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authorStenzek <stenzek@gmail.com>2017-09-03 16:32:37 +1000
committerStenzek <stenzek@gmail.com>2017-09-03 16:33:25 +1000
commit0622979d3b1761cfec6108ddb4b77d67518986f3 (patch)
tree21706395b621d2026e178680f1a21611c5ecb0b0 /Source/Core/VideoCommon/PixelShaderGen.cpp
parent3dd675e61382685b2c3d6c82b1c822f135e83934 (diff)
ShaderGen: Support writing integer colors when logic op is enabled
This is required for D3D to support logic op.
Diffstat (limited to 'Source/Core/VideoCommon/PixelShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/PixelShaderGen.cpp26
1 files changed, 21 insertions, 5 deletions
diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp
index d503b21176..5e561456ab 100644
--- a/Source/Core/VideoCommon/PixelShaderGen.cpp
+++ b/Source/Core/VideoCommon/PixelShaderGen.cpp
@@ -175,6 +175,7 @@ PixelShaderUid GetPixelShaderUid()
uid_data->rgba6_format =
bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24 && !g_ActiveConfig.bForceTrueColor;
uid_data->dither = bpmem.blendmode.dither && uid_data->rgba6_format;
+ uid_data->uint_output = bpmem.blendmode.UseLogicOp();
u32 numStages = uid_data->genMode_numtevstages + 1;
@@ -434,7 +435,7 @@ 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,
bool per_pixel_depth, bool use_dual_source);
static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data);
-static void WriteColor(ShaderCode& out, const pixel_shader_uid_data* uid_data,
+static void WriteColor(ShaderCode& out, APIType api_type, const pixel_shader_uid_data* uid_data,
bool use_dual_source);
ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host_config,
@@ -568,8 +569,12 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
else // D3D
{
out.Write("void main(\n");
- out.Write(" out float4 ocol0 : SV_Target0,\n"
- " out float4 ocol1 : SV_Target1,\n%s"
+ if (uid_data->uint_output)
+ out.Write(" out uint4 ocol0 : SV_Target,\n");
+ else
+ out.Write(" out float4 ocol0 : SV_Target0,\n"
+ " out float4 ocol1 : SV_Target1,\n");
+ out.Write("%s"
" in float4 rawpos : SV_Position,\n",
uid_data->per_pixel_depth ? " out float depth : SV_Depth,\n" : "");
@@ -778,7 +783,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
WriteFog(out, uid_data);
// Write the color and alpha values to the framebuffer
- WriteColor(out, uid_data, use_dual_source);
+ WriteColor(out, ApiType, uid_data, use_dual_source);
if (uid_data->bounding_box)
{
@@ -1302,8 +1307,19 @@ static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data)
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, bool use_dual_source)
+static void WriteColor(ShaderCode& out, APIType api_type, const pixel_shader_uid_data* uid_data,
+ bool use_dual_source)
{
+ // D3D requires that the shader outputs be uint when writing to a uint render target for logic op.
+ if (api_type == APIType::D3D && uid_data->uint_output)
+ {
+ if (uid_data->rgba6_format)
+ out.Write("\tocol0 = uint4(prev & 0xFC);\n");
+ else
+ out.Write("\tocol0 = uint4(prev);\n");
+ return;
+ }
+
if (uid_data->rgba6_format)
out.Write("\tocol0.rgb = float3(prev.rgb >> 2) / 63.0;\n");
else