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https://github.com/hrydgard/ppsspp.git
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Merge pull request #11379 from unknownbrackets/softgpu
Correct interactions between fog, doubling, and color testing
This commit is contained in:
commit
e2a9f6acdd
@ -233,7 +233,7 @@ void ComputeFragmentShaderID(ShaderID *id_out) {
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bool enableFog = gstate.isFogEnabled() && !isModeThrough;
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bool enableAlphaTest = gstate.isAlphaTestEnabled() && !IsAlphaTestTriviallyTrue();
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bool enableColorTest = gstate.isColorTestEnabled() && !IsColorTestTriviallyTrue();
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bool enableColorDoubling = gstate.isColorDoublingEnabled() && gstate.isTextureMapEnabled();
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bool enableColorDoubling = gstate.isColorDoublingEnabled() && gstate.isTextureMapEnabled() && gstate.getTextureFunction() == GE_TEXFUNC_MODULATE;
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bool doTextureProjection = (gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX && MatrixNeedsProjection(gstate.tgenMatrix));
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bool doTextureAlpha = gstate.isTextureAlphaUsed();
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bool doFlatShading = gstate.getShadeMode() == GE_SHADE_FLAT;
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@ -268,6 +268,11 @@ bool GenerateFragmentShaderHLSL(const FShaderID &id, char *buffer, ShaderLanguag
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WRITE(p, " float4 v = p;\n"); break;
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}
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}
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if (enableColorDoubling) {
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// This happens before fog is applied.
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WRITE(p, " v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);\n");
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}
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} else {
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// No texture mapping
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WRITE(p, " float4 v = In.v_color0 %s;\n", secondary);
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@ -303,6 +308,12 @@ bool GenerateFragmentShaderHLSL(const FShaderID &id, char *buffer, ShaderLanguag
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}
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}
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}
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if (enableFog) {
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WRITE(p, " float fogCoef = clamp(In.v_fogdepth, 0.0, 1.0);\n");
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WRITE(p, " v = lerp(float4(u_fogcolor, v.a), v, fogCoef);\n");
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}
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if (enableColorTest) {
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if (colorTestAgainstZero) {
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// When testing against 0 (common), we can avoid some math.
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@ -339,18 +350,10 @@ bool GenerateFragmentShaderHLSL(const FShaderID &id, char *buffer, ShaderLanguag
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}
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}
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// Color doubling happens after the color test.
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if (enableColorDoubling && replaceBlend == REPLACE_BLEND_2X_SRC) {
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WRITE(p, " v.rgb = v.rgb * 4.0;\n");
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} else if (enableColorDoubling || replaceBlend == REPLACE_BLEND_2X_SRC) {
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if (replaceBlend == REPLACE_BLEND_2X_SRC) {
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WRITE(p, " v.rgb = v.rgb * 2.0;\n");
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}
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if (enableFog) {
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WRITE(p, " float fogCoef = clamp(In.v_fogdepth, 0.0, 1.0);\n");
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WRITE(p, " v = lerp(float4(u_fogcolor, v.a), v, fogCoef);\n");
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}
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if (replaceBlend == REPLACE_BLEND_PRE_SRC || replaceBlend == REPLACE_BLEND_PRE_SRC_2X_ALPHA) {
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const char *srcFactor = "ERROR";
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switch (replaceBlendFuncA) {
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@ -500,11 +500,22 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, uint64_t *uniform
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WRITE(p, " vec4 v = p;\n"); break;
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}
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}
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if (enableColorDoubling) {
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// This happens before fog is applied.
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WRITE(p, " v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);\n");
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}
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} else {
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// No texture mapping
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WRITE(p, " vec4 v = v_color0 %s;\n", secondary);
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}
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if (enableFog) {
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WRITE(p, " float fogCoef = clamp(v_fogdepth, 0.0, 1.0);\n");
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WRITE(p, " v = mix(vec4(u_fogcolor, v.a), v, fogCoef);\n");
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// WRITE(p, " v.x = v_depth;\n");
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}
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// Texture access is at half texels [0.5/256, 255.5/256], but colors are normalized [0, 255].
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// So we have to scale to account for the difference.
