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https://github.com/dolphin-emu/dolphin.git
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Merge pull request #4194 from Armada651/efb-source-format
PixelShaderGen: Add support for RGBA6 EFB format truncation.
This commit is contained in:
commit
2536e37ec5
@ -275,6 +275,10 @@ static wxString validation_layer_desc =
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static wxString backend_multithreading_desc =
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static wxString backend_multithreading_desc =
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wxTRANSLATE("Enables multi-threading in the video backend, which may result in performance "
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wxTRANSLATE("Enables multi-threading in the video backend, which may result in performance "
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"gains in some scenarios.\n\nIf unsure, leave this unchecked.");
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"gains in some scenarios.\n\nIf unsure, leave this unchecked.");
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static wxString true_color_desc =
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wxTRANSLATE("Forces the game to render the RGB color channels in 24-bit, thereby increasing "
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"quality by reducing color banding.\nIt has no impact on performance and causes "
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"few graphical issues.\n\n\nIf unsure, leave this checked.");
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#if !defined(__APPLE__)
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#if !defined(__APPLE__)
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// Search for available resolutions - TODO: Move to Common?
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// Search for available resolutions - TODO: Move to Common?
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@ -618,6 +622,8 @@ VideoConfigDiag::VideoConfigDiag(wxWindow* parent, const std::string& title)
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vconfig.bWidescreenHack));
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vconfig.bWidescreenHack));
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cb_szr->Add(CreateCheckBox(page_enh, _("Disable Fog"), wxGetTranslation(disable_fog_desc),
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cb_szr->Add(CreateCheckBox(page_enh, _("Disable Fog"), wxGetTranslation(disable_fog_desc),
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vconfig.bDisableFog));
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vconfig.bDisableFog));
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cb_szr->Add(CreateCheckBox(page_enh, _("Force 24-bit Color"), wxGetTranslation(true_color_desc),
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vconfig.bForceTrueColor));
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szr_enh->Add(cb_szr, wxGBPosition(row, 0), wxGBSpan(1, 3));
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szr_enh->Add(cb_szr, wxGBPosition(row, 0), wxGBSpan(1, 3));
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row += 1;
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row += 1;
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@ -380,7 +380,7 @@ ID3D11BlendState* StateCache::Get(BlendState state)
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blenddc.RenderTarget[0].BlendOpAlpha = state.blend_op;
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blenddc.RenderTarget[0].BlendOpAlpha = state.blend_op;
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if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_SRC_COLOR)
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if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_SRC_COLOR)
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blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
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blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC1_ALPHA;
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else if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_INV_SRC_COLOR)
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else if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_INV_SRC_COLOR)
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blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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else if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_DEST_COLOR)
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else if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_DEST_COLOR)
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@ -391,7 +391,7 @@ ID3D11BlendState* StateCache::Get(BlendState state)
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blenddc.RenderTarget[0].SrcBlendAlpha = blenddc.RenderTarget[0].SrcBlend;
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blenddc.RenderTarget[0].SrcBlendAlpha = blenddc.RenderTarget[0].SrcBlend;
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if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_SRC_COLOR)
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if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_SRC_COLOR)
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blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC_ALPHA;
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blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC1_ALPHA;
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else if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_INV_SRC_COLOR)
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else if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_INV_SRC_COLOR)
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blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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else if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_DEST_COLOR)
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else if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_DEST_COLOR)
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@ -403,18 +403,6 @@ ID3D11BlendState* StateCache::Get(BlendState state)
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if (state.use_dst_alpha)
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if (state.use_dst_alpha)
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{
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{
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// Colors should blend against SRC1_ALPHA
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if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_SRC_ALPHA)
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blenddc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC1_ALPHA;
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else if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_INV_SRC_ALPHA)
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blenddc.RenderTarget[0].SrcBlend = D3D11_BLEND_INV_SRC1_ALPHA;
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// Colors should blend against SRC1_ALPHA
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if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_SRC_ALPHA)
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blenddc.RenderTarget[0].DestBlend = D3D11_BLEND_SRC1_ALPHA;
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else if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_INV_SRC_ALPHA)
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blenddc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC1_ALPHA;
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blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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blenddc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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blenddc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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@ -675,8 +675,8 @@ void Renderer::SetBlendMode(bool forceUpdate)
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D3D11_BLEND_ONE,
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D3D11_BLEND_ONE,
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D3D11_BLEND_DEST_COLOR,
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D3D11_BLEND_DEST_COLOR,
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D3D11_BLEND_INV_DEST_COLOR,
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D3D11_BLEND_INV_DEST_COLOR,
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D3D11_BLEND_SRC_ALPHA,
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D3D11_BLEND_SRC1_ALPHA,
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D3D11_BLEND_INV_SRC_ALPHA, // NOTE: Use SRC1_ALPHA if dst alpha is enabled!
