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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-24 14:49:42 -06:00
As requested, this is my implementation of zcomploc using a multi-pass algorithm. My apologize to the others devs for committing in the main branch but is the only way to get this tested as soon as possible.
please test for regressions, speed and for other issues fixed, as a example, the black color in water splash in super mario galaxy are fixed with this rev. please as soon as yo find a bug let me know.
This commit is contained in:
@ -109,7 +109,7 @@ void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 compo
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uid->values[0] |= bpmem.genMode.numtexgens << 4; // 4
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uid->values[0] |= dstAlphaMode << 8; // 2
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bool DepthTextureEnable = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && bpmem.zmode.testenable && bpmem.zmode.updateenable) || g_ActiveConfig.bEnablePerPixelDepth;
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bool DepthTextureEnable = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && bpmem.zmode.testenable) || g_ActiveConfig.bEnablePerPixelDepth;
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uid->values[0] |= DepthTextureEnable << 10; // 1
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@ -121,7 +121,7 @@ void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 compo
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uid->values[0] |= alphaPreTest << 16; // 2
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if (alphaPreTest == 1 || (alphaPreTest && !DepthTextureEnable && dstAlphaMode == DSTALPHA_ALPHA_PASS))
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if (alphaPreTest == 1 || (alphaPreTest == 2 && !DepthTextureEnable && dstAlphaMode == DSTALPHA_ALPHA_PASS) || dstAlphaMode == DSTALPHA_ZCOMPLOC)
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{
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// Courtesy of PreAlphaTest, we're done already ;)
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// NOTE: The comment header of generated shaders depends on the value of bpmem.genmode.numindstages.. shouldnt really bother about that though.
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@ -177,6 +177,8 @@ void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 compo
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ptr[0] |= bpmem.zcontrol.zcomploc << 13; // 1
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ptr[0] |= bpmem.zmode.testenable << 14; // 1
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ptr[0] |= bpmem.zmode.updateenable << 15; // 1
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ptr[0] |= g_ActiveConfig.bAcurateZcomploc << 16; // 1
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}
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}
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@ -184,8 +186,8 @@ void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 compo
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{
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if (bpmem.fog.c_proj_fsel.fsel != 0)
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{
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ptr[0] |= bpmem.fog.c_proj_fsel.proj << 16; // 1
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ptr[0] |= bpmem.fogRange.Base.Enabled << 17; // 1
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ptr[0] |= bpmem.fog.c_proj_fsel.proj << 17; // 1
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ptr[0] |= bpmem.fogRange.Base.Enabled << 18; // 1
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}
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}
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@ -523,7 +525,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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nIndirectStagesUsed |= 1 << bpmem.tevind[i].bt;
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}
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}
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DepthTextureEnable = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && bpmem.zmode.testenable && bpmem.zmode.updateenable) || g_ActiveConfig.bEnablePerPixelDepth ;
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DepthTextureEnable = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && bpmem.zmode.testenable) || g_ActiveConfig.bEnablePerPixelDepth ;
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// Declare samplers
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if(ApiType != API_D3D11)
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@ -619,9 +621,9 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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char* pmainstart = p;
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int Pretest = AlphaPreTest();
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if(Pretest >= 0 && !DepthTextureEnable)
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if(Pretest >= 0 || dstAlphaMode == DSTALPHA_ZCOMPLOC)
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{
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if (!Pretest)
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if (!Pretest || dstAlphaMode == DSTALPHA_ZCOMPLOC)
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{
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// alpha test will always fail, so restart the shader and just make it an empty function
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WRITE(p, "ocol0 = 0;\n");
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@ -629,15 +631,18 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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WRITE(p, "depth = 1.f;\n");
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if(dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
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WRITE(p, "ocol1 = 0;\n");
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WRITE(p, "discard;\n");
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if(ApiType != API_D3D11)
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WRITE(p, "return;\n");
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if(dstAlphaMode != DSTALPHA_ZCOMPLOC)
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{
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WRITE(p, "discard;\n");
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if(ApiType != API_D3D11)
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WRITE(p, "return;\n");
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}
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}
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else if (dstAlphaMode == DSTALPHA_ALPHA_PASS)
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else if (dstAlphaMode == DSTALPHA_ALPHA_PASS && !DepthTextureEnable)
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{
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WRITE(p, " ocol0 = "I_ALPHA"[0].aaaa;\n");
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}
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if(!Pretest || dstAlphaMode == DSTALPHA_ALPHA_PASS)
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if(!Pretest || (dstAlphaMode == DSTALPHA_ALPHA_PASS && !DepthTextureEnable) || dstAlphaMode == DSTALPHA_ZCOMPLOC)
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{
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WRITE(p, "}\n");
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return text;
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@ -744,7 +749,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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if (DepthTextureEnable)
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{
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// use the texture input of the last texture stage (textemp), hopefully this has been read and is in correct format...
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if (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && bpmem.zmode.testenable && bpmem.zmode.updateenable)
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if (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && bpmem.zmode.testenable)
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{
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if (bpmem.ztex2.op == ZTEXTURE_ADD)
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WRITE(p, "zCoord = dot("I_ZBIAS"[0].xyzw, textemp.xyzw) + "I_ZBIAS"[1].w + zCoord;\n");
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@ -1180,17 +1185,18 @@ static void WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode
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// HAXX: zcomploc is a way to control whether depth test is done before
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// or after texturing and alpha test. PC GPU does depth test before texturing ONLY if depth value is
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// not updated during shader execution.
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// not updated during shader execution. but GC hardware acts different:
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// if zcomlock is enabled, depth value is updated even if alpha test fails
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// We implement "depth test before texturing" by discarding the fragment
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// when the alpha test fail. This is not a correct implementation because
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// even if the depth test fails the fragment could be alpha blended.
