Initial port of zfreeze branch (3.5-1729)

Initial port of original zfreeze branch (3.5-1729) by neobrain into
most recent build of Dolphin.

Makes Rogue Squadron 2 very playable at full speed thanks to recent core
speedups made to Dolphin. Works on DirectX Video plugin only for now.

Enjoy!  and Merry Xmas!!
This commit is contained in:
NanoByte011
2014-12-25 00:34:22 -07:00
committed by Scott Mansell
parent 4984215971
commit 937844b9e3
12 changed files with 173 additions and 4 deletions

View File

@ -228,6 +228,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
"\tint4 " I_FOGCOLOR";\n"
"\tint4 " I_FOGI";\n"
"\tfloat4 " I_FOGF"[2];\n"
"\tfloat4 " I_ZSLOPE";\n"
"};\n");
if (g_ActiveConfig.bEnablePixelLighting)
@ -269,7 +270,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
out.Write("};\n");
const bool forced_early_z = g_ActiveConfig.backend_info.bSupportsEarlyZ && bpmem.UseEarlyDepthTest() && (g_ActiveConfig.bFastDepthCalc || bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED);
const bool per_pixel_depth = (bpmem.ztex2.op != ZTEXTURE_DISABLE && bpmem.UseLateDepthTest()) || (!g_ActiveConfig.bFastDepthCalc && bpmem.zmode.testenable && !forced_early_z);
const bool per_pixel_depth = (bpmem.ztex2.op != ZTEXTURE_DISABLE && bpmem.UseLateDepthTest()) || (!g_ActiveConfig.bFastDepthCalc && bpmem.zmode.testenable && !forced_early_z) || bpmem.genMode.zfreeze;
if (forced_early_z)
{
@ -538,10 +539,20 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
uid_data->fast_depth_calc = g_ActiveConfig.bFastDepthCalc;
uid_data->early_ztest = bpmem.UseEarlyDepthTest();
uid_data->fog_fsel = bpmem.fog.c_proj_fsel.fsel;
uid_data->zfreeze = bpmem.genMode.zfreeze;
// Note: z-textures are not written to depth buffer if early depth test is used
if (per_pixel_depth && bpmem.UseEarlyDepthTest())
out.Write("\tdepth = float(zCoord) / float(0xFFFFFF);\n");
{
if (bpmem.genMode.zfreeze)
{
out.Write("\tdepth = " I_ZSLOPE".z + " I_ZSLOPE".x * (clipPos.x / clipPos.w) + " I_ZSLOPE".y * (clipPos.y / clipPos.w);\n");
}
else
{
out.Write("\tdepth = float(zCoord) / float(0xFFFFFF);\n");
}
}
// Note: depth texture output is only written to depth buffer if late depth test is used
// theoretical final depth value is used for fog calculation, though, so we have to emulate ztextures anyway
@ -555,7 +566,16 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
}
if (per_pixel_depth && bpmem.UseLateDepthTest())
out.Write("\tdepth = float(zCoord) / float(0xFFFFFF);\n");
{
if (bpmem.genMode.zfreeze)
{
out.Write("\tdepth = " I_ZSLOPE".z + " I_ZSLOPE".x * (clipPos.x / clipPos.w) + " I_ZSLOPE".y * (clipPos.y / clipPos.w);\n");
}
else
{
out.Write("\tdepth = float(zCoord) / float(0xFFFFFF);\n");
}
}
if (dstAlphaMode == DSTALPHA_ALPHA_PASS)
{