mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 14:19:46 -06:00
Revert the recent zcomploc changes including the Graphic_Fixes merge.
Reason: - It's wrong, zcomploc can't be emulated perfectly in HW backends without severely impacting performance. - It provides virtually no advantages over the previous hack while introducing lots of code. - There is a better alternative: If people insist on having some sort of valid zcomploc emulation, I suggest rendering each primitive separately while using a _clean_ dual-pass approach to emulate zcomploc. This reverts commit0efd4e5c29
. This reverts commitb4ec836aca
. This reverts commitbb4c9e2205
. This reverts commit146b02615c
.
This commit is contained in:
@ -330,11 +330,11 @@ void PixelShaderCache::Shutdown()
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unique_shaders.clear();
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}
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bool PixelShaderCache::SetShader(PSGRENDER_MODE PSGRenderMode, u32 components)
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bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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{
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const API_TYPE api = ((D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF) < 3 ? API_D3D9_SM20 : API_D3D9_SM30;
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PIXELSHADERUID uid;
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GetPixelShaderId(&uid, PSGRenderMode, components);
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GetPixelShaderId(&uid, dstAlphaMode, components);
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// Check if the shader is already set
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if (last_entry)
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@ -342,7 +342,7 @@ bool PixelShaderCache::SetShader(PSGRENDER_MODE PSGRenderMode, u32 components)
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if (uid == last_uid)
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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ValidatePixelShaderIDs(api, last_entry->safe_uid, last_entry->code, PSGRenderMode, components);
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ValidatePixelShaderIDs(api, last_entry->safe_uid, last_entry->code, dstAlphaMode, components);
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return last_entry->shader != NULL;
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}
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}
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@ -359,13 +359,13 @@ bool PixelShaderCache::SetShader(PSGRENDER_MODE PSGRenderMode, u32 components)
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if (entry.shader) D3D::SetPixelShader(entry.shader);
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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ValidatePixelShaderIDs(api, entry.safe_uid, entry.code, PSGRenderMode, components);
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ValidatePixelShaderIDs(api, entry.safe_uid, entry.code, dstAlphaMode, components);
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return (entry.shader != NULL);
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}
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// Need to compile a new shader
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const char *code = GeneratePixelShaderCode(PSGRenderMode, api, components);
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const char *code = GeneratePixelShaderCode(dstAlphaMode, api, components);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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@ -401,7 +401,7 @@ bool PixelShaderCache::SetShader(PSGRENDER_MODE PSGRenderMode, u32 components)
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if (g_ActiveConfig.bEnableShaderDebugging && success)
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{
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PixelShaders[uid].code = code;
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GetSafePixelShaderId(&PixelShaders[uid].safe_uid, PSGRenderMode, components);
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GetSafePixelShaderId(&PixelShaders[uid].safe_uid, dstAlphaMode, components);
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}
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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@ -63,7 +63,7 @@ private:
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public:
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static void Init();
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static void Shutdown();
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static bool SetShader(PSGRENDER_MODE PSGRenderMode, u32 componets);
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static bool SetShader(DSTALPHA_MODE dstAlphaMode, u32 componets);
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static bool InsertByteCode(const PIXELSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate);
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static LPDIRECT3DPIXELSHADER9 GetColorMatrixProgram(int SSAAMode);
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static LPDIRECT3DPIXELSHADER9 GetColorCopyProgram(int SSAAMode);
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@ -247,7 +247,6 @@ void TeardownDeviceObjects()
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// Init functions
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Renderer::Renderer()
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{
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Renderer::LastMode = RSM_None;
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st = new char[32768];
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int fullScreenRes, x, y, w_temp, h_temp;
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@ -1202,49 +1201,20 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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XFBWrited = false;
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}
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void Renderer::ApplyState(u32 mode)
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void Renderer::ApplyState(bool bUseDstAlpha)
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{
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if(mode & RSM_Zcomploc)
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{
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D3D::ChangeRenderState(D3DRS_COLORWRITEENABLE, 0);
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}
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if(mode & RSM_Multipass)
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{
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D3D::ChangeRenderState(D3DRS_ZENABLE, TRUE);
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D3D::ChangeRenderState(D3DRS_ZWRITEENABLE, false);
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D3D::ChangeRenderState(D3DRS_ZFUNC, D3DCMP_EQUAL);
