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authorScott Mansell <phiren@gmail.com>2015-01-23 04:38:36 +1300
committerScott Mansell <phiren@gmail.com>2015-01-23 04:38:36 +1300
commitdaf760b20245c2e397a98da94e80c15be9090657 (patch)
treeb746bae4937287e6fdc8e9de8249dd01d10c9474 /Source/Core/VideoCommon
parente88c02dece0e5e8d3b019fd0137eab790d6d2036 (diff)
A few small cleanups based on code review.
Diffstat (limited to 'Source/Core/VideoCommon')
-rw-r--r--Source/Core/VideoCommon/PixelShaderGen.cpp16
-rw-r--r--Source/Core/VideoCommon/PixelShaderGen.h3
-rw-r--r--Source/Core/VideoCommon/VertexManagerBase.cpp2
3 files changed, 12 insertions, 9 deletions
diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp
index bd57f0c888..7c76628dd4 100644
--- a/Source/Core/VideoCommon/PixelShaderGen.cpp
+++ b/Source/Core/VideoCommon/PixelShaderGen.cpp
@@ -272,10 +272,10 @@ 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)
- // We can't allow early_ztest for zfreeze because a reference poly is used
- // to control the depth and we need a depth test after the alpha test.
- && !bpmem.genMode.zfreeze;
+ && (g_ActiveConfig.bFastDepthCalc || bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED)
+ // We can't allow early_ztest for zfreeze because depth is overridden per-pixel.
+ // This means it's impossible for zcomploc to be emulated on a zfrozen polygon.
+ && !bpmem.genMode.zfreeze;
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)
@@ -1028,9 +1028,9 @@ static inline void WriteAlphaTest(T& out, pixel_shader_uid_data* uid_data, API_T
// important that a reliable alpha test, so we just force the alpha test to always succeed.
// At least this seems to be less buggy.
uid_data->alpha_test_use_zcomploc_hack = bpmem.UseEarlyDepthTest()
- && bpmem.zmode.updateenable
- && !g_ActiveConfig.backend_info.bSupportsEarlyZ
- && !bpmem.genMode.zfreeze; // Might not be neccessary
+ && bpmem.zmode.updateenable
+ && !g_ActiveConfig.backend_info.bSupportsEarlyZ
+ && !bpmem.genMode.zfreeze;
if (!uid_data->alpha_test_use_zcomploc_hack)
{
@@ -1123,7 +1123,7 @@ static inline void WritePerPixelDepth(T& out, pixel_shader_uid_data* uid_data, A
// Opengl has reversed vertical screenspace coordiantes
if (ApiType == API_OPENGL)
- out.Write("\tscreenpos.y = %i - screenpos.y - 1;\n", EFB_HEIGHT);
+ out.Write("\tscreenpos.y = %i - screenpos.y;\n", EFB_HEIGHT);
out.Write("\tdepth = float(" I_ZSLOPE".z + " I_ZSLOPE".x * screenpos.x + " I_ZSLOPE".y * screenpos.y) / float(0xFFFFFF);\n");
}
diff --git a/Source/Core/VideoCommon/PixelShaderGen.h b/Source/Core/VideoCommon/PixelShaderGen.h
index b37fa59ab3..6d063ca419 100644
--- a/Source/Core/VideoCommon/PixelShaderGen.h
+++ b/Source/Core/VideoCommon/PixelShaderGen.h
@@ -64,7 +64,10 @@ struct pixel_shader_uid_data
u32 forced_early_z : 1;
u32 early_ztest : 1;
u32 bounding_box : 1;
+
+ // TODO: 31 bits of padding is a waste. Can we free up some bits elseware?
u32 zfreeze : 1;
+ u32 pad : 31;
u32 texMtxInfo_n_projection : 8; // 8x1 bit
u32 tevindref_bi0 : 3;
diff --git a/Source/Core/VideoCommon/VertexManagerBase.cpp b/Source/Core/VideoCommon/VertexManagerBase.cpp
index 3f6c672c65..4c13a26736 100644
--- a/Source/Core/VideoCommon/VertexManagerBase.cpp
+++ b/Source/Core/VideoCommon/VertexManagerBase.cpp
@@ -250,7 +250,7 @@ void VertexManager::CalculateZSlope(u32 stride)
float vtx[9];
float out[12];
float viewOffset[2] = { xfmem.viewport.xOrig - bpmem.scissorOffset.x * 2,
- xfmem.viewport.yOrig - bpmem.scissorOffset.y * 2};
+ xfmem.viewport.yOrig - bpmem.scissorOffset.y * 2};
// Lookup vertices of the last rendered triangle and software-transform them
// This allows us to determine the depth slope, which will be used if zfreeze