Files
pcsx2/plugins/GSdx/GSTextureFX9.cpp
T
sudonim1@gmail.com 5f28d08286 GSDX: New interpretation of destination alpha testing to improve effect rendering as an optional hack. Known to make shadows in the persona games (and thus probably shin megami tensei) better, not sure what else it accomplishes without destroying other effects.
Now, a note about the actual issue.  Destination alpha tests can be used on the GS as one of the workarounds for a lack of stencils.  If you use a destination alpha test and leave alpha writing on, the GS will only write each pixel until you write an alpha value which would fail the test.  This works to a point in gsdx without further hacking, but that point is when within a single batch of primitives the same pixels are written multiple times and the destination alpha test is expected to update.  I did experimentally make a tight loop updating the stencil with a draw then drawing for one primitive at a time, but it was prohibitively slow (over 80% fps loss, you really don't want to know).

Destination alpha testing cannot be directly implemented in D3D9 or D3D10, but (probably) can in D3D11 (with a speed hit for sure, but I doubt it'll be 80%).  I'll be getting a new graphics card and looking into that.

And before some idiot says it, the answer is no.  OpenGL does not help.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5346 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-07-24 02:20:07 +00:00

334 lines
8.3 KiB
C++

/*
* Copyright (C) 2007-2009 Gabest
* http://www.gabest.org
*
* 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, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GSDevice9.h"
#include "resource.h"
#include "GSTables.h"
GSTexture* GSDevice9::CreateMskFix(uint32 size, uint32 msk, uint32 fix)
{
GSTexture* t = NULL;
uint32 hash = (size << 20) | (msk << 10) | fix;
hash_map<uint32, GSTexture*>::iterator i = m_mskfix.find(hash);
if(i != m_mskfix.end())
{
t = i->second;
}
else
{
t = CreateTexture(size, 1, D3DFMT_R32F);
if(t)
{
GSTexture::GSMap m;
if(t->Map(m))
{
for(uint32 i = 0; i < size; i++)
{
((float*)m.bits)[i] = (float)((i & msk) | fix) / size;
}
t->Unmap();
}
m_mskfix[hash] = t;
}
}
return t;
}
void GSDevice9::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
{
hash_map<uint32, GSVertexShader9>::const_iterator i = m_vs.find(sel);
if(i == m_vs.end())
{
string str[5];
str[0] = format("%d", sel.bppz);
str[1] = format("%d", sel.tme);
str[2] = format("%d", sel.fst);
str[3] = format("%d", sel.logz);
str[4] = format("%d", sel.rtcopy);
D3DXMACRO macro[] =
{
{"VS_BPPZ", str[0].c_str()},
{"VS_TME", str[1].c_str()},
{"VS_FST", str[2].c_str()},
{"VS_LOGZ", str[3].c_str()},
{"VS_RTCOPY", str[4].c_str()},
{NULL, NULL},
};
static const D3DVERTEXELEMENT9 layout[] =
{
{0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
