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

@ -433,7 +433,7 @@ ID3D11DepthStencilState* StateCache::Get(ZMode state)
depthdc.DepthEnable = TRUE;
depthdc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depthdc.DepthFunc = D3D11_COMPARISON_LESS;
depthdc.DepthFunc = D3D11_COMPARISON_GREATER;
depthdc.StencilEnable = FALSE;
depthdc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
depthdc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
@ -441,12 +441,12 @@ ID3D11DepthStencilState* StateCache::Get(ZMode state)
const D3D11_COMPARISON_FUNC d3dCmpFuncs[8] =
{
D3D11_COMPARISON_NEVER,
D3D11_COMPARISON_LESS,
D3D11_COMPARISON_EQUAL,
D3D11_COMPARISON_LESS_EQUAL,
D3D11_COMPARISON_GREATER,
D3D11_COMPARISON_NOT_EQUAL,
D3D11_COMPARISON_EQUAL,
D3D11_COMPARISON_GREATER_EQUAL,
D3D11_COMPARISON_LESS,
D3D11_COMPARISON_NOT_EQUAL,
D3D11_COMPARISON_LESS_EQUAL,
D3D11_COMPARISON_ALWAYS
};

View File

@ -146,7 +146,7 @@ const char depth_matrix_program[] = {
" in float4 pos : SV_Position,\n"
" in float3 uv0 : TEXCOORD0){\n"
" float4 texcol = Tex0.Sample(samp0,uv0);\n"
" int depth = clamp(int(texcol.x * 16777216.0), 0, 0xFFFFFF);\n"
" int depth = clamp(int((1.0 - texcol.x) * 16777216.0), 0, 0xFFFFFF);\n"
// Convert to Z24 format
" int4 workspace;\n"
@ -180,7 +180,7 @@ const char depth_matrix_program_msaa[] = {
" for(int i = 0; i < SAMPLES; ++i)\n"
" texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
" texcol /= SAMPLES;\n"
" int depth = clamp(int(texcol.x * 16777216.0), 0, 0xFFFFFF);\n"
" int depth = clamp(int((1.0 - texcol.x) * 16777216.0), 0, 0xFFFFFF);\n"
// Convert to Z24 format
" int4 workspace;\n"

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@ -415,7 +415,8 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
// read the data from system memory
D3D::context->Map(read_tex, 0, D3D11_MAP_READ, 0, &map);
float val = *(float*)map.pData;
// depth buffer is inverted in the d3d backend
float val = 1.0f - *(float*)map.pData;
u32 ret = 0;
if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
{
@ -522,8 +523,8 @@ void Renderer::SetViewport()
Ht = (Y + Ht <= GetTargetHeight()) ? Ht : (GetTargetHeight() - Y);
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht,
MathUtil::Clamp<float>(xfmem.viewport.farZ - xfmem.viewport.zRange, 0.0f, 16777215.0f) / 16777216.0f,
MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f);
1.0f - MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f,
1.0f - MathUtil::Clamp<float>(xfmem.viewport.farZ - xfmem.viewport.zRange, 0.0f, 16777215.0f) / 16777216.0f);
D3D::context->RSSetViewports(1, &vp);
}
@ -548,7 +549,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
// Color is passed in bgra mode so we need to convert it to rgba
u32 rgbaColor = (color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000);
D3D::drawClearQuad(rgbaColor, (z & 0xFFFFFF) / 16777216.0f);
D3D::drawClearQuad(rgbaColor, 1.0f - (z & 0xFFFFFF) / 16777216.0f);
D3D::stateman->PopDepthState();
D3D::stateman->PopBlendState();

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@ -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.

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@ -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++)
{

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@ -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
{