Files
pcsx2/plugins/GSdx/GSRendererOGL.cpp
T
lightningterror 687c0b45e2 Gsdx: Tekken 5 Channel effect and CRC Hacks
Move CRC hack to Partial that fix the half screen
bottom issue since the effect is not rendered correctly.

Move CRC hack to Aggressive. These hacks are only
needed when running upscaled resolution. They skip the
blur effect which cause ghosting and some other screen issues.
Side effect is they also remove the channel effect on OpenGL
which is emulated correctly so let's put them on Aggressive.

Comment out a hack, it's unknown what the hack does atm.
If there are new issues then it will be added back.

Added comments what the hacks do.

Partial port for channel shuffle effect to Direct3D for Tekken5.
The effect is skipped and not rendered but now the top left
screen glitch has been resolved.
Note: At least Minimum CRC level is required for this to work.
2017-12-13 13:31:49 +01:00

1486 lines
49 KiB
C++

/*
* Copyright (C) 2011-2011 Gregory hainaut
* Copyright (C) 2007-2009 Gabest
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GSRendererOGL.h"
#include "GSRenderer.h"
GSRendererOGL::GSRendererOGL()
: GSRendererHW(new GSTextureCacheOGL(this))
{
m_accurate_date = theApp.GetConfigB("accurate_date");
m_sw_blending = theApp.GetConfigI("accurate_blending_unit");
// Hope nothing requires too many draw calls.
m_drawlist.reserve(2048);
UserHacks_TCOffset = theApp.GetConfigI("UserHacks_TCOffset");
UserHacks_TCO_x = (UserHacks_TCOffset & 0xFFFF) / -1000.0f;
UserHacks_TCO_y = ((UserHacks_TCOffset >> 16) & 0xFFFF) / -1000.0f;
UserHacks_unscale_pt_ln = theApp.GetConfigB("UserHacks_unscale_point_line");
UserHacks_HPO = theApp.GetConfigI("UserHacks_HalfPixelOffset");
UserHacks_tri_filter = static_cast<TriFiltering>(theApp.GetConfigI("UserHacks_TriFilter"));
m_prim_overlap = PRIM_OVERLAP_UNKNOW;
ResetStates();
if (!theApp.GetConfigB("UserHacks")) {
UserHacks_TCOffset = 0;
UserHacks_TCO_x = 0;
UserHacks_TCO_y = 0;
UserHacks_unscale_pt_ln = false;
UserHacks_HPO = 0;
UserHacks_tri_filter = TriFiltering::None;
}
}
bool GSRendererOGL::CreateDevice(GSDevice* dev)
{
return GSRenderer::CreateDevice(dev);
}
void GSRendererOGL::SetupIA(const float& sx, const float& sy)
{
GL_PUSH("IA");
GSDeviceOGL* dev = (GSDeviceOGL*)m_dev;
if (UserHacks_WildHack && !isPackedUV_HackFlag && PRIM->TME && PRIM->FST) {
for(unsigned int i = 0; i < m_vertex.next; i++)
m_vertex.buff[i].UV &= 0x3FEF3FEF;
}
GLenum t = 0;
bool unscale_hack = UserHacks_unscale_pt_ln && (GetUpscaleMultiplier() != 1) && GLLoader::found_geometry_shader;
switch(m_vt.m_primclass)
{
case GS_POINT_CLASS:
if (unscale_hack) {
m_gs_sel.point = 1;
vs_cb.PointSize = GSVector2(16.0f * sx, 16.0f * sy);
}
t = GL_POINTS;
break;
case GS_LINE_CLASS:
if (unscale_hack) {
m_gs_sel.line = 1;
vs_cb.PointSize = GSVector2(16.0f * sx, 16.0f * sy);
}
t = GL_LINES;
break;
case GS_SPRITE_CLASS:
// Heuristics: trade-off
// CPU conversion => ofc, more CPU ;) more bandwidth (72 bytes / sprite)
// GPU conversion => ofc, more GPU. And also more CPU due to extra shader validation stage.
//
// Note: severals openGL operation does draw call under the wood like texture upload. So even if
// you do 10 consecutive draw with the geometry shader, you will still pay extra validation if new
// texture are uploaded. (game Shadow Hearts)
//
// Note2: Due to MultiThreaded driver, Nvidia suffers less of the previous issue. Still it isn't free
// Shadow Heart is 90 fps (gs) vs 113 fps (no gs)
// If the draw calls contains few primitives. Geometry Shader gain with be rather small versus
// the extra validation cost of the extra stage.
//
// Note: keep Geometry Shader in the replayer to ease debug.
if (GLLoader::found_geometry_shader && !m_vt.m_accurate_stq && (m_vertex.next > 32 || GLLoader::in_replayer)) { // <=> 16 sprites (based on Shadow Hearts)
m_gs_sel.sprite = 1;
t = GL_LINES;
} else {
Lines2Sprites();
t = GL_TRIANGLES;
}
break;
case GS_TRIANGLE_CLASS:
t = GL_TRIANGLES;
break;
default:
__assume(0);
}
dev->IASetVertexBuffer(m_vertex.buff, m_vertex.next);
dev->IASetIndexBuffer(m_index.buff, m_index.tail);
dev->IASetPrimitiveTopology(t);
}
void GSRendererOGL::EmulateAtst(const int pass, const GSTextureCache::Source* tex)
{
static const uint32 inverted_atst[] = {ATST_ALWAYS, ATST_NEVER, ATST_GEQUAL, ATST_GREATER, ATST_NOTEQUAL, ATST_LESS, ATST_LEQUAL, ATST_EQUAL};
int atst = (pass == 2) ? inverted_atst[m_context->TEST.ATST] : m_context->TEST.ATST;
if (!m_context->TEST.ATE) return;
switch (atst) {
case ATST_LESS:
if (tex && tex->m_spritehack_t) {
m_ps_sel.atst = 0;
} else {
ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f;
m_ps_sel.atst = 1;
}
break;
case ATST_LEQUAL:
ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f + 1.0f;
m_ps_sel.atst = 1;
break;
case ATST_GEQUAL:
// Maybe a -1 trick multiplication factor could be used to merge with ATST_LEQUAL case
ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f;
m_ps_sel.atst = 2;
break;
case ATST_GREATER:
// Maybe a -1 trick multiplication factor could be used to merge with ATST_LESS case
ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f + 1.0f;
m_ps_sel.atst = 2;
break;
case ATST_EQUAL:
ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF;
m_ps_sel.atst = 3;
break;
case ATST_NOTEQUAL:
ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF;
m_ps_sel.atst = 4;
break;
case ATST_NEVER: // Draw won't be done so no need to implement it in shader
case ATST_ALWAYS:
default:
m_ps_sel.atst = 0;
break;
}
}
void GSRendererOGL::EmulateZbuffer()
{
if (m_context->TEST.ZTE) {
m_om_dssel.ztst = m_context->TEST.ZTST;
m_om_dssel.zwe = !m_context->ZBUF.ZMSK;
} else {
m_om_dssel.ztst = ZTST_ALWAYS;
}
uint32 max_z;
if (m_context->ZBUF.PSM == PSM_PSMZ32) {
max_z = 0xFFFFFFFF;
} else if (m_context->ZBUF.PSM == PSM_PSMZ24) {
max_z = 0xFFFFFF;
} else {
max_z = 0xFFFF;
}
// The real GS appears to do no masking based on the Z buffer format and writing larger Z values
// than the buffer supports seems to be an error condition on the real GS, causing it to crash.
