[D3D12] HLSL alphatest
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@ -1032,6 +1032,8 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
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uint32_t sq_program_cntl = regs[XE_GPU_REG_SQ_PROGRAM_CNTL].u32;
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uint32_t sq_context_misc = regs[XE_GPU_REG_SQ_CONTEXT_MISC].u32;
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uint32_t rb_surface_info = regs[XE_GPU_REG_RB_SURFACE_INFO].u32;
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uint32_t rb_colorcontrol = regs[XE_GPU_REG_RB_COLORCONTROL].u32;
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uint32_t rb_alpha_ref = regs[XE_GPU_REG_RB_ALPHA_REF].u32;
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bool dirty = false;
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@ -1137,6 +1139,39 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
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system_constants_.ssaa_inv_scale[0] = ssaa_inv_scale_x;
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system_constants_.ssaa_inv_scale[1] = ssaa_inv_scale_y;
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// Alpha test.
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uint32_t alpha_test_enabled = (rb_colorcontrol & 0x8) ? 1 : 0;
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dirty |= system_constants_.alpha_test_enabled != alpha_test_enabled;
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system_constants_.alpha_test_enabled = alpha_test_enabled;
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if (rb_colorcontrol & 0x8) {
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uint32_t alpha_test_function = rb_colorcontrol & 0x7;
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// 0: Never - fail in [-inf, +inf].
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// 1: Less - fail in [ref, +inf].
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// 2: Equal - pass in [ref, ref].
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// 3: Less or equal - pass in [-inf, ref].
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// 4: Greater - fail in [-inf, ref].
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// 5: Not equal - fail in [ref, ref].
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// 6: Greater or equal - pass in [ref, +inf].
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// 7: Always - pass in [-inf, +inf].
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uint32_t alpha_test_range_start =
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(alpha_test_function == 1 || alpha_test_function == 2 ||
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alpha_test_function == 5 || alpha_test_function == 6)
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? rb_alpha_ref
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: 0xFF800000u;
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uint32_t alpha_test_range_end =
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(alpha_test_function == 2 || alpha_test_function == 3 ||
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alpha_test_function == 4 || alpha_test_function == 5)
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? rb_alpha_ref
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: 0x7F800000u;
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uint32_t alpha_test_range_pass = (alpha_test_function & 0x2) ? 1 : 0;
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dirty |= system_constants_.alpha_test_range[0] != alpha_test_range_start;
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dirty |= system_constants_.alpha_test_range[1] != alpha_test_range_end;
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dirty |= system_constants_.alpha_test_range_pass != alpha_test_range_pass;
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system_constants_.alpha_test_range[0] = alpha_test_range_start;
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system_constants_.alpha_test_range[1] = alpha_test_range_end;
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system_constants_.alpha_test_range_pass = alpha_test_range_pass;
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}
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// Color output index mapping.
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for (uint32_t i = 0; i < 4; ++i) {
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dirty |= system_constants_.color_output_map[i] !=
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@ -177,6 +177,9 @@ std::vector<uint8_t> HlslShaderTranslator::CompleteTranslation() {
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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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" bool xe_alpha_test_enabled;\n"
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" float2 xe_alpha_test_range;\n"
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" bool xe_alpha_test_range_pass;\n"
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" uint4 xe_color_output_map;\n"
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"};\n"
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"\n"
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@ -382,15 +385,29 @@ std::vector<uint8_t> HlslShaderTranslator::CompleteTranslation() {
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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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} else if (is_pixel_shader()) {
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// Remap guest color outputs to host render targets because null render
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// target descriptors are broken.
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source.Append(
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// Perform alpha test - check if the alpha is within the specified
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// bounds (inclusively), fail or pass depending on comparison mode and
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// on the results of the bound test.
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" [branch] if (xe_alpha_test_enabled) {\n"
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" bool xe_alpha_test_failed =\n"
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" xe_color_output[0u].a >= xe_alpha_test_range.x &&\n"
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" xe_color_output[0u].a <= xe_alpha_test_range.y;\n"
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" [flatten] if (xe_alpha_test_range_pass) {\n"
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" xe_alpha_test_failed = !xe_alpha_test_failed;\n"
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" }\n"
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" if (xe_alpha_test_failed) {\n"
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" discard;\n"
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" }\n"
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" }\n"
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// Remap guest color outputs to host render targets because null render
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// target descriptors are broken.
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" xe_output.colors[0] = xe_color_output[xe_color_output_map.r];\n"
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" xe_output.colors[1] = xe_color_output[xe_color_output_map.g];\n"
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" xe_output.colors[2] = xe_color_output[xe_color_output_map.b];\n"
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" xe_output.colors[3] = xe_color_output[xe_color_output_map.a];\n");
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}
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// TODO(Triang3l): Window offset, half pixel offset, alpha test, gamma.
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// TODO(Triang3l): Half pixel offset, alpha test, gamma.
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source.Append(
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" return xe_output;\n"
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"}\n");
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@ -37,8 +37,13 @@ class HlslShaderTranslator : public ShaderTranslator {
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// vec4 3
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float ssaa_inv_scale[2];
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uint32_t pixel_pos_reg;
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uint32_t padding_3;
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uint32_t alpha_test_enabled;
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// vec4 4
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// The range is floats as uints so it's easier to pass infinity.
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uint32_t alpha_test_range[2];
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uint32_t alpha_test_range_pass;
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uint32_t padding_4;
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// vec4 5
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uint32_t color_output_map[4];
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};
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