Merge pull request #4194 from Armada651/efb-source-format

PixelShaderGen: Add support for RGBA6 EFB format truncation.
This commit is contained in:
Jules Blok 2016-10-21 21:45:29 +00:00 committed by GitHub
commit 2536e37ec5
11 changed files with 83 additions and 79 deletions

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@ -275,6 +275,10 @@ static wxString validation_layer_desc =
static wxString backend_multithreading_desc = static wxString backend_multithreading_desc =
wxTRANSLATE("Enables multi-threading in the video backend, which may result in performance " wxTRANSLATE("Enables multi-threading in the video backend, which may result in performance "
"gains in some scenarios.\n\nIf unsure, leave this unchecked."); "gains in some scenarios.\n\nIf unsure, leave this unchecked.");
static wxString true_color_desc =
wxTRANSLATE("Forces the game to render the RGB color channels in 24-bit, thereby increasing "
"quality by reducing color banding.\nIt has no impact on performance and causes "
"few graphical issues.\n\n\nIf unsure, leave this checked.");
#if !defined(__APPLE__) #if !defined(__APPLE__)
// Search for available resolutions - TODO: Move to Common? // Search for available resolutions - TODO: Move to Common?
@ -618,6 +622,8 @@ VideoConfigDiag::VideoConfigDiag(wxWindow* parent, const std::string& title)
vconfig.bWidescreenHack)); vconfig.bWidescreenHack));
cb_szr->Add(CreateCheckBox(page_enh, _("Disable Fog"), wxGetTranslation(disable_fog_desc), cb_szr->Add(CreateCheckBox(page_enh, _("Disable Fog"), wxGetTranslation(disable_fog_desc),
vconfig.bDisableFog)); vconfig.bDisableFog));
cb_szr->Add(CreateCheckBox(page_enh, _("Force 24-bit Color"), wxGetTranslation(true_color_desc),
vconfig.bForceTrueColor));
szr_enh->Add(cb_szr, wxGBPosition(row, 0), wxGBSpan(1, 3)); szr_enh->Add(cb_szr, wxGBPosition(row, 0), wxGBSpan(1, 3));
row += 1; row += 1;

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@ -380,7 +380,7 @@ ID3D11BlendState* StateCache::Get(BlendState state)
blenddc.RenderTarget[0].BlendOpAlpha = state.blend_op; blenddc.RenderTarget[0].BlendOpAlpha = state.blend_op;
if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_SRC_COLOR) if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_SRC_COLOR)
blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA; blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC1_ALPHA;
else if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_INV_SRC_COLOR) else if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_INV_SRC_COLOR)
blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
else if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_DEST_COLOR) else if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_DEST_COLOR)
@ -391,7 +391,7 @@ ID3D11BlendState* StateCache::Get(BlendState state)
blenddc.RenderTarget[0].SrcBlendAlpha = blenddc.RenderTarget[0].SrcBlend; blenddc.RenderTarget[0].SrcBlendAlpha = blenddc.RenderTarget[0].SrcBlend;
if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_SRC_COLOR) if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_SRC_COLOR)
blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC_ALPHA; blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC1_ALPHA;
else if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_INV_SRC_COLOR) else if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_INV_SRC_COLOR)
blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
else if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_DEST_COLOR) else if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_DEST_COLOR)
@ -403,18 +403,6 @@ ID3D11BlendState* StateCache::Get(BlendState state)
if (state.use_dst_alpha) if (state.use_dst_alpha)
{ {
// Colors should blend against SRC1_ALPHA
if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_SRC_ALPHA)
blenddc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC1_ALPHA;
else if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_INV_SRC_ALPHA)
blenddc.RenderTarget[0].SrcBlend = D3D11_BLEND_INV_SRC1_ALPHA;
// Colors should blend against SRC1_ALPHA
if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_SRC_ALPHA)
blenddc.RenderTarget[0].DestBlend = D3D11_BLEND_SRC1_ALPHA;
else if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_INV_SRC_ALPHA)
blenddc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC1_ALPHA;
blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blenddc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; blenddc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;