// We are probably receiving bad coordinates from VU1 in these cases.
vs_cb.DepthMask = GSVector2i(0xFFFFFFFF, 0xFFFFFFFF);
if (m_om_dssel.ztst >= ZTST_ALWAYS && m_om_dssel.zwe && (m_context->ZBUF.PSM != PSM_PSMZ32)) {
if (m_vt.m_max.p.z > max_z) {
ASSERT(m_vt.m_min.p.z > max_z); // sfex capcom logo
// Fixme :Following conditional fixes some dialog frame in Wild Arms 3, but may not be what was intended.
if (m_vt.m_min.p.z > max_z) {
GL_DBG("Bad Z size (%f %f) on %s buffers", m_vt.m_min.p.z, m_vt.m_max.p.z, psm_str(m_context->ZBUF.PSM));
vs_cb.DepthMask = GSVector2i(max_z, max_z);
m_om_dssel.ztst = ZTST_ALWAYS;
}
}
}
GSVertex* v = &m_vertex.buff[0];
// Minor optimization of a corner case (it allow to better emulate some alpha test effects)
if (m_om_dssel.ztst == ZTST_GEQUAL && m_vt.m_eq.z && v[0].XYZ.Z == max_z) {
GL_DBG("Optimize Z test GEQUAL to ALWAYS (%s)", psm_str(m_context->ZBUF.PSM));
m_om_dssel.ztst = ZTST_ALWAYS;
}
}
void GSRendererOGL::EmulateTextureShuffleAndFbmask()
{
size_t count = m_vertex.next;
GSVertex* v = &m_vertex.buff[0];
// Shadow_of_memories_Shadow_Flickering (Okami mustn't call this code)
if (m_texture_shuffle && count < 3 && PRIM->FST && (m_context->FRAME.FBMSK == 0)) {
// Avious dubious call to m_texture_shuffle on 16 bits games
// The pattern is severals column of 8 pixels. A single sprite
// smell fishy but a big sprite is wrong.
m_texture_shuffle = ((v[1].U - v[0].U) < 256);
}
if (m_texture_shuffle) {
m_ps_sel.shuffle = 1;
m_ps_sel.dfmt = 0;
const GIFRegXYOFFSET& o = m_context->XYOFFSET;
// vertex position is 8 to 16 pixels, therefore it is the 16-31 bits of the colors
int pos = (v[0].XYZ.X - o.OFX) & 0xFF;
bool write_ba = (pos > 112 && pos < 136);
// Read texture is 8 to 16 pixels (same as above)
float tw = (float)(1u << m_context->TEX0.TW);
int tex_pos = (PRIM->FST) ? v[0].U : (int)(tw * v[0].ST.S);
tex_pos &= 0xFF;
m_ps_sel.read_ba = (tex_pos > 112 && tex_pos < 144);
// Convert the vertex info to a 32 bits color format equivalent
if (PRIM->FST) {
GL_INS("First vertex is P: %d => %d T: %d => %d", v[0].XYZ.X, v[1].XYZ.X, v[0].U, v[1].U);
for(size_t i = 0; i < count; i += 2) {
if (write_ba)
v[i].XYZ.X -= 128u;
else
v[i+1].XYZ.X += 128u;
if (m_ps_sel.read_ba)
v[i].U -= 128u;
else
v[i+1].U += 128u;
// Height is too big (2x).
int tex_offset = v[i].V & 0xF;
GSVector4i offset(o.OFY, tex_offset, o.OFY, tex_offset);
GSVector4i tmp(v[i].XYZ.Y, v[i].V, v[i+1].XYZ.Y, v[i+1].V);
tmp = GSVector4i(tmp - offset).srl32(1) + offset;
v[i].XYZ.Y = (uint16)tmp.x;
v[i].V = (uint16)tmp.y;
v[i+1].XYZ.Y = (uint16)tmp.z;
v[i+1].V = (uint16)tmp.w;
}
} else {
const float offset_8pix = 8.0f / tw;
GL_INS("First vertex is P: %d => %d T: %f => %f (offset %f)", v[0].XYZ.X, v[1].XYZ.X, v[0].ST.S, v[1].ST.S, offset_8pix);
for(size_t i = 0; i < count; i += 2) {
if (write_ba)
v[i].XYZ.X -= 128u;
else
v[i+1].XYZ.X += 128u;
if (m_ps_sel.read_ba)
v[i].ST.S -= offset_8pix;
else
v[i+1].ST.S += offset_8pix;
// Height is too big (2x).
GSVector4i offset(o.OFY, o.OFY);
GSVector4i tmp(v[i].XYZ.Y, v[i+1].XYZ.Y);
tmp = GSVector4i(tmp - offset).srl32(1) + offset;
//fprintf(stderr, "Before %d, After %d\n", v[i+1].XYZ.Y, tmp.y);
v[i].XYZ.Y = (uint16)tmp.x;
v[i].ST.T /= 2.0f;
v[i+1].XYZ.Y = (uint16)tmp.y;
v[i+1].ST.T /= 2.0f;
}
}
// If date is enabled you need to test the green channel instead of the
// alpha channel. Only enable this code in DATE mode to reduce the number
// of shader.
m_ps_sel.write_rg = !write_ba && m_context->TEST.DATE;
// Please bang my head against the wall!
// 1/ Reduce the frame mask to a 16 bit format
const uint32& m = m_context->FRAME.FBMSK;
uint32 fbmask = ((m >> 3) & 0x1F) | ((m >> 6) & 0x3E0) | ((m >> 9) & 0x7C00) | ((m >> 16) & 0x8000);
// FIXME GSVector will be nice here
uint8 rg_mask = fbmask & 0xFF;
uint8 ba_mask = (fbmask >> 8) & 0xFF;
m_om_csel.wrgba = 0;
// 2 Select the new mask (Please someone put SSE here)
if (rg_mask != 0xFF) {
if (write_ba) {
GL_INS("Color shuffle %s => B", m_ps_sel.read_ba ? "B" : "R");
m_om_csel.wb = 1;
} else {
GL_INS("Color shuffle %s => R", m_ps_sel.read_ba ? "B" : "R");
m_om_csel.wr = 1;
}
if (rg_mask)
m_ps_sel.fbmask = 1;
}
if (ba_mask != 0xFF) {
if (write_ba) {
GL_INS("Color shuffle %s => A", m_ps_sel.read_ba ? "A" : "G");
m_om_csel.wa = 1;
} else {
GL_INS("Color shuffle %s => G", m_ps_sel.read_ba ? "A" : "G");
m_om_csel.wg = 1;
}
if (ba_mask)
m_ps_sel.fbmask = 1;
}
if (m_ps_sel.fbmask && m_sw_blending) {
GL_INS("FBMASK SW emulated fb_mask:%x on tex shuffle", fbmask);
ps_cb.FbMask.r = rg_mask;
ps_cb.FbMask.g = rg_mask;
ps_cb.FbMask.b = ba_mask;
ps_cb.FbMask.a = ba_mask;
m_require_full_barrier = true;
} else {
m_ps_sel.fbmask = 0;
}
} else {
m_ps_sel.dfmt = GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt;
GSVector4i fbmask_v = GSVector4i::load((int)m_context->FRAME.FBMSK);
int ff_fbmask = fbmask_v.eq8(GSVector4i::xffffffff()).mask();
int zero_fbmask = fbmask_v.eq8(GSVector4i::zero()).mask();
m_om_csel.wrgba = ~ff_fbmask; // Enable channel if at least 1 bit is 0
m_ps_sel.fbmask = m_sw_blending && (~ff_fbmask & ~zero_fbmask & 0xF);
if (m_ps_sel.fbmask) {
ps_cb.FbMask = fbmask_v.u8to32();
// Only alpha is special here, I think we can take a very unsafe shortcut
// Alpha isn't blended on the GS but directly copyied into the RT.
//
// Behavior is clearly undefined however there is a high probability that
// it will work. Masked bit will be constant and normally the same everywhere
// RT/FS output/Cached value.
