Change destination alpha handling. The blending method introduced in rev 1921 was not the correct way to do it. This way was suggested by hrydgard in October and I should have listened. A simple pixel shader as hrydgard suggested cannot be used because the alpha is not set if the pixel is discarded due to failing depth (after z texture) or alpha (result of tev stages) tests. There is a bit of a performance hit so there should be an option to disable the second render pass which sets the alpha because it is probably not needed most of the time.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2662 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
donkopunchstania
2009-03-16 02:47:48 +00:00
parent b1b2868c8b
commit 90254bd924
8 changed files with 59 additions and 65 deletions

View File

@ -153,7 +153,7 @@ void BPWritten(int addr, int changes, int newval)
PRIM_LOG("constalpha: alp=%d, en=%d\n", bpmem.dstalpha.alpha, bpmem.dstalpha.enable);
SETSTAT(stats.dstAlphaEnable, bpmem.dstalpha.enable);
SETSTAT_UINT(stats.dstAlpha, bpmem.dstalpha.alpha);
Renderer::SetBlendMode(false);
PixelShaderManager::SetDestAlpha(bpmem.dstalpha);
}
break;

View File

@ -105,13 +105,14 @@ GLuint PixelShaderCache::GetColorMatrixProgram()
}
FRAGMENTSHADER* PixelShaderCache::GetShader()
FRAGMENTSHADER* PixelShaderCache::GetShader(bool dstAlphaEnable)
{
DVSTARTPROFILE();
PIXELSHADERUID uid;
u32 zbufrender = (Renderer::UseFakeZTarget() && bpmem.zmode.updateenable) ? 1 : 0;
u32 zBufRenderToCol0 = Renderer::GetRenderMode() != Renderer::RM_Normal;
GetPixelShaderId(uid, PixelShaderManager::GetTextureMask(), zbufrender, zBufRenderToCol0);
u32 dstAlpha = dstAlphaEnable ? 1 : 0;
GetPixelShaderId(uid, PixelShaderManager::GetTextureMask(), zbufrender, zBufRenderToCol0, dstAlpha);
PSCache::iterator iter = pshaders.find(uid);
@ -128,7 +129,8 @@ FRAGMENTSHADER* PixelShaderCache::GetShader()
PSCacheEntry& newentry = pshaders[uid];
const char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(),
Renderer::UseFakeZTarget(),
Renderer::GetRenderMode() != Renderer::RM_Normal);
Renderer::GetRenderMode() != Renderer::RM_Normal,
dstAlphaEnable);
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_Config.iLog & CONF_SAVESHADERS && code) {

View File

@ -58,7 +58,7 @@ public:
static void ProgressiveCleanup();
static void Shutdown();
static FRAGMENTSHADER* GetShader();
static FRAGMENTSHADER* GetShader(bool dstAlphaEnable);
static bool CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrprogram);
static GLuint GetColorMatrixProgram();

