diff options
| author | Tony Wasserka <NeoBrainX@gmail.com> | 2013-11-23 20:58:24 +0100 |
|---|---|---|
| committer | Tony Wasserka <NeoBrainX@gmail.com> | 2014-03-14 22:31:31 +0100 |
| commit | 605b687af8a46cfb32e1a9599d3ddb47d2cdf02c (patch) | |
| tree | 5f4582cc9820b0270154060a7a7bea624b610d4c /Source/Core/VideoCommon/PixelShaderGen.cpp | |
| parent | 3a6389992e65df1609d3a200807b6a1f4c389808 (diff) | |
PixelShaderGen: Use integer math for z textures.
Diffstat (limited to 'Source/Core/VideoCommon/PixelShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/PixelShaderGen.cpp | 24 |
1 files changed, 10 insertions, 14 deletions
diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp index 7475ec6884..e8820e0b9d 100644 --- a/Source/Core/VideoCommon/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/PixelShaderGen.cpp @@ -285,9 +285,9 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T DeclareUniform(out, ApiType, C_COLORS, "int4", I_COLORS"[4]"); DeclareUniform(out, ApiType, C_KCOLORS, "int4", I_KCOLORS"[4]"); - DeclareUniform(out, ApiType, C_ALPHA, "int4", I_ALPHA"[1]"); // TODO: Why is this an array...-.- + DeclareUniform(out, ApiType, C_ALPHA, "int4", I_ALPHA); DeclareUniform(out, ApiType, C_TEXDIMS, "float4", I_TEXDIMS"[8]"); - DeclareUniform(out, ApiType, C_ZBIAS, "float4", I_ZBIAS"[2]"); + DeclareUniform(out, ApiType, C_ZBIAS, "int4", I_ZBIAS"[2]"); DeclareUniform(out, ApiType, C_INDTEXSCALE, "float4", I_INDTEXSCALE"[2]"); DeclareUniform(out, ApiType, C_INDTEXMTX, "int4", I_INDTEXMTX"[6]"); DeclareUniform(out, ApiType, C_FOGCOLOR, "int4", I_FOGCOLOR); @@ -534,12 +534,12 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T // The performance impact of this additional calculation doesn't matter, but it prevents // the host GPU driver from performing any early depth test optimizations. if (g_ActiveConfig.bFastDepthCalc) - out.Write("float zCoord = rawpos.z;\n"); + out.Write("int zCoord = int(round(rawpos.z * 16777215.0));\n"); else { out.SetConstantsUsed(C_ZBIAS+1, C_ZBIAS+1); // the screen space depth value = far z + (clip z / clip w) * z range - out.Write("float zCoord = " I_ZBIAS"[1].x + (clipPos.z / clipPos.w) * " I_ZBIAS"[1].y;\n"); + out.Write("int zCoord = " I_ZBIAS"[1].x + int(round((clipPos.z / clipPos.w) * float(" I_ZBIAS"[1].y)));\n"); } // depth texture can safely be ignored if the result won't be written to the depth buffer (early_ztest) and isn't used for fog either @@ -554,7 +554,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T // Note: z-textures are not written to depth buffer if early depth test is used if (per_pixel_depth && bpmem.UseEarlyDepthTest()) - out.Write("depth = zCoord;\n"); + out.Write("depth = float(zCoord) / 16777215.0;\n"); // Note: depth texture output is only written to depth buffer if late depth test is used // theoretical final depth value is used for fog calculation, though, so we have to emulate ztextures anyway @@ -562,17 +562,13 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T { // use the texture input of the last texture stage (itextemp), hopefully this has been read and is in correct format... out.SetConstantsUsed(C_ZBIAS, C_ZBIAS+1); - out.Write("zCoord = dot(" I_ZBIAS"[0].xyzw, float4(itextemp.xyzw)/255.0) + " I_ZBIAS"[1].w %s;\n", + out.Write("zCoord = idot(" I_ZBIAS"[0].xyzw, itextemp.xyzw) + " I_ZBIAS"[1].w %s;\n", (bpmem.ztex2.op == ZTEXTURE_ADD) ? "+ zCoord" : ""); - - // U24 overflow emulation - out.Write("zCoord = zCoord * (16777215.0/16777216.0);\n"); - out.Write("zCoord = zCoord - 2.0*round(0.5*zCoord);\n"); - out.Write("zCoord = zCoord * (16777216.0/16777215.0);\n"); + out.Write("zCoord = zCoord & 16777215;\n"); } if (per_pixel_depth && bpmem.UseLateDepthTest()) - out.Write("depth = zCoord;\n"); + out.Write("depth = float(zCoord) / 16777215.0;\n"); if (dstAlphaMode == DSTALPHA_ALPHA_PASS) { @@ -1058,13 +1054,13 @@ static inline void WriteFog(T& out, pixel_shader_uid_data& uid_data) { // perspective // ze = A/(B - (Zs >> B_SHF) - out.Write("\tfloat ze = " I_FOG"[0].x / (" I_FOG"[0].y - (zCoord / " I_FOG"[0].w));\n"); + out.Write("\tfloat ze = " I_FOG"[0].x / (" I_FOG"[0].y - (float(zCoord) / 16777215.0 / " I_FOG"[0].w));\n"); } else { // orthographic // ze = a*Zs (here, no B_SHF) - out.Write("\tfloat ze = " I_FOG"[0].x * zCoord;\n"); + out.Write("\tfloat ze = " I_FOG"[0].x * float(zCoord) / 16777215.0;\n"); } // x_adjust = sqrt((x-center)^2 + k^2)/k |
