[D3D12] Restore W and apply half-pixel offset in VS
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@ -793,6 +793,9 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(Endian index_endian) {
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// shaders (for rectangle list drawing, for instance) to the 2560x2560
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// viewport that is used to emulate unnormalized coordinates.
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// Z scale/offset is to convert from OpenGL NDC to Direct3D NDC if needed.
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// Also apply half-pixel offset to reproduce Direct3D 9 rasterization rules.
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// TODO(Triang3l): Check if pixel coordinates need to offset depending on a
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// different register.
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bool gl_clip_space_def =
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!(pa_cl_clip_cntl & (1 << 19)) && (pa_cl_vte_cntl & (1 << 4));
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float ndc_scale_x = (pa_cl_vte_cntl & (1 << 0)) ? 1.0f / 1280.0f : 1.0f;
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@ -801,51 +804,39 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(Endian index_endian) {
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float ndc_offset_x = (pa_cl_vte_cntl & (1 << 1)) ? -1.0f : 0.0f;
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float ndc_offset_y = (pa_cl_vte_cntl & (1 << 3)) ? -1.0f : 0.0f;
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float ndc_offset_z = gl_clip_space_def ? 0.5f : 0.0f;
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float pixel_half_pixel_offset = 0.0f;
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if (pa_su_vtx_cntl & (1 << 0)) {
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if (pa_cl_vte_cntl & (1 << 0)) {
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float viewport_scale_x = regs[XE_GPU_REG_PA_CL_VPORT_XSCALE].f32;
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if (viewport_scale_x != 0.0f) {
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ndc_offset_x -= 0.5f / viewport_scale_x;
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}
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} else {
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ndc_offset_x -= 1.0f / 2560.0f;
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}
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if (pa_cl_vte_cntl & (1 << 2)) {
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float viewport_scale_y = regs[XE_GPU_REG_PA_CL_VPORT_YSCALE].f32;
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if (viewport_scale_y != 0.0f) {
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ndc_offset_y -= 0.5f / viewport_scale_y;
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}
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} else {
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ndc_offset_y -= 1.0f / 2560.0f;
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}
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pixel_half_pixel_offset = -0.5f;
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}
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dirty |= system_constants_.ndc_scale[0] != ndc_scale_x;
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dirty |= system_constants_.ndc_scale[1] != ndc_scale_y;
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dirty |= system_constants_.ndc_scale[2] != ndc_scale_z;
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dirty |= system_constants_.ndc_offset[0] != ndc_offset_x;
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dirty |= system_constants_.ndc_offset[1] != ndc_offset_y;
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dirty |= system_constants_.ndc_offset[2] != ndc_offset_z;
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dirty |= system_constants_.pixel_half_pixel_offset != pixel_half_pixel_offset;
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system_constants_.ndc_scale[0] = ndc_scale_x;
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system_constants_.ndc_scale[1] = ndc_scale_y;
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system_constants_.ndc_scale[2] = ndc_scale_z;
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system_constants_.ndc_offset[0] = ndc_offset_x;
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system_constants_.ndc_offset[1] = ndc_offset_y;
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system_constants_.ndc_offset[2] = ndc_offset_z;
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// Half-pixel offset for vertex and pixel coordinates.
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// TODO(Triang3l): Check if pixel coordinates need to offset depending on a
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// different register.
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float vertex_half_pixel_offset[2], pixel_half_pixel_offset;
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if (pa_su_vtx_cntl & (1 << 0)) {
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if (pa_cl_vte_cntl & (1 << 0)) {
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float viewport_scale_x = regs[XE_GPU_REG_PA_CL_VPORT_XSCALE].f32;
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vertex_half_pixel_offset[0] =
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viewport_scale_x != 0.0f ? -0.5f / viewport_scale_x : 0.0f;
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} else {
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vertex_half_pixel_offset[0] = -1.0f / 2560.0f;
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}
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if (pa_cl_vte_cntl & (1 << 2)) {
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float viewport_scale_y = regs[XE_GPU_REG_PA_CL_VPORT_YSCALE].f32;
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vertex_half_pixel_offset[1] =
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viewport_scale_y != 0.0f ? -0.5f / viewport_scale_y : 0.0f;
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} else {
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vertex_half_pixel_offset[1] = -1.0f / 2560.0f;
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}
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pixel_half_pixel_offset = -0.5f;
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} else {
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vertex_half_pixel_offset[0] = 0.0f;
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vertex_half_pixel_offset[1] = 0.0f;
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pixel_half_pixel_offset = 0.0f;
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}
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dirty |= system_constants_.vertex_half_pixel_offset[0] !=
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vertex_half_pixel_offset[0];
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dirty |= system_constants_.vertex_half_pixel_offset[1] !=
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vertex_half_pixel_offset[1];
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dirty |= system_constants_.pixel_half_pixel_offset != pixel_half_pixel_offset;
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system_constants_.vertex_half_pixel_offset[0] = vertex_half_pixel_offset[0];
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system_constants_.vertex_half_pixel_offset[1] = vertex_half_pixel_offset[1];
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system_constants_.pixel_half_pixel_offset = pixel_half_pixel_offset;
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// Pixel position register.
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@ -167,9 +167,14 @@ std::vector<uint8_t> HlslShaderTranslator::CompleteTranslation() {
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// Only up to 14 constant buffers can be used on binding tiers 1 and 2.
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source.Append(
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"cbuffer xe_system_constants : register(b0) {\n"
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" float2 xe_viewport_inv_scale;\n"
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" float3 xe_mul_rcp_w;\n"
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" uint xe_vertex_index_endian;\n"
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" float3 xe_ndc_scale;\n"
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" uint xe_textures_are_3d;\n"
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" float3 xe_ndc_offset;\n"
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" float xe_pixel_half_pixel_offset;\n"
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" float2 xe_ssaa_inv_scale;\n"
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" uint xe_pixel_pos_reg;\n"
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"};\n"
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"\n"
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"cbuffer xe_loop_bool_constants : register(b1) {\n"
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@ -313,6 +318,22 @@ std::vector<uint8_t> HlslShaderTranslator::CompleteTranslation() {
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" break;\n"
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" }\n"
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" } while (xe_pc != 0xFFFFu);\n");
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if (is_vertex_shader()) {
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// Restore the original W if the shader has already taken its reciprocal,
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// and restore the original XYZ if the shader has divided them by W. Also
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// normalize the coordinates to the viewport if the shader has returned
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// unnormalized ones (for rectangle lists, for instance) and apply the half-
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// pixel offset.
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source.Append(
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" [flatten] if (xe_mul_rcp_w.z == 0.0) {\n"
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" xe_output.position.w = rcp(xe_output.position.w);\n"
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" }\n"
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" xe_output.position.xyz *=\n"
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" lerp((1.0).xxx, xe_output.position.www, xe_mul_rcp_w.xxy);\n"
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" xe_output.position.xyz =\n"
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" xe_output.position.xyz * xe_ndc_scale +\n"
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" xe_ndc_offset * xe_output.position.www;\n");
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}
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// TODO(Triang3l): Window offset, half pixel offset, alpha test, gamma.
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source.Append(
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" return xe_output;\n"
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@ -35,10 +35,8 @@ class HlslShaderTranslator : public ShaderTranslator {
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float ndc_offset[3];
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float pixel_half_pixel_offset;
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// vec4 3
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float vertex_half_pixel_offset[2];
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uint32_t pixel_pos_reg;
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// vec4 4
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float ssaa_inv_scale[2];
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uint32_t pixel_pos_reg;
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};
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enum class SRVType : uint32_t {
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