View File

@ -111,7 +111,6 @@ static bool s_bATIDrawBuffers = false;
static bool s_bHaveStencilBuffer = false;
static bool s_bHaveFramebufferBlit = false;
static bool s_bHaveCoverageMSAA = false;
static bool g_bBlendSeparate = false;
static u32 s_blendMode;
static bool s_bNativeResolution = false;
@ -206,10 +205,6 @@ bool Renderer::Init()
INFO_LOG(VIDEO, ptoken); // write to the log file
INFO_LOG(VIDEO, "\n");
if (strstr(ptoken, "GL_EXT_blend_func_separate") != NULL &&
strstr(ptoken, "GL_EXT_blend_equation_separate") != NULL)
g_bBlendSeparate = true;
// Checks if it ONLY has the ATI_draw_buffers extension, some have both
if (GLEW_ATI_draw_buffers && !GLEW_ARB_draw_buffers)
s_bATIDrawBuffers = true;
@ -683,58 +678,35 @@ void Renderer::SetBlendMode(bool forceUpdate)
{
// blend mode bit mask
// 0 - blend enable
// 1 - dst alpha enable
// 2 - reverse subtract enable (else add)
// 3-5 - srcRGB function
// 6-8 - dstRGB function
// 9-16 - dstAlpha
u32 newval = bpmem.blendmode.subtract << 2;
if (g_bBlendSeparate) {
newval |= bpmem.dstalpha.enable ? 3 : 0;
newval |= bpmem.dstalpha.alpha << 9;
if (bpmem.blendmode.subtract) {
newval |= 0x0049; // enable blending src 1 dst 1
} else if (bpmem.blendmode.blendenable) {
newval |= 1; // enable blending
newval |= bpmem.blendmode.srcfactor << 3;
newval |= bpmem.blendmode.dstfactor << 6;
}
if (bpmem.blendmode.blendenable) {
newval |= 1;
if (bpmem.blendmode.subtract) {
newval |= 0x0048; // src 1 dst 1
} else {
newval |= bpmem.blendmode.srcfactor << 3;
newval |= bpmem.blendmode.dstfactor << 6;
}
} else {
newval |= 0x0008; // src 1 dst 0
}
u32 changes = forceUpdate ? 0xFFFFFFFF : newval ^ s_blendMode;
if (changes & 1) {
// blend enable change
(newval & 1) ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
}
bool dstAlphaEnable = g_bBlendSeparate && newval & 2;
if (changes & 6) {
// dst alpha enable or subtract enable change
if (dstAlphaEnable)
glBlendEquationSeparate(newval & 4 ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD, GL_FUNC_ADD);
else
glBlendEquation(newval & 4 ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD);
if (changes & 4) {
// subtract enable change
glBlendEquation(newval & 4 ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD);
}
if (changes & 0x1FA) {
// dst alpha enable or blend RGB change
if (dstAlphaEnable)
glBlendFuncSeparate(glSrcFactors[(newval >> 3) & 7], glDestFactors[(newval >> 6) & 7], GL_CONSTANT_ALPHA, GL_ZERO);
else
glBlendFunc(glSrcFactors[(newval >> 3) & 7], glDestFactors[(newval >> 6) & 7]);
}
if (dstAlphaEnable && changes & 0x1FE00) {
// dst alpha color change
glBlendColor(0, 0, 0, (float)bpmem.dstalpha.alpha / 255.0f);
if (changes & 0x1F8) {
// blend RGB change
glBlendFunc(glSrcFactors[(newval >> 3) & 7], glDestFactors[(newval >> 6) & 7]);
}
s_blendMode = newval;

View File

@ -238,7 +238,7 @@ void Flush()
PixelShaderManager::SetTexturesUsed(nonpow2tex);
}
FRAGMENTSHADER* ps = PixelShaderCache::GetShader();
FRAGMENTSHADER* ps = PixelShaderCache::GetShader(false);
VERTEXSHADER* vs = VertexShaderCache::GetShader(g_nativeVertexFmt->m_components);
bool bRestoreBuffers = false;
@ -284,6 +284,31 @@ void Flush()
groupStart += s_vertexGroups[i].second;
}
// run through vertex groups again to set alpha
if (bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate) {
ps = PixelShaderCache::GetShader(true);
if (ps) glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ps->glprogid);
// only update alpha
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
groupStart = 0;
for (unsigned i = 0; i < s_vertexGroups.size(); i++)
{
INCSTAT(stats.thisFrame.numDrawCalls);
glMultiDrawArrays(s_vertexGroups[i].first,
&s_vertexFirstOffset[groupStart],
&s_vertexGroupSize[groupStart],
s_vertexGroups[i].second);
groupStart += s_vertexGroups[i].second;
}
// restore color mask
if (!bRestoreBuffers)
Renderer::SetColorMask();
}
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_Config.iLog & CONF_SAVESHADERS) {
// save the shaders