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
This commit is contained in:
rodolfoosvaldobogado
2012-04-03 00:08:36 -03:00
parent a0d60210fd
commit 6a446efd5f
13 changed files with 201 additions and 140 deletions

View File

@ -181,10 +181,10 @@ void PixelShaderCache::Shutdown()
PixelShaders.clear();
}
FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
FRAGMENTSHADER* PixelShaderCache::SetShader(PSGRENDER_MODE PSGRenderMode, u32 components)
{
PIXELSHADERUID uid;
GetPixelShaderId(&uid, dstAlphaMode, components);
GetPixelShaderId(&uid, PSGRenderMode, components);
// Check if the shader is already set
if (last_entry)
@ -192,7 +192,7 @@ FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 comp
if (uid == last_uid)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
ValidatePixelShaderIDs(API_OPENGL, last_entry->safe_uid, last_entry->shader.strprog, dstAlphaMode, components);
ValidatePixelShaderIDs(API_OPENGL, last_entry->safe_uid, last_entry->shader.strprog, PSGRenderMode, components);
return &last_entry->shader;
}
}
@ -206,18 +206,18 @@ FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 comp
last_entry = &entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
ValidatePixelShaderIDs(API_OPENGL, entry.safe_uid, entry.shader.strprog, dstAlphaMode, components);
ValidatePixelShaderIDs(API_OPENGL, entry.safe_uid, entry.shader.strprog, PSGRenderMode, components);
return &last_entry->shader;
}
// Make an entry in the table
PSCacheEntry& newentry = PixelShaders[uid];
last_entry = &newentry;
const char *code = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL, components);
const char *code = GeneratePixelShaderCode(PSGRenderMode, API_OPENGL, components);
if (g_ActiveConfig.bEnableShaderDebugging && code)
{
GetSafePixelShaderId(&newentry.safe_uid, dstAlphaMode, components);
GetSafePixelShaderId(&newentry.safe_uid, PSGRenderMode, components);
newentry.shader.strprog = code;
}

View File

@ -74,7 +74,7 @@ public:
static void Init();
static void Shutdown();
static FRAGMENTSHADER* SetShader(DSTALPHA_MODE dstAlphaMode, u32 components);
static FRAGMENTSHADER* SetShader(PSGRENDER_MODE PSGRenderMode, u32 components);
static bool CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrprogram);
static GLuint GetColorMatrixProgram();

View File

@ -196,21 +196,21 @@ void VertexManager::vFlush()
// If host supports GL_ARB_blend_func_extended, we can do dst alpha in
// the same pass as regular rendering.
g_renderer->SetBlendMode(true);
ps = PixelShaderCache::SetShader(DSTALPHA_DUAL_SOURCE_BLEND, g_nativeVertexFmt->m_components);
ps = PixelShaderCache::SetShader(PSGRENDER_DSTALPHA_DUAL_SOURCE_BLEND, g_nativeVertexFmt->m_components);
}
else
{
g_renderer->SetBlendMode(true);
ps = PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
ps = PixelShaderCache::SetShader(PSGRENDER_NORMAL,g_nativeVertexFmt->m_components);
}
}
else
{
ps = PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
ps = PixelShaderCache::SetShader(PSGRENDER_NORMAL,g_nativeVertexFmt->m_components);
}
#else
bool dualSourcePossible = false;
FRAGMENTSHADER* ps = PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
FRAGMENTSHADER* ps = PixelShaderCache::SetShader(PSGRENDER_NORMAL,g_nativeVertexFmt->m_components);
#endif
VERTEXSHADER* vs = VertexShaderCache::SetShader(g_nativeVertexFmt->m_components);
if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid); // Lego Star Wars crashes here.
@ -221,13 +221,23 @@ void VertexManager::vFlush()
// run through vertex groups again to set alpha
if (useDstAlpha && !dualSourcePossible)
{
ps = PixelShaderCache::SetShader(DSTALPHA_ALPHA_PASS,g_nativeVertexFmt->m_components);
ps = PixelShaderCache::SetShader(PSGRENDER_DSTALPHA_ALPHA_PASS,g_nativeVertexFmt->m_components);
if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid);
g_renderer->ApplyState(RSM_UseDstAlpha | (bpmem.zmode.updateenable ? RSM_Multipass : RSM_None));
Draw();
g_renderer->RestoreState();
}
bool useZcomploc = bpmem.zcontrol.zcomploc && bpmem.zmode.updateenable;
if (useZcomploc)
{
ps = PixelShaderCache::SetShader(PSGRENDER_ZCOMPLOCK,g_nativeVertexFmt->m_components);
if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid);
g_renderer->ApplyState(RSM_Zcomploc);
Draw();
g_renderer->RestoreState();
}
GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
//s_nCurVBOIndex = (s_nCurVBOIndex + 1) % ARRAYSIZE(s_vboBuffers);