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;
}