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std::string alphaTestXCoord = "0";
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@ -576,7 +587,7 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, uint64_t *uniform
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WRITE(p, " float gResult = %s(testtex, vec2(vScale256.g, 0)).g;\n", texture);
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WRITE(p, " float bResult = %s(testtex, vec2(vScale256.b, 0)).b;\n", texture);
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if (colorTestFunc == GE_COMP_EQUAL) {
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// Equal means all parts must be equal.
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// Equal means all parts must be equal (so discard if any is not.)
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WRITE(p, " if (rResult < 0.5 || gResult < 0.5 || bResult < 0.5) %s\n", discardStatement);
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} else {
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// Not equal means any part must be not equal.
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@ -602,19 +613,10 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, uint64_t *uniform
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}
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}
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// Color doubling happens after the color test.
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if (enableColorDoubling && replaceBlend == REPLACE_BLEND_2X_SRC) {
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WRITE(p, " v.rgb = v.rgb * 4.0;\n");
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} else if (enableColorDoubling || replaceBlend == REPLACE_BLEND_2X_SRC) {
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if (replaceBlend == REPLACE_BLEND_2X_SRC) {
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WRITE(p, " v.rgb = v.rgb * 2.0;\n");
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}
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if (enableFog) {
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WRITE(p, " float fogCoef = clamp(v_fogdepth, 0.0, 1.0);\n");
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WRITE(p, " v = mix(vec4(u_fogcolor, v.a), v, fogCoef);\n");
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// WRITE(p, " v.x = v_depth;\n");
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}
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if (replaceBlend == REPLACE_BLEND_PRE_SRC || replaceBlend == REPLACE_BLEND_PRE_SRC_2X_ALPHA) {
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const char *srcFactor = "ERROR";
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switch (replaceBlendFuncA) {
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@ -81,6 +81,8 @@ void FragmentTestCacheGLES::BindTestTexture(int slot) {
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GLRTexture *tex = CreateTestTexture(funcs, refs, masks, valid);
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lastTexture_ = tex;
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render_->BindTexture(slot, tex);
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// We only need to do this once for the texture.
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render_->SetTextureSampler(slot, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, GL_NEAREST, GL_NEAREST, 0.0f);
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FragmentTestTexture item;
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item.lastFrame = gpuStats.numFlips;
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item.texture = tex;
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@ -157,7 +157,7 @@ void ProcessRect(const VertexData& v0, const VertexData& v1)
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// Color and depth values of second vertex are used for the whole rectangle
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buf[0].color0 = buf[1].color0 = buf[2].color0 = buf[3].color0;
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buf[0].color1 = buf[1].color1 = buf[2].color1 = buf[3].color1;
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buf[0].fogdepth = buf[1].fogdepth = buf[2].fogdepth = buf[3].fogdepth = 1.0f;
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buf[0].fogdepth = buf[1].fogdepth = buf[2].fogdepth = buf[3].fogdepth;
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VertexData* topleft = &buf[0];
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VertexData* topright = &buf[1];
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@ -484,9 +484,8 @@ static inline bool StencilTestPassed(u8 stencil)
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return true;
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}
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static inline u8 ApplyStencilOp(int op, int x, int y)
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{
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u8 old_stencil = GetPixelStencil(x, y); // TODO: Apply mask?
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static inline u8 ApplyStencilOp(int op, u8 old_stencil) {
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// TODO: Apply mask to reference or old stencil?
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u8 reference_stencil = gstate.getStencilTestRef(); // TODO: Apply mask?
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switch (op) {
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@ -538,71 +537,71 @@ static inline u8 ApplyStencilOp(int op, int x, int y)
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return old_stencil;
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}
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static inline u32 ApplyLogicOp(GELogicOp op, u32 old_color, u32 new_color)
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{
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static inline u32 ApplyLogicOp(GELogicOp op, u32 old_color, u32 new_color) {
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// All of the operations here intentionally preserve alpha/stencil.
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switch (op) {
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case GE_LOGIC_CLEAR:
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new_color = 0;
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new_color &= 0xFF000000;
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break;
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case GE_LOGIC_AND:
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new_color = new_color & old_color;
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new_color = new_color & (old_color | 0xFF000000);
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break;
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case GE_LOGIC_AND_REVERSE:
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new_color = new_color & ~old_color;
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new_color = new_color & (~old_color | 0xFF000000);
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break;
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case GE_LOGIC_COPY:
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//new_color = new_color;
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// No change to new_color.