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@ -675,8 +675,8 @@ void Renderer::SetBlendMode(bool forceUpdate)
D3D11_BLEND_ONE, D3D11_BLEND_ONE,
D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_COLOR,
D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_COLOR,
D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC1_ALPHA,
D3D11_BLEND_INV_SRC_ALPHA, // NOTE: Use SRC1_ALPHA if dst alpha is enabled! D3D11_BLEND_INV_SRC1_ALPHA,
(target_has_alpha) ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_ONE, (target_has_alpha) ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_ONE,
(target_has_alpha) ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_ZERO}; (target_has_alpha) ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_ZERO};
const D3D11_BLEND d3dDestFactors[8] = { const D3D11_BLEND d3dDestFactors[8] = {
@ -684,8 +684,8 @@ void Renderer::SetBlendMode(bool forceUpdate)
D3D11_BLEND_ONE, D3D11_BLEND_ONE,
D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_COLOR,
D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_COLOR,
D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC1_ALPHA,
D3D11_BLEND_INV_SRC_ALPHA, // NOTE: Use SRC1_ALPHA if dst alpha is enabled! D3D11_BLEND_INV_SRC1_ALPHA,
(target_has_alpha) ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_ONE, (target_has_alpha) ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_ONE,
(target_has_alpha) ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_ZERO}; (target_has_alpha) ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_ZERO};

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@ -301,18 +301,6 @@ D3D12_BLEND_DESC StateCache::GetDesc12(BlendState state)
if (state.use_dst_alpha) if (state.use_dst_alpha)
{ {
// Colors should blend against SRC1_ALPHA
if (blenddc.RenderTarget[0].SrcBlend == D3D12_BLEND_SRC_ALPHA)
blenddc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC1_ALPHA;
else if (blenddc.RenderTarget[0].SrcBlend == D3D12_BLEND_INV_SRC_ALPHA)
blenddc.RenderTarget[0].SrcBlend = D3D12_BLEND_INV_SRC1_ALPHA;
// Colors should blend against SRC1_ALPHA
if (blenddc.RenderTarget[0].DestBlend == D3D12_BLEND_SRC_ALPHA)
blenddc.RenderTarget[0].DestBlend = D3D12_BLEND_SRC1_ALPHA;
else if (blenddc.RenderTarget[0].DestBlend == D3D12_BLEND_INV_SRC_ALPHA)
blenddc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC1_ALPHA;
blenddc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE; blenddc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
blenddc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO; blenddc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
blenddc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD; blenddc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;

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@ -592,8 +592,8 @@ void Renderer::SetBlendMode(bool force_update)
D3D12_BLEND_ONE, D3D12_BLEND_ONE,
D3D12_BLEND_DEST_COLOR, D3D12_BLEND_DEST_COLOR,
D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_INV_DEST_COLOR,
D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_SRC1_ALPHA,
D3D12_BLEND_INV_SRC_ALPHA, // NOTE: Use SRC1_ALPHA if dst alpha is enabled! D3D12_BLEND_INV_SRC1_ALPHA,
(target_has_alpha) ? D3D12_BLEND_DEST_ALPHA : D3D12_BLEND_ONE, (target_has_alpha) ? D3D12_BLEND_DEST_ALPHA : D3D12_BLEND_ONE,
(target_has_alpha) ? D3D12_BLEND_INV_DEST_ALPHA : D3D12_BLEND_ZERO}; (target_has_alpha) ? D3D12_BLEND_INV_DEST_ALPHA : D3D12_BLEND_ZERO};
const D3D12_BLEND d3d_dst_factors[8] = { const D3D12_BLEND d3d_dst_factors[8] = {
@ -601,8 +601,8 @@ void Renderer::SetBlendMode(bool force_update)
D3D12_BLEND_ONE, D3D12_BLEND_ONE,
D3D12_BLEND_SRC_COLOR, D3D12_BLEND_SRC_COLOR,
D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_INV_SRC_COLOR,
D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_SRC1_ALPHA,
D3D12_BLEND_INV_SRC_ALPHA, // NOTE: Use SRC1_ALPHA if dst alpha is enabled! D3D12_BLEND_INV_SRC1_ALPHA,
(target_has_alpha) ? D3D12_BLEND_DEST_ALPHA : D3D12_BLEND_ONE, (target_has_alpha) ? D3D12_BLEND_DEST_ALPHA : D3D12_BLEND_ONE,
(target_has_alpha) ? D3D12_BLEND_INV_DEST_ALPHA : D3D12_BLEND_ZERO}; (target_has_alpha) ? D3D12_BLEND_INV_DEST_ALPHA : D3D12_BLEND_ZERO};

