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https://github.com/dolphin-emu/dolphin.git
synced 2025-01-10 08:09:26 +01:00
Fixes Mario Tennis Gimmick Courts and adds support for FastDepthCalc
- Calculate ZSlope every flush but only set PixelShader Constant on Reset Buffer when zfreeze - Fixed another Pixel Shader bug in D3D that was giving me grief
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@ -181,12 +181,10 @@ void VertexManager::vFlush(bool useDstAlpha)
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PrepareDrawBuffers(stride);
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if (!bpmem.genMode.zfreeze && IndexGenerator::GetIndexLen() >= 3)
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{
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if (!bpmem.genMode.zfreeze)
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CalculateZSlope(stride);
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}
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// if cull mode is CULL_ALL, ignore triangles and quads
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// If cull mode is CULL_ALL, do not render these triangles
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if (bpmem.genMode.cullmode == GenMode::CULL_ALL && current_primitive_type == PRIMITIVE_TRIANGLES)
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return;
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@ -202,6 +200,9 @@ void VertexManager::ResetBuffer(u32 stride)
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{
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s_pCurBufferPointer = s_pBaseBufferPointer;
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IndexGenerator::Start(GetIndexBuffer());
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if (bpmem.genMode.zfreeze)
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PixelShaderManager::SetZSlope(ZSlope.dfdx, ZSlope.dfdy, ZSlope.f0);
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}
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} // namespace
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@ -89,6 +89,9 @@ void VertexManager::ResetBuffer(u32 stride)
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buffer = s_indexBuffer->Map(MAXIBUFFERSIZE * sizeof(u16));
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IndexGenerator::Start((u16*)buffer.first);
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s_index_offset = buffer.second;
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if (bpmem.genMode.zfreeze)
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PixelShaderManager::SetZSlope(ZSlope.dfdx, ZSlope.dfdy, ZSlope.f0);
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}
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void VertexManager::Draw(u32 stride)
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@ -140,12 +143,10 @@ void VertexManager::vFlush(bool useDstAlpha)
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PrepareDrawBuffers(stride);
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if (!bpmem.genMode.zfreeze && IndexGenerator::GetIndexLen() >= 3)
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{
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if (!bpmem.genMode.zfreeze)
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CalculateZSlope(stride);
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}
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// if cull mode is CULL_ALL, ignore triangles and quads
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// If cull mode is CULL_ALL, do not render these triangles
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if (bpmem.genMode.cullmode == GenMode::CULL_ALL && current_primitive_type == PRIMITIVE_TRIANGLES)
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return;
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@ -271,7 +271,11 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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GenerateVSOutputMembers<T>(out, ApiType);
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out.Write("};\n");
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const bool forced_early_z = g_ActiveConfig.backend_info.bSupportsEarlyZ && bpmem.UseEarlyDepthTest() && (g_ActiveConfig.bFastDepthCalc || bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED);
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const bool forced_early_z = g_ActiveConfig.backend_info.bSupportsEarlyZ && bpmem.UseEarlyDepthTest()
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&& (g_ActiveConfig.bFastDepthCalc || bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED)
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// We can't allow early_ztest for zfreeze because a reference poly is used
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// to control the depth and we need a depth test after the alpha test.
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&& !bpmem.genMode.zfreeze;
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const bool per_pixel_depth = (bpmem.ztex2.op != ZTEXTURE_DISABLE && bpmem.UseLateDepthTest()) || (!g_ActiveConfig.bFastDepthCalc && bpmem.zmode.testenable && !forced_early_z) || bpmem.genMode.zfreeze;
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if (forced_early_z)
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@ -365,7 +369,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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out.Write("void main(\n");
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out.Write(" out float4 ocol0 : SV_Target0,%s%s\n in float4 rawpos : SV_Position,\n",
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dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "\n out float4 ocol1 : SV_Target1," : "",
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per_pixel_depth ? "\n out float depth : SV_Depth," : "");
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(per_pixel_depth && bpmem.zmode.testenable) ? "\n out float depth : SV_Depth," : "");
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out.Write(" in centroid float4 colors_0 : COLOR0,\n");
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out.Write(" in centroid float4 colors_1 : COLOR1\n");
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@ -1023,7 +1027,11 @@ static inline void WriteAlphaTest(T& out, pixel_shader_uid_data* uid_data, API_T
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// Tests seem to have proven that writing depth even when the alpha test fails is more
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// important that a reliable alpha test, so we just force the alpha test to always succeed.
