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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.
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@ -154,11 +154,6 @@ void VertexManager::vFlush()
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VertexShaderManager::SetConstants();
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PixelShaderManager::SetConstants();
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if (!PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components))
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{
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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goto shader_fail;
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}
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if (!VertexShaderCache::SetShader(g_nativeVertexFmt->m_components))
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{
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set vertex shader\n");});
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@ -168,6 +163,25 @@ void VertexManager::vFlush()
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int stride = g_nativeVertexFmt->GetVertexStride();
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g_nativeVertexFmt->SetupVertexPointers();
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bool UseZcomploc = bpmem.zcontrol.zcomploc && bpmem.zmode.updateenable && g_ActiveConfig.bAcurateZcomploc;
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if (UseZcomploc)
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{
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if (!PixelShaderCache::SetShader(DSTALPHA_ZCOMPLOC,g_nativeVertexFmt->m_components))
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{
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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goto shader_fail;
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}
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g_renderer->ApplyState(RSM_Zcomploc);
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Draw(stride);
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g_renderer->RestoreState(RSM_Zcomploc);
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g_renderer->ApplyState(RSM_Multipass);
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}
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if (!PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components))
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{
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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goto shader_fail;
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}
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Draw(stride);
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@ -175,16 +189,22 @@ void VertexManager::vFlush()
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bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
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if (useDstAlpha)
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{
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DWORD write = 0;
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if (!PixelShaderCache::SetShader(DSTALPHA_ALPHA_PASS, g_nativeVertexFmt->m_components))
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{
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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goto shader_fail;
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}
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// update alpha only
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g_renderer->ApplyState(true);
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g_renderer->ApplyState(RSM_UseDstAlpha);
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if(!UseZcomploc && bpmem.zmode.updateenable)
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g_renderer->ApplyState(RSM_Multipass);
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Draw(stride);
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g_renderer->RestoreState();
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g_renderer->RestoreState(RSM_UseDstAlpha);
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}
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if (UseZcomploc || (useDstAlpha && bpmem.zmode.updateenable))
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{
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g_renderer->RestoreState(RSM_Multipass);
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}
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GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
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