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authorNanoByte011 <nanobyte011@hotmail.com>2014-12-25 00:34:22 -0700
committerScott Mansell <phiren@gmail.com>2015-01-23 03:31:54 +1300
commit937844b9e339d1f6b819e90eeb9bde65f45e833f (patch)
tree4226b4160379d52e030385ef0a811c5c7ce0c331 /Source/Core/VideoCommon/PixelShaderGen.cpp
parent4984215971e0c03a16e40b0c1703840bfa2cdab8 (diff)
Initial port of zfreeze branch (3.5-1729)
Initial port of original zfreeze branch (3.5-1729) by neobrain into most recent build of Dolphin. Makes Rogue Squadron 2 very playable at full speed thanks to recent core speedups made to Dolphin. Works on DirectX Video plugin only for now. Enjoy! and Merry Xmas!!
Diffstat (limited to 'Source/Core/VideoCommon/PixelShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/PixelShaderGen.cpp26
1 files changed, 23 insertions, 3 deletions
diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp
index edc67cc83c..7afb21056c 100644
--- a/Source/Core/VideoCommon/PixelShaderGen.cpp
+++ b/Source/Core/VideoCommon/PixelShaderGen.cpp
@@ -228,6 +228,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
"\tint4 " I_FOGCOLOR";\n"
"\tint4 " I_FOGI";\n"
"\tfloat4 " I_FOGF"[2];\n"
+ "\tfloat4 " I_ZSLOPE";\n"
"};\n");
if (g_ActiveConfig.bEnablePixelLighting)
@@ -269,7 +270,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
out.Write("};\n");
const bool forced_early_z = g_ActiveConfig.backend_info.bSupportsEarlyZ && bpmem.UseEarlyDepthTest() && (g_ActiveConfig.bFastDepthCalc || bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED);
- const bool per_pixel_depth = (bpmem.ztex2.op != ZTEXTURE_DISABLE && bpmem.UseLateDepthTest()) || (!g_ActiveConfig.bFastDepthCalc && bpmem.zmode.testenable && !forced_early_z);
+ const bool per_pixel_depth = (bpmem.ztex2.op != ZTEXTURE_DISABLE && bpmem.UseLateDepthTest()) || (!g_ActiveConfig.bFastDepthCalc && bpmem.zmode.testenable && !forced_early_z) || bpmem.genMode.zfreeze;
if (forced_early_z)
{
@@ -538,10 +539,20 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
uid_data->fast_depth_calc = g_ActiveConfig.bFastDepthCalc;
uid_data->early_ztest = bpmem.UseEarlyDepthTest();
uid_data->fog_fsel = bpmem.fog.c_proj_fsel.fsel;
+ uid_data->zfreeze = bpmem.genMode.zfreeze;
// Note: z-textures are not written to depth buffer if early depth test is used
if (per_pixel_depth && bpmem.UseEarlyDepthTest())
- out.Write("\tdepth = float(zCoord) / float(0xFFFFFF);\n");
+ {
+ if (bpmem.genMode.zfreeze)
+ {
+ out.Write("\tdepth = " I_ZSLOPE".z + " I_ZSLOPE".x * (clipPos.x / clipPos.w) + " I_ZSLOPE".y * (clipPos.y / clipPos.w);\n");
+ }
+ else
+ {
+ out.Write("\tdepth = float(zCoord) / float(0xFFFFFF);\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
@@ -555,7 +566,16 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
}
if (per_pixel_depth && bpmem.UseLateDepthTest())
- out.Write("\tdepth = float(zCoord) / float(0xFFFFFF);\n");
+ {
+ if (bpmem.genMode.zfreeze)
+ {
+ out.Write("\tdepth = " I_ZSLOPE".z + " I_ZSLOPE".x * (clipPos.x / clipPos.w) + " I_ZSLOPE".y * (clipPos.y / clipPos.w);\n");
+ }
+ else
+ {
+ out.Write("\tdepth = float(zCoord) / float(0xFFFFFF);\n");
+ }
+ }
if (dstAlphaMode == DSTALPHA_ALPHA_PASS)
{