From 6d1628eda4b78bfee7eefec1b632953f52a785f5 Mon Sep 17 00:00:00 2001 From: Jules Blok Date: Mon, 29 Feb 2016 00:55:51 +0100 Subject: Revert "Merge pull request #3578 from Armada651/forced-slow-depth" This reverts commit e2a1a085b6a9f36b23128872de85da727d231882, reversing changes made to 2aea549eef85ba165672c8355d0e90781d805efd. --- Source/Core/VideoCommon/PixelShaderGen.cpp | 24 +++++++++--------------- 1 file changed, 9 insertions(+), 15 deletions(-) (limited to 'Source/Core/VideoCommon/PixelShaderGen.cpp') diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp index 09f8c6a871..f9781c5217 100644 --- a/Source/Core/VideoCommon/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/PixelShaderGen.cpp @@ -285,14 +285,13 @@ static T GeneratePixelShader(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType) GenerateVSOutputMembers(out, ApiType); out.Write("};\n"); - const bool forced_slow_depth = g_ActiveConfig.bForcedSlowDepth || !g_ActiveConfig.backend_info.bSupportsClipControl; const bool forced_early_z = g_ActiveConfig.backend_info.bSupportsEarlyZ && bpmem.UseEarlyDepthTest() - && (!forced_slow_depth || bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED) + && (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.zmode.testenable && bpmem.genMode.zfreeze); const bool per_pixel_depth = (bpmem.ztex2.op != ZTEXTURE_DISABLE && bpmem.UseLateDepthTest()) - || (forced_slow_depth && bpmem.zmode.testenable && !forced_early_z) + || (!g_ActiveConfig.bFastDepthCalc && bpmem.zmode.testenable && !forced_early_z) || (bpmem.zmode.testenable && bpmem.genMode.zfreeze); if (forced_early_z) @@ -325,7 +324,7 @@ static T GeneratePixelShader(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType) // D3D11 also has a way to force the driver to enable early-z, so we're fine here. if(ApiType == API_OPENGL) { - // This is a #define which signals whatever early-z method the driver supports. + // This is a #define which signals whatever early-z method the driver supports. out.Write("FORCE_EARLY_Z; \n"); } else @@ -333,7 +332,7 @@ static T GeneratePixelShader(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType) out.Write("[earlydepthstencil]\n"); } } - else if (bpmem.UseEarlyDepthTest() && (!forced_slow_depth || bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED)) + else if (bpmem.UseEarlyDepthTest() && (g_ActiveConfig.bFastDepthCalc || bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED)) { static bool warn_once = true; if (warn_once) @@ -562,13 +561,11 @@ static T GeneratePixelShader(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType) out.Write("\tint zCoord = int(" I_ZSLOPE".z + " I_ZSLOPE".x * screenpos.x + " I_ZSLOPE".y * screenpos.y);\n"); } - else if (forced_slow_depth) + else if (!g_ActiveConfig.bFastDepthCalc) { - // Due to floating point round-trip issues some depth equations are not as accurate as required. - // Depth equations used in D3D and OGL with GL_ARB_clip_control are accurate, but older cards - // that do not support GL_ARB_clip_control are not accurate enough under OGL. So on these older - // cards we just calculate the depth value again. - + // FastDepth means to trust the depth generated in perspective division. + // It should be correct, but it seems not to be as accurate as required. TODO: Find out why! + // For disabled FastDepth we just calculate the depth value again. // The performance impact of this additional calculation doesn't matter, but it prevents // the host GPU driver from performing any early depth test optimizations. out.SetConstantsUsed(C_ZBIAS+1, C_ZBIAS+1); @@ -577,7 +574,6 @@ static T GeneratePixelShader(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType) } else { - // Our D3D backend uses inverse depth values, so we invert them to the expected value here. if (ApiType == API_D3D) out.Write("\tint zCoord = int((1.0 - rawpos.z) * 16777216.0);\n"); else @@ -591,7 +587,7 @@ static T GeneratePixelShader(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType) uid_data->ztex_op = bpmem.ztex2.op; uid_data->per_pixel_depth = per_pixel_depth; uid_data->forced_early_z = forced_early_z; - uid_data->forced_slow_depth = forced_slow_depth; + 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; @@ -599,7 +595,6 @@ static T GeneratePixelShader(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType) // Note: z-textures are not written to depth buffer if early depth test is used if (per_pixel_depth && bpmem.UseEarlyDepthTest()) { - // Our D3D backend uses inverse depth values, so we invert them back to the depth buffer value here. if (ApiType == API_D3D) out.Write("\tdepth = 1.0 - float(zCoord) / 16777216.0;\n"); else @@ -619,7 +614,6 @@ static T GeneratePixelShader(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType) if (per_pixel_depth && bpmem.UseLateDepthTest()) { - // Our D3D backend uses inverse depth values, so we invert them back to the depth buffer value here. if (ApiType == API_D3D) out.Write("\tdepth = 1.0 - float(zCoord) / 16777216.0;\n"); else -- cgit v1.2.3