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@ -1241,7 +1241,7 @@ void Renderer::SetBlendMode(bool forceUpdate)
bool target_has_alpha = bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24; bool target_has_alpha = bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24;
bool useDstAlpha = bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate && target_has_alpha; bool useDstAlpha = bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate && target_has_alpha;
bool useDualSource = useDstAlpha && g_ActiveConfig.backend_info.bSupportsDualSourceBlend; bool useDualSource = g_ActiveConfig.backend_info.bSupportsDualSourceBlend;
const GLenum glSrcFactors[8] = { const GLenum glSrcFactors[8] = {
GL_ZERO, GL_ZERO,
@ -1269,7 +1269,7 @@ void Renderer::SetBlendMode(bool forceUpdate)
// 3-5 - srcRGB function // 3-5 - srcRGB function
// 6-8 - dstRGB function // 6-8 - dstRGB function
u32 newval = useDualSource << 1; u32 newval = useDstAlpha << 1;
newval |= bpmem.blendmode.subtract << 2; newval |= bpmem.blendmode.subtract << 2;
if (bpmem.blendmode.subtract) if (bpmem.blendmode.subtract)
@ -1295,7 +1295,7 @@ void Renderer::SetBlendMode(bool forceUpdate)
{ {
// subtract enable change // subtract enable change
GLenum equation = newval & 4 ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD; GLenum equation = newval & 4 ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD;
GLenum equationAlpha = useDualSource ? GL_FUNC_ADD : equation; GLenum equationAlpha = useDstAlpha ? GL_FUNC_ADD : equation;
glBlendEquationSeparate(equation, equationAlpha); glBlendEquationSeparate(equation, equationAlpha);
} }
@ -1308,7 +1308,7 @@ void Renderer::SetBlendMode(bool forceUpdate)
GLenum dstFactor = glDestFactors[dstidx]; GLenum dstFactor = glDestFactors[dstidx];
// adjust alpha factors // adjust alpha factors
if (useDualSource) if (useDstAlpha)
{ {
srcidx = BlendMode::ONE; srcidx = BlendMode::ONE;
dstidx = BlendMode::ZERO; dstidx = BlendMode::ZERO;