//
// Just to be sure let's add a new safe hack for unsafe access :)
//
// Here the GL spec quote to emphasize the unexpected behavior.
/*
- If a texel has been written, then in order to safely read the result
a texel fetch must be in a subsequent Draw separated by the command
void TextureBarrier(void);
TextureBarrier() will guarantee that writes have completed and caches
have been invalidated before subsequent Draws are executed.
*/
// Safe option was removed. Likely nobody never use it. Keep the code commented if it becomes useful one day
if (!(~ff_fbmask & ~zero_fbmask & 0x7) /*&& !UserHacks_safe_fbmask*/) {
GL_INS("FBMASK Unsafe SW emulated fb_mask:%x on %d bits format", m_context->FRAME.FBMSK,
(GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt == 2) ? 16 : 32);
m_require_one_barrier = true;
} else {
// The safe and accurate path (but slow)
GL_INS("FBMASK SW emulated fb_mask:%x on %d bits format", m_context->FRAME.FBMSK,
(GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt == 2) ? 16 : 32);
m_require_full_barrier = true;;
}
}
}
}
void GSRendererOGL::EmulateChannelShuffle(GSTexture** rt, const GSTextureCache::Source* tex)
{
GSDeviceOGL* dev = (GSDeviceOGL*)m_dev;
// Uncomment to disable HLE emulation (allow to trace the draw call)
// m_channel_shuffle = false;
// First let's check we really have a channel shuffle effect
if (m_channel_shuffle) {
if (m_game.title == CRC::GT4 || m_game.title == CRC::GT3 || m_game.title == CRC::GTConcept || m_game.title == CRC::TouristTrophy) {
GL_INS("Gran Turismo RGB Channel");
m_ps_sel.channel = 7;
m_context->TEX0.TFX = TFX_DECAL;
*rt = tex->m_from_target;
} else if (m_game.title == CRC::Tekken5) {
if (m_context->FRAME.FBW == 1) {
// Used in stages: Secret Garden, Acid Rain, Moonlit Wilderness
GL_INS("Tekken5 RGB Channel");
m_ps_sel.channel = 7;
m_context->FRAME.FBMSK = 0xFF000000;
// 12 pages: 2 calls by channel, 3 channels, 1 blit
// Minus current draw call
m_skip = 12 * (3 + 3 + 1) - 1;
*rt = tex->m_from_target;
} else {
// Could skip model drawing if wrongly detected
m_channel_shuffle = false;
}
} else if ((tex->m_texture->GetType() == GSTexture::DepthStencil) && !(tex->m_32_bits_fmt)) {
// So far 2 games hit this code path. Urban Chaos and Tales of Abyss
// UC: will copy depth to green channel
// ToA: will copy depth to alpha channel
if ((m_context->FRAME.FBMSK & 0xFF0000) == 0xFF0000) {
// Green channel is masked
GL_INS("Tales Of Abyss Crazyness (MSB 16b depth to Alpha)");
m_ps_sel.tales_of_abyss_hle = 1;
} else {
GL_INS("Urban Chaos Crazyness (Green extraction)");
m_ps_sel.urban_chaos_hle = 1;
}
} else if (m_index.tail <= 64 && m_context->CLAMP.WMT == 3) {
// Blood will tell. I think it is channel effect too but again
// implemented in a different way. I don't want to add more CRC stuff. So
// let's disable channel when the signature is different
//
// Note: Tales Of Abyss and Tekken5 could hit this path too. Those games are
// handled above.
GL_INS("maybe not a channel!");
m_channel_shuffle = false;
} else if (m_context->CLAMP.WMS == 3 && ((m_context->CLAMP.MAXU & 0x8) == 8)) {
// Read either blue or Alpha. Let's go for Blue ;)
// MGS3/Kill Zone
GL_INS("Blue channel");
m_ps_sel.channel = 3;
} else if (m_context->CLAMP.WMS == 3 && ((m_context->CLAMP.MINU & 0x8) == 0)) {
// Read either Red or Green. Let's check the V coordinate. 0-1 is likely top so
// red. 2-3 is likely bottom so green (actually depends on texture base pointer offset)
bool green = PRIM->FST && (m_vertex.buff[0].V & 32);
if (green && (m_context->FRAME.FBMSK & 0x00FFFFFF) == 0x00FFFFFF) {
// Typically used in Terminator 3
int blue_mask = m_context->FRAME.FBMSK >> 24;
int green_mask = ~blue_mask & 0xFF;
int blue_shift = -1;
// Note: potentially we could also check the value of the clut
switch (m_context->FRAME.FBMSK >> 24) {
case 0xFF: ASSERT(0); break;
case 0xFE: blue_shift = 1; break;
case 0xFC: blue_shift = 2; break;
case 0xF8: blue_shift = 3; break;
case 0xF0: blue_shift = 4; break;
case 0xE0: blue_shift = 5; break;
case 0xC0: blue_shift = 6; break;
case 0x80: blue_shift = 7; break;
default: ASSERT(0); break;
}
int green_shift = 8 - blue_shift;
dev->SetupCBMisc(GSVector4i(blue_mask, blue_shift, green_mask, green_shift));
if (blue_shift >= 0) {
GL_INS("Green/Blue channel (%d, %d)", blue_shift, green_shift);
m_ps_sel.channel = 6;
m_context->FRAME.FBMSK = 0x00FFFFFF;
} else {
GL_INS("Green channel (wrong mask) (fbmask %x)", m_context->FRAME.FBMSK >> 24);
m_ps_sel.channel = 2;
}
} else if (green) {
GL_INS("Green channel");
m_ps_sel.channel = 2;
} else {
// Pop
GL_INS("Red channel");
m_ps_sel.channel = 1;
}
} else {
GL_INS("channel not supported");
m_channel_shuffle = false;
}
}
// Effect is really a channel shuffle effect so let's cheat a little
if (m_channel_shuffle) {
dev->PSSetShaderResource(4, tex->m_from_target);
m_require_one_barrier = true;
// Replace current draw with a fullscreen sprite
//
// Performance GPU note: it could be wise to reduce the size to
// the rendered size of the framebuffer
GSVertex* s = &m_vertex.buff[0];
s[0].XYZ.X = (uint16)(m_context->XYOFFSET.OFX + 0);
s[1].XYZ.X = (uint16)(m_context->XYOFFSET.OFX + 16384);
s[0].XYZ.Y = (uint16)(m_context->XYOFFSET.OFY + 0);
s[1].XYZ.Y = (uint16)(m_context->XYOFFSET.OFY + 16384);
m_vertex.head = m_vertex.tail = m_vertex.next = 2;
m_index.tail = 2;
} else {
#ifdef ENABLE_OGL_DEBUG
dev->PSSetShaderResource(4, NULL);
#endif
}
}
void GSRendererOGL::EmulateBlending(bool DATE_GL42)
{
GSDeviceOGL* dev = (GSDeviceOGL*)m_dev;
const GIFRegALPHA& ALPHA = m_context->ALPHA;
bool sw_blending = false;
// No blending so early exit
if (!(PRIM->ABE || PRIM->AA1 && m_vt.m_primclass == GS_LINE_CLASS)) {
#ifdef ENABLE_OGL_DEBUG
if (m_env.PABE.PABE) {
GL_INS("!!! ENV PABE without ABE !!!");
}
#endif
dev->OMSetBlendState();
return;
}
if (m_env.PABE.PABE)
{
GL_INS("!!! ENV PABE not supported !!!");
if (m_sw_blending >= ACC_BLEND_CCLIP_DALPHA) {
m_ps_sel.pabe = 1;
m_require_full_barrier |= (ALPHA.C == 1);
sw_blending = true;
}
//Breath of Fire Dragon Quarter triggers this in battles. Graphics are fine though.
