diff options
| author | Jules Blok <jules.blok@gmail.com> | 2016-10-21 21:45:29 +0000 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2016-10-21 21:45:29 +0000 |
| commit | 2536e37ec518c8d0e949ec7780ee0fb53e8b066e (patch) | |
| tree | a94415f080bbe97e7b7704d791a03d240fe282e4 /Source/Core/VideoCommon | |
| parent | 2fc2baf376360ff2384fc8aed618a1ddfeba6ab9 (diff) | |
| parent | ab5054c34e8fc528fc5808d7f8254a6cdd89a376 (diff) | |
Merge pull request #4194 from Armada651/efb-source-format
PixelShaderGen: Add support for RGBA6 EFB format truncation.
Diffstat (limited to 'Source/Core/VideoCommon')
| -rw-r--r-- | Source/Core/VideoCommon/PixelShaderGen.cpp | 84 | ||||
| -rw-r--r-- | Source/Core/VideoCommon/PixelShaderGen.h | 4 | ||||
| -rw-r--r-- | Source/Core/VideoCommon/VideoConfig.cpp | 3 | ||||
| -rw-r--r-- | Source/Core/VideoCommon/VideoConfig.h | 1 |
4 files changed, 57 insertions, 35 deletions
diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp index ce63752b86..f3a91433c6 100644 --- a/Source/Core/VideoCommon/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/PixelShaderGen.cpp @@ -169,6 +169,9 @@ PixelShaderUid GetPixelShaderUid(DSTALPHA_MODE dstAlphaMode) uid_data->per_pixel_lighting = g_ActiveConfig.bEnablePixelLighting; uid_data->bounding_box = g_ActiveConfig.backend_info.bSupportsBBox && g_ActiveConfig.bBBoxEnable && BoundingBox::active; + uid_data->rgba6_format = + bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24 && !g_ActiveConfig.bForceTrueColor; + uid_data->dither = bpmem.blendmode.dither && uid_data->rgba6_format; u32 numStages = uid_data->genMode_numtevstages + 1; @@ -344,6 +347,7 @@ 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); static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data); +static void WriteColor(ShaderCode& out, const pixel_shader_uid_data* uid_data); ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data* uid_data) { @@ -503,22 +507,15 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data* if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan) { - if (uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND) + if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION)) { - if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION)) - { - out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n"); - out.Write("FRAGMENT_OUTPUT_LOCATION(1) out vec4 ocol1;\n"); - } - else - { - out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n"); - out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n"); - } + out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n"); + out.Write("FRAGMENT_OUTPUT_LOCATION(1) out vec4 ocol1;\n"); } else { - out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n"); + out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n"); + out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n"); } if (uid_data->per_pixel_depth) @@ -574,11 +571,10 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data* else // D3D { out.Write("void main(\n"); - out.Write(" out float4 ocol0 : SV_Target0,%s%s\n in float4 rawpos : SV_Position,\n", - uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? - "\n out float4 ocol1 : SV_Target1," : - "", - uid_data->per_pixel_depth ? "\n out float depth : SV_Depth," : ""); + out.Write(" out float4 ocol0 : SV_Target0,\n" + " out float4 ocol1 : SV_Target1,\n%s" + " in float4 rawpos : SV_Position,\n", + uid_data->per_pixel_depth ? " out float depth : SV_Depth,\n" : ""); out.Write(" in %s float4 colors_0 : COLOR0,\n", GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa)); @@ -776,27 +772,20 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data* out.Write("\tdepth = float(zCoord) / 16777216.0;\n"); } - if (uid_data->dstAlphaMode == DSTALPHA_ALPHA_PASS) + // No dithering for RGB8 mode + if (uid_data->dither) { - out.SetConstantsUsed(C_ALPHA, C_ALPHA); - out.Write("\tocol0 = float4(float3(prev.rgb), float(" I_ALPHA ".a)) / 255.0;\n"); - } - else - { - WriteFog(out, uid_data); - out.Write("\tocol0 = float4(prev) / 255.0;\n"); + // Flipper uses a standard 2x2 Bayer Matrix for 6 bit dithering + // Here the matrix is encoded into the two