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@ -1107,8 +1107,8 @@ void Renderer::SetBlendMode(bool force_update)
// Our render target always uses an alpha channel, so we need to override the blend functions to // Our render target always uses an alpha channel, so we need to override the blend functions to
// assume a destination alpha of 1 if the render target isn't supposed to have an alpha channel. // assume a destination alpha of 1 if the render target isn't supposed to have an alpha channel.
bool target_has_alpha = bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24; bool target_has_alpha = bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24;
bool use_dst_alpha = bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate && target_has_alpha && bool use_dst_alpha = bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate && target_has_alpha;
g_vulkan_context->SupportsDualSourceBlend(); bool use_dual_src = g_vulkan_context->SupportsDualSourceBlend();
new_blend_state.blend_enable = VK_TRUE; new_blend_state.blend_enable = VK_TRUE;
new_blend_state.blend_op = VK_BLEND_OP_ADD; new_blend_state.blend_op = VK_BLEND_OP_ADD;
@ -1129,11 +1129,11 @@ void Renderer::SetBlendMode(bool force_update)
break; break;
case BlendMode::SRCALPHA: case BlendMode::SRCALPHA:
new_blend_state.src_blend = new_blend_state.src_blend =
use_dst_alpha ? VK_BLEND_FACTOR_SRC1_ALPHA : VK_BLEND_FACTOR_SRC_ALPHA; use_dual_src ? VK_BLEND_FACTOR_SRC1_ALPHA : VK_BLEND_FACTOR_SRC_ALPHA;
break; break;
case BlendMode::INVSRCALPHA: case BlendMode::INVSRCALPHA:
new_blend_state.src_blend = new_blend_state.src_blend =
use_dst_alpha ? VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA : VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; use_dual_src ? VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA : VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
break; break;
case BlendMode::DSTALPHA: case BlendMode::DSTALPHA:
new_blend_state.src_blend = target_has_alpha ? VK_BLEND_FACTOR_DST_ALPHA : VK_BLEND_FACTOR_ONE; new_blend_state.src_blend = target_has_alpha ? VK_BLEND_FACTOR_DST_ALPHA : VK_BLEND_FACTOR_ONE;
@ -1163,11 +1163,11 @@ void Renderer::SetBlendMode(bool force_update)
break; break;
case BlendMode::SRCALPHA: case BlendMode::SRCALPHA:
new_blend_state.dst_blend = new_blend_state.dst_blend =
use_dst_alpha ? VK_BLEND_FACTOR_SRC1_ALPHA : VK_BLEND_FACTOR_SRC_ALPHA; use_dual_src ? VK_BLEND_FACTOR_SRC1_ALPHA : VK_BLEND_FACTOR_SRC_ALPHA;
break; break;
case BlendMode::INVSRCALPHA: case BlendMode::INVSRCALPHA:
new_blend_state.dst_blend = new_blend_state.dst_blend =
use_dst_alpha ? VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA : VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; use_dual_src ? VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA : VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
break; break;
case BlendMode::DSTALPHA: case BlendMode::DSTALPHA:
new_blend_state.dst_blend = target_has_alpha ? VK_BLEND_FACTOR_DST_ALPHA : VK_BLEND_FACTOR_ONE; new_blend_state.dst_blend = target_has_alpha ? VK_BLEND_FACTOR_DST_ALPHA : VK_BLEND_FACTOR_ONE;