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break;
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case GE_LOGIC_AND_INVERTED:
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new_color = ~new_color & old_color;
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new_color = (~new_color & (old_color & 0x00FFFFFF)) | (new_color & 0xFF000000);
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break;
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case GE_LOGIC_NOOP:
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new_color = old_color;
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new_color = (old_color & 0x00FFFFFF) | (new_color & 0xFF000000);
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break;
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case GE_LOGIC_XOR:
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new_color = new_color ^ old_color;
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new_color = new_color ^ (old_color & 0x00FFFFFF);
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break;
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case GE_LOGIC_OR:
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new_color = new_color | old_color;
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new_color = new_color | (old_color & 0x00FFFFFF);
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break;
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case GE_LOGIC_NOR:
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new_color = ~(new_color | old_color);
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new_color = (~(new_color | old_color) & 0x00FFFFFF) | (new_color & 0xFF000000);
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break;
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case GE_LOGIC_EQUIV:
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new_color = ~(new_color ^ old_color);
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new_color = (~(new_color ^ old_color) & 0x00FFFFFF) | (new_color & 0xFF000000);
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break;
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case GE_LOGIC_INVERTED:
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new_color = ~old_color;
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new_color = (~old_color & 0x00FFFFFF) | (new_color & 0xFF000000);
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break;
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case GE_LOGIC_OR_REVERSE:
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new_color = new_color | ~old_color;
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new_color = new_color | (~old_color & 0x00FFFFFF);
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break;
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case GE_LOGIC_COPY_INVERTED:
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new_color = ~new_color;
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new_color = (~new_color & 0x00FFFFFF) | (new_color & 0xFF000000);
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break;
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case GE_LOGIC_OR_INVERTED:
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new_color = ~new_color | old_color;
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new_color = ((~new_color | old_color) & 0x00FFFFFF) | (new_color & 0xFF000000);
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break;
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case GE_LOGIC_NAND:
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new_color = ~(new_color & old_color);
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new_color = (~(new_color & old_color) & 0x00FFFFFF) | (new_color & 0xFF000000);
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break;
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case GE_LOGIC_SET:
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new_color = 0xFFFFFFFF;
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new_color |= 0x00FFFFFF;
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break;
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}
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@ -623,7 +622,13 @@ static inline Vec4<int> GetTextureFunctionOutput(const Vec4<int>& prim_color, co
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// We can be accurate up to 24 bit integers, should be enough.
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const __m128 p = _mm_cvtepi32_ps(prim_color.ivec);
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const __m128 t = _mm_cvtepi32_ps(texcolor.ivec);
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out_rgb.ivec = _mm_cvtps_epi32(_mm_div_ps(_mm_mul_ps(p, t), _mm_set_ps1(255.0f)));
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const __m128 b = _mm_mul_ps(p, t);
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if (gstate.isColorDoublingEnabled()) {
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// We double right here, only for modulate. Other tex funcs do not color double.
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out_rgb.ivec = _mm_cvtps_epi32(_mm_mul_ps(b, _mm_set_ps1(2.0f / 255.0f)));
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} else {
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out_rgb.ivec = _mm_cvtps_epi32(_mm_mul_ps(b, _mm_set_ps1(1.0f / 255.0f)));
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}
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if (rgba) {
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return Vec4<int>(out_rgb.ivec);
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@ -631,7 +636,11 @@ static inline Vec4<int> GetTextureFunctionOutput(const Vec4<int>& prim_color, co
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out_a = prim_color.a();
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}
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#else
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out_rgb = prim_color.rgb() * texcolor.rgb() / 255;
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if (gstate.isColorDoublingEnabled()) {
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out_rgb = (prim_color.rgb() * texcolor.rgb() * 2) / 255;
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} else {
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out_rgb = prim_color.rgb() * texcolor.rgb() / 255;
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}
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out_a = (rgba) ? (prim_color.a() * texcolor.a() / 255) : prim_color.a();
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#endif
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break;
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@ -895,28 +904,34 @@ static inline Vec3<int> AlphaBlendingResult(const Vec4<int> &source, const Vec4<
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template <bool clearMode>
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inline void DrawSinglePixel(const DrawingCoords &p, u16 z, u8 fog, const Vec4<int> &color_in) {
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Vec4<int> prim_color = color_in;
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// Depth range test
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// TODO: Clear mode?
