Revert "[D3D12] Re-add accidentally deleted RT update trigger and treat Z test and write bits separately"

This reverts commit 25cc189e99.
This commit is contained in:
Triang3l 2019-04-12 20:04:50 +03:00
parent 25cc189e99
commit 8f51855c8f
3 changed files with 25 additions and 25 deletions

View File

@ -1199,7 +1199,8 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
uint32_t color_mask = GetCurrentColorMask(pixel_shader);
uint32_t rb_depthcontrol = regs[XE_GPU_REG_RB_DEPTHCONTROL].u32;
uint32_t rb_stencilrefmask = regs[XE_GPU_REG_RB_STENCILREFMASK].u32;
if (!memexport_used && !color_mask && !(rb_depthcontrol & 0x4) &&
if (!memexport_used && !color_mask &&
((rb_depthcontrol & (0x2 | 0x4)) != (0x2 | 0x4)) &&
(!(rb_depthcontrol & 0x1) || !(rb_stencilrefmask & (0xFF << 16)))) {
// Not writing to color, depth or stencil, so doesn't draw.
return true;
@ -2017,12 +2018,12 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
// Disable depth and stencil if it aliases a color render target (for
// instance, during the XBLA logo in Banjo-Kazooie, though depth writing is
// already disabled there).
if (IsROVUsedForEDRAM() && (rb_depthcontrol & (0x1 | 0x2 | 0x4))) {
if (IsROVUsedForEDRAM() && (rb_depthcontrol & (0x1 | 0x2))) {
uint32_t edram_base_depth = rb_depth_info & 0xFFF;
for (uint32_t i = 0; i < 4; ++i) {
if ((color_mask & (0xF << (i * 4))) &&
edram_base_depth == (color_infos[i] & 0xFFF)) {
rb_depthcontrol &= ~(uint32_t(0x1 | 0x2 | 0x4));
rb_depthcontrol &= ~(uint32_t(0x1 | 0x2));
break;
}
}
@ -2099,30 +2100,30 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
uint32_t(ColorRenderTargetFormat::k_8_8_8_8_GAMMA)) {
flags |= DxbcShaderTranslator::kSysFlag_Color3Gamma;
}
if (IsROVUsedForEDRAM()) {
uint32_t depth_comparison;
if (rb_depthcontrol & 0x2) {
depth_comparison = (rb_depthcontrol >> 4) & 0x7;
} else {
depth_comparison = 0b111;
if (IsROVUsedForEDRAM() && (rb_depthcontrol & (0x1 | 0x2))) {
flags |= DxbcShaderTranslator::kSysFlag_DepthStencil;
if (DepthRenderTargetFormat((rb_depth_info >> 16) & 0x1) ==
DepthRenderTargetFormat::kD24FS8) {
flags |= DxbcShaderTranslator::kSysFlag_DepthFloat24;
}
if (depth_comparison != 0b111 || (rb_depthcontrol & (0x1 | 0x4))) {
flags |= DxbcShaderTranslator::kSysFlag_DepthStencil;
flags |= depth_comparison
if (rb_depthcontrol & 0x2) {
flags |= ((rb_depthcontrol >> 4) & 0x7)
<< DxbcShaderTranslator::kSysFlag_DepthPassIfLess_Shift;
if (DepthRenderTargetFormat((rb_depth_info >> 16) & 0x1) ==
DepthRenderTargetFormat::kD24FS8) {
flags |= DxbcShaderTranslator::kSysFlag_DepthFloat24;
}
if (rb_depthcontrol & 0x4) {
flags |= DxbcShaderTranslator::kSysFlag_DepthWriteMask |
DxbcShaderTranslator::kSysFlag_DepthStencilWrite;
}
if (rb_depthcontrol & 0x1) {
flags |= DxbcShaderTranslator::kSysFlag_StencilTest;
if (rb_stencilrefmask & (0xFF << 16)) {
flags |= DxbcShaderTranslator::kSysFlag_DepthStencilWrite;
}
} else {
// In case stencil is used without depth testing - always pass, and
// don't modify the stored depth.
flags |= DxbcShaderTranslator::kSysFlag_DepthPassIfLess |
DxbcShaderTranslator::kSysFlag_DepthPassIfEqual |
DxbcShaderTranslator::kSysFlag_DepthPassIfGreater;
}
if (rb_depthcontrol & 0x1) {
flags |= DxbcShaderTranslator::kSysFlag_StencilTest;
if (rb_stencilrefmask & (0xFF << 16)) {
flags |= DxbcShaderTranslator::kSysFlag_DepthStencilWrite;
}
}
}

View File

@ -584,10 +584,10 @@ bool PipelineCache::GetCurrentStateDescription(
uint32_t rb_depthcontrol = regs[XE_GPU_REG_RB_DEPTHCONTROL].u32;
if (rb_depthcontrol & 0x2) {
description_out.depth_func = (rb_depthcontrol >> 4) & 0x7;
description_out.depth_write = (rb_depthcontrol & 0x4) != 0;
} else {
description_out.depth_func = 0b111;
}
description_out.depth_write = (rb_depthcontrol & 0x4) != 0;
if (rb_depthcontrol & 0x1) {
description_out.stencil_enable = 1;
uint32_t rb_stencilrefmask = regs[XE_GPU_REG_RB_STENCILREFMASK].u32;

View File

@ -570,8 +570,8 @@ bool RenderTargetCache::UpdateRenderTargets(const D3D12Shader* pixel_shader) {
}
uint32_t rb_depthcontrol = regs[XE_GPU_REG_RB_DEPTHCONTROL].u32;
uint32_t rb_depth_info = regs[XE_GPU_REG_RB_DEPTH_INFO].u32;
// 0x1 = stencil test, 0x2 = depth test, 0x4 = depth writing.
enabled[4] = (rb_depthcontrol & (0x1 | 0x2 | 0x4)) != 0;
// 0x1 = stencil test, 0x2 = depth test.
enabled[4] = (rb_depthcontrol & (0x1 | 0x2)) != 0;
edram_bases[4] = std::min(rb_depth_info & 0xFFF, 2048u);
formats[4] = (rb_depth_info >> 16) & 0x1;
formats_are_64bpp[4] = false;
@ -672,7 +672,6 @@ bool RenderTargetCache::UpdateRenderTargets(const D3D12Shader* pixel_shader) {
const RenderTargetBinding& binding = current_bindings_[i];
if (binding.is_bound) {
if (binding.edram_base != edram_bases[i]) {
full_update = true;
break;
}
if (rov_used) {