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@ -169,6 +169,9 @@ PixelShaderUid GetPixelShaderUid(DSTALPHA_MODE dstAlphaMode)
uid_data->per_pixel_lighting = g_ActiveConfig.bEnablePixelLighting; uid_data->per_pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
uid_data->bounding_box = g_ActiveConfig.backend_info.bSupportsBBox && uid_data->bounding_box = g_ActiveConfig.backend_info.bSupportsBBox &&
g_ActiveConfig.bBBoxEnable && BoundingBox::active; g_ActiveConfig.bBBoxEnable && BoundingBox::active;
uid_data->rgba6_format =
bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24 && !g_ActiveConfig.bForceTrueColor;
uid_data->dither = bpmem.blendmode.dither && uid_data->rgba6_format;
u32 numStages = uid_data->genMode_numtevstages + 1; u32 numStages = uid_data->genMode_numtevstages + 1;
@ -344,6 +347,7 @@ static void SampleTexture(ShaderCode& out, const char* texcoords, const char* te
static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_data, APIType ApiType, static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_data, APIType ApiType,
bool per_pixel_depth); bool per_pixel_depth);
static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data); static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data);
static void WriteColor(ShaderCode& out, const pixel_shader_uid_data* uid_data);
ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data* uid_data) ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data* uid_data)
{ {
@ -502,8 +506,6 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
} }
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan) if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
if (uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
{ {
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION)) if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
{ {
@ -515,11 +517,6 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n"); out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n");
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n"); out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n");
} }
}
else
{
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
}
if (uid_data->per_pixel_depth) if (uid_data->per_pixel_depth)
out.Write("#define depth gl_FragDepth\n"); out.Write("#define depth gl_FragDepth\n");
@ -574,11 +571,10 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
else // D3D else // D3D
{ {
out.Write("void main(\n"); out.Write("void main(\n");
out.Write(" out float4 ocol0 : SV_Target0,%s%s\n in float4 rawpos : SV_Position,\n", out.Write(" out float4 ocol0 : SV_Target0,\n"
uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? " out float4 ocol1 : SV_Target1,\n%s"
"\n out float4 ocol1 : SV_Target1," : " in float4 rawpos : SV_Position,\n",
"", uid_data->per_pixel_depth ? " out float depth : SV_Depth,\n" : "");
uid_data->per_pixel_depth ? "\n out float depth : SV_Depth," : "");
out.Write(" in %s float4 colors_0 : COLOR0,\n", out.Write(" in %s float4 colors_0 : COLOR0,\n",
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa)); GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
@ -776,27 +772,20 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
out.Write("\tdepth = float(zCoord) / 16777216.0;\n"); out.Write("\tdepth = float(zCoord) / 16777216.0;\n");
} }
if (uid_data->dstAlphaMode == DSTALPHA_ALPHA_PASS) // No dithering for RGB8 mode
if (uid_data->dither)
{ {
out.SetConstantsUsed(C_ALPHA, C_ALPHA); // Flipper uses a standard 2x2 Bayer Matrix for 6 bit dithering
out.Write("\tocol0 = float4(float3(prev.rgb), float(" I_ALPHA ".a)) / 255.0;\n"); // Here the matrix is encoded into the two factor constants
out.Write("\tint2 dither = int2(rawpos.xy) & 1;\n");
out.Write("\tprev.rgb = (prev.rgb - (prev.rgb >> 6)) + abs(dither.y * 3 - dither.x * 2);\n");
} }
else
{ if (uid_data->dstAlphaMode != DSTALPHA_ALPHA_PASS)
WriteFog(out, uid_data); WriteFog(out, uid_data);
out.Write("\tocol0 = float4(prev) / 255.0;\n");
}
// Use dual-source color blending to perform dst alpha in a single pass // Write the color and alpha values to the framebuffer
if (uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND) WriteColor(out, uid_data);
{
out.SetConstantsUsed(C_ALPHA, C_ALPHA);
// Colors will be blended against the alpha from ocol1 and
// the alpha from ocol0 will be written to the framebuffer.
out.Write("\tocol1 = float4(prev) / 255.0;\n");
out.Write("\tocol0.a = float(" I_ALPHA ".a) / 255.0;\n");
}
if (uid_data->bounding_box) if (uid_data->bounding_box)
{ {
@ -1295,3 +1284,30 @@ static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data)
out.Write("\tint ifog = iround(fog * 256.0);\n"); out.Write("\tint ifog = iround(fog * 256.0);\n");
out.Write("\tprev.rgb = (prev.rgb * (256 - ifog) + " I_FOGCOLOR ".rgb * ifog) >> 8;\n"); out.Write("\tprev.rgb = (prev.rgb * (256 - ifog) + " I_FOGCOLOR ".rgb * ifog) >> 8;\n");
} }
static void WriteColor(ShaderCode& out, const pixel_shader_uid_data* uid_data)
{
if (uid_data->rgba6_format)
out.Write("\tocol0.rgb = (prev.rgb >> 2) / 63.0;\n");
else
out.Write("\tocol0.rgb = prev.rgb / 255.0;\n");
// Colors will be blended against the 8-bit alpha from ocol1 and
// the 6-bit alpha from ocol0 will be written to the framebuffer
if (uid_data->dstAlphaMode == DSTALPHA_NONE)
{
out.Write("\tocol0.a = (prev.a >> 2) / 63.0;\n");
out.Write("\tocol1.a = prev.a / 255.0;\n");
}
else
{
out.SetConstantsUsed(C_ALPHA, C_ALPHA);
out.Write("\tocol0.a = (" I_ALPHA ".a >> 2) / 63.0;\n");
// Use dual-source color blending to perform dst alpha in a single pass
if (uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
out.Write("\tocol1.a = prev.a / 255.0;\n");
else
out.Write("\tocol1.a = " I_ALPHA ".a / 255.0;\n");
}
}