factor constants + out.Write("\tint2 dither = int2(rawpos.xy) & 1;\n"); + out.Write("\tprev.rgb = (prev.rgb - (prev.rgb >> 6)) + abs(dither.y * 3 - dither.x * 2);\n"); } - // Use dual-source color blending to perform dst alpha in a single pass - if (uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND) - { - out.SetConstantsUsed(C_ALPHA, C_ALPHA); + if (uid_data->dstAlphaMode != DSTALPHA_ALPHA_PASS) + WriteFog(out, uid_data); - // Colors will be blended against the alpha from ocol1 and - // the alpha from ocol0 will be written to the framebuffer. - out.Write("\tocol1 = float4(prev) / 255.0;\n"); - out.Write("\tocol0.a = float(" I_ALPHA ".a) / 255.0;\n"); - } + // Write the color and alpha values to the framebuffer + WriteColor(out, uid_data); if (uid_data->bounding_box) { @@ -1295,3 +1284,30 @@ static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data) out.Write("\tint ifog = iround(fog * 256.0);\n"); 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) +{ + if (uid_data->rgba6_format) + out.Write("\tocol0.rgb = (prev.rgb >> 2) / 63.0;\n"); + else + out.Write("\tocol0.rgb = prev.rgb / 255.0;\n"); + + // Colors will be blended against the 8-bit alpha from ocol1 and + // the 6-bit alpha from ocol0 will be written to the framebuffer + if (uid_data->dstAlphaMode == DSTALPHA_NONE) + { + out.Write("\tocol0.a = (prev.a >> 2) / 63.0;\n"); + out.Write("\tocol1.a = prev.a / 255.0;\n"); + } + else + { + out.SetConstantsUsed(C_ALPHA, C_ALPHA); + out.Write("\tocol0.a = (" I_ALPHA ".a >> 2) / 63.0;\n"); + + // Use dual-source color blending to perform dst alpha in a single pass + if (uid_data->dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND) + out.Write("\tocol1.a = prev.a / 255.0;\n"); + else + out.Write("\tocol1.a = " I_ALPHA ".a / 255.0;\n"); + } +} diff --git a/Source/Core/VideoCommon/PixelShaderGen.h b/Source/Core/VideoCommon/PixelShaderGen.h index 46fdcc36aa..d141fd57f8 100644 --- a/Source/Core/VideoCommon/PixelShaderGen.h +++ b/Source/Core/VideoCommon/PixelShaderGen.h @@ -53,7 +53,9 @@ struct pixel_shader_uid_data u32 msaa : 1; u32 ssaa : 1; u32 numColorChans : 2; - u32 pad : 14; + u32 rgba6_format : 1; + u32 dither : 1; + u32 pad : 12; u32 texMtxInfo_n_projection : 8; // 8x1 bit u32 tevindref_bi0 : 3; diff --git a/Source/Core/VideoCommon/VideoConfig.cpp b/Source/Core/VideoCommon/VideoConfig.cpp index 73e6eafa12..0e79b4b180 100644 --- a/Source/Core/VideoCommon/VideoConfig.cpp +++ b/Source/Core/VideoCommon/VideoConfig.cpp @@ -103,6 +103,7 @@ void VideoConfig::Load(const std::string& ini_file) enhancements->Get("ForceFiltering", &bForceFiltering, 0); enhancements->Get("MaxAnisotropy", &iMaxAnisotropy, 0); // NOTE - this is x in (1 << x) enhancements->Get("PostProcessingShader", &sPostProcessingShader, ""); + enhancements->Get("ForceTrueColor", &bForceTrueColor, true); IniFile::Section* stereoscopy = iniFile.GetOrCreateSection("Stereoscopy"); stereoscopy->Get("StereoMode", &iStereoMode, 0); @@ -167,6 +168,7 @@ void VideoConfig::GameIniLoad() CHECK_SETTING("Video_Settings", "FastDepthCalc", bFastDepthCalc); CHECK_SETTING("Video_Settings", "MSAA", iMultisamples); CHECK_SETTING("Video_Settings", "SSAA", bSSAA); + CHECK_SETTING("Video_Settings", "ForceTrueColor", bForceTrueColor); int tmp = -9000; CHECK_SETTING("Video_Settings", "EFBScale", tmp); // integral @@ -317,6 +319,7 @@ void VideoConfig::Save(const std::string& ini_file) enhancements->Set("ForceFiltering", bForceFiltering); enhancements->Set("MaxAnisotropy", iMaxAnisotropy); enhancements->Set("PostProcessingShader", sPostProcessingShader); + enhancements->Set("ForceTrueColor", bForceTrueColor); IniFile::Section* stereoscopy = iniFile.GetOrCreateSection("Stereoscopy"); stereoscopy->Set("StereoMode", iStereoMode); diff --git a/Source/Core/VideoCommon/VideoConfig.h b/Source/Core/VideoCommon/VideoConfig.h index a08024b849..b866ce6343 100644 --- a/Source/Core/VideoCommon/VideoConfig.h +++ b/Source/Core/VideoCommon/VideoConfig.h @@ -79,6 +79,7 @@ struct VideoConfig final bool bForceFiltering; int iMaxAnisotropy; std::string sPostProcessingShader; + bool bForceTrueColor; // Information bool bShowFPS; |
