Put infrastructure in place so that other plugins may support dual-source blending.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6296 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Nolan Check
2010-10-21 05:22:18 +00:00
parent 0b7e90f0de
commit 95cfca08e2
14 changed files with 105 additions and 51 deletions

View File

@ -33,7 +33,7 @@ PIXELSHADERUID last_pixel_shader_uid;
// a unique identifier, basically containing all the bits. Yup, it's a lot ....
// It would likely be a lot more efficient to build this incrementally as the attributes
// are set...
void GetPixelShaderId(PIXELSHADERUID *uid, u32 dstAlphaEnable)
void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode)
{
u32 numstages = bpmem.genMode.numtevstages + 1;
u32 projtexcoords = 0;
@ -49,12 +49,11 @@ void GetPixelShaderId(PIXELSHADERUID *uid, u32 dstAlphaEnable)
uid->values[0] = (u32)bpmem.genMode.numtevstages |
((u32)bpmem.genMode.numindstages << 4) |
((u32)bpmem.genMode.numtexgens << 7) |
((u32)dstAlphaEnable << 11) |
((u32)((bpmem.alphaFunc.hex >> 16) & 0xff) << 12) |
(projtexcoords << 20) |
((u32)bpmem.ztex2.op << 28);
((u32)dstAlphaMode << 11) |
((u32)((bpmem.alphaFunc.hex >> 16) & 0xff) << 13) |
(projtexcoords << 21) |
((u32)bpmem.ztex2.op << 29);
uid->values[0] = (uid->values[0] & ~0x0ff00000) | (projtexcoords << 20);
// swap table
for (int i = 0; i < 8; i += 2)
((u8*)&uid->values[1])[i / 2] = (bpmem.tevksel[i].hex & 0xf) | ((bpmem.tevksel[i + 1].hex & 0xf) << 4);
@ -443,7 +442,7 @@ char *GeneratePixelLightShader(char *p, int index, const LitChannel& chan, const
const char *GeneratePixelShaderCode(bool dstAlphaEnable, API_TYPE ApiType,u32 components)
const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType,u32 components)
{
setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
text[sizeof(text) - 1] = 0x7C; // canary
@ -519,9 +518,18 @@ const char *GeneratePixelShaderCode(bool dstAlphaEnable, API_TYPE ApiType,u32 co
WRITE(p, "void main(\n");
if(ApiType != API_D3D11)
WRITE(p, " out float4 ocol0 : COLOR0,%s\n in float4 rawpos : %s,\n",DepthTextureEnable ? "\n out float depth : DEPTH," : "", ApiType == API_OPENGL ? "WPOS" : "POSITION");
{
// TODO: Support DSTALPHA_DUAL_SOURCE_BLEND for non-D3D11 shaders
WRITE(p, " out float4 ocol0 : COLOR0,%s\n in float4 rawpos : %s,\n",
DepthTextureEnable ? "\n out float depth : DEPTH," : "",
ApiType == API_OPENGL ? "WPOS" : "POSITION");
}
else
WRITE(p, " out float4 ocol0 : SV_Target0,\n out float4 ocol1 : SV_Target1,%s\n in float4 rawpos : SV_Position,\n",DepthTextureEnable ? "\n out float depth : SV_Depth," : "");
{
WRITE(p, " out float4 ocol0 : SV_Target0,%s%s\n in float4 rawpos : SV_Position,\n",
dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "\n out float4 ocol1 : SV_Target1," : "",
DepthTextureEnable ? "\n out float depth : SV_Depth," : "");
}
WRITE(p, " in float4 colors_0 : COLOR0,\n");
WRITE(p, " in float4 colors_1 : COLOR1");
@ -544,8 +552,7 @@ const char *GeneratePixelShaderCode(bool dstAlphaEnable, API_TYPE ApiType,u32 co
char* pmainstart = p;
int Pretest = AlphaPreTest();
// TODO: Re-enable the early discard on D3D11
if (dstAlphaEnable && !DepthTextureEnable && Pretest >= 0 && ApiType != API_D3D11)
if (dstAlphaMode == DSTALPHA_ALPHA_PASS && !DepthTextureEnable && Pretest >= 0)
{
if (!Pretest)
{
@ -807,7 +814,7 @@ const char *GeneratePixelShaderCode(bool dstAlphaEnable, API_TYPE ApiType,u32 co
WRITE(p, "depth = zCoord;\n");
}
if (dstAlphaEnable && ApiType != API_D3D11)
if (dstAlphaMode == DSTALPHA_ALPHA_PASS)
WRITE(p, " ocol0 = float4(prev.rgb, "I_ALPHA"[0].a);\n");
else
{
@ -817,13 +824,12 @@ const char *GeneratePixelShaderCode(bool dstAlphaEnable, API_TYPE ApiType,u32 co
// On D3D11, use dual-source color blending to perform dst alpha in a
// single pass
if (ApiType == API_D3D11)
if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
{
// Colors will be blended against the alpha from ocol1...
WRITE(p, " ocol1 = ocol0;\n");
// ...and the alpha from ocol0 will be written to the framebuffer.
if (dstAlphaEnable)
WRITE(p, " ocol0.a = "I_ALPHA"[0].a;\n");
WRITE(p, " ocol0.a = "I_ALPHA"[0].a;\n");
}
}
WRITE(p, "}\n");

View File

@ -104,8 +104,16 @@ public:
}
};
const char *GeneratePixelShaderCode(bool dstAlphaEnable, API_TYPE ApiType,u32 components);
void GetPixelShaderId(PIXELSHADERUID *uid, u32 dstAlphaEnable);
// Different ways to achieve rendering with destination alpha
enum DSTALPHA_MODE
{
DSTALPHA_NONE, // Render normally, without destination alpha
DSTALPHA_ALPHA_PASS, // Render normally first, then render again for alpha
DSTALPHA_DUAL_SOURCE_BLEND // Use dual-source blending
};
const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType,u32 components);
void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode);
extern PIXELSHADERUID last_pixel_shader_uid;