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@ -53,7 +53,9 @@ struct pixel_shader_uid_data
u32 msaa : 1; u32 msaa : 1;
u32 ssaa : 1; u32 ssaa : 1;
u32 numColorChans : 2; u32 numColorChans : 2;
u32 pad : 14; u32 rgba6_format : 1;
u32 dither : 1;
u32 pad : 12;
u32 texMtxInfo_n_projection : 8; // 8x1 bit u32 texMtxInfo_n_projection : 8; // 8x1 bit
u32 tevindref_bi0 : 3; u32 tevindref_bi0 : 3;

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@ -103,6 +103,7 @@ void VideoConfig::Load(const std::string& ini_file)
enhancements->Get("ForceFiltering", &bForceFiltering, 0); enhancements->Get("ForceFiltering", &bForceFiltering, 0);
enhancements->Get("MaxAnisotropy", &iMaxAnisotropy, 0); // NOTE - this is x in (1 << x) enhancements->Get("MaxAnisotropy", &iMaxAnisotropy, 0); // NOTE - this is x in (1 << x)
enhancements->Get("PostProcessingShader", &sPostProcessingShader, ""); enhancements->Get("PostProcessingShader", &sPostProcessingShader, "");
enhancements->Get("ForceTrueColor", &bForceTrueColor, true);
IniFile::Section* stereoscopy = iniFile.GetOrCreateSection("Stereoscopy"); IniFile::Section* stereoscopy = iniFile.GetOrCreateSection("Stereoscopy");
stereoscopy->Get("StereoMode", &iStereoMode, 0); stereoscopy->Get("StereoMode", &iStereoMode, 0);
@ -167,6 +168,7 @@ void VideoConfig::GameIniLoad()
CHECK_SETTING("Video_Settings", "FastDepthCalc", bFastDepthCalc); CHECK_SETTING("Video_Settings", "FastDepthCalc", bFastDepthCalc);
CHECK_SETTING("Video_Settings", "MSAA", iMultisamples); CHECK_SETTING("Video_Settings", "MSAA", iMultisamples);
CHECK_SETTING("Video_Settings", "SSAA", bSSAA); CHECK_SETTING("Video_Settings", "SSAA", bSSAA);
CHECK_SETTING("Video_Settings", "ForceTrueColor", bForceTrueColor);
int tmp = -9000; int tmp = -9000;
CHECK_SETTING("Video_Settings", "EFBScale", tmp); // integral CHECK_SETTING("Video_Settings", "EFBScale", tmp); // integral
@ -317,6 +319,7 @@ void VideoConfig::Save(const std::string& ini_file)
enhancements->Set("ForceFiltering", bForceFiltering); enhancements->Set("ForceFiltering", bForceFiltering);
enhancements->Set("MaxAnisotropy", iMaxAnisotropy); enhancements->Set("MaxAnisotropy", iMaxAnisotropy);
enhancements->Set("PostProcessingShader", sPostProcessingShader); enhancements->Set("PostProcessingShader", sPostProcessingShader);
enhancements->Set("ForceTrueColor", bForceTrueColor);
IniFile::Section* stereoscopy = iniFile.GetOrCreateSection("Stereoscopy"); IniFile::Section* stereoscopy = iniFile.GetOrCreateSection("Stereoscopy");
stereoscopy->Set("StereoMode", iStereoMode); stereoscopy->Set("StereoMode", iStereoMode);

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@ -79,6 +79,7 @@ struct VideoConfig final
bool bForceFiltering; bool bForceFiltering;
int iMaxAnisotropy; int iMaxAnisotropy;
std::string sPostProcessingShader; std::string sPostProcessingShader;
bool bForceTrueColor;
// Information // Information
bool bShowFPS; bool bShowFPS;