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D3D11_BLEND_INV_SRC1_ALPHA,
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(target_has_alpha) ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_ONE,
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(target_has_alpha) ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_ONE,
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(target_has_alpha) ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_ZERO};
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(target_has_alpha) ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_ZERO};
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const D3D11_BLEND d3dDestFactors[8] = {
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const D3D11_BLEND d3dDestFactors[8] = {
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@ -684,8 +684,8 @@ void Renderer::SetBlendMode(bool forceUpdate)
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D3D11_BLEND_ONE,
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D3D11_BLEND_ONE,
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D3D11_BLEND_SRC_COLOR,
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D3D11_BLEND_SRC_COLOR,
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D3D11_BLEND_INV_SRC_COLOR,
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D3D11_BLEND_INV_SRC_COLOR,
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D3D11_BLEND_SRC_ALPHA,
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D3D11_BLEND_SRC1_ALPHA,
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D3D11_BLEND_INV_SRC_ALPHA, // NOTE: Use SRC1_ALPHA if dst alpha is enabled!
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D3D11_BLEND_INV_SRC1_ALPHA,
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(target_has_alpha) ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_ONE,
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(target_has_alpha) ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_ONE,
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(target_has_alpha) ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_ZERO};
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(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)
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if (state.use_dst_alpha)
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if (state.use_dst_alpha)
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{
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{
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// Colors should blend against SRC1_ALPHA
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if (blenddc.RenderTarget[0].SrcBlend == D3D12_BLEND_SRC_ALPHA)
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blenddc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC1_ALPHA;
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else if (blenddc.RenderTarget[0].SrcBlend == D3D12_BLEND_INV_SRC_ALPHA)
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blenddc.RenderTarget[0].SrcBlend = D3D12_BLEND_INV_SRC1_ALPHA;
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// Colors should blend against SRC1_ALPHA
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if (blenddc.RenderTarget[0].DestBlend == D3D12_BLEND_SRC_ALPHA)
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blenddc.RenderTarget[0].DestBlend = D3D12_BLEND_SRC1_ALPHA;
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else if (blenddc.RenderTarget[0].DestBlend == D3D12_BLEND_INV_SRC_ALPHA)
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blenddc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC1_ALPHA;
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blenddc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
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blenddc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
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blenddc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
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blenddc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
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blenddc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
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blenddc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
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@ -592,8 +592,8 @@ void Renderer::SetBlendMode(bool force_update)
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D3D12_BLEND_ONE,
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D3D12_BLEND_ONE,
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D3D12_BLEND_DEST_COLOR,
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D3D12_BLEND_DEST_COLOR,
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D3D12_BLEND_INV_DEST_COLOR,
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D3D12_BLEND_INV_DEST_COLOR,
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D3D12_BLEND_SRC_ALPHA,
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D3D12_BLEND_SRC1_ALPHA,
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D3D12_BLEND_INV_SRC_ALPHA, // NOTE: Use SRC1_ALPHA if dst alpha is enabled!
