_ba)
{
// fprintf(stderr, "%d: Color shuffle %s => B\n", s_n, read_ba ? "B" : "R");
m_om_bsel.wb = 1;
}
else
{
// fprintf(stderr, "%d: Color shuffle %s => R\n", s_n, read_ba ? "B" : "R");
m_om_bsel.wr = 1;
}
if (rg_mask)
m_ps_sel.fbmask = 1;
}
if (ba_mask != 0xFF)
{
if (write_ba)
{
// fprintf(stderr, "%d: Color shuffle %s => A\n", s_n, read_ba ? "A" : "G");
m_om_bsel.wa = 1;
}
else
{
// fprintf(stderr, "%d: Color shuffle %s => G\n", s_n, read_ba ? "A" : "G");
m_om_bsel.wg = 1;
}
if (ba_mask)
m_ps_sel.fbmask = 1;
}
if (m_ps_sel.fbmask && enable_fbmask_emulation)
{
// fprintf(stderr, "%d: FBMASK Unsafe SW emulated fb_mask:%x on tex shuffle\n", s_n, fbmask);
ps_cb.FbMask.r = rg_mask;
ps_cb.FbMask.g = rg_mask;
ps_cb.FbMask.b = ba_mask;
ps_cb.FbMask.a = ba_mask;
m_bind_rtsample = true;
}
else
{
m_ps_sel.fbmask = 0;
}
}
else
{
m_ps_sel.dfmt = GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt;
GSVector4i fbmask_v = GSVector4i::load((int)m_context->FRAME.FBMSK);
int ff_fbmask = fbmask_v.eq8(GSVector4i::xffffffff()).mask();
int zero_fbmask = fbmask_v.eq8(GSVector4i::zero()).mask();
m_om_bsel.wrgba = ~ff_fbmask; // Enable channel if at least 1 bit is 0
m_ps_sel.fbmask = enable_fbmask_emulation && (~ff_fbmask & ~zero_fbmask & 0xF);
if (m_ps_sel.fbmask)
{
ps_cb.FbMask = fbmask_v.u8to32();
// Only alpha is special here, I think we can take a very unsafe shortcut
// Alpha isn't blended on the GS but directly copyied into the RT.
//
// Behavior is clearly undefined however there is a high probability that
// it will work. Masked bit will be constant and normally the same everywhere
// RT/FS output/Cached value.
/*fprintf(stderr, "%d: FBMASK Unsafe SW emulated fb_mask:%x on %d bits format\n", s_n, m_context->FRAME.FBMSK,
(GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt == 2) ? 16 : 32);*/
m_bind_rtsample = true;
}
}
}
void GSRendererDX11::EmulateChannelShuffle(GSTexture** rt, const GSTextureCache::Source* tex)
{
GSDevice11* dev = (GSDevice11*)m_dev;
// Uncomment to disable HLE emulation (allow to trace the draw call)
// m_channel_shuffle = false;
// First let's check we really have a channel shuffle effect
if (m_channel_shuffle)
{
if (m_game.title == CRC::GT4 || m_game.title == CRC::GT3 || m_game.title == CRC::GTConcept || m_game.title == CRC::TouristTrophy)
{
// fprintf(stderr, "%d: Gran Turismo RGB Channel\n", s_n);
m_ps_sel.channel = ChannelFetch_RGB;
m_context->TEX0.TFX = TFX_DECAL;
*rt = tex->m_from_target;
}
else if (m_game.title == CRC::Tekken5)
{
if (m_context->FRAME.FBW == 1)
{
// Used in stages: Secret Garden, Acid Rain, Moonlit Wilderness
// fprintf(stderr, "%d: Tekken5 RGB Channel\n", s_n);
m_ps_sel.channel = ChannelFetch_RGB;
m_context->FRAME.FBMSK = 0xFF000000;
// 12 pages: 2 calls by channel, 3 channels, 1 blit
// Minus current draw call
m_skip = 12 * (3 + 3 + 1) - 1;
*rt = tex->m_from_target;
}
else
{
// 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
// UC: will copy depth to green channel
// ToA: will copy depth to alpha channel
if ((m_context->FRAME.FBMSK & 0xFF0000) == 0xFF0000)
{
// Green channel is masked
// fprintf(stderr, "%d: Tales Of Abyss Crazyness (MSB 16b depth to Alpha)\n", s_n);
m_ps_sel.tales_of_abyss_hle = 1;
}
else
{
// fprintf(stderr, "%d: Urban Chaos Crazyness (Green extraction)\n", s_n);
m_ps_sel.urban_chaos_hle = 1;
}
}
else if (m_index.tail <= 64 && m_context->CLAMP.WMT == 3)
{
// Blood will tell. I think it is channel effect too but again
// implemented in a different way. I don't want to add more CRC stuff. So
// let's disable channel when the signature is different.
//
// Note: Tales Of Abyss and Tekken5 could hit this path too. Those games are
// handled above.
