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Second Stage: re implement zcomplock and correct all the logic error in PixelShaderGen.cpp. i disable fastzcomlock for the moment to avoid confusions.
please test for regressions
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@ -330,11 +330,11 @@ void PixelShaderCache::Shutdown()
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unique_shaders.clear();
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}
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bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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bool PixelShaderCache::SetShader(PSGRENDER_MODE PSGRenderMode, u32 components)
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{
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const API_TYPE api = ((D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF) < 3 ? API_D3D9_SM20 : API_D3D9_SM30;
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PIXELSHADERUID uid;
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GetPixelShaderId(&uid, dstAlphaMode, components);
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GetPixelShaderId(&uid, PSGRenderMode, components);
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// Check if the shader is already set
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if (last_entry)
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@ -342,7 +342,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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if (uid == last_uid)
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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ValidatePixelShaderIDs(api, last_entry->safe_uid, last_entry->code, dstAlphaMode, components);
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ValidatePixelShaderIDs(api, last_entry->safe_uid, last_entry->code, PSGRenderMode, components);
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return last_entry->shader != NULL;
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}
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}
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@ -359,13 +359,13 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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if (entry.shader) D3D::SetPixelShader(entry.shader);
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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ValidatePixelShaderIDs(api, entry.safe_uid, entry.code, dstAlphaMode, components);
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ValidatePixelShaderIDs(api, entry.safe_uid, entry.code, PSGRenderMode, components);
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return (entry.shader != NULL);
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}
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// Need to compile a new shader
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const char *code = GeneratePixelShaderCode(dstAlphaMode, api, components);
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const char *code = GeneratePixelShaderCode(PSGRenderMode, api, components);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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@ -401,7 +401,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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if (g_ActiveConfig.bEnableShaderDebugging && success)
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{
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PixelShaders[uid].code = code;
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GetSafePixelShaderId(&PixelShaders[uid].safe_uid, dstAlphaMode, components);
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GetSafePixelShaderId(&PixelShaders[uid].safe_uid, PSGRenderMode, components);
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}
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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@ -63,7 +63,7 @@ private:
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public:
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static void Init();
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static void Shutdown();
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static bool SetShader(DSTALPHA_MODE dstAlphaMode, u32 componets);
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static bool SetShader(PSGRENDER_MODE PSGRenderMode, u32 componets);
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static bool InsertByteCode(const PIXELSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate);
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static LPDIRECT3DPIXELSHADER9 GetColorMatrixProgram(int SSAAMode);
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static LPDIRECT3DPIXELSHADER9 GetColorCopyProgram(int SSAAMode);
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@ -154,7 +154,7 @@ 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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if (!PixelShaderCache::SetShader(PSGRENDER_NORMAL,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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@ -175,8 +175,7 @@ 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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if (!PixelShaderCache::SetShader(PSGRENDER_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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@ -186,6 +185,20 @@ void VertexManager::vFlush()
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Draw(stride);
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g_renderer->RestoreState();
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}
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bool useZcomploc = bpmem.zcontrol.zcomploc && bpmem.zmode.updateenable;
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if(useZcomploc)
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{
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if (!PixelShaderCache::SetShader(PSGRENDER_ZCOMPLOCK, 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 Depth only
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g_renderer->ApplyState(RSM_Zcomploc);
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Draw(stride);
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g_renderer->RestoreState();
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}
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GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
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shader_fail:
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