Merge branch 'master' into TemporaryHackishBranch

This commit is contained in:
LunaMoo committed 2018-09-14 01:16:24 +02:00
commit 024574ac39
14 files changed
+142 -142

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+2
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@@ -275,6 +275,8 @@ if(NOT MSVC)
add_compile_options(-fno-strict-aliasing)
if (${CMAKE_C_COMPILER_ID} STREQUAL "Intel")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -parallel -fopenmp")
else()
add_compile_options(-ffast-math)
endif()
if(X86 OR X86_64)
+1 -1
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@@ -233,7 +233,7 @@ void ComputeFragmentShaderID(ShaderID *id_out) {
bool enableFog = gstate.isFogEnabled() && !isModeThrough;
bool enableAlphaTest = gstate.isAlphaTestEnabled() && !IsAlphaTestTriviallyTrue();
bool enableColorTest = gstate.isColorTestEnabled() && !IsColorTestTriviallyTrue();
bool enableColorDoubling = gstate.isColorDoublingEnabled() && gstate.isTextureMapEnabled();
bool enableColorDoubling = gstate.isColorDoublingEnabled() && gstate.isTextureMapEnabled() && gstate.getTextureFunction() == GE_TEXFUNC_MODULATE;
bool doTextureProjection = (gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX && MatrixNeedsProjection(gstate.tgenMatrix));
bool doTextureAlpha = gstate.isTextureAlphaUsed();
bool doFlatShading = gstate.getShadeMode() == GE_SHADE_FLAT;
+8 -14
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@@ -1,4 +1,5 @@
#include <algorithm>
#include <cmath>
#include "ShaderUniforms.h"
#include "base/display.h"
@@ -143,22 +144,15 @@ void BaseUpdateUniforms(UB_VS_FS_Base *ub, uint64_t dirtyUniforms, bool flipView
getFloat24(gstate.fog1),
getFloat24(gstate.fog2),
};
if (my_isinf(fogcoef[1])) {
// not really sure what a sensible value might be.
fogcoef[1] = fogcoef[1] < 0.0f ? -10000.0f : 10000.0f;
} else if (my_isnan(fogcoef[1])) {
// Workaround for https://github.com/hrydgard/ppsspp/issues/5384#issuecomment-38365988
// Just put the fog far away at a large finite distance.
// Infinities and NaNs are rather unpredictable in shaders on many GPUs
// so it's best to just make it a sane calculation.
fogcoef[0] = 100000.0f;
fogcoef[1] = 1.0f;
// The PSP just ignores infnan here (ignoring IEEE), so take it down to a valid float.
// Workaround for https://github.com/hrydgard/ppsspp/issues/5384#issuecomment-38365988
if (my_isnanorinf(fogcoef[0])) {
// Not really sure what a sensible value might be, but let's try 64k.
fogcoef[0] = std::signbit(fogcoef[0]) ? -65535.0f : 65535.0f;
}
#ifndef MOBILE_DEVICE
else if (my_isnanorinf(fogcoef[1]) || my_isnanorinf(fogcoef[0])) {
ERROR_LOG_REPORT_ONCE(fognan, G3D, "Unhandled fog NaN/INF combo: %f %f", fogcoef[0], fogcoef[1]);
if (my_isnanorinf(fogcoef[1])) {
fogcoef[1] = std::signbit(fogcoef[1]) ? -65535.0f : 65535.0f;
}
#endif
CopyFloat2(ub->fogCoef, fogcoef);
}
+7 -11
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@@ -15,6 +15,7 @@
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <cmath>
#include "math/math_util.h"
#include "gfx_es2/gpu_features.h"
@@ -181,18 +182,13 @@ void SoftwareTransform(
Lighter lighter(vertType);
float fog_end = getFloat24(gstate.fog1);
float fog_slope = getFloat24(gstate.fog2);
// Same fixup as in ShaderManager.cpp
if (my_isinf(fog_slope)) {
// not really sure what a sensible value might be.
fog_slope = fog_slope < 0.0f ? -10000.0f : 10000.0f;
// Same fixup as in ShaderManagerGLES.cpp
if (my_isnanorinf(fog_end)) {
// Not really sure what a sensible value might be, but let's try 64k.
fog_end = std::signbit(fog_end) ? -65535.0f : 65535.0f;
}
if (my_isnan(fog_slope)) {
// Workaround for https://github.com/hrydgard/ppsspp/issues/5384#issuecomment-38365988
// Just put the fog far away at a large finite distance.
