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 commit 0efd4e5c29.
This reverts commit b4ec836aca.
This reverts commit bb4c9e2205.
This reverts commit 146b02615c.
This commit is contained in:
NeoBrainX
2012-08-10 18:57:37 +02:00
parent 6e02ad55bc
commit 08a9c66037
22 changed files with 211 additions and 358 deletions

View File

@ -330,11 +330,11 @@ void PixelShaderCache::Shutdown()
unique_shaders.clear();
}
bool PixelShaderCache::SetShader(PSGRENDER_MODE PSGRenderMode, u32 components)
bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
{
const API_TYPE api = ((D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF) < 3 ? API_D3D9_SM20 : API_D3D9_SM30;
PIXELSHADERUID uid;
GetPixelShaderId(&uid, PSGRenderMode, components);
GetPixelShaderId(&uid, dstAlphaMode, components);
// Check if the shader is already set
if (last_entry)
@ -342,7 +342,7 @@ bool PixelShaderCache::SetShader(PSGRENDER_MODE PSGRenderMode, u32 components)
if (uid == last_uid)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
ValidatePixelShaderIDs(api, last_entry->safe_uid, last_entry->code, PSGRenderMode, components);
ValidatePixelShaderIDs(api, last_entry->safe_uid, last_entry->code, dstAlphaMode, components);
return last_entry->shader != NULL;
}
}
@ -359,13 +359,13 @@ bool PixelShaderCache::SetShader(PSGRENDER_MODE PSGRenderMode, u32 components)
if (entry.shader) D3D::SetPixelShader(entry.shader);
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
ValidatePixelShaderIDs(api, entry.safe_uid, entry.code, PSGRenderMode, components);
ValidatePixelShaderIDs(api, entry.safe_uid, entry.code, dstAlphaMode, components);
return (entry.shader != NULL);
}
// Need to compile a new shader
const char *code = GeneratePixelShaderCode(PSGRenderMode, api, components);
const char *code = GeneratePixelShaderCode(dstAlphaMode, api, components);
if (g_ActiveConfig.bEnableShaderDebugging)
{
@ -401,7 +401,7 @@ bool PixelShaderCache::SetShader(PSGRENDER_MODE PSGRenderMode, u32 components)
if (g_ActiveConfig.bEnableShaderDebugging && success)
{
PixelShaders[uid].code = code;
GetSafePixelShaderId(&PixelShaders[uid].safe_uid, PSGRenderMode, components);
GetSafePixelShaderId(&PixelShaders[uid].safe_uid, dstAlphaMode, components);
}
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);

View File

@ -63,7 +63,7 @@ private:
public:
static void Init();
static void Shutdown();
static bool SetShader(PSGRENDER_MODE PSGRenderMode, u32 componets);
static bool SetShader(DSTALPHA_MODE dstAlphaMode, u32 componets);
static bool InsertByteCode(const PIXELSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate);
static LPDIRECT3DPIXELSHADER9 GetColorMatrixProgram(int SSAAMode);
static LPDIRECT3DPIXELSHADER9 GetColorCopyProgram(int SSAAMode);

View File

@ -247,7 +247,6 @@ void TeardownDeviceObjects()
// Init functions
Renderer::Renderer()
{
Renderer::LastMode = RSM_None;
st = new char[32768];
int fullScreenRes, x, y, w_temp, h_temp;
@ -1202,49 +1201,20 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
XFBWrited = false;
}
void Renderer::ApplyState(u32 mode)
void Renderer::ApplyState(bool bUseDstAlpha)
{
if(mode & RSM_Zcomploc)
{
D3D::ChangeRenderState(D3DRS_COLORWRITEENABLE, 0);
}
if(mode & RSM_Multipass)
{
D3D::ChangeRenderState(D3DRS_ZENABLE, TRUE);
D3D::ChangeRenderState(D3DRS_ZWRITEENABLE, false);
D3D::ChangeRenderState(D3DRS_ZFUNC, D3DCMP_EQUAL);
}
if (mode & RSM_UseDstAlpha)
if (bUseDstAlpha)
{
D3D::ChangeRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA);
D3D::ChangeRenderState(D3DRS_ALPHABLENDENABLE, false);
}
Renderer::LastMode |= mode;
}
void Renderer::RestoreState()
{
if(Renderer::LastMode & RSM_Zcomploc)
{
D3D::RefreshRenderState(D3DRS_COLORWRITEENABLE);
}
if(Renderer::LastMode & RSM_Multipass)
{
D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
D3D::RefreshRenderState(D3DRS_ZENABLE);
D3D::RefreshRenderState(D3DRS_ZWRITEENABLE);
D3D::RefreshRenderState(D3DRS_ZFUNC);
}
if(Renderer::LastMode & RSM_UseDstAlpha)
{
D3D::RefreshRenderState(D3DRS_COLORWRITEENABLE);
D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
}
Renderer::LastMode = RSM_None;
D3D::RefreshRenderState(D3DRS_COLORWRITEENABLE);
D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
// TODO: Enable this code. Caused glitches for me however (neobrain)
// for (unsigned int i = 0; i < 8; ++i)
// D3D::dev->SetTexture(i, NULL);

View File

@ -9,8 +9,6 @@ namespace DX9
class Renderer : public ::Renderer
{
private:
u32 LastMode;
public:
Renderer();
~Renderer();
@ -26,7 +24,7 @@ public:
void SetSamplerState(int stage,int texindex);
void SetInterlacingMode();
void ApplyState(u32 mode);
void ApplyState(bool bUseDstAlpha);
void RestoreState();
void RenderText(const char* pstr, int left, int top, u32 color);

View File

@ -154,7 +154,7 @@ void VertexManager::vFlush()
VertexShaderManager::SetConstants();
PixelShaderManager::SetConstants();
if (!PixelShaderCache::SetShader(PSGRENDER_NORMAL,g_nativeVertexFmt->m_components))
if (!PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components))
{
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
goto shader_fail;
@ -175,27 +175,14 @@ void VertexManager::vFlush()
bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
if (useDstAlpha)
{
if (!PixelShaderCache::SetShader(PSGRENDER_DSTALPHA_ALPHA_PASS, g_nativeVertexFmt->m_components))
DWORD write = 0;
if (!PixelShaderCache::SetShader(DSTALPHA_ALPHA_PASS, g_nativeVertexFmt->m_components))
{
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
goto shader_fail;
}
// update alpha only
g_renderer->ApplyState(RSM_UseDstAlpha | (bpmem.zmode.updateenable ? RSM_Multipass : RSM_None));
Draw(stride);
g_renderer->RestoreState();
}
bool useZcomploc = bpmem.zcontrol.zcomploc && bpmem.zmode.updateenable;
if (useZcomploc && PixelShaderManager::AlphaPreTest() == ALPHAPT_UNDEFINED)
{
if (!PixelShaderCache::SetShader(PSGRENDER_ZCOMPLOC, g_nativeVertexFmt->m_components))
{
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
goto shader_fail;
}
// update Depth only
g_renderer->ApplyState(RSM_Zcomploc);
g_renderer->ApplyState(true);
Draw(stride);
g_renderer->RestoreState();
}