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Vec4<int> prim_color = color_in.Clamp(0, 255);
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// Depth range test - applied in clear mode, if not through mode.
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if (!gstate.isModeThrough())
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if (z < gstate.getDepthRangeMin() || z > gstate.getDepthRangeMax())
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return;
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if (gstate.isAlphaTestEnabled() && !clearMode)
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if (!AlphaTestPassed(prim_color.a()))
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return;
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// Fog is applied prior to color test.
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if (gstate.isFogEnabled() && !gstate.isModeThrough() && !clearMode) {
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Vec3<int> fogColor = Vec3<int>::FromRGB(gstate.fogcolor);
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fogColor = (prim_color.rgb() * (int)fog + fogColor * (255 - (int)fog)) / 255;
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prim_color.r() = fogColor.r();
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prim_color.g() = fogColor.g();
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prim_color.b() = fogColor.b();
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}
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if (gstate.isColorTestEnabled() && !clearMode)
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if (!ColorTestPassed(prim_color.rgb()))
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return;
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// TODO: Does a need to be clamped?
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if (gstate.isAlphaTestEnabled() && !clearMode)
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if (!AlphaTestPassed(prim_color.a()))
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return;
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// In clear mode, it uses the alpha color as stencil.
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u8 stencil = clearMode ? prim_color.a() : GetPixelStencil(p.x, p.y);
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// TODO: Is it safe to ignore gstate.isDepthTestEnabled() when clear mode is enabled? Probably yes
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if (!clearMode && (gstate.isStencilTestEnabled() || gstate.isDepthTestEnabled())) {
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if (gstate.isStencilTestEnabled() && !StencilTestPassed(stencil)) {
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stencil = ApplyStencilOp(gstate.getStencilOpSFail(), p.x, p.y);
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stencil = ApplyStencilOp(gstate.getStencilOpSFail(), stencil);
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SetPixelStencil(p.x, p.y, stencil);
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return;
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}
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@ -924,12 +939,12 @@ inline void DrawSinglePixel(const DrawingCoords &p, u16 z, u8 fog, const Vec4<in
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// Also apply depth at the same time. If disabled, same as passing.
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if (gstate.isDepthTestEnabled() && !DepthTestPassed(p.x, p.y, z)) {
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if (gstate.isStencilTestEnabled()) {
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stencil = ApplyStencilOp(gstate.getStencilOpZFail(), p.x, p.y);
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stencil = ApplyStencilOp(gstate.getStencilOpZFail(), stencil);
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SetPixelStencil(p.x, p.y, stencil);
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}
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return;
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} else if (gstate.isStencilTestEnabled()) {
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stencil = ApplyStencilOp(gstate.getStencilOpZPass(), p.x, p.y);
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stencil = ApplyStencilOp(gstate.getStencilOpZPass(), stencil);
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}
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if (gstate.isDepthTestEnabled() && gstate.isDepthWriteEnabled()) {
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@ -939,28 +954,12 @@ inline void DrawSinglePixel(const DrawingCoords &p, u16 z, u8 fog, const Vec4<in
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SetPixelDepth(p.x, p.y, z);
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}
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// Doubling happens only when texturing is enabled, and after tests.
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if (gstate.isTextureMapEnabled() && gstate.isColorDoublingEnabled() && !clearMode) {
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// TODO: Does this need to be clamped before blending?
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prim_color.r() <<= 1;
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prim_color.g() <<= 1;
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prim_color.b() <<= 1;
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}
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if (gstate.isFogEnabled() && !gstate.isModeThrough() && !clearMode) {
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Vec3<int> fogColor = Vec3<int>::FromRGB(gstate.fogcolor);
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fogColor = (prim_color.rgb() * (int)fog + fogColor * (255 - (int)fog)) / 255;
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prim_color.r() = fogColor.r();
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prim_color.g() = fogColor.g();
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prim_color.b() = fogColor.b();
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}
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const u32 old_color = GetPixelColor(p.x, p.y);
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u32 new_color;
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if (gstate.isAlphaBlendEnabled() && !clearMode) {
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const Vec4<int> dst = Vec4<int>::FromRGBA(old_color);
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// ToRGBA() always automatically clamps.