// Infinities and NaNs are rather unpredictable in shaders on many GPUs
// so it's best to just make it a sane calculation.
fog_end = 100000.0f;
fog_slope = 1.0f;
if (my_isnanorinf(fog_slope)) {
fog_slope = std::signbit(fog_slope) ? -65535.0f : 65535.0f;
}
int colorIndOffset = 0;
+12 -9
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@@ -281,6 +281,11 @@ bool GenerateFragmentShaderHLSL(const FShaderID &id, char *buffer, char* scalerC
WRITE(p, " float4 v = p;\n"); break;
}
}
if (enableColorDoubling) {
// This happens before fog is applied.
WRITE(p, " v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);\n");
}
} else {
// No texture mapping
WRITE(p, " float4 v = In.v_color0 %s;\n", secondary);
@@ -316,6 +321,12 @@ bool GenerateFragmentShaderHLSL(const FShaderID &id, char *buffer, char* scalerC
}
}
}
if (enableFog) {
WRITE(p, " float fogCoef = clamp(In.v_fogdepth, 0.0, 1.0);\n");
WRITE(p, " v = lerp(float4(u_fogcolor, v.a), v, fogCoef);\n");
}
if (enableColorTest) {
if (colorTestAgainstZero) {
// When testing against 0 (common), we can avoid some math.
@@ -352,18 +363,10 @@ bool GenerateFragmentShaderHLSL(const FShaderID &id, char *buffer, char* scalerC
}
}
// 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(In.v_fogdepth, 0.0, 1.0);\n");
WRITE(p, " v = lerp(float4(u_fogcolor, v.a), v, fogCoef);\n");
}
if (replaceBlend == REPLACE_BLEND_PRE_SRC || replaceBlend == REPLACE_BLEND_PRE_SRC_2X_ALPHA) {
const char *srcFactor = "ERROR";
switch (replaceBlendFuncA) {
+8 -14
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@@ -19,6 +19,7 @@
#define SHADERLOG
#endif
#include <cmath>
#include <map>
#include "gfx/d3d9_shader.h"
#include "base/logging.h"
@@ -375,22 +376,15 @@ void ShaderManagerDX9::VSUpdateUniforms(u64 dirtyUniforms) {
getFloat24(gstate.fog1),
getFloat24(gstate.fog2),
};
if (my_isinf(fogcoef[1])) {
// not really sure what a sensible value might be.
fogcoef[1] = fogcoef[1] < 0.0f ? -10000.0f : 10000.0f;
} else if (my_isnan(fogcoef[1])) {
// Workaround for https://github.com/hrydgard/ppsspp/issues/5384#issuecomment-38365988
// Just put the fog far away at a large finite distance.
// Infinities and NaNs are rather unpredictable in shaders on many GPUs
// so it's best to just make it a sane calculation.
fogcoef[0] = 100000.0f;
fogcoef[1] = 1.0f;
// The PSP just ignores infnan here (ignoring IEEE), so take it down to a valid float.
// Workaround for https://github.com/hrydgard/ppsspp/issues/5384#issuecomment-38365988
if (my_isnanorinf(fogcoef[0])) {
// Not really sure what a sensible value might be, but let's try 64k.
fogcoef[0] = std::signbit(fogcoef[0]) ? -65535.0f : 65535.0f;
}
#ifndef MOBILE_DEVICE
else if (my_isnanorinf(fogcoef[1]) || my_isnanorinf(fogcoef[0])) {
ERROR_LOG_REPORT_ONCE(fognan, G3D, "Unhandled fog NaN/INF combo: %f %f", fogcoef[0], fogcoef[1]);
if (my_isnanorinf(fogcoef[1])) {
fogcoef[1] = std::signbit(fogcoef[1]) ? -65535.0f : 65535.0f;
}
#endif
VSSetFloatArray(CONST_VS_FOGCOEF, fogcoef, 2);
}
if (dirtyUniforms & DIRTY_GUARDBAND) {
+13 -11
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@@ -501,11 +501,22 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, uint64_t *uniform
WRITE(p, " vec4 v = p;\n"); break;
}
}
if (enableColorDoubling) {
// This happens before fog is applied.
WRITE(p, " v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);\n");
}
} else {
// No texture mapping
WRITE(p, " vec4 v = v_color0 %s;\n", secondary);
}
if (enableFog) {
WRITE(p, " float fogCoef = clamp(v_fogdepth, 0.0, 1.0);\n");
WRITE(p, " v = mix(vec4(u_fogcolor, v.a), v, fogCoef);\n");
// WRITE(p, " v.x = v_depth;\n");
}
// Texture access is at half texels [0.5/256, 255.5/256], but colors are normalized [0, 255].