//ASSERT(0);
}
// Compute the blending equation to detect special case
uint8 blend_index = uint8(((ALPHA.A * 3 + ALPHA.B) * 3 + ALPHA.C) * 3 + ALPHA.D);
int blend_flag = GSDeviceOGL::m_blendMapOGL[blend_index].bogus;
// SW Blend is (nearly) free. Let's use it.
bool impossible_or_free_blend = (blend_flag & (BLEND_NO_BAR|BLEND_A_MAX|BLEND_ACCU)) // Blend doesn't requires the costly barrier
|| (m_prim_overlap == PRIM_OVERLAP_NO) // Blend can be done in a single draw
|| (m_require_full_barrier); // Another effect (for example fbmask) already requires a full barrier
// Do the multiplication in shader for blending accumulation: Cs*As + Cd or Cs*Af + Cd
bool accumulation_blend = !!(blend_flag & BLEND_ACCU);
// Warning no break on purpose
switch (m_sw_blending) {
case ACC_BLEND_ULTRA: sw_blending |= true;
case ACC_BLEND_FULL: if (!m_vt.m_alpha.valid && (ALPHA.C == 0)) GetAlphaMinMax();
sw_blending |= (ALPHA.A != ALPHA.B) &&
((ALPHA.C == 0 && m_vt.m_alpha.max > 128) || (ALPHA.C == 2 && ALPHA.FIX > 128u));
case ACC_BLEND_CCLIP_DALPHA: sw_blending |= (ALPHA.C == 1) || (m_env.COLCLAMP.CLAMP == 0);
// Initial idea was to enable accurate blending for sprite rendering to handle
// correctly post-processing effect. Some games (ZoE) use tons of sprites as particles.
// In order to keep it fast, let's limit it to smaller draw call.
case ACC_BLEND_SPRITE: sw_blending |= m_vt.m_primclass == GS_SPRITE_CLASS && m_drawlist.size() < 100;
case ACC_BLEND_FREE: sw_blending |= impossible_or_free_blend;
default: /*sw_blending |= accumulation_blend*/;
}
// SW Blending
// GL42 interact very badly with sw blending. GL42 uses the primitiveID to find the primitive
// that write the bad alpha value. Sw blending will force the draw to run primitive by primitive
// (therefore primitiveID will be constant to 1)
sw_blending &= !DATE_GL42;
// Color clip
if (m_env.COLCLAMP.CLAMP == 0) {
if (m_prim_overlap == PRIM_OVERLAP_NO) {
// The fastest algo that requires a single pass
GL_INS("COLCLIP Free mode ENABLED");
m_ps_sel.colclip = 1;
//ASSERT(sw_blending);
sw_blending = true;
accumulation_blend = false; // disable the HDR algo
} else if (accumulation_blend) {
// A fast algo that requires 2 passes
GL_INS("COLCLIP Fast HDR mode ENABLED");
m_ps_sel.hdr = 1;
sw_blending = true; // Enable sw blending for the HDR algo
} else if (sw_blending) {
// A slow algo that could requires several passes (barely used)
GL_INS("COLCLIP SW ENABLED (blending is %d/%d/%d/%d)", ALPHA.A, ALPHA.B, ALPHA.C, ALPHA.D);
m_ps_sel.colclip = 1;
} else {
// Speed hack skip previous slow algo
GL_INS("Sorry colclip isn't supported");
}
}
// Seriously don't expect me to support this kind of crazyness.
// No mix of COLCLIP + accumulation_blend + DATE GL42
// Neither fbmask and GL42
ASSERT(!(m_ps_sel.hdr && DATE_GL42));
ASSERT(!(m_ps_sel.fbmask && DATE_GL42));
// For stat to optimize accurate option
#if 0
GL_INS("BLEND_INFO: %d/%d/%d/%d. Clamp:%d. Prim:%d number %d (drawlist %d) (sw %d)",
ALPHA.A, ALPHA.B, ALPHA.C, ALPHA.D, m_env.COLCLAMP.CLAMP, m_vt.m_primclass, m_vertex.next, m_drawlist.size(), sw_blending);
#endif
if (sw_blending) {
m_ps_sel.blend_a = ALPHA.A;
m_ps_sel.blend_b = ALPHA.B;
m_ps_sel.blend_c = ALPHA.C;
m_ps_sel.blend_d = ALPHA.D;
if (accumulation_blend) {
// Keep HW blending to do the addition/subtraction
dev->OMSetBlendState(blend_index, 0, false, true);
if (ALPHA.A == 2) {
// The blend unit does a reverse subtraction so it means
// the shader must output a positive value.
// Replace 0 - Cs by Cs - 0
m_ps_sel.blend_a = ALPHA.B;
m_ps_sel.blend_b = 2;
}
// Remove the addition/substraction from the SW blending
m_ps_sel.blend_d = 2;
// Note accumulation_blend doesn't require a barrier
} else {
// Disable HW blending
dev->OMSetBlendState();
m_require_full_barrier |= !(blend_flag & BLEND_NO_BAR);
}
// Require the fix alpha vlaue
if (ALPHA.C == 2) {
ps_cb.TA_Af.a = (float)ALPHA.FIX / 128.0f;
}
} else {
m_ps_sel.clr1 = !!(blend_flag & BLEND_C_CLR);
if (m_ps_sel.dfmt == 1 && ALPHA.C == 1) {
// 24 bits doesn't have an alpha channel so use 1.0f fix factor as equivalent
uint8 hacked_blend_index = blend_index + 3; // +3 <=> +1 on C
dev->OMSetBlendState(hacked_blend_index, 128, true);
} else {
dev->OMSetBlendState(blend_index, ALPHA.FIX, (ALPHA.C == 2));
}
}
}
void GSRendererOGL::EmulateTextureSampler(const GSTextureCache::Source* tex)
{
GSDeviceOGL* dev = (GSDeviceOGL*)m_dev;
// Warning fetch the texture PSM format rather than the context format. The latter could have been corrected in the texture cache for depth.
//const GSLocalMemory::psm_t &psm = GSLocalMemory::m_psm[m_context->TEX0.PSM];
const GSLocalMemory::psm_t &psm = GSLocalMemory::m_psm[tex->m_TEX0.PSM];
const GSLocalMemory::psm_t &cpsm = psm.pal > 0 ? GSLocalMemory::m_psm[m_context->TEX0.CPSM] : psm;
const uint8 wms = m_context->CLAMP.WMS;
const uint8 wmt = m_context->CLAMP.WMT;
bool complex_wms_wmt = !!((wms | wmt) & 2);
bool need_mipmap = IsMipMapDraw();
bool shader_emulated_sampler = tex->m_palette || cpsm.fmt != 0 || complex_wms_wmt || psm.depth;
bool trilinear_manual = need_mipmap && m_mipmap == 2;
bool bilinear = m_vt.IsLinear();
int trilinear = 0;
bool trilinear_auto = false;
switch (UserHacks_tri_filter)
{
case TriFiltering::Forced:
trilinear = static_cast<uint8>(GS_MIN_FILTER::Linear_Mipmap_Linear);
trilinear_auto = m_mipmap != 2;
break;
case TriFiltering::PS2:
if (need_mipmap && m_mipmap != 2) {
trilinear = m_context->TEX1.MMIN;
trilinear_auto = true;
}
break;
case TriFiltering::None:
default:
break;
}
// 1 and 0 are equivalent
m_ps_sel.wms = (wms & 2) ? wms : 0;
m_ps_sel.wmt = (wmt & 2) ? wmt : 0;
// Depth + bilinear filtering isn't done yet (And I'm not sure we need it anyway but a game will prove me wrong)
// So of course, GTA set the linear mode, but sampling is done at texel center so it is equivalent to nearest sampling
ASSERT(!(psm.depth && m_vt.IsLinear()));
// Performance note:
// 1/ Don't set 0 as it is the default value
// 2/ Only keep aem when it is useful (avoid useless shader permutation)
if (m_ps_sel.shuffle) {
// Force a 32 bits access (normally shuffle is done on 16 bits)
// m_ps_sel.tex_fmt = 0; // removed as an optimization
m_ps_sel.aem = m_env.TEXA.AEM;
ASSERT(tex->m_target);
// Require a float conversion if the texure is a depth otherwise uses Integral scaling
if (psm.depth) {
m_ps_sel.depth_fmt = (tex->m_texture->GetType() != GSTexture::DepthStencil) ? 3 : 1;
m_vs_sel.int_fst = !PRIM->FST; // select float/int coordinate
}
// Shuffle is a 16 bits format, so aem is always required
GSVector4 ta(m_env.TEXA & GSVector4i::x000000ff());
ta /= 255.0f;
// FIXME rely on compiler for the optimization
ps_cb.TA_Af.x = ta.x;
ps_cb.TA_Af.y = ta.y;
// The purpose of texture shuffle is to move color channel. Extra interpolation is likely a bad idea.
