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@ -109,7 +109,7 @@ void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 compo
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uid->values[0] |= bpmem.genMode.numtexgens << 4; // 4
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uid->values[0] |= dstAlphaMode << 8; // 2
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bool DepthTextureEnable = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && bpmem.zmode.testenable && bpmem.zmode.updateenable) || g_ActiveConfig.bEnablePerPixelDepth;
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bool DepthTextureEnable = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.early_ztest && bpmem.zmode.testenable && bpmem.zmode.updateenable) || g_ActiveConfig.bEnablePerPixelDepth;
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uid->values[0] |= DepthTextureEnable << 10; // 1
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@ -170,7 +170,7 @@ void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 compo
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if (DepthTextureEnable)
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{
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ptr[0] |= bpmem.ztex2.op << 11; // 2
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ptr[0] |= bpmem.zcontrol.zcomploc << 13; // 1
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ptr[0] |= bpmem.zcontrol.early_ztest << 13; // 1
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ptr[0] |= bpmem.zmode.testenable << 14; // 1
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ptr[0] |= bpmem.zmode.updateenable << 15; // 1
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}
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@ -528,7 +528,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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nIndirectStagesUsed |= 1 << bpmem.tevind[i].bt;
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}
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}
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DepthTextureEnable = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && bpmem.zmode.testenable && bpmem.zmode.updateenable) || g_ActiveConfig.bEnablePerPixelDepth ;
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DepthTextureEnable = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.early_ztest && bpmem.zmode.testenable && bpmem.zmode.updateenable) || g_ActiveConfig.bEnablePerPixelDepth ;
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// Declare samplers
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if(ApiType != API_D3D11)
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@ -769,12 +769,11 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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if (DepthTextureEnable)
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{
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// use the texture input of the last texture stage (textemp), hopefully this has been read and is in correct format...
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if (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && bpmem.zmode.testenable && bpmem.zmode.updateenable)
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// Note: depth textures are disabled if early depth test is enabled
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if (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.early_ztest && bpmem.zmode.testenable)
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{
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if (bpmem.ztex2.op == ZTEXTURE_ADD)
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WRITE(p, "zCoord = dot(" I_ZBIAS"[0].xyzw, textemp.xyzw) + " I_ZBIAS"[1].w + zCoord;\n");
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else
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WRITE(p, "zCoord = dot(" I_ZBIAS"[0].xyzw, textemp.xyzw) + " I_ZBIAS"[1].w;\n");
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WRITE(p, "zCoord = dot(" I_ZBIAS"[0].xyzw, textemp.xyzw) + " I_ZBIAS"[1].w %s;\n",
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(bpmem.ztex2.op == ZTEXTURE_ADD) ? "+ zCoord" : "");
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// scale to make result from frac correct
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WRITE(p, "zCoord = zCoord * (16777215.0f/16777216.0f);\n");
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@ -1264,7 +1263,7 @@ static void WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode
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// depth channel.
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// 2 - in the next pass disable depth chanel update, but proccess the color data normally
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// this way is the only CORRECT way to emulate perfectly the zcomplock behaviour
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if (!(bpmem.zcontrol.zcomploc && bpmem.zmode.updateenable))
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if (!(bpmem.zcontrol.early_ztest && bpmem.zmode.updateenable))
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{
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WRITE(p, "discard;\n");
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if (ApiType != API_D3D11)
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