[D3D12] ROV: Fix depth testing
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@ -1646,16 +1646,16 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
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if (render_target_cache_->IsROVUsedForEDRAM()) {
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if (render_target_cache_->IsROVUsedForEDRAM()) {
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uint32_t rb_depthcontrol = regs[XE_GPU_REG_RB_DEPTHCONTROL].u32;
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uint32_t rb_depthcontrol = regs[XE_GPU_REG_RB_DEPTHCONTROL].u32;
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if (rb_depthcontrol & 0x2) {
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if (rb_depthcontrol & 0x2) {
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if (DepthRenderTargetFormat(rb_depth_info) ==
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DepthRenderTargetFormat::kD24FS8) {
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flags |= DxbcShaderTranslator::kSysFlag_DepthFloat24;
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}
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// Read depth/stencil if depth comparison function is not "always".
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// Read depth/stencil if depth comparison function is not "always".
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uint32_t depth_comparison = (rb_depthcontrol >> 4) & 0x7;
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uint32_t depth_comparison = (rb_depthcontrol >> 4) & 0x7;
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flags |= depth_comparison
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flags |= depth_comparison
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<< DxbcShaderTranslator::kSysFlag_DepthPassIfLess_Shift;
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<< DxbcShaderTranslator::kSysFlag_DepthPassIfLess_Shift;
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if (depth_comparison != 0x7) {
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if (depth_comparison != 0x7) {
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flags |= DxbcShaderTranslator::kSysFlag_DepthStencilRead;
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flags |= DxbcShaderTranslator::kSysFlag_DepthStencilRead;
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if (DepthRenderTargetFormat(rb_depth_info) ==
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DepthRenderTargetFormat::kD24FS8) {
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flags |= DxbcShaderTranslator::kSysFlag_DepthFloat24;
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}
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}
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}
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if (rb_depthcontrol & 0x4) {
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if (rb_depthcontrol & 0x4) {
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flags |= DxbcShaderTranslator::kSysFlag_DepthStencilWrite;
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flags |= DxbcShaderTranslator::kSysFlag_DepthStencilWrite;
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@ -1750,8 +1750,8 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_LoadColor(
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shader_code_.push_back(
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shader_code_.push_back(
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EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, rt_index, 1));
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EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, rt_index, 1));
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shader_code_.push_back(edram_dword_offset_low_temp);
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shader_code_.push_back(edram_dword_offset_low_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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shader_code_.push_back(EncodeVectorReplicatedOperand(
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D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW, kSwizzleXYZW, 2));
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D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW, 0, 2));
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shader_code_.push_back(0);
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shader_code_.push_back(0);
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shader_code_.push_back(0);
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shader_code_.push_back(0);
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++stat_.instruction_count;
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++stat_.instruction_count;
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@ -1806,8 +1806,8 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_LoadColor(
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shader_code_.push_back(
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shader_code_.push_back(
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EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, rt_index, 1));
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EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, rt_index, 1));
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shader_code_.push_back(edram_dword_offset_high_temp);
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shader_code_.push_back(edram_dword_offset_high_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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shader_code_.push_back(EncodeVectorReplicatedOperand(
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D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW, kSwizzleXYZW, 2));
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D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW, 0, 2));
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shader_code_.push_back(0);
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shader_code_.push_back(0);
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shader_code_.push_back(0);
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shader_code_.push_back(0);
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++stat_.instruction_count;
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++stat_.instruction_count;
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@ -3529,8 +3529,8 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
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shader_code_.push_back(
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shader_code_.push_back(
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EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
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EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
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shader_code_.push_back(system_temp_depth_);
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shader_code_.push_back(system_temp_depth_);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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shader_code_.push_back(EncodeVectorReplicatedOperand(
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D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW, kSwizzleXYZW, 2));
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D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW, 0, 2));
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shader_code_.push_back(0);
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shader_code_.push_back(0);
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shader_code_.push_back(0);
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shader_code_.push_back(0);
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++stat_.instruction_count;
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++stat_.instruction_count;
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