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D3D12_BLEND_INV_SRC1_ALPHA,
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(target_has_alpha) ? D3D12_BLEND_DEST_ALPHA : D3D12_BLEND_ONE,
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(target_has_alpha) ? D3D12_BLEND_DEST_ALPHA : D3D12_BLEND_ONE,
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(target_has_alpha) ? D3D12_BLEND_INV_DEST_ALPHA : D3D12_BLEND_ZERO};
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(target_has_alpha) ? D3D12_BLEND_INV_DEST_ALPHA : D3D12_BLEND_ZERO};
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const D3D12_BLEND d3d_dst_factors[8] = {
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const D3D12_BLEND d3d_dst_factors[8] = {
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@ -601,8 +601,8 @@ void Renderer::SetBlendMode(bool force_update)
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D3D12_BLEND_ONE,
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D3D12_BLEND_ONE,
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D3D12_BLEND_SRC_COLOR,
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D3D12_BLEND_SRC_COLOR,
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D3D12_BLEND_INV_SRC_COLOR,
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D3D12_BLEND_INV_SRC_COLOR,
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D3D12_BLEND_SRC_ALPHA,
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D3D12_BLEND_SRC1_ALPHA,
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D3D12_BLEND_INV_SRC_ALPHA, // NOTE: Use SRC1_ALPHA if dst alpha is enabled!
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D3D12_BLEND_INV_SRC1_ALPHA,
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(target_has_alpha) ? D3D12_BLEND_DEST_ALPHA : D3D12_BLEND_ONE,
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(target_has_alpha) ? D3D12_BLEND_DEST_ALPHA : D3D12_BLEND_ONE,
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(target_has_alpha) ? D3D12_BLEND_INV_DEST_ALPHA : D3D12_BLEND_ZERO};
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(target_has_alpha) ? D3D12_BLEND_INV_DEST_ALPHA : D3D12_BLEND_ZERO};
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@ -1241,7 +1241,7 @@ void Renderer::SetBlendMode(bool forceUpdate)
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bool target_has_alpha = bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24;
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bool target_has_alpha = bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24;
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bool useDstAlpha = bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate && target_has_alpha;
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bool useDstAlpha = bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate && target_has_alpha;
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bool useDualSource = useDstAlpha && g_ActiveConfig.backend_info.bSupportsDualSourceBlend;
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bool useDualSource = g_ActiveConfig.backend_info.bSupportsDualSourceBlend;
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const GLenum glSrcFactors[8] = {
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const GLenum glSrcFactors[8] = {
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GL_ZERO,
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GL_ZERO,
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@ -1269,7 +1269,7 @@ void Renderer::SetBlendMode(bool forceUpdate)
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// 3-5 - srcRGB function
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// 3-5 - srcRGB function
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// 6-8 - dstRGB function
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// 6-8 - dstRGB function
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u32 newval = useDualSource << 1;
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u32 newval = useDstAlpha << 1;
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newval |= bpmem.blendmode.subtract << 2;
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newval |= bpmem.blendmode.subtract << 2;
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if (bpmem.blendmode.subtract)
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if (bpmem.blendmode.subtract)
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@ -1295,7 +1295,7 @@ void Renderer::SetBlendMode(bool forceUpdate)
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{
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{
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// subtract enable change
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// subtract enable change
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GLenum equation = newval & 4 ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD;
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GLenum equation = newval & 4 ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD;
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GLenum equationAlpha = useDualSource ? GL_FUNC_ADD : equation;
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GLenum equationAlpha = useDstAlpha ? GL_FUNC_ADD : equation;
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glBlendEquationSeparate(equation, equationAlpha);
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glBlendEquationSeparate(equation, equationAlpha);
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}
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}
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@ -1308,7 +1308,7 @@ void Renderer::SetBlendMode(bool forceUpdate)
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GLenum dstFactor = glDestFactors[dstidx];
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GLenum dstFactor = glDestFactors[dstidx];
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// adjust alpha factors
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// adjust alpha factors
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if (useDualSource)
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if (useDstAlpha)
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{
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{
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srcidx = BlendMode::ONE;
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srcidx = BlendMode::ONE;
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dstidx = BlendMode::ZERO;
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dstidx = BlendMode::ZERO;
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@ -1107,8 +1107,8 @@ void Renderer::SetBlendMode(bool force_update)
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// Our render target always uses an alpha channel, so we need to override the blend functions to
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// Our render target always uses an alpha channel, so we need to override the blend functions to
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// assume a destination alpha of 1 if the render target isn't supposed to have an alpha channel.