{0, 8, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
{0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 1},
{0, 16, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
D3DDECL_END()
};
GSVertexShader9 vs;
CompileShader(IDR_TFX_FX, "vs_main", macro, &vs.vs, layout, countof(layout), &vs.il);
m_vs[sel] = vs;
i = m_vs.find(sel);
}
VSSetShader(i->second.vs, (const float*)cb, sizeof(*cb) / sizeof(GSVector4));
IASetInputLayout(i->second.il);
}
void GSDevice9::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel)
{
if(cb->WH.z > 0 && cb->WH.w > 0 && (sel.wms == 3 || sel.wmt == 3))
{
GSVector4i size(cb->WH);
if(sel.wms == 3)
{
if(GSTexture* t = CreateMskFix(size.z, cb->MskFix.x, cb->MskFix.z))
{
m_dev->SetTexture(3, *(GSTexture9*)t);
}
}
if(sel.wmt == 3)
{
if(GSTexture* t = CreateMskFix(size.w, cb->MskFix.y, cb->MskFix.w))
{
m_dev->SetTexture(4, *(GSTexture9*)t);
}
}
}
hash_map<uint32, CComPtr<IDirect3DPixelShader9> >::const_iterator i = m_ps.find(sel);
if(i == m_ps.end())
{
string str[16];
str[0] = format("%d", sel.fst);
str[1] = format("%d", sel.wms);
str[2] = format("%d", sel.wmt);
str[3] = format("%d", sel.fmt);
str[4] = format("%d", sel.aem);
str[5] = format("%d", sel.tfx);
str[6] = format("%d", sel.tcc);
str[7] = format("%d", sel.atst);
str[8] = format("%d", sel.fog);
str[9] = format("%d", sel.clr1);
str[10] = format("%d", sel.rt);
str[11] = format("%d", sel.ltf);
str[12] = format("%d", sel.colclip);
str[13] = format("%d", sel.date);
str[14] = format("%d", sel.spritehack);
str[15] = format("%d", sel.point_sampler);
D3DXMACRO macro[] =
{
{"PS_FST", str[0].c_str()},
{"PS_WMS", str[1].c_str()},
{"PS_WMT", str[2].c_str()},
{"PS_FMT", str[3].c_str()},
{"PS_AEM", str[4].c_str()},
{"PS_TFX", str[5].c_str()},
{"PS_TCC", str[6].c_str()},
{"PS_ATST", str[7].c_str()},
{"PS_FOG", str[8].c_str()},
{"PS_CLR1", str[9].c_str()},
{"PS_RT", str[10].c_str()},
{"PS_LTF", str[11].c_str()},
{"PS_COLCLIP", str[12].c_str()},
{"PS_DATE", str[13].c_str()},
{"PS_SPRITEHACK", str[14].c_str()},
{"PS_POINT_SAMPLER", str[15].c_str()},
{NULL, NULL},
};
CComPtr<IDirect3DPixelShader9> ps;
CompileShader(IDR_TFX_FX, "ps_main", macro, &ps);
m_ps[sel] = ps;
i = m_ps.find(sel);
}
PSSetShader(i->second, (const float*)cb, sizeof(*cb) / sizeof(GSVector4));
Direct3DSamplerState9* ss = NULL;
if(sel.tfx != 4)
{
if(!(sel.fmt < 3 && sel.wms < 3 && sel.wmt < 3))
{
ssel.ltf = 0;
}
hash_map<uint32, Direct3DSamplerState9* >::const_iterator i = m_ps_ss.find(ssel);
if(i != m_ps_ss.end())
{
ss = i->second;
}
else
{
ss = new Direct3DSamplerState9();
memset(ss, 0, sizeof(*ss));
ss->FilterMin[0] = ssel.ltf ? D3DTEXF_LINEAR : D3DTEXF_POINT;
ss->FilterMag[0] = ssel.ltf ? D3DTEXF_LINEAR : D3DTEXF_POINT;
ss->FilterMin[1] = D3DTEXF_POINT;
ss->FilterMag[1] = D3DTEXF_POINT;
ss->AddressU = ssel.tau ? D3DTADDRESS_WRAP : D3DTADDRESS_CLAMP;
ss->AddressV = ssel.tav ? D3DTADDRESS_WRAP : D3DTADDRESS_CLAMP;
