D3D: Depth range inversion.

Credits go to Galop1n for designing this technique and to BhaaLseN for cleaning up the commit.
This commit is contained in:
galop1n
2015-05-24 14:44:25 +02:00
committed by Jules Blok
parent 308b72d376
commit 2975e53091
6 changed files with 36 additions and 16 deletions

View File

@ -582,7 +582,10 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
}
else
{
out.Write("\tint zCoord = int(rawpos.z * 16777216.0);\n");
if (ApiType == API_D3D)
out.Write("\tint zCoord = int((1.0 - rawpos.z) * 16777216.0);\n");
else
out.Write("\tint zCoord = int(rawpos.z * 16777216.0);\n");
}
out.Write("\tzCoord = clamp(zCoord, " I_ZBIAS"[1].x - " I_ZBIAS"[1].y, " I_ZBIAS"[1].x);\n");
@ -600,7 +603,10 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
// Note: z-textures are not written to depth buffer if early depth test is used
if (per_pixel_depth && bpmem.UseEarlyDepthTest())
{
out.Write("\tdepth = float(zCoord) / 16777216.0;\n");
if (ApiType == API_D3D)
out.Write("\tdepth = 1.0 - float(zCoord) / 16777216.0;\n");
else
out.Write("\tdepth = float(zCoord) / 16777216.0;\n");
}
// Note: depth texture output is only written to depth buffer if late depth test is used
@ -616,7 +622,10 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
if (per_pixel_depth && bpmem.UseLateDepthTest())
{
out.Write("\tdepth = float(zCoord) / 16777216.0;\n");
if (ApiType == API_D3D)
out.Write("\tdepth = 1.0 - float(zCoord) / 16777216.0;\n");
else
out.Write("\tdepth = float(zCoord) / 16777216.0;\n");
}
if (dstAlphaMode == DSTALPHA_ALPHA_PASS)
@ -1129,7 +1138,7 @@ static inline void WriteAlphaTest(T& out, pixel_shader_uid_data* uid_data, API_T
if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
out.Write("\t\tocol1 = float4(0.0, 0.0, 0.0, 0.0);\n");
if (per_pixel_depth)
out.Write("\t\tdepth = 1.0;\n");
out.Write("\t\tdepth = %s;\n", (ApiType == API_D3D) ? "0.0" : "1.0");
// ZCOMPLOC HACK:
// The only way to emulate alpha test + early-z is to force early-z in the shader.

View File

@ -462,15 +462,19 @@ static void WriteZ8Encoder(char*& p, const char* multiplier,API_TYPE ApiType)
WRITE(p, " float depth;\n");
WriteSampleColor(p, "r", "depth", 0, ApiType);
if (ApiType == API_D3D) WRITE(p, "depth = 1.0f - depth;\n");
WRITE(p, "ocol0.b = frac(depth * %s);\n", multiplier);
WriteSampleColor(p, "r", "depth", 1, ApiType);
if (ApiType == API_D3D) WRITE(p, "depth = 1.0f - depth;\n");
WRITE(p, "ocol0.g = frac(depth * %s);\n", multiplier);
WriteSampleColor(p, "r", "depth", 2, ApiType);
if (ApiType == API_D3D) WRITE(p, "depth = 1.0f - depth;\n");
WRITE(p, "ocol0.r = frac(depth * %s);\n", multiplier);
WriteSampleColor(p, "r", "depth", 3, ApiType);
if (ApiType == API_D3D) WRITE(p, "depth = 1.0f - depth;\n");
WRITE(p, "ocol0.a = frac(depth * %s);\n", multiplier);
WriteEncoderEnd(p, ApiType);
@ -486,6 +490,7 @@ static void WriteZ16Encoder(char*& p,API_TYPE ApiType)
// byte order is reversed
WriteSampleColor(p, "r", "depth", 0, ApiType);
if (ApiType == API_D3D) WRITE(p, "depth = 1.0f - depth;\n");
WRITE(p, " depth = clamp(depth * 16777216.0, 0.0, float(0xFFFFFF));\n");
WRITE(p, " expanded.r = floor(depth / (256.0 * 256.0));\n");
@ -496,6 +501,7 @@ static void WriteZ16Encoder(char*& p,API_TYPE ApiType)
WRITE(p, " ocol0.g = expanded.r / 255.0;\n");
WriteSampleColor(p, "r", "depth", 1, ApiType);
if (ApiType == API_D3D) WRITE(p, "depth = 1.0f - depth;\n");
WRITE(p, " depth = clamp(depth * 16777216.0, 0.0, float(0xFFFFFF));\n");
WRITE(p, " expanded.r = floor(depth / (256.0 * 256.0));\n");
@ -518,6 +524,7 @@ static void WriteZ16LEncoder(char*& p,API_TYPE ApiType)
// byte order is reversed
WriteSampleColor(p, "r", "depth", 0, ApiType);
if (ApiType == API_D3D) WRITE(p, "depth = 1.0f - depth;\n");
WRITE(p, " depth = clamp(depth * 16777216.0, 0.0, float(0xFFFFFF));\n");
WRITE(p, " expanded.r = floor(depth / (256.0 * 256.0));\n");
@ -530,6 +537,7 @@ static void WriteZ16LEncoder(char*& p,API_TYPE ApiType)
WRITE(p, " ocol0.g = expanded.g / 255.0;\n");
WriteSampleColor(p, "r", "depth", 1, ApiType);
if (ApiType == API_D3D) WRITE(p, "depth = 1.0f - depth;\n");
WRITE(p, " depth = clamp(depth * 16777216.0, 0.0, float(0xFFFFFF));\n");
WRITE(p, " expanded.r = floor(depth / (256.0 * 256.0));\n");
@ -554,7 +562,9 @@ static void WriteZ24Encoder(char*& p, API_TYPE ApiType)
WRITE(p, " float3 expanded1;\n");
WriteSampleColor(p, "r", "depth0", 0, ApiType);
if (ApiType == API_D3D) WRITE(p, "depth0 = 1.0f - depth0;\n");
WriteSampleColor(p, "r", "depth1", 1, ApiType);
if (ApiType == API_D3D) WRITE(p, "depth1 = 1.0f - depth1;\n");
for (int i = 0; i < 2; i++)
{

View File

@ -385,7 +385,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
}
else if (api_type == API_D3D)
{
out.Write("o.pos.z = o.pos.w + o.pos.z;\n");
out.Write("o.pos.z = -o.pos.z;\n");
}
else // OGL
{