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authorJules Blok <jules.blok@gmail.com>2016-10-21 21:45:29 +0000
committerGitHub <noreply@github.com>2016-10-21 21:45:29 +0000
commit2536e37ec518c8d0e949ec7780ee0fb53e8b066e (patch)
treea94415f080bbe97e7b7704d791a03d240fe282e4 /Source/Core/VideoCommon
parent2fc2baf376360ff2384fc8aed618a1ddfeba6ab9 (diff)
parentab5054c34e8fc528fc5808d7f8254a6cdd89a376 (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.cpp84
-rw-r--r--Source/Core/VideoCommon/PixelShaderGen.h4
-rw-r--r--Source/Core/VideoCommon/VideoConfig.cpp3
-rw-r--r--Source/Core/VideoCommon/VideoConfig.h1
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;