m_ps_ss[ssel] = ss;
}
}
PSSetSamplerState(ss);
}
void GSDevice9::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix)
{
Direct3DDepthStencilState9* dss = NULL;
hash_map<uint32, Direct3DDepthStencilState9*>::const_iterator i = m_om_dss.find(dssel);
if(i == m_om_dss.end())
{
dss = new Direct3DDepthStencilState9();
memset(dss, 0, sizeof(*dss));
if(dssel.date || dssel.fba)
{
dss->StencilEnable = true;
dss->StencilReadMask = 1;
dss->StencilWriteMask = dssel.alpha_stencil ? 3 : 2;
dss->StencilFunc = dssel.date ? D3DCMP_EQUAL : D3DCMP_ALWAYS;
dss->StencilPassOp = dssel.alpha_stencil ? D3DSTENCILOP_ZERO : dssel.fba ? D3DSTENCILOP_REPLACE : D3DSTENCILOP_KEEP;
dss->StencilFailOp = dssel.fba && !dssel.alpha_stencil ? D3DSTENCILOP_ZERO : D3DSTENCILOP_KEEP;
dss->StencilDepthFailOp = D3DSTENCILOP_KEEP;
dss->StencilRef = 3;
}
if(dssel.ztst != ZTST_ALWAYS || dssel.zwe)
{
static const D3DCMPFUNC ztst[] =
{
D3DCMP_NEVER,
D3DCMP_ALWAYS,
D3DCMP_GREATEREQUAL,
D3DCMP_GREATER
};
dss->DepthEnable = true;
dss->DepthWriteMask = dssel.zwe;
dss->DepthFunc = ztst[dssel.ztst];
}
m_om_dss[dssel] = dss;
i = m_om_dss.find(dssel);
}
OMSetDepthStencilState(i->second);
hash_map<uint32, Direct3DBlendState9*>::const_iterator j = m_om_bs.find(bsel);
if(j == m_om_bs.end())
{
Direct3DBlendState9* bs = new Direct3DBlendState9();
memset(bs, 0, sizeof(*bs));
bs->BlendEnable = bsel.abe;
if(bsel.abe)
{
int i = ((bsel.a * 3 + bsel.b) * 3 + bsel.c) * 3 + bsel.d;
bs->BlendOp = (D3DBLENDOP)m_blendMapD3D9[i].op;
bs->SrcBlend = (D3DBLEND)m_blendMapD3D9[i].src;
bs->DestBlend = (D3DBLEND)m_blendMapD3D9[i].dst;
bs->BlendOpAlpha = D3DBLENDOP_ADD;
bs->SrcBlendAlpha = D3DBLEND_ONE;
bs->DestBlendAlpha = D3DBLEND_ZERO;
// Not very good but I don't wanna write another 81 row table
if(bsel.negative)
{
if(bs->BlendOp == D3DBLENDOP_ADD)
{
bs->BlendOp = D3DBLENDOP_REVSUBTRACT;
}
else if(bs->BlendOp == D3DBLENDOP_REVSUBTRACT)
{
bs->BlendOp = D3DBLENDOP_ADD;
}
else
; // god knows, best just not to mess with it for now
}
if(m_blendMapD3D9[i].bogus == 1)
{
(bsel.a == 0 ? bs->SrcBlend : bs->DestBlend) = D3DBLEND_ONE;
const string afixstr = format("%d >> 7", afix);
const char *col[3] = {"Cs", "Cd", "0"};
const char *alpha[3] = {"As", "Ad", afixstr.c_str()};
printf("Impossible blend for D3D: (%s - %s) * %s + %s\n", col[bsel.a], col[bsel.b], alpha[bsel.c], col[bsel.d]);
}
}
// this is not a typo; dx9 uses BGRA rather than the gs native RGBA, unlike dx10
if(bsel.wr) bs->RenderTargetWriteMask |= D3DCOLORWRITEENABLE_BLUE;
if(bsel.wg) bs->RenderTargetWriteMask |= D3DCOLORWRITEENABLE_GREEN;
if(bsel.wb) bs->RenderTargetWriteMask |= D3DCOLORWRITEENABLE_RED;
if(bsel.wa) bs->RenderTargetWriteMask |= D3DCOLORWRITEENABLE_ALPHA;
m_om_bs[bsel] = bs;
j = m_om_bs.find(bsel);
}
OMSetBlendState(j->second, afix >= 0x80 ? 0xffffff : 0x020202 * afix);
}