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}
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if (mode & RSM_UseDstAlpha)
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if (bUseDstAlpha)
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{
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D3D::ChangeRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA);
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D3D::ChangeRenderState(D3DRS_ALPHABLENDENABLE, false);
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}
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Renderer::LastMode |= mode;
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}
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void Renderer::RestoreState()
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{
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if(Renderer::LastMode & RSM_Zcomploc)
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{
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D3D::RefreshRenderState(D3DRS_COLORWRITEENABLE);
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}
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if(Renderer::LastMode & RSM_Multipass)
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{
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D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
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D3D::RefreshRenderState(D3DRS_ZENABLE);
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D3D::RefreshRenderState(D3DRS_ZWRITEENABLE);
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D3D::RefreshRenderState(D3DRS_ZFUNC);
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}
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if(Renderer::LastMode & RSM_UseDstAlpha)
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{
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D3D::RefreshRenderState(D3DRS_COLORWRITEENABLE);
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D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
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}
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Renderer::LastMode = RSM_None;
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D3D::RefreshRenderState(D3DRS_COLORWRITEENABLE);
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D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
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// TODO: Enable this code. Caused glitches for me however (neobrain)
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// for (unsigned int i = 0; i < 8; ++i)
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// D3D::dev->SetTexture(i, NULL);
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@ -9,8 +9,6 @@ namespace DX9
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class Renderer : public ::Renderer
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{
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private:
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u32 LastMode;
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public:
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Renderer();
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~Renderer();
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@ -26,7 +24,7 @@ public:
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void SetSamplerState(int stage,int texindex);
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void SetInterlacingMode();
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void ApplyState(u32 mode);
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void ApplyState(bool bUseDstAlpha);
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void RestoreState();
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void RenderText(const char* pstr, int left, int top, u32 color);
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@ -154,7 +154,7 @@ void VertexManager::vFlush()
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VertexShaderManager::SetConstants();
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PixelShaderManager::SetConstants();
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if (!PixelShaderCache::SetShader(PSGRENDER_NORMAL,g_nativeVertexFmt->m_components))
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if (!PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components))
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{
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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goto shader_fail;
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@ -175,27 +175,14 @@ void VertexManager::vFlush()
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bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
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if (useDstAlpha)
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{
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if (!PixelShaderCache::SetShader(PSGRENDER_DSTALPHA_ALPHA_PASS, g_nativeVertexFmt->m_components))
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DWORD write = 0;
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if (!PixelShaderCache::SetShader(DSTALPHA_ALPHA_PASS, g_nativeVertexFmt->m_components))
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{
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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goto shader_fail;
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}
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// update alpha only
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g_renderer->ApplyState(RSM_UseDstAlpha | (bpmem.zmode.updateenable ? RSM_Multipass : RSM_None));
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Draw(stride);
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g_renderer->RestoreState();
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}
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bool useZcomploc = bpmem.zcontrol.zcomploc && bpmem.zmode.updateenable;
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if (useZcomploc && PixelShaderManager::AlphaPreTest() == ALPHAPT_UNDEFINED)
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{
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if (!PixelShaderCache::SetShader(PSGRENDER_ZCOMPLOC, g_nativeVertexFmt->m_components))
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{
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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goto shader_fail;
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}
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// update Depth only
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g_renderer->ApplyState(RSM_Zcomploc);
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g_renderer->ApplyState(true);
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Draw(stride);
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g_renderer->RestoreState();
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}
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