// fprintf(stderr, "%d: Maybe not a channel!\n", s_n);
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
// fprintf(stderr, "%d: Blue channel\n", s_n);
m_ps_sel.channel = ChannelFetch_BLUE;
}
else if (m_context->CLAMP.WMS == 3 && ((m_context->CLAMP.MINU & 0x8) == 0))
{
// Read either Red or Green. Let's check the V coordinate. 0-1 is likely top so
// red. 2-3 is likely bottom so green (actually depends on texture base pointer offset)
bool green = PRIM->FST && (m_vertex.buff[0].V & 32);
if (green && (m_context->FRAME.FBMSK & 0x00FFFFFF) == 0x00FFFFFF)
{
// Typically used in Terminator 3
int blue_mask = m_context->FRAME.FBMSK >> 24;
int green_mask = ~blue_mask & 0xFF;
int blue_shift = -1;
// Note: potentially we could also check the value of the clut
switch (m_context->FRAME.FBMSK >> 24)
{
case 0xFF: ASSERT(0); break;
case 0xFE: blue_shift = 1; break;
case 0xFC: blue_shift = 2; break;
case 0xF8: blue_shift = 3; break;
case 0xF0: blue_shift = 4; break;
case 0xE0: blue_shift = 5; break;
case 0xC0: blue_shift = 6; break;
case 0x80: blue_shift = 7; break;
default: ASSERT(0); break;
}
int green_shift = 8 - blue_shift;
ps_cb.ChannelShuffle = GSVector4i(blue_mask, blue_shift, green_mask, green_shift);
if (blue_shift >= 0)
{
// fprintf(stderr, "%d: Green/Blue channel (%d, %d)\n", s_n, blue_shift, green_shift);
m_ps_sel.channel = ChannelFetch_GXBY;
m_context->FRAME.FBMSK = 0x00FFFFFF;
}
else
{
// fprintf(stderr, "%d: Green channel (wrong mask) (fbmask %x)\n", s_n, m_context->FRAME.FBMSK >> 24);
m_ps_sel.channel = ChannelFetch_GREEN;
}
}
else if (green)
{
// 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 and non recursive 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;
if (m_env.PABE.PABE)
{
if (ALPHA.A == 0 && ALPHA.B == 1 && ALPHA.C == 0 && ALPHA.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;
}
// Breath of Fire Dragon Quarter, Strawberry Shortcake, Super Robot Wars.
}
m_om_bsel.blend_index = uint8(((ALPHA.A * 3 + ALPHA.B) * 3 + ALPHA.C) * 3 + ALPHA.D);
const int blend_flag = m_dev->GetBlendFlags(m_om_bsel.blend_index);
// Do the multiplication in shader for blending accumulation: Cs*As + Cd or Cs*Af + Cd
const bool accumulation_blend = !!(blend_flag & BLEND_ACCU);
// Blending doesn't require sampling of the rt
const bool blend_non_recursive = !!(blend_flag & BLEND_NO_REC);
switch (m_sw_blending)
{
case ACC_BLEND_HIGH_D3D11:
case ACC_BLEND_MEDIUM_D3D11:
case ACC_BLEND_BASIC_D3D11:
sw_blending |= accumulation_blend || blend_non_recursive;
[[fallthrough]];
default: break;
}
// Color clip
if (m_env.COLCLAMP.CLAMP == 0)
{
// fprintf(stderr, "%d: COLCLIP Info (Blending: %d/%d/%d/%d)\n", s_n, ALPHA.A, ALPHA.B, ALPHA.C, ALPHA.D);
if (blend_non_recursive)
{
// The fastest algo that requires a single pass
// fprintf(stderr, "%d: COLCLIP Free mode ENABLED\n", s_n);
m_ps_sel.colclip = 1;
sw_blending = true;
}
else if (accumulation_blend)
{
// fprintf(stderr, "%d: COLCLIP Fast HDR mode ENABLED\n", s_n);
sw_blending = true;
m_ps_sel.hdr = 1;
}
else
{
// fprintf(stderr, "%d: COLCLIP HDR mode ENABLED\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
m_om_bsel.abe = 0;
// Only BLEND_NO_REC should hit this code path for now
ASSERT(blend_non_recursive);
}
// Require the fix alpha vlaue
if (ALPHA.C == 2)
ps_cb.Af_MaxDepth.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;
m_ps_sel.dither = m_dithering > 0 && m_ps_sel.dfmt == 2 && m_env.DTHE.DTHE;
if(m_ps_sel.dither)
{
m_ps_sel.dither = m_dithering;
ps_cb.DitherMatrix[0] = GSVector4(m_env.DIMX.DM00, m_env.DIMX.DM10, m_env.DIMX.DM20, m_env.DIMX.DM30);
ps_cb.DitherMatrix[1] = GSVector4(m_env.DIMX.DM01, m_env.DIMX.DM11, m_env.DIMX.DM21, m_env.DIMX.DM31);
ps_cb.DitherMatrix[2] = GSVector4(m_env.DIMX.DM02, m_env.DIMX.DM12, m_env.DIMX.DM22, m_env.DIMX.DM32);
ps_cb.DitherMatrix[3] = GSVector4(m_env.DIMX.DM03, m_env.DIMX.DM13, m_env.DIMX.DM23, m_env.DIMX.DM33);
}
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;
uint8 ps_atst = 0;
if (ate_first_pass & ate_second_pass)
{
// fprintf(stdout, "%d: Complex Alpha Test\n", s_n);
const bool commutative_depth = (m_om_dssel.ztst == ZTST_GEQUAL && m_vt.m_eq.z) || (m_om_dssel.ztst == ZTST_ALWAYS);
const 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(ps_cb.FogColor_AREF, ps_atst, false);
m_ps_sel.atst = ps_atst;
}
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(ps_cb.FogColor_AREF, ps_atst, false);
}
else
{
// second pass will process the pixels that failed
// the alpha test
EmulateAtst(ps_cb.FogColor_AREF, ps_atst, true);
}
m_ps_sel.atst = ps_atst;
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);
}
}