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// assume a destination alpha of 1 if the render target isn't supposed to have an alpha channel.
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bool target_has_alpha = bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24;
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bool target_has_alpha = bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24;
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bool use_dst_alpha = bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate && target_has_alpha &&
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bool use_dst_alpha = bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate && target_has_alpha;
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g_vulkan_context->SupportsDualSourceBlend();
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bool use_dual_src = g_vulkan_context->SupportsDualSourceBlend();
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new_blend_state.blend_enable = VK_TRUE;
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new_blend_state.blend_enable = VK_TRUE;
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new_blend_state.blend_op = VK_BLEND_OP_ADD;
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new_blend_state.blend_op = VK_BLEND_OP_ADD;
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@ -1129,11 +1129,11 @@ void Renderer::SetBlendMode(bool force_update)
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break;
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break;
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case BlendMode::SRCALPHA:
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case BlendMode::SRCALPHA:
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new_blend_state.src_blend =
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new_blend_state.src_blend =
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use_dst_alpha ? VK_BLEND_FACTOR_SRC1_ALPHA : VK_BLEND_FACTOR_SRC_ALPHA;
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use_dual_src ? VK_BLEND_FACTOR_SRC1_ALPHA : VK_BLEND_FACTOR_SRC_ALPHA;
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break;
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break;
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case BlendMode::INVSRCALPHA:
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case BlendMode::INVSRCALPHA:
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new_blend_state.src_blend =
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new_blend_state.src_blend =
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use_dst_alpha ? VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA : VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
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use_dual_src ? VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA : VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
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break;
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break;
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case BlendMode::DSTALPHA:
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case BlendMode::DSTALPHA:
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new_blend_state.src_blend = target_has_alpha ? VK_BLEND_FACTOR_DST_ALPHA : VK_BLEND_FACTOR_ONE;
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new_blend_state.src_blend = target_has_alpha ? VK_BLEND_FACTOR_DST_ALPHA : VK_BLEND_FACTOR_ONE;
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@ -1163,11 +1163,11 @@ void Renderer::SetBlendMode(bool force_update)
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break;
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break;
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case BlendMode::SRCALPHA:
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case BlendMode::SRCALPHA:
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new_blend_state.dst_blend =
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new_blend_state.dst_blend =
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use_dst_alpha ? VK_BLEND_FACTOR_SRC1_ALPHA : VK_BLEND_FACTOR_SRC_ALPHA;
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use_dual_src ? VK_BLEND_FACTOR_SRC1_ALPHA : VK_BLEND_FACTOR_SRC_ALPHA;
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break;
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break;
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case BlendMode::INVSRCALPHA:
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case BlendMode::INVSRCALPHA:
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new_blend_state.dst_blend =
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new_blend_state.dst_blend =
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use_dst_alpha ? VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA : VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
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use_dual_src ? VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA : VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
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break;
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break;
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case BlendMode::DSTALPHA:
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case BlendMode::DSTALPHA:
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new_blend_state.dst_blend = target_has_alpha ? VK_BLEND_FACTOR_DST_ALPHA : VK_BLEND_FACTOR_ONE;
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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)
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uid_data->per_pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
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uid_data->per_pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
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uid_data->bounding_box = g_ActiveConfig.backend_info.bSupportsBBox &&
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uid_data->bounding_box = g_ActiveConfig.backend_info.bSupportsBBox &&
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g_ActiveConfig.bBBoxEnable && BoundingBox::active;
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g_ActiveConfig.bBBoxEnable && BoundingBox::active;
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uid_data->rgba6_format =
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bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24 && !g_ActiveConfig.bForceTrueColor;
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uid_data->dither = bpmem.blendmode.dither && uid_data->rgba6_format;
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u32 numStages = uid_data->genMode_numtevstages + 1;
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u32 numStages = uid_data->genMode_numtevstages + 1;
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@ -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");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
@ -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;
|
||||||
|
@ -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);
|
||||||
|
@ -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;
|
||||||
|
Loading…
x
Reference in New Issue
Block a user