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// At least this seems to be less buggy.
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uid_data->alpha_test_use_zcomploc_hack = bpmem.UseEarlyDepthTest() && bpmem.zmode.updateenable && !g_ActiveConfig.backend_info.bSupportsEarlyZ;
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uid_data->alpha_test_use_zcomploc_hack = bpmem.UseEarlyDepthTest()
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&& bpmem.zmode.updateenable
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&& !g_ActiveConfig.backend_info.bSupportsEarlyZ
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&& !bpmem.genMode.zfreeze; // Might not be neccessary
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if (!uid_data->alpha_test_use_zcomploc_hack)
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{
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out.Write("\t\tdiscard;\n");
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@ -1114,10 +1122,10 @@ static inline void WritePerPixelDepth(T& out, pixel_shader_uid_data* uid_data, A
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out.Write("\tfloat2 screenpos = rawpos.xy * " I_EFBSCALE".xy;\n");
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// Opengl has reversed vertical screenspace coordiantes
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if(ApiType == API_OPENGL)
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if (ApiType == API_OPENGL)
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out.Write("\tscreenpos.y = %i - screenpos.y - 1;\n", EFB_HEIGHT);
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out.Write("\tdepth = float(" I_ZSLOPE".z + " I_ZSLOPE".x * screenpos.x + " I_ZSLOPE".y * screenpos.y) / float(0xffffff);\n");
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out.Write("\tdepth = float(" I_ZSLOPE".z + " I_ZSLOPE".x * screenpos.x + " I_ZSLOPE".y * screenpos.y) / float(0xFFFFFF);\n");
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}
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else
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{
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@ -50,7 +50,7 @@ void PixelShaderManager::Dirty()
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SetZTextureBias();
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SetViewportChanged();
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SetEfbScaleChanged();
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SetZSlope(0, 0, 1);
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SetZSlope(0, 0, (float)0xFFFFFF);
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SetIndTexScaleChanged(false);
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SetIndTexScaleChanged(true);
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SetIndMatrixChanged(0);
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@ -116,7 +116,8 @@ void PixelShaderManager::SetConstants()
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s_bViewPortChanged = false;
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}
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if (s_bEFBScaleChanged) {
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if (s_bEFBScaleChanged)
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{
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constants.efbscale[0] = 1.0f / float(Renderer::EFBToScaledXf(1));
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constants.efbscale[1] = 1.0f / float(Renderer::EFBToScaledYf(1));
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dirty = true;
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@ -25,6 +25,8 @@ u8 *VertexManager::s_pEndBufferPointer;
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PrimitiveType VertexManager::current_primitive_type;
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Slope VertexManager::ZSlope;
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bool VertexManager::IsFlushed;
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static const PrimitiveType primitive_from_gx[8] = {
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@ -246,6 +248,8 @@ void VertexManager::CalculateZSlope(u32 stride)
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{
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float vtx[9];
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float out[12];
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float viewOffset[2] = { xfmem.viewport.xOrig - bpmem.scissorOffset.x * 2,
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xfmem.viewport.yOrig - bpmem.scissorOffset.y * 2};
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// Lookup vertices of the last rendered triangle and software-transform them
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// This allows us to determine the depth slope, which will be used if zfreeze
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@ -260,9 +264,11 @@ void VertexManager::CalculateZSlope(u32 stride)
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VertexShaderManager::TransformToClipSpace(&vtx[i * 3], &out[i * 4]);
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// Transform to Screenspace
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out[0 + i * 4] = out[0 + i * 4] / out[3 + i * 4] * xfmem.viewport.wd + (xfmem.viewport.xOrig - 342);
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out[1 + i * 4] = out[1 + i * 4] / out[3 + i * 4] * xfmem.viewport.ht + (xfmem.viewport.yOrig - 342);
