recreate "per pixel depth" option and renamed it to fast depth calculation

This commit is contained in:
degasus
2013-05-09 17:48:48 +02:00
parent c7486609fa
commit 89be1cbf51
5 changed files with 38 additions and 28 deletions

View File

@ -95,22 +95,23 @@ void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 compo
uid->values[0] |= bpmem.genMode.numtevstages; // 4
uid->values[0] |= bpmem.genMode.numtexgens << 4; // 4
uid->values[0] |= dstAlphaMode << 8; // 2
uid->values[0] |= g_ActiveConfig.bFastDepthCalc << 10; // 1
bool enablePL = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting;
uid->values[0] |= enablePL << 10; // 1
uid->values[0] |= enablePL << 11; // 1
if (!enablePL)
{
uid->values[0] |= xfregs.numTexGen.numTexGens << 11; // 4
uid->values[0] |= xfregs.numTexGen.numTexGens << 12; // 4
}
AlphaTest::TEST_RESULT alphaPreTest = bpmem.alpha_test.TestResult();
uid->values[0] |= alphaPreTest << 15; // 2
uid->values[0] |= alphaPreTest << 16; // 2
// numtexgens should be <= 8
for (unsigned int i = 0; i < bpmem.genMode.numtexgens; ++i)
{
uid->values[0] |= xfregs.texMtxInfo[i].projection << (17+i); // 1
uid->values[0] |= xfregs.texMtxInfo[i].projection << (18+i); // 1
}
uid->values[1] = bpmem.genMode.numindstages; // 3
@ -180,8 +181,9 @@ void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, DSTALPHA_MODE dstAlphaMode, u
*ptr++ = bpmem.ztex2.hex; // 2
*ptr++ = bpmem.zcontrol.hex; // 3
*ptr++ = bpmem.zmode.hex; // 4
*ptr++ = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting; // 5
*ptr++ = xfregs.numTexGen.hex; // 6
*ptr++ = g_ActiveConfig.bFastDepthCalc; // 5
*ptr++ = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting; // 6
*ptr++ = xfregs.numTexGen.hex; // 7
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
@ -193,28 +195,28 @@ void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, DSTALPHA_MODE dstAlphaMode, u
}
for (unsigned int i = 0; i < 8; ++i)
*ptr++ = xfregs.texMtxInfo[i].hex; // 7-14
*ptr++ = xfregs.texMtxInfo[i].hex; // 8-15
for (unsigned int i = 0; i < 16; ++i)
*ptr++ = bpmem.tevind[i].hex; // 15-30
*ptr++ = bpmem.tevind[i].hex; // 16-31
*ptr++ = bpmem.tevindref.hex; // 31
*ptr++ = bpmem.tevindref.hex; // 32
for (u32 i = 0; i < bpmem.genMode.numtevstages+1u; ++i) // up to 16 times
{
*ptr++ = bpmem.combiners[i].colorC.hex; // 32+5*i
*ptr++ = bpmem.combiners[i].alphaC.hex; // 33+5*i
*ptr++ = bpmem.tevind[i].hex; // 34+5*i
*ptr++ = bpmem.tevksel[i/2].hex; // 35+5*i
*ptr++ = bpmem.tevorders[i/2].hex; // 36+5*i
*ptr++ = bpmem.combiners[i].colorC.hex; // 33+5*i
*ptr++ = bpmem.combiners[i].alphaC.hex; // 34+5*i
*ptr++ = bpmem.tevind[i].hex; // 35+5*i
*ptr++ = bpmem.tevksel[i/2].hex; // 36+5*i
*ptr++ = bpmem.tevorders[i/2].hex; // 37+5*i
}
ptr = &uid->values[112];
ptr = &uid->values[113];
*ptr++ = bpmem.alpha_test.hex; // 112
*ptr++ = bpmem.alpha_test.hex; // 113
*ptr++ = bpmem.fog.c_proj_fsel.hex; // 113
*ptr++ = bpmem.fogRange.Base.hex; // 114
*ptr++ = bpmem.fog.c_proj_fsel.hex; // 114
*ptr++ = bpmem.fogRange.Base.hex; // 115
_assert_((ptr - uid->values) == uid->GetNumValues());
}
@ -518,7 +520,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
int numStages = bpmem.genMode.numtevstages + 1;
int numTexgen = bpmem.genMode.numtexgens;
bool per_pixel_depth = bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.early_ztest && bpmem.zmode.testenable;
bool per_pixel_depth = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.early_ztest && bpmem.zmode.testenable) || !g_ActiveConfig.bFastDepthCalc;
bool bOpenGL = ApiType == API_OPENGL;
char *p = text;
WRITE(p, "//Pixel Shader for TEV stages\n");
@ -820,15 +822,18 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
WriteAlphaTest(p, ApiType, dstAlphaMode, per_pixel_depth);
// the screen space depth value = far z + (clip z / clip w) * z range
if(ApiType == API_OPENGL || ApiType == API_D3D11)
// dx9 doesn't support readback of depth in pixel shader, so we always have to calculate it again
// shouldn't be a performance issue as early_z is still possible, but there may be depth issues with z-textures
if((ApiType == API_OPENGL || ApiType == API_D3D11) && g_ActiveConfig.bFastDepthCalc)
WRITE(p, "float zCoord = rawpos.z;\n");
else
// dx9 doesn't support 4 component position, so we have to calculate it again
// the screen space depth value = far z + (clip z / clip w) * z range
WRITE(p, "float zCoord = " I_ZBIAS"[1].x + (clipPos.z / clipPos.w) * " I_ZBIAS"[1].y;\n");
// depth texture can safely be ignored if the result won't be written to the depth buffer (early_ztest) and isn't used for fog either
bool skip_ztexture = !per_pixel_depth && !bpmem.fog.c_proj_fsel.fsel;
// Note: depth texture out put is only written to depth buffer if late depth test is used
if (bpmem.ztex2.op != ZTEXTURE_DISABLE && !skip_ztexture)
{
// use the texture input of the last texture stage (textemp), hopefully this has been read and is in correct format...
@ -839,11 +844,10 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
WRITE(p, "zCoord = zCoord * (16777215.0f/16777216.0f);\n");
WRITE(p, "zCoord = %s(zCoord);\n", GLSLConvertFunctions[FUNC_FRAC + bOpenGL]);
WRITE(p, "zCoord = zCoord * (16777216.0f/16777215.0f);\n");
// Note: depth texture out put is only written to depth buffer if late depth test is used
if (per_pixel_depth)
WRITE(p, "depth = zCoord;\n");
}
if (per_pixel_depth)
WRITE(p, "depth = zCoord;\n");
if (dstAlphaMode == DSTALPHA_ALPHA_PASS)
{