bilinear &= m_vt.IsLinear();
vs_cb.TextureOffset = RealignTargetTextureCoordinate(tex);
} else if (tex->m_target) {
// Use an old target. AEM and index aren't resolved it must be done
// on the GPU
// Select the 32/24/16 bits color (AEM)
m_ps_sel.tex_fmt = cpsm.fmt;
m_ps_sel.aem = m_env.TEXA.AEM;
// Don't upload AEM if format is 32 bits
if (cpsm.fmt) {
GSVector4 ta(m_env.TEXA & GSVector4i::x000000ff());
ta /= 255.0f;
// FIXME rely on compiler for the optimization
ps_cb.TA_Af.x = ta.x;
ps_cb.TA_Af.y = ta.y;
}
// Select the index format
if (tex->m_palette) {
// FIXME Potentially improve fmt field in GSLocalMemory
if (m_context->TEX0.PSM == PSM_PSMT4HL)
m_ps_sel.tex_fmt |= 1 << 2;
else if (m_context->TEX0.PSM == PSM_PSMT4HH)
m_ps_sel.tex_fmt |= 2 << 2;
else
m_ps_sel.tex_fmt |= 3 << 2;
// Alpha channel of the RT is reinterpreted as an index. Star
// Ocean 3 uses it to emulate a stencil buffer. It is a very
// bad idea to force bilinear filtering on it.
bilinear &= m_vt.IsLinear();
}
// Depth format
if (tex->m_texture->GetType() == GSTexture::DepthStencil) {
// Require a float conversion if the texure is a depth format
m_ps_sel.depth_fmt = (psm.bpp == 16) ? 2 : 1;
m_vs_sel.int_fst = !PRIM->FST; // select float/int coordinate
// Don't force interpolation on depth format
bilinear &= m_vt.IsLinear();
} else if (psm.depth) {
// Use Integral scaling
m_ps_sel.depth_fmt = 3;
m_vs_sel.int_fst = !PRIM->FST; // select float/int coordinate
// Don't force interpolation on depth format
bilinear &= m_vt.IsLinear();
}
vs_cb.TextureOffset = RealignTargetTextureCoordinate(tex);
} else if (tex->m_palette) {
// Use a standard 8 bits texture. AEM is already done on the CLUT
// Therefore you only need to set the index
// m_ps_sel.aem = 0; // removed as an optimization
// Note 4 bits indexes are converted to 8 bits
m_ps_sel.tex_fmt = 3 << 2;
} else {
// Standard texture. Both index and AEM expansion were already done by the CPU.
// m_ps_sel.tex_fmt = 0; // removed as an optimization
// m_ps_sel.aem = 0; // removed as an optimization
}
if (m_context->TEX0.TFX == TFX_MODULATE && m_vt.m_eq.rgba == 0xFFFF && m_vt.m_min.c.eq(GSVector4i(128))) {
// Micro optimization that reduces GPU load (removes 5 instructions on the FS program)
m_ps_sel.tfx = TFX_DECAL;
} else {
m_ps_sel.tfx = m_context->TEX0.TFX;
}
m_ps_sel.tcc = m_context->TEX0.TCC;
m_ps_sel.ltf = bilinear && shader_emulated_sampler;
int w = tex->m_texture->GetWidth();
int h = tex->m_texture->GetHeight();
int tw = (int)(1 << m_context->TEX0.TW);
int th = (int)(1 << m_context->TEX0.TH);
GSVector4 WH(tw, th, w, h);
m_ps_sel.fst = !!PRIM->FST;
ps_cb.WH = WH;
ps_cb.HalfTexel = GSVector4(-0.5f, 0.5f).xxyy() / WH.zwzw();
if (complex_wms_wmt) {
ps_cb.MskFix = GSVector4i(m_context->CLAMP.MINU, m_context->CLAMP.MINV, m_context->CLAMP.MAXU, m_context->CLAMP.MAXV);
ps_cb.MinMax = GSVector4(ps_cb.MskFix) / WH.xyxy();
} else if (trilinear_manual) {
// Reuse MinMax for mipmap parameter to avoid an extension of the UBO
ps_cb.MinMax.x = (float)m_context->TEX1.K / 16.0f;
ps_cb.MinMax.y = float(1 << m_context->TEX1.L);
ps_cb.MinMax.z = float(m_lod.x); // Offset because first layer is m_lod, dunno if we can do better
ps_cb.MinMax.w = float(m_lod.y);
} else if (trilinear_auto) {
tex->m_texture->GenerateMipmap();
}
// TC Offset Hack
m_ps_sel.tcoffsethack = !!UserHacks_TCOffset;
ps_cb.TC_OH_TS = GSVector4(1/16.0f, 1/16.0f, UserHacks_TCO_x, UserHacks_TCO_y) / WH.xyxy();
// Only enable clamping in CLAMP mode. REGION_CLAMP will be done manually in the shader
m_ps_ssel.tau = (wms != CLAMP_CLAMP);
m_ps_ssel.tav = (wmt != CLAMP_CLAMP);
if (shader_emulated_sampler) {
m_ps_ssel.biln = 0;
m_ps_ssel.aniso = 0;
m_ps_ssel.triln = 0;
} else {
m_ps_ssel.biln = bilinear;
m_ps_ssel.aniso = 1;
m_ps_ssel.triln = trilinear;
if (trilinear_manual) {
m_ps_sel.manual_lod = 1;
} else if (trilinear_auto) {
m_ps_sel.automatic_lod = 1;
}
}
// Setup Texture ressources
dev->SetupSampler(m_ps_ssel);
dev->PSSetShaderResources(tex->m_texture, tex->m_palette);
}
GSRendererOGL::PRIM_OVERLAP GSRendererOGL::PrimitiveOverlap()
{
// Either 1 triangle or 1 line or 3 POINTs
// It is bad for the POINTs but low probability that they overlap
if (m_vertex.next < 4)
return PRIM_OVERLAP_NO;
if (m_vt.m_primclass != GS_SPRITE_CLASS)
return PRIM_OVERLAP_UNKNOW; // maybe, maybe not
// Check intersection of sprite primitive only
size_t count = m_vertex.next;
PRIM_OVERLAP overlap = PRIM_OVERLAP_NO;
GSVertex* v = m_vertex.buff;
m_drawlist.clear();
size_t i = 0;
while (i < count) {
// In order to speed up comparison a bounding-box is accumulated. It removes a
// loop so code is much faster (check game virtua fighter). Besides it allow to check
// properly the Y order.