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out[2 + i * 4] = out[2 + i * 4] / out[3 + i * 4] * xfmem.viewport.zRange + xfmem.viewport.farZ;
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float w = out[3 + i * 4];
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out[0 + i * 4] = out[0 + i * 4] / w * xfmem.viewport.wd + viewOffset[0];
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out[1 + i * 4] = out[1 + i * 4] / w * xfmem.viewport.ht + viewOffset[1];
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out[2 + i * 4] = out[2 + i * 4] / w * xfmem.viewport.zRange + xfmem.viewport.farZ;
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}
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float dx31 = out[8] - out[0];
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@ -276,9 +282,11 @@ void VertexManager::CalculateZSlope(u32 stride)
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float b = dx31 * DF21 + dx12 * DF31;
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float c = -dx12 * dy31 - dx31 * -dy12;
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float slope_dfdx = -a / c;
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float slope_dfdy = -b / c;
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float slope_f0 = out[2] - (out[0] * slope_dfdx + out[1] * slope_dfdy);
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// Stop divide by zero
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if (c == 0)
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return;
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PixelShaderManager::SetZSlope(slope_dfdx, slope_dfdy, slope_f0);
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ZSlope.dfdx = -a / c;
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ZSlope.dfdy = -b / c;
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ZSlope.f0 = out[2] - (out[0] * ZSlope.dfdx + out[1] * ZSlope.dfdy);
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}
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@ -14,6 +14,13 @@ enum PrimitiveType {
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PRIMITIVE_TRIANGLES,
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};
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struct Slope
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{
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float dfdx;
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float dfdy;
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float f0;
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};
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class VertexManager
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{
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private:
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@ -41,8 +48,6 @@ public:
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static void DoState(PointerWrap& p);
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static void CalculateZSlope(u32 stride);
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protected:
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virtual void vDoState(PointerWrap& p) { }
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@ -57,6 +62,9 @@ protected:
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static u32 GetRemainingSize();
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static u32 GetRemainingIndices(int primitive);
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static Slope ZSlope;
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static void CalculateZSlope(u32 stride);
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private:
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static bool IsFlushed;
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@ -692,6 +692,7 @@ void VertexShaderManager::ResetView()
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void VertexShaderManager::TransformToClipSpace(const float* data, float *out)
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{
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// Can we use constants.posnormalmatrix here instead?
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const float *world_matrix = (const float *)xfmem.posMatrices + g_main_cp_state.matrix_index_a.PosNormalMtxIdx * 4;
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const float *proj_matrix = &g_fProjectionMatrix[0];
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@ -700,8 +701,6 @@ void VertexShaderManager::TransformToClipSpace(const float* data, float *out)
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t[1] = data[0] * world_matrix[4] + data[1] * world_matrix[5] + data[2] * world_matrix[6] + world_matrix[7];
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t[2] = data[0] * world_matrix[8] + data[1] * world_matrix[9] + data[2] * world_matrix[10] + world_matrix[11];
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// TODO: this requires g_fProjectionMatrix to be up to date, which is not really a good design decision.
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out[0] = t[0] * proj_matrix[0] + t[1] * proj_matrix[1] + t[2] * proj_matrix[2] + proj_matrix[3];
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out[1] = t[0] * proj_matrix[4] + t[1] * proj_matrix[5] + t[2] * proj_matrix[6] + proj_matrix[7];
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out[2] = t[0] * proj_matrix[8] + t[1] * proj_matrix[9] + t[2] * proj_matrix[10] + proj_matrix[11];
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