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// ToRGB() always automatically clamps.
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new_color = AlphaBlendingResult(prim_color, dst).ToRGB();
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new_color |= stencil << 24;
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} else {
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@ -974,8 +973,8 @@ inline void DrawSinglePixel(const DrawingCoords &p, u16 z, u8 fog, const Vec4<in
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// Logic ops are applied after blending (if blending is enabled.)
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if (gstate.isLogicOpEnabled() && !clearMode) {
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// Logic ops don't affect stencil.
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new_color = (stencil << 24) | (ApplyLogicOp(gstate.getLogicOp(), old_color, new_color) & 0x00FFFFFF);
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// Logic ops don't affect stencil, which happens inside ApplyLogicOp.
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new_color = ApplyLogicOp(gstate.getLogicOp(), old_color, new_color);
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}
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if (clearMode) {
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|
@ -339,6 +339,11 @@ bool GenerateVulkanGLSLFragmentShader(const FShaderID &id, char *buffer) {
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WRITE(p, " vec4 v = p;\n"); break;
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}
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}
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if (enableColorDoubling) {
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// This happens before fog is applied.
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WRITE(p, " v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);\n");
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}
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} else {
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// No texture mapping
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WRITE(p, " vec4 v = v_color0 %s;\n", secondary);
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@ -374,6 +379,12 @@ bool GenerateVulkanGLSLFragmentShader(const FShaderID &id, char *buffer) {
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}
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}
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if (enableFog) {
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||||
WRITE(p, " float fogCoef = clamp(v_fogdepth, 0.0, 1.0);\n");
|
||||
WRITE(p, " v = mix(vec4(base.fogcolor, v.a), v, fogCoef);\n");
|
||||
// WRITE(p, " v.x = v_depth;\n");
|
||||
}
|
||||
|
||||
if (enableColorTest) {
|
||||
if (colorTestAgainstZero) {
|
||||
// When testing against 0 (common), we can avoid some math.
|
||||
@ -400,19 +411,10 @@ bool GenerateVulkanGLSLFragmentShader(const FShaderID &id, char *buffer) {
|
||||
}
|
||||
}
|
||||
|
||||
// Color doubling happens after the color test.
|
||||
if (enableColorDoubling && replaceBlend == REPLACE_BLEND_2X_SRC) {
|
||||
WRITE(p, " v.rgb = v.rgb * 4.0;\n");
|
||||
} else if (enableColorDoubling || replaceBlend == REPLACE_BLEND_2X_SRC) {
|
||||
if (replaceBlend == REPLACE_BLEND_2X_SRC) {
|
||||
WRITE(p, " v.rgb = v.rgb * 2.0;\n");
|
||||
}
|
||||
|
||||
if (enableFog) {
|
||||
WRITE(p, " float fogCoef = clamp(v_fogdepth, 0.0, 1.0);\n");
|
||||
WRITE(p, " v = mix(vec4(base.fogcolor, v.a), v, fogCoef);\n");
|
||||
// WRITE(p, " v.x = v_depth;\n");
|
||||
}
|
||||
|
||||
if (replaceBlend == REPLACE_BLEND_PRE_SRC || replaceBlend == REPLACE_BLEND_PRE_SRC_2X_ALPHA) {
|
||||
const char *srcFactor = "ERROR";
|
||||
switch (replaceBlendFuncA) {
|
||||
|
@ -373,6 +373,7 @@ int main(int argc, const char* argv[])
|
||||
g_Config.iSplineBezierQuality = 2;
|
||||
g_Config.bHighQualityDepth = true;
|
||||
g_Config.bMemStickInserted = true;
|
||||
g_Config.bFragmentTestCache = true;
|
||||
|
||||
#ifdef _WIN32
|
||||
InitSysDirectories();
|
||||
|
Loading…
Reference in New Issue
Block a user