summaryrefslogtreecommitdiff
path: root/Source/Core/VideoCommon
diff options
context:
space:
mode:
authorrodolfoosvaldobogado <rodolfoosvaldobogado@gmail.com>2012-03-25 00:01:47 -0300
committerrodolfoosvaldobogado <rodolfoosvaldobogado@gmail.com>2012-03-25 00:01:47 -0300
commit9ed83765e69f81ae1799e8e8ff8cfada2f53e9a2 (patch)
tree0ac9706432c4de1e0fc4e52d8cf9de004e56c656 /Source/Core/VideoCommon
parent0f2d31e7278b938384cceea0b3c4c0820dafb243 (diff)
long time no commits :)
a little code cleaning to avoid duplicated execution of AlphaPreTest and a little correction to some comments from the previous commits. this change must behave exactly like last revision, if something is broken please let me know
Diffstat (limited to 'Source/Core/VideoCommon')
-rw-r--r--Source/Core/VideoCommon/Src/PixelShaderGen.cpp134
1 files changed, 63 insertions, 71 deletions
diff --git a/Source/Core/VideoCommon/Src/PixelShaderGen.cpp b/Source/Core/VideoCommon/Src/PixelShaderGen.cpp
index 89032c67ea..76964f248c 100644
--- a/Source/Core/VideoCommon/Src/PixelShaderGen.cpp
+++ b/Source/Core/VideoCommon/Src/PixelShaderGen.cpp
@@ -299,7 +299,7 @@ void ValidatePixelShaderIDs(API_TYPE api, PIXELSHADERUIDSAFE old_id, const std::
static void WriteStage(char *&p, int n, API_TYPE ApiType);
static void SampleTexture(char *&p, const char *destination, const char *texcoords, const char *texswap, int texmap, API_TYPE ApiType);
// static void WriteAlphaCompare(char *&p, int num, int comp);
-static bool WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode);
+static void WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode);
static void WriteFog(char *&p);
static const char *tevKSelTableC[] = // KCSEL
@@ -619,22 +619,29 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
char* pmainstart = p;
int Pretest = AlphaPreTest();
- if (dstAlphaMode == DSTALPHA_ALPHA_PASS && !DepthTextureEnable && Pretest >= 0)
+ if(Pretest >= 0 && !DepthTextureEnable)
{
if (!Pretest)
{
- // alpha test will always fail, so restart the shader and just make it an empty function
+ // alpha test will always fail, so restart the shader and just make it an empty function
WRITE(p, "ocol0 = 0;\n");
+ if(DepthTextureEnable)
+ WRITE(p, "depth = 1.f;\n");
+ if(dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
+ WRITE(p, "ocol1 = 0;\n");
WRITE(p, "discard;\n");
if(ApiType != API_D3D11)
WRITE(p, "return;\n");
}
- else
+ else if (dstAlphaMode == DSTALPHA_ALPHA_PASS)
{
WRITE(p, " ocol0 = "I_ALPHA"[0].aaaa;\n");
}
- WRITE(p, "}\n");
- return text;
+ if(!Pretest || dstAlphaMode == DSTALPHA_ALPHA_PASS)
+ {
+ WRITE(p, "}\n");
+ return text;
+ }
}
WRITE(p, " float4 c0 = "I_COLORS"[1], c1 = "I_COLORS"[2], c2 = "I_COLORS"[3], prev = float4(0.0f, 0.0f, 0.0f, 0.0f), textemp = float4(0.0f, 0.0f, 0.0f, 0.0f), rastemp = float4(0.0f, 0.0f, 0.0f, 0.0f), konsttemp = float4(0.0f, 0.0f, 0.0f, 0.0f);\n"
@@ -723,65 +730,53 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
// emulation of unsigned 8 overflow when casting
WRITE(p, "prev = frac(4.0f + prev * (255.0f/256.0f)) * (256.0f/255.0f);\n");
- // TODO: Why are we doing a second alpha pretest here?
- if (!WriteAlphaTest(p, ApiType, dstAlphaMode))
+ if(Pretest == -1)
{
- // alpha test will always fail, so restart the shader and just make it an empty function
- p = pmainstart;
- WRITE(p, "ocol0 = 0;\n");
- if(DepthTextureEnable)
- WRITE(p, "depth = 1.f;\n");
- if(dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
- WRITE(p, "ocol1 = 0;\n");
- WRITE(p, "discard;\n");
- if(ApiType != API_D3D11)
- WRITE(p, "return;\n");
+ WriteAlphaTest(p, ApiType, dstAlphaMode);
}
- else
- {
- if((bpmem.fog.c_proj_fsel.fsel != 0) || DepthTextureEnable)
- {
- // the screen space depth value = far z + (clip z / clip w) * z range
- WRITE(p, "float zCoord = "I_ZBIAS"[1].x + (clipPos.z / clipPos.w) * "I_ZBIAS"[1].y;\n");
- }
+ if((bpmem.fog.c_proj_fsel.fsel != 0) || DepthTextureEnable)
+ {
+ // the screen space depth value = far z + (clip z / clip w) * z range
+ WRITE(p, "float zCoord = "I_ZBIAS"[1].x + (clipPos.z / clipPos.w) * "I_ZBIAS"[1].y;\n");
+ }
- if (DepthTextureEnable)
+ if (DepthTextureEnable)
+ {
+ // use the texture input of the last texture stage (textemp), hopefully this has been read and is in correct format...