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// this implemnetation is a trick to keep speed.
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// the correct, but slow, way to implement a correct zComploc is :
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// even if the depth test fails the fragment could be alpha blended.
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// the more correct, but slow, way is:
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// 1 - if zcomplock is enebled make a first pass, with color channel write disabled updating only
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// depth channel.
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// 2 - in the next pass disable depth chanel update, but proccess the color data normally
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// this way is the only CORRECT way to emulate perfectly the zcomplock behaviour
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if (!(bpmem.zcontrol.zcomploc && bpmem.zmode.updateenable))
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// 2 - in the next pass disable depth chanel update, but proccess the color data normally an update only the pixels
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// updated by the depth pass
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if (!(bpmem.zcontrol.zcomploc && bpmem.zmode.updateenable) || g_ActiveConfig.bAcurateZcomploc)
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{
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WRITE(p, "discard;\n");
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if (ApiType != API_D3D11)
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@ -109,6 +109,7 @@ typedef _PIXELSHADERUID<true> PIXELSHADERUIDSAFE;
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enum DSTALPHA_MODE
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{
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DSTALPHA_NONE, // Render normally, without destination alpha
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DSTALPHA_ZCOMPLOC,
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DSTALPHA_ALPHA_PASS, // Render normally first, then render again for alpha
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DSTALPHA_DUAL_SOURCE_BLEND // Use dual-source blending
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};
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@ -43,12 +43,21 @@ extern int OSDChoice, OSDTime;
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extern bool bLastFrameDumped;
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enum RenderStateMode
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{
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RSM_None,
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RSM_Multipass,
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RSM_Zcomploc,
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RSM_UseDstAlpha
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};
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// Renderer really isn't a very good name for this class - it's more like "Misc".
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// The long term goal is to get rid of this class and replace it with others that make
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// more sense.
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class Renderer
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{
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public:
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Renderer();
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virtual ~Renderer();
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@ -63,8 +72,8 @@ public:
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virtual void SetSamplerState(int stage,int texindex) = 0;
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virtual void SetInterlacingMode() = 0;
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virtual void ApplyState(bool bUseDstAlpha) = 0;
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virtual void RestoreState() = 0;
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virtual void ApplyState(RenderStateMode mode) = 0;
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virtual void RestoreState(RenderStateMode mode) = 0;
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// Ideal internal resolution - determined by display resolution (automatic scaling) and/or a multiple of the native EFB resolution
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static int GetTargetWidth() { return s_target_width; }
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@ -76,6 +76,7 @@ void VideoConfig::Load(const char *ini_file)
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iniFile.Get("Settings", "AnaglyphFocalAngle", &iAnaglyphFocalAngle, 0);
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iniFile.Get("Settings", "EnablePixelLighting", &bEnablePixelLighting, 0);
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iniFile.Get("Settings", "EnablePerPixelDepth", &bEnablePerPixelDepth, 0);
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iniFile.Get("Settings", "AcurateZcomploc", &bAcurateZcomploc, 0);
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iniFile.Get("Settings", "MSAA", &iMultisampleMode, 0);
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iniFile.Get("Settings", "EFBScale", &iEFBScale, 2); // native
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@ -138,6 +139,7 @@ void VideoConfig::GameIniLoad(const char *ini_file)
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iniFile.GetIfExists("Video_Settings", "AnaglyphFocalAngle", &iAnaglyphFocalAngle);
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iniFile.GetIfExists("Video_Settings", "EnablePixelLighting", &bEnablePixelLighting);
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iniFile.GetIfExists("Video_Settings", "EnablePerPixelDepth", &bEnablePerPixelDepth);
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iniFile.GetIfExists("Video_Settings", "AcurateZcomploc", &bAcurateZcomploc);
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iniFile.GetIfExists("Video_Settings", "MSAA", &iMultisampleMode);
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iniFile.GetIfExists("Video_Settings", "EFBScale", &iEFBScale); // integral
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iniFile.GetIfExists("Video_Settings", "DstAlphaPass", &bDstAlphaPass);
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@ -209,6 +211,7 @@ void VideoConfig::Save(const char *ini_file)
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iniFile.Set("Settings", "AnaglyphFocalAngle", iAnaglyphFocalAngle);
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iniFile.Set("Settings", "EnablePixelLighting", bEnablePixelLighting);
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iniFile.Set("Settings", "EnablePerPixelDepth", bEnablePerPixelDepth);
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iniFile.Set("Settings", "AcurateZcomploc", bAcurateZcomploc);
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iniFile.Set("Settings", "ShowEFBCopyRegions", bShowEFBCopyRegions);
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@ -278,6 +281,7 @@ void VideoConfig::GameIniSave(const char* default_ini, const char* game_ini)
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SET_IF_DIFFERS("Video_Settings", "AnaglyphFocalAngle", iAnaglyphFocalAngle);
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SET_IF_DIFFERS("Video_Settings", "EnablePixelLighting", bEnablePixelLighting);
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SET_IF_DIFFERS("Video_Settings", "EnablePerPixelDepth", bEnablePerPixelDepth);
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SET_IF_DIFFERS("Video_Settings", "AcurateZcomploc", bAcurateZcomploc);
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SET_IF_DIFFERS("Video_Settings", "MSAA", iMultisampleMode);
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SET_IF_DIFFERS("Video_Settings", "EFBScale", iEFBScale); // integral
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SET_IF_DIFFERS("Video_Settings", "DstAlphaPass", bDstAlphaPass);
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@ -137,6 +137,7 @@ struct VideoConfig
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bool bUseBBox;
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bool bEnablePixelLighting;
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bool bEnablePerPixelDepth;
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bool bAcurateZcomploc;
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int iLog; // CONF_ bits
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int iSaveTargetId;
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