mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -06:00
VideoBackends: Reimplement SSAA, now for D3D + OGL
This commit is contained in:
@ -333,6 +333,8 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
|
||||
warn_once = false;
|
||||
}
|
||||
|
||||
uid_data->msaa = g_ActiveConfig.iMultisampleMode > 0;
|
||||
uid_data->ssaa = g_ActiveConfig.iMultisampleMode > 0 && g_ActiveConfig.bSSAA;
|
||||
if (ApiType == API_OPENGL)
|
||||
{
|
||||
out.Write("out vec4 ocol0;\n");
|
||||
@ -342,19 +344,11 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
|
||||
if (per_pixel_depth)
|
||||
out.Write("#define depth gl_FragDepth\n");
|
||||
|
||||
// We use the flag "centroid" to fix some MSAA rendering bugs. With MSAA, the
|
||||
// pixel shader will be executed for each pixel which has at least one passed sample.
|
||||
// So there may be rendered pixels where the center of the pixel isn't in the primitive.
|
||||
// As the pixel shader usually renders at the center of the pixel, this position may be
|
||||
// outside the primitive. This will lead to sampling outside the texture, sign changes, ...
|
||||
// As a workaround, we interpolate at the centroid of the coveraged pixel, which
|
||||
// is always inside the primitive.
|
||||
// Without MSAA, this flag is defined to have no effect.
|
||||
uid_data->stereo = g_ActiveConfig.iStereoMode > 0;
|
||||
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
|
||||
{
|
||||
out.Write("in VertexData {\n");
|
||||
GenerateVSOutputMembers<T>(out, ApiType, g_ActiveConfig.backend_info.bSupportsBindingLayout ? "centroid" : "centroid in");
|
||||
GenerateVSOutputMembers<T>(out, ApiType, GetInterpolationQualifier(ApiType, true, true));
|
||||
|
||||
if (g_ActiveConfig.iStereoMode > 0)
|
||||
out.Write("\tflat int layer;\n");
|
||||
@ -363,19 +357,19 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
|
||||
}
|
||||
else
|
||||
{
|
||||
out.Write("centroid in float4 colors_0;\n");
|
||||
out.Write("centroid in float4 colors_1;\n");
|
||||
out.Write("%s in float4 colors_0;\n", GetInterpolationQualifier(ApiType));
|
||||
out.Write("%s in float4 colors_1;\n", GetInterpolationQualifier(ApiType));
|
||||
// compute window position if needed because binding semantic WPOS is not widely supported
|
||||
// Let's set up attributes
|
||||
for (unsigned int i = 0; i < numTexgen; ++i)
|
||||
{
|
||||
out.Write("centroid in float3 uv%d;\n", i);
|
||||
out.Write("%s in float3 uv%d;\n", GetInterpolationQualifier(ApiType), i);
|
||||
}
|
||||
out.Write("centroid in float4 clipPos;\n");
|
||||
out.Write("%s in float4 clipPos;\n", GetInterpolationQualifier(ApiType));
|
||||
if (g_ActiveConfig.bEnablePixelLighting)
|
||||
{
|
||||
out.Write("centroid in float3 Normal;\n");
|
||||
out.Write("centroid in float3 WorldPos;\n");
|
||||
out.Write("%s in float3 Normal;\n", GetInterpolationQualifier(ApiType));
|
||||
out.Write("%s in float3 WorldPos;\n", GetInterpolationQualifier(ApiType));
|
||||
}
|
||||
}
|
||||
|
||||
@ -396,17 +390,17 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
|
||||
dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "\n out float4 ocol1 : SV_Target1," : "",
|
||||
per_pixel_depth ? "\n out float depth : SV_Depth," : "");
|
||||
|
||||
out.Write(" in centroid float4 colors_0 : COLOR0,\n");
|
||||
out.Write(" in centroid float4 colors_1 : COLOR1\n");
|
||||
out.Write(" in %s float4 colors_0 : COLOR0,\n", GetInterpolationQualifier(ApiType));
|
||||
out.Write(" in %s float4 colors_1 : COLOR1\n", GetInterpolationQualifier(ApiType));
|
||||
|
||||
// compute window position if needed because binding semantic WPOS is not widely supported
|
||||
for (unsigned int i = 0; i < numTexgen; ++i)
|
||||
out.Write(",\n in centroid float3 uv%d : TEXCOORD%d", i, i);
|
||||
out.Write(",\n in centroid float4 clipPos : TEXCOORD%d", numTexgen);
|
||||
out.Write(",\n in %s float3 uv%d : TEXCOORD%d", GetInterpolationQualifier(ApiType), i, i);
|
||||
out.Write(",\n in %s float4 clipPos : TEXCOORD%d", GetInterpolationQualifier(ApiType), numTexgen);
|
||||
if (g_ActiveConfig.bEnablePixelLighting)
|
||||
{
|
||||
out.Write(",\n in centroid float3 Normal : TEXCOORD%d", numTexgen + 1);
|
||||
out.Write(",\n in centroid float3 WorldPos : TEXCOORD%d", numTexgen + 2);
|
||||
out.Write(",\n in %s float3 Normal : TEXCOORD%d", GetInterpolationQualifier(ApiType), numTexgen + 1);
|
||||
out.Write(",\n in %s float3 WorldPos : TEXCOORD%d", GetInterpolationQualifier(ApiType), numTexgen + 2);
|
||||
}
|
||||
uid_data->stereo = g_ActiveConfig.iStereoMode > 0;
|
||||
if (g_ActiveConfig.iStereoMode > 0)
|
||||
|
Reference in New Issue
Block a user