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

@ -181,10 +181,10 @@ void PixelShaderCache::Shutdown()
PixelShaders.clear();
}
FRAGMENTSHADER* PixelShaderCache::SetShader(PSGRENDER_MODE PSGRenderMode, u32 components)
FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
{
PIXELSHADERUID uid;
GetPixelShaderId(&uid, PSGRenderMode, components);
GetPixelShaderId(&uid, dstAlphaMode, components);
// Check if the shader is already set
if (last_entry)
@ -192,7 +192,7 @@ FRAGMENTSHADER* PixelShaderCache::SetShader(PSGRENDER_MODE PSGRenderMode, u32 co
if (uid == last_uid)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
ValidatePixelShaderIDs(API_OPENGL, last_entry->safe_uid, last_entry->shader.strprog, PSGRenderMode, components);
ValidatePixelShaderIDs(API_OPENGL, last_entry->safe_uid, last_entry->shader.strprog, dstAlphaMode, components);
return &last_entry->shader;
}
}
@ -206,18 +206,18 @@ FRAGMENTSHADER* PixelShaderCache::SetShader(PSGRENDER_MODE PSGRenderMode, u32 co
last_entry = &entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
ValidatePixelShaderIDs(API_OPENGL, entry.safe_uid, entry.shader.strprog, PSGRenderMode, components);
ValidatePixelShaderIDs(API_OPENGL, entry.safe_uid, entry.shader.strprog, dstAlphaMode, components);
return &last_entry->shader;
}
// Make an entry in the table
PSCacheEntry& newentry = PixelShaders[uid];
last_entry = &newentry;
const char *code = GeneratePixelShaderCode(PSGRenderMode, API_OPENGL, components);
const char *code = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL, components);
if (g_ActiveConfig.bEnableShaderDebugging && code)
{
GetSafePixelShaderId(&newentry.safe_uid, PSGRenderMode, components);
GetSafePixelShaderId(&newentry.safe_uid, dstAlphaMode, components);
newentry.shader.strprog = code;
}

View File

@ -74,7 +74,7 @@ public:
static void Init();
static void Shutdown();
static FRAGMENTSHADER* SetShader(PSGRENDER_MODE PSGRenderMode, u32 components);
static FRAGMENTSHADER* SetShader(DSTALPHA_MODE dstAlphaMode, u32 components);
static bool CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrprogram);
static GLuint GetColorMatrixProgram();

View File

@ -245,7 +245,6 @@ int GetNumMSAACoverageSamples(int MSAAMode)
// Init functions
Renderer::Renderer()
{
Renderer::LastMode = RSM_None;
OSDInternalW = 0;
OSDInternalH = 0;
@ -516,49 +515,6 @@ Renderer::~Renderer()
delete g_framebuffer_manager;
}
void Renderer::ApplyState(u32 mode)
{
if(mode & RSM_Zcomploc)
{
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
}
if(mode & RSM_Multipass)
{
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glDepthFunc(GL_EQUAL);
}
if (mode & RSM_UseDstAlpha)
{
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
glDisable(GL_BLEND);
}
Renderer::LastMode |= mode;
}
void Renderer::RestoreState()
{
if(Renderer::LastMode & RSM_Zcomploc)
{
SetColorMask();
}
if(Renderer::LastMode & RSM_Multipass)
{
SetDepthMode();
}
if (Renderer::LastMode & RSM_UseDstAlpha)
{
SetColorMask();
if (bpmem.blendmode.blendenable || bpmem.blendmode.subtract)
glEnable(GL_BLEND);
}
Renderer::LastMode = RSM_None;
}
// Create On-Screen-Messages
void Renderer::DrawDebugInfo()
{

View File

@ -11,8 +11,6 @@ void ClearEFBCache();
class Renderer : public ::Renderer
{
private:
u32 LastMode;
public:
Renderer();
~Renderer();
@ -29,8 +27,8 @@ public:
void SetInterlacingMode();
// TODO: Implement and use these
void ApplyState(u32 mode);
void RestoreState();
void ApplyState(bool bUseDstAlpha) {}
void RestoreState() {}
void RenderText(const char* pstr, int left, int top, u32 color);
void DrawDebugInfo();

View File

@ -187,21 +187,21 @@ void VertexManager::vFlush()
// If host supports GL_ARB_blend_func_extended, we can do dst alpha in
// the same pass as regular rendering.
g_renderer->SetBlendMode(true);
ps = PixelShaderCache::SetShader(PSGRENDER_DSTALPHA_DUAL_SOURCE_BLEND, g_nativeVertexFmt->m_components);
ps = PixelShaderCache::SetShader(DSTALPHA_DUAL_SOURCE_BLEND, g_nativeVertexFmt->m_components);
}
else
{
g_renderer->SetBlendMode(true);
ps = PixelShaderCache::SetShader(PSGRENDER_NORMAL,g_nativeVertexFmt->m_components);
ps = PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
}
}
else
{
ps = PixelShaderCache::SetShader(PSGRENDER_NORMAL,g_nativeVertexFmt->m_components);
ps = PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
}
#else
bool dualSourcePossible = false;
FRAGMENTSHADER* ps = PixelShaderCache::SetShader(PSGRENDER_NORMAL,g_nativeVertexFmt->m_components);
FRAGMENTSHADER* ps = PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
#endif
VERTEXSHADER* vs = VertexShaderCache::SetShader(g_nativeVertexFmt->m_components);
if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid); // Lego Star Wars crashes here.
@ -212,22 +212,20 @@ void VertexManager::vFlush()
// run through vertex groups again to set alpha
if (useDstAlpha && !dualSourcePossible)
{
ps = PixelShaderCache::SetShader(PSGRENDER_DSTALPHA_ALPHA_PASS,g_nativeVertexFmt->m_components);
ps = PixelShaderCache::SetShader(DSTALPHA_ALPHA_PASS,g_nativeVertexFmt->m_components);
if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid);
g_renderer->ApplyState(RSM_UseDstAlpha | (bpmem.zmode.updateenable ? RSM_Multipass : RSM_None));
Draw();
g_renderer->RestoreState();
}
bool useZcomploc = bpmem.zcontrol.zcomploc && bpmem.zmode.updateenable;
if (useZcomploc && PixelShaderManager::AlphaPreTest() == ALPHAPT_UNDEFINED)
{
ps = PixelShaderCache::SetShader(PSGRENDER_ZCOMPLOC,g_nativeVertexFmt->m_components);
if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid);
// only update alpha
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
g_renderer->ApplyState(RSM_Zcomploc);
Draw();
g_renderer->RestoreState();
glDisable(GL_BLEND);
Draw();
// restore color mask
g_renderer->SetColorMask();
if (bpmem.blendmode.blendenable || bpmem.blendmode.subtract)
glEnable(GL_BLEND);
}
GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);