+ if (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && bpmem.zmode.testenable && bpmem.zmode.updateenable)
{
- // use the texture input of the last texture stage (textemp), hopefully this has been read and is in correct format...
- if (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && bpmem.zmode.testenable && bpmem.zmode.updateenable)
- {
- if (bpmem.ztex2.op == ZTEXTURE_ADD)
- WRITE(p, "zCoord = dot("I_ZBIAS"[0].xyzw, textemp.xyzw) + "I_ZBIAS"[1].w + zCoord;\n");
- else
- WRITE(p, "zCoord = dot("I_ZBIAS"[0].xyzw, textemp.xyzw) + "I_ZBIAS"[1].w;\n");
-
- // scale to make result from frac correct
- WRITE(p, "zCoord = zCoord * (16777215.0f/16777216.0f);\n");
- WRITE(p, "zCoord = frac(zCoord);\n");
- WRITE(p, "zCoord = zCoord * (16777216.0f/16777215.0f);\n");
- }
- WRITE(p, "depth = zCoord;\n");
- }
+ if (bpmem.ztex2.op == ZTEXTURE_ADD)
+ WRITE(p, "zCoord = dot("I_ZBIAS"[0].xyzw, textemp.xyzw) + "I_ZBIAS"[1].w + zCoord;\n");
+ else
+ WRITE(p, "zCoord = dot("I_ZBIAS"[0].xyzw, textemp.xyzw) + "I_ZBIAS"[1].w;\n");
- if (dstAlphaMode == DSTALPHA_ALPHA_PASS)
- WRITE(p, " ocol0 = float4(prev.rgb, "I_ALPHA"[0].a);\n");
- else
- {
- WriteFog(p);
- WRITE(p, " ocol0 = prev;\n");
+ // scale to make result from frac correct
+ WRITE(p, "zCoord = zCoord * (16777215.0f/16777216.0f);\n");
+ WRITE(p, "zCoord = frac(zCoord);\n");
+ WRITE(p, "zCoord = zCoord * (16777216.0f/16777215.0f);\n");
}
+ WRITE(p, "depth = zCoord;\n");
+ }
- // On D3D11, use dual-source color blending to perform dst alpha in a
- // single pass
- if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
- {
- // Colors will be blended against the alpha from ocol1...
- WRITE(p, " ocol1 = ocol0;\n");
- // ...and the alpha from ocol0 will be written to the framebuffer.
- WRITE(p, " ocol0.a = "I_ALPHA"[0].a;\n");
- }
+ if (dstAlphaMode == DSTALPHA_ALPHA_PASS)
+ WRITE(p, " ocol0 = float4(prev.rgb, "I_ALPHA"[0].a);\n");
+ else
+ {
+ WriteFog(p);
+ WRITE(p, " ocol0 = prev;\n");
}
+
+ // On D3D11, use dual-source color blending to perform dst alpha in a
+ // single pass
+ if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
+ {
+ // Colors will be blended against the alpha from ocol1...
+ WRITE(p, " ocol1 = ocol0;\n");
+ // ...and the alpha from ocol0 will be written to the framebuffer.
+ WRITE(p, " ocol0.a = "I_ALPHA"[0].a;\n");
+ }
+
WRITE(p, "}\n");
if (text[sizeof(text) - 1] != 0x7C)
PanicAlert("PixelShader generator - buffer too small, canary has been eaten!");
@@ -1157,19 +1152,13 @@ static int AlphaPreTest()
}
-static bool WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode)
+static void WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode)
{
static const char *alphaRef[2] =
{
I_ALPHA"[0].r",
I_ALPHA"[0].g"
- };
-
- int Pretest = AlphaPreTest();
- if(Pretest >= 0)
- {
- return Pretest != 0;
- }
+ };
// using discard then return works the same in cg and dx9 but not in dx11
WRITE(p, "if(!( ");
@@ -1190,14 +1179,17 @@ static bool WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode
WRITE(p, "depth = 1.f;\n");
// HAXX: zcomploc is a way to control whether depth test is done before
- // or after texturing and alpha test. PC GPU have no way to support this
- // feature properly as of 2012: depth buffer and depth test are not
- // programmable and the depth test is always done after texturing.
- //
+ // or after texturing and alpha test. PC GPU does depth test before texturing ONLY if depth value is
+ // not updated during shader execution.
// We implement "depth test before texturing" by discarding the fragment
// when the alpha test fail. This is not a correct implementation because
- // even if the depth test fails the fragment could be alpha blended, but
- // we don't have a choice.
+ // even if the depth test fails the fragment could be alpha blended.
+ // this implemnetation is a trick to keep speed.
+ // the correct, but slow, way to implement a correct zComploc is :
+ // 1 - if zcomplock is enebled make a first pass, with color channel write disabled updating only
+ // depth channel.
+ // 2 - in the next pass disable depth chanel update, but proccess the color data normally
+ // this way is the only CORRECT way to emulate perfectly the zcomplock behaviour
if (!(bpmem.zcontrol.zcomploc && bpmem.zmode.updateenable))
{
WRITE(p, "discard;\n");
@@ -1206,7 +1198,7 @@ static bool WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode
}
WRITE(p, "}\n");
- return true;
+
}
static const char *tevFogFuncsTable[] =