diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp index a0ef76546d..a6c74f49cd 100644 --- a/Source/Core/VideoCommon/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/PixelShaderGen.cpp @@ -346,8 +346,8 @@ 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, const char* type, - const char* color); +static void WriteColor(ShaderCode& out, const pixel_shader_uid_data* uid_data, const char* color); +static void WriteAlpha(ShaderCode& out, const char* alpha); ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data* uid_data) { @@ -780,8 +780,11 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data* out.Write("\tdepth = float(zCoord) / 16777216.0;\n"); } + // No dithering for RGB8 mode if (uid_data->dither && uid_data->rgba6_format) { + // 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"); } @@ -789,14 +792,18 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data* if (uid_data->dstAlphaMode == DSTALPHA_ALPHA_PASS) { out.SetConstantsUsed(C_ALPHA, C_ALPHA); - out.Write("\tocol0 = "); - WriteColor(out, uid_data, "float4", "prev.rgb, " I_ALPHA ".a"); + out.Write("\tocol0.rgb = "); + WriteColor(out, uid_data, "prev.rgb"); + out.Write("\tocol0.a = "); + WriteAlpha(out, I_ALPHA ".a"); } else { WriteFog(out, uid_data); - out.Write("\tocol0 = "); - WriteColor(out, uid_data, "float4", "prev"); + out.Write("\tocol0.rgb = "); + WriteColor(out, uid_data, "prev.rgb"); + out.Write("\tocol0.a = "); + WriteAlpha(out, "prev.a"); } // Use dual-source color blending to perform dst alpha in a single pass @@ -806,10 +813,12 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_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 = "); - WriteColor(out, uid_data, "float4", "prev"); + out.Write("\tocol1.rgb = "); + WriteColor(out, uid_data, "prev.rgb"); + out.Write("\tocol1.a = "); + WriteAlpha(out, "prev.a"); out.Write("\tocol0.a = "); - WriteColor(out, uid_data, "float", I_ALPHA ".a"); + WriteAlpha(out, I_ALPHA ".a"); } if (uid_data->bounding_box) @@ -1310,11 +1319,17 @@ static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data) 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, const char* type, - const char* color) +static void WriteColor(ShaderCode& out, const pixel_shader_uid_data* uid_data, const char* color) { if (uid_data->rgba6_format) - out.Write("%s(%s >> 2) / 63.0;\n", type, color); + out.Write("float3(%s >> 2) / 63.0;\n", color); else - out.Write("%s(%s) / 255.0;\n", type, color); + out.Write("float3(%s) / 255.0;\n", color); +} + +static void WriteAlpha(ShaderCode& out, const char* color) +{ + // Always truncate the alpha to 6-bit, as there is no format available + // on flipper that supports 8-bit. + out.Write("float(%s >> 2) / 63.0;\n", color); }