// .x = min(v[i].XYZ.X, v[i+1].XYZ.X)
// .y = min(v[i].XYZ.Y, v[i+1].XYZ.Y)
// .z = max(v[i].XYZ.X, v[i+1].XYZ.X)
// .w = max(v[i].XYZ.Y, v[i+1].XYZ.Y)
GSVector4i all = GSVector4i(v[i].m[1]).upl16(GSVector4i(v[i+1].m[1])).upl16().xzyw();
all = all.xyxy().blend(all.zwzw(), all > all.zwxy());
size_t j = i + 2;
while (j < count) {
GSVector4i sprite = GSVector4i(v[j].m[1]).upl16(GSVector4i(v[j+1].m[1])).upl16().xzyw();
sprite = sprite.xyxy().blend(sprite.zwzw(), sprite > sprite.zwxy());
// Be sure to get vertex in good order, otherwise .r* function doesn't
// work as expected.
ASSERT(sprite.x <= sprite.z);
ASSERT(sprite.y <= sprite.w);
ASSERT(all.x <= all.z);
ASSERT(all.y <= all.w);
if (all.rintersect(sprite).rempty()) {
all = all.runion_ordered(sprite);
} else {
overlap = PRIM_OVERLAP_YES;
break;
}
j += 2;
}
m_drawlist.push_back((j - i) >> 1); // Sprite count
i = j;
}
#if 0
// Old algo: less constraint but O(n^2) instead of O(n) as above
// You have no guarantee on the sprite order, first vertex can be either top-left or bottom-left
// There is a high probability that the draw call will uses same ordering for all vertices.
// In order to keep a small performance impact only the first sprite will be checked
//
// Some safe-guard will be added in the outer-loop to avoid corruption with a limited perf impact
if (v[1].XYZ.Y < v[0].XYZ.Y) {
// First vertex is Top-Left
for(size_t i = 0; i < count; i += 2) {
if (v[i+1].XYZ.Y > v[i].XYZ.Y) {
return PRIM_OVERLAP_UNKNOW;
}
GSVector4i vi(v[i].XYZ.X, v[i+1].XYZ.Y, v[i+1].XYZ.X, v[i].XYZ.Y);
for (size_t j = i+2; j < count; j += 2) {
GSVector4i vj(v[j].XYZ.X, v[j+1].XYZ.Y, v[j+1].XYZ.X, v[j].XYZ.Y);
GSVector4i inter = vi.rintersect(vj);
if (!inter.rempty()) {
return PRIM_OVERLAP_YES;
}
}
}
} else {
// First vertex is Bottom-Left
for(size_t i = 0; i < count; i += 2) {
if (v[i+1].XYZ.Y < v[i].XYZ.Y) {
return PRIM_OVERLAP_UNKNOW;
}
GSVector4i vi(v[i].XYZ.X, v[i].XYZ.Y, v[i+1].XYZ.X, v[i+1].XYZ.Y);
for (size_t j = i+2; j < count; j += 2) {
GSVector4i vj(v[j].XYZ.X, v[j].XYZ.Y, v[j+1].XYZ.X, v[j+1].XYZ.Y);
GSVector4i inter = vi.rintersect(vj);
if (!inter.rempty()) {
return PRIM_OVERLAP_YES;
}
}
}
}
#endif
//fprintf(stderr, "%d: Yes, code can be optimized (draw of %d vertices)\n", s_n, count);
return overlap;
}
GSVector4i GSRendererOGL::ComputeBoundingBox(const GSVector2& rtscale, const GSVector2i& rtsize)
{
GSVector4 scale = GSVector4(rtscale.x, rtscale.y);
GSVector4 offset = GSVector4(-1.0f, 1.0f); // Round value
GSVector4 box = m_vt.m_min.p.xyxy(m_vt.m_max.p) + offset.xxyy();
return GSVector4i(box * scale.xyxy()).rintersect(GSVector4i(0, 0, rtsize.x, rtsize.y));
}
void GSRendererOGL::SendDraw()
{
GSDeviceOGL* dev = (GSDeviceOGL*)m_dev;
if (!m_require_full_barrier && m_require_one_barrier) {
// Need only a single barrier
glTextureBarrier();
dev->DrawIndexedPrimitive();
} else if (!m_require_full_barrier) {
// Don't need any barrier
dev->DrawIndexedPrimitive();
} else if (m_prim_overlap == PRIM_OVERLAP_NO) {
// Need full barrier but a single barrier will be enough
glTextureBarrier();
dev->DrawIndexedPrimitive();
} else if (m_vt.m_primclass == GS_SPRITE_CLASS) {
size_t nb_vertex = (m_gs_sel.sprite == 1) ? 2 : 6;
GL_PUSH("Split the draw (SPRITE)");
#if defined(_DEBUG)
// Check how draw call is split.
std::map<size_t, size_t> frequency;
for (const auto& it: m_drawlist)
++frequency[it];
std::string message;
for (const auto& it: frequency)
message += " " + std::to_string(it.first) + "(" + std::to_string(it.second) + ")";
GL_PERF("Split single draw (%d sprites) into %zu draws: consecutive draws(frequency):%s",
m_index.tail / nb_vertex, m_drawlist.size(), message.c_str());
#endif
for (size_t count, p = 0, n = 0; n < m_drawlist.size(); p += count, ++n) {
count = m_drawlist[n] * nb_vertex;
glTextureBarrier();
dev->DrawIndexedPrimitive(p, count);
}
} else {
// FIXME: Investigate: a dynamic check to pack as many primitives as possibles
// I'm nearly sure GSdx already have this kind of code (maybe we can adapt GSDirtyRect)
size_t nb_vertex = GSUtil::GetClassVertexCount(m_vt.m_primclass);
GL_PUSH("Split the draw");
GL_PERF("Split single draw in %d draw", m_index.tail/nb_vertex);
for (size_t p = 0; p < m_index.tail; p += nb_vertex) {
glTextureBarrier();
dev->DrawIndexedPrimitive(p, nb_vertex);
}
}
}
void GSRendererOGL::ResetStates()
{
m_require_one_barrier = false;
m_require_full_barrier = false;
m_vs_sel.key = 0;
m_gs_sel.key = 0;
m_ps_sel.key = 0;
m_ps_ssel.key = 0;
m_om_csel.key = 0;
m_om_dssel.key = 0;
}
void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex)
{
#ifdef ENABLE_OGL_DEBUG
GSVector4i area_out = GSVector4i(m_vt.m_min.p.xyxy(m_vt.m_max.p)).rintersect(GSVector4i(m_context->scissor.in));
GSVector4i area_in = GSVector4i(m_vt.m_min.t.xyxy(m_vt.m_max.t));
GL_PUSH("GL Draw from %d (area %d,%d => %d,%d) in %d (Depth %d) (area %d,%d => %d,%d)",
tex && tex->m_texture ? tex->m_texture->GetID() : -1,
area_in.x, area_in.y, area_in.z, area_in.w,
rt ? rt->GetID() : -1, ds ? ds->GetID() : -1,
area_out.x, area_out.y, area_out.z, area_out.w
);
#endif
GSTexture* hdr_rt = NULL;
const GSVector2i& rtsize = ds ? ds->GetSize() : rt->GetSize();
const GSVector2& rtscale = ds ? ds->GetScale() : rt->GetScale();
bool DATE = m_context->TEST.DATE && m_context->FRAME.PSM != PSM_PSMCT24;
bool DATE_GL42 = false;
bool DATE_GL45 = false;
bool DATE_one = false;
bool ate_first_pass = m_context->TEST.DoFirstPass();
bool ate_second_pass = m_context->TEST.DoSecondPass();
ResetStates();
vs_cb.TextureOffset = GSVector4(0.0f);
ASSERT(m_dev != NULL);
GSDeviceOGL* dev = (GSDeviceOGL*)m_dev;
// HLE implementation of the channel selection effect
//
// Warning it must be done at the begining because it will change the
// vertex list (it will interact with PrimitiveOverlap and accurate