// So we have to scale to account for the difference.
std::string alphaTestXCoord = "0";
@@ -577,7 +588,7 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, uint64_t *uniform
WRITE(p, " float gResult = %s(testtex, vec2(vScale256.g, 0)).g;\n", texture);
WRITE(p, " float bResult = %s(testtex, vec2(vScale256.b, 0)).b;\n", texture);
if (colorTestFunc == GE_COMP_EQUAL) {
// Equal means all parts must be equal.
// Equal means all parts must be equal (so discard if any is not.)
WRITE(p, " if (rResult < 0.5 || gResult < 0.5 || bResult < 0.5) %s\n", discardStatement);
} else {
// Not equal means any part must be not equal.
@@ -603,19 +614,10 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, uint64_t *uniform
}
}
// 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(u_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) {
+2
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@@ -81,6 +81,8 @@ void FragmentTestCacheGLES::BindTestTexture(int slot) {
GLRTexture *tex = CreateTestTexture(funcs, refs, masks, valid);
lastTexture_ = tex;
render_->BindTexture(slot, tex);
// We only need to do this once for the texture.
render_->SetTextureSampler(slot, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, GL_NEAREST, GL_NEAREST, 0.0f);
FragmentTestTexture item;
item.lastFrame = gpuStats.numFlips;
item.texture = tex;
+9 -15
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@@ -19,8 +19,9 @@
#include "Common/CommonWindows.h"
#endif
#include <map>
#include <cmath>
#include <cstdio>
#include <map>
#include "math/dataconv.h"
#include "base/logging.h"
@@ -385,22 +386,15 @@ void LinkedShader::UpdateUniforms(u32 vertType, const ShaderID &vsid) {
getFloat24(gstate.fog1),
getFloat24(gstate.fog2),
};
if (my_isinf(fogcoef[1])) {
// not really sure what a sensible value might be.
fogcoef[1] = fogcoef[1] < 0.0f ? -10000.0f : 10000.0f;
} else if (my_isnan(fogcoef[1])) {
// Workaround for https://github.com/hrydgard/ppsspp/issues/5384#issuecomment-38365988
// Just put the fog far away at a large finite distance.
// Infinities and NaNs are rather unpredictable in shaders on many GPUs
// so it's best to just make it a sane calculation.
fogcoef[0] = 100000.0f;
fogcoef[1] = 1.0f;
// The PSP just ignores infnan here (ignoring IEEE), so take it down to a valid float.
// Workaround for https://github.com/hrydgard/ppsspp/issues/5384#issuecomment-38365988
if (my_isnanorinf(fogcoef[0])) {
// Not really sure what a sensible value might be, but let's try 64k.
fogcoef[0] = std::signbit(fogcoef[0]) ? -65535.0f : 65535.0f;
}
#ifndef MOBILE_DEVICE
else if (my_isnanorinf(fogcoef[1]) || my_isnanorinf(fogcoef[0])) {
ERROR_LOG_REPORT_ONCE(fognan, G3D, "Unhandled fog NaN/INF combo: %f %f", fogcoef[0], fogcoef[1]);
if (my_isnanorinf(fogcoef[1])) {
fogcoef[1] = std::signbit(fogcoef[1]) ? -65535.0f : 65535.0f;
}
#endif
render_->SetUniformF(&u_fogcoef, 2, fogcoef);
}
+1 -1
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@@ -157,7 +157,7 @@ void ProcessRect(const VertexData& v0, const VertexData& v1)
// Color and depth values of second vertex are used for the whole rectangle
buf[0].color0 = buf[1].color0 = buf[2].color0 = buf[3].color0;
buf[0].color1 = buf[1].color1 = buf[2].color1 = buf[3].color1;
buf[0].fogdepth = buf[1].fogdepth = buf[2].fogdepth = buf[3].fogdepth = 1.0f;
buf[0].fogdepth = buf[1].fogdepth = buf[2].fogdepth = buf[3].fogdepth;
VertexData* topleft = &buf[0];
VertexData* topright = &buf[1];
+53 -54
View File
@@ -484,9 +484,8 @@ static inline bool StencilTestPassed(u8 stencil)
return true;
}
static inline u8 ApplyStencilOp(int op, int x, int y)
{
u8 old_stencil = GetPixelStencil(x, y); // TODO: Apply mask?
static inline u8 ApplyStencilOp(int op, u8 old_stencil) {
// TODO: Apply mask to reference or old stencil?
u8 reference_stencil = gstate.getStencilTestRef(); // TODO: Apply mask?
switch (op) {
@@ -538,71 +537,71 @@ static inline u8 ApplyStencilOp(int op, int x, int y)
return old_stencil;
}
static inline u32 ApplyLogicOp(GELogicOp op, u32 old_color, u32 new_color)
{
static