// blending)
EmulateChannelShuffle(&rt, tex);
// Upscaling hack to avoid various line/grid issues
MergeSprite(tex);
// Always check if primitive overlap. The function will return PRIM_OVERLAP_UNKNOW for non sprite primitive
m_prim_overlap = PrimitiveOverlap();
if ((m_context->FRAME.Block() == m_context->TEX0.TBP0) && PRIM->TME && m_sw_blending && (m_prim_overlap != PRIM_OVERLAP_NO) && (m_vertex.next > 2)) {
if (m_context->FRAME.FBMSK == 0x00FFFFFF) {
// Ratchet & Clank / Jak uses this pattern to compute the shadows. Alpha (multiplication) tfx is mostly equivalent to -1/+1 stencil operation
GL_DBG("ERROR: Source and Target are the same! Let's sample the framebuffer");
m_ps_sel.tex_is_fb = 1;
m_require_full_barrier = true;
} else {
GL_INS("ERROR: Source and Target are the same!");
}
}
EmulateTextureShuffleAndFbmask();
// DATE: selection of the algorithm. Must be done before blending because GL42 is not compatible with blending
if (DATE) {
if (m_prim_overlap == PRIM_OVERLAP_NO || m_texture_shuffle) {
// It is way too complex to emulate texture shuffle with DATE. So just use
// the slow but accurate algo
m_require_full_barrier = true;
DATE_GL45 = true;
DATE = false;
} else if (m_om_csel.wa && !m_context->TEST.ATE) {
// Performance note: check alpha range with GetAlphaMinMax()
// Note: all my dump are already above 120fps, but it seems to reduce GPU load
// with big upscaling
GetAlphaMinMax();
if (m_context->TEST.DATM && m_vt.m_alpha.max < 128) {
// Only first pixel (write 0) will pass (alpha is 1)
GL_PERF("Fast DATE with alpha %d-%d", m_vt.m_alpha.min, m_vt.m_alpha.max);
DATE_one = true;
} else if (!m_context->TEST.DATM && m_vt.m_alpha.min >= 128) {
// Only first pixel (write 1) will pass (alpha is 0)
GL_PERF("Fast DATE with alpha %d-%d", m_vt.m_alpha.min, m_vt.m_alpha.max);
DATE_one = true;
} else if ((m_vt.m_primclass == GS_SPRITE_CLASS && m_drawlist.size() < 50) || (m_index.tail < 100)) {
// texture barrier will split the draw call into n draw call. It is very efficient for
// few primitive draws. Otherwise it sucks.
GL_PERF("Slower DATE with alpha %d-%d", m_vt.m_alpha.min, m_vt.m_alpha.max);
m_require_full_barrier = true;
DATE_GL45 = true;
DATE = false;
} else if (m_accurate_date) {
GL_PERF("Slow DATE with alpha %d-%d", m_vt.m_alpha.min, m_vt.m_alpha.max);
if (GLLoader::found_GL_ARB_shader_image_load_store && GLLoader::found_GL_ARB_clear_texture) {
DATE_GL42 = true;
} else {
m_require_full_barrier = true;
DATE_GL45 = true;
DATE = false;
}
}
} else if (!m_om_csel.wa && !m_context->TEST.ATE) {
// TODO: is it legal ? Likely but it need to be tested carefully
// DATE_GL45 = true;
// m_require_one_barrier = true; << replace it with a cheap barrier
}
// Will save my life !
ASSERT(!(DATE_GL45 && DATE_one));
ASSERT(!(DATE_GL42 && DATE_one));
ASSERT(!(DATE_GL42 && DATE_GL45));
}
// Blend
if (!IsOpaque() && rt) {
EmulateBlending(DATE_GL42);
} else {
dev->OMSetBlendState(); // No blending please
}
if (m_ps_sel.dfmt == 1) {
// Disable writing of the alpha channel
m_om_csel.wa = 0;
}
// DATE (setup part)
if (DATE) {
GSVector4i dRect = ComputeBoundingBox(rtscale, rtsize);
// Reduce the quantity of clean function
glScissor( dRect.x, dRect.y, dRect.width(), dRect.height() );
GLState::scissor = dRect;
// Must be done here to avoid any GL state pertubation (clear function...)
// Create an r32ui image that will containt primitive ID
if (DATE_GL42) {
dev->InitPrimDateTexture(rt, dRect);
} else if (DATE_one) {
dev->ClearStencil(ds, 1);
} else {
GSVector4 src = GSVector4(dRect) / GSVector4(rtsize.x, rtsize.y).xyxy();
GSVector4 dst = src * 2.0f - 1.0f;
GSVertexPT1 vertices[] =
{
{GSVector4(dst.x, dst.y, 0.0f, 0.0f), GSVector2(src.x, src.y)},
{GSVector4(dst.z, dst.y, 0.0f, 0.0f), GSVector2(src.z, src.y)},
{GSVector4(dst.x, dst.w, 0.0f, 0.0f), GSVector2(src.x, src.w)},
{GSVector4(dst.z, dst.w, 0.0f, 0.0f), GSVector2(src.z, src.w)},
};
dev->SetupDATE(rt, ds, vertices, m_context->TEST.DATM);
}
}
//
dev->BeginScene();
// om
EmulateZbuffer(); // will update VS depth mask
// vs
// FIXME Opengl support half pixel center (as dx10). Code could be easier!!!
float sx = 2.0f * rtscale.x / (rtsize.x << 4);
float sy = 2.0f * rtscale.y / (rtsize.y << 4);
float ox = (float)(int)m_context->XYOFFSET.OFX;
float oy = (float)(int)m_context->XYOFFSET.OFY;
float ox2 = -1.0f / rtsize.x;
float oy2 = -1.0f / rtsize.y;
//This hack subtracts around half a pixel from OFX and OFY. (Cannot do this directly,
//because DX10 and DX9 have a different pixel center.)
//
//The resulting shifted output aligns better with common blending / corona / blurring effects,
//but introduces a few bad pixels on the edges.
if (rt && rt->LikelyOffset && UserHacks_HPO == 1)
{
ox2 *= rt->OffsetHack_modx;
oy2 *= rt->OffsetHack_mody;
}
// Note: DX does y *= -1.0
vs_cb.Vertex_Scale_Offset = GSVector4(sx, sy, ox * sx + ox2 + 1, oy * sy + oy2 + 1);
// END of FIXME
// GS_SPRITE_CLASS are already flat (either by CPU or the GS)
m_ps_sel.iip = (m_vt.m_primclass == GS_SPRITE_CLASS) ? 1 : PRIM->IIP;
if (DATE_GL45) {
m_ps_sel.date = 5 + m_context->TEST.DATM;
} else if (DATE_one) {
m_require_one_barrier = true;
m_ps_sel.date = 5 + m_context->TEST.DATM;
m_om_dssel.date = 1;
m_om_dssel.date_one = 1;
} else if (DATE) {
if (DATE_GL42)
m_ps_sel.date = 1 + m_context->TEST.DATM;
else
m_om_dssel.date = 1;
}
m_ps_sel.fba = m_context->FBA.FBA;
if (PRIM->FGE)
{
m_ps_sel.fog = 1;
GSVector4 fc = GSVector4::rgba32(m_env.FOGCOL.u32[0]);
#if _M_SSE >= 0x401
// Blend AREF to avoid to load a random value for alpha (dirty cache)
ps_cb.FogColor_AREF = fc.blend32<8>(ps_cb.FogColor_AREF);
#else
ps_cb.FogColor_AREF = fc;
#endif
}
// Warning must be done after EmulateZbuffer
// Depth test is always true so it can be executed in 2 passes (no order required) unlike color.
// The idea is to compute first the color which is independent of the alpha test. And then do a 2nd
// pass to handle the depth based on the alpha test.
bool ate_RGBA_then_Z = false;
bool ate_RGB_then_ZA = false;
if (ate_first_pass & ate_second_pass) {
GL_DBG("Complex Alpha Test");
bool commutative_depth = (m_om_dssel.ztst == ZTST_GEQUAL && m_vt.m_eq.z) || (m_om_dssel.ztst == ZTST_ALWAYS);
bool commutative_alpha = (m_context->ALPHA.C != 1); // when either Alpha Src or a constant
ate_RGBA_then_Z = (m_context->TEST.AFAIL == AFAIL_FB_ONLY) & commutative_depth;
ate_RGB_then_ZA = (m_context->TEST.AFAIL == AFAIL_RGB_ONLY) & commutative_depth & commutative_alpha;
}
if (ate_RGBA_then_Z) {
GL_DBG("Alternate ATE handling: ate_RGBA_then_Z");
// Render all color but don't update depth
// ATE is disabled here
m_om_dssel.zwe = false;
} else if (ate_RGB_then_ZA) {
GL_DBG("Alternate ATE handling: ate_RGB_then_ZA");
// Render RGB color but don't update depth/alpha
// ATE is disabled here
m_om_dssel.zwe = false;
m_om_csel.wa = false;
} else {
EmulateAtst(1, tex);
}
if (tex) {
EmulateTextureSampler(tex);
} else {
m_ps_sel.tfx = 4;
}
// Always bind the RT. This way special effect can use it.
dev->PSSetShaderResource(3, rt);
if (m_game.title == CRC::ICO) {
GSVertex* v = &m_vertex.buff[0];
const GSVideoMode mode = GetVideoMode();
if (tex && m_vt.m_primclass == GS_SPRITE_CLASS && m_vertex.next == 2 && PRIM->ABE && // Blend texture
((v[1].U == 8200 && v[1].V == 7176 && mode == GSVideoMode::NTSC) || // at display resolution 512x448
(v[1].U == 8200 && v[1].V == 8200 && mode == GSVideoMode::PAL)) && // at display resolution 512x512
tex->m_TEX0.PSM == PSM_PSMT8H) { // i.e. read the alpha channel of a 32 bits texture
// Note potentially we can limit to TBP0:0x2800
// Depth buffer was moved so GSdx will invalide it which means a
// downscale. ICO uses the MSB depth bits as the texture alpha
// channel. However this depth of field effect requires
// texel:pixel mapping accuraccy.
//
// Use an HLE shader to sample depth directly as the alpha channel
GL_INS("ICO sample depth as alpha");
m_require_full_barrier = true;
// Extract the depth as palette index
m_ps_sel.depth_fmt = 1;
m_ps_sel.channel = 3;
dev->PSSetShaderResource(4, ds);
// We need the palette to convert the depth to the correct alpha value.
if (!tex->m_palette) {
tex->m_palette = m_dev->CreateTexture(256, 1);
const uint32* clut = m_mem.m_clut;
int pal = GSLocalMemory::m_psm[tex->m_TEX0.PSM].pal;
tex->m_palette->Update(GSVector4i(0, 0, pal, 1), clut, pal * sizeof(clut[0]));
tex->m_initpalette = false;
dev->PSSetShaderResource(1, tex->m_palette);
}
}
}
// rs
const GSVector4& hacked_scissor = m_channel_shuffle ? GSVector4(0, 0, 1024, 1024) : m_context->scissor.in;
GSVector4i scissor = GSVector4i(GSVector4(rtscale).xyxy() * hacked_scissor).rintersect(GSVector4i(rtsize).zwxy());
SetupIA(sx, sy);
dev->OMSetColorMaskState(m_om_csel);
dev->SetupOM(m_om_dssel);
dev->SetupCB(&vs_cb, &ps_cb);
dev->SetupPipeline(m_vs_sel, m_gs_sel, m_ps_sel);
if (DATE_GL42) {
GL_PUSH("Date GL42");
// It could be good idea to use stencil in the same time.
// Early stencil test will reduce the number of atomic-load operation
// Create an r32i image that will contain primitive ID
// Note: do it at the beginning because the clean will dirty the FBO state
//dev->InitPrimDateTexture(rtsize.x, rtsize.y);
// I don't know how much is it legal to mount rt as Texture/RT. No write is done.
// In doubt let's detach RT.
dev->OMSetRenderTargets(NULL, ds, &scissor);
// Don't write anything on the color buffer
// Neither in the depth buffer
glDepthMask(false);
// Compute primitiveID max that pass the date test (Draw without barrier)
dev->DrawIndexedPrimitive();
// Ask PS to discard shader above the primitiveID max
glDepthMask(GLState::depth_mask);
m_ps_sel.date = 3;
dev->SetupPipeline(m_vs_sel, m_gs_sel, m_ps_sel);
// Be sure that first pass is finished !
dev->Barrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
}
if (m_ps_sel.hdr) {
hdr_rt = dev->CreateTexture(rtsize.x, rtsize.y, GL_RGBA32F);
dev->CopyRectConv(rt, hdr_rt, ComputeBoundingBox(rtscale, rtsize), false);
dev->OMSetRenderTargets(hdr_rt, ds, &scissor);
} else {
dev->OMSetRenderTargets(rt, ds, &scissor);
}
if (ate_first_pass)
{
SendDraw();
}
if (ate_second_pass)
{
ASSERT(!m_env.PABE.PABE);
if (ate_RGBA_then_Z | ate_RGB_then_ZA) {
// Enable ATE as first pass to update the depth
// of pixels that passed the alpha test
EmulateAtst(1, tex);
} else {
// second pass will process the pixels that failed
// the alpha test
EmulateAtst(2, tex);
}
// Potentially AREF was updated (hope perf impact will be limited)
dev->SetupCB(&vs_cb, &ps_cb);
dev->SetupPipeline(m_vs_sel, m_gs_sel, m_ps_sel);
bool z = m_om_dssel.zwe;
bool r = m_om_csel.wr;
bool g = m_om_csel.wg;
bool b = m_om_csel.wb;
bool a = m_om_csel.wa;
switch(m_context->TEST.AFAIL)
{
case AFAIL_KEEP: z = r = g = b = a = false; break; // none
case AFAIL_FB_ONLY: z = false; break; // rgba
case AFAIL_ZB_ONLY: r = g = b = a = false; break; // z
case AFAIL_RGB_ONLY: z = a = false; break; // rgb
default: __assume(0);
}
// Depth test should be disabled when depth writes are masked and similarly, Alpha test must be disabled
// when writes to all of the alpha bits in the Framebuffer are masked.
if (ate_RGBA_then_Z) {
z = !m_context->ZBUF.ZMSK;
r = g = b = a = false;
} else if (ate_RGB_then_ZA) {
z = !m_context->ZBUF.ZMSK;
a = (m_context->FRAME.FBMSK & 0xFF000000) != 0xFF000000;
r = g = b = false;
}
if (z || r || g || b || a)
{
m_om_dssel.zwe = z;
m_om_csel.wr = r;
m_om_csel.wg = g;
m_om_csel.wb = b;
m_om_csel.wa = a;
dev->OMSetColorMaskState(m_om_csel);
dev->SetupOM(m_om_dssel);
SendDraw();
}
}
if (DATE_GL42) {
dev->RecycleDateTexture();
}
dev->EndScene();
// Warning: EndScene must be called before StretchRect otherwise
// vertices will be overwritten. Trust me you don't want to do that.
if (hdr_rt) {
GSVector4 dRect(ComputeBoundingBox(rtscale, rtsize));
GSVector4 sRect = dRect / GSVector4(rtsize.x, rtsize.y).xyxy();
dev->StretchRect(hdr_rt, sRect, rt, dRect, ShaderConvert_MOD_256, false);
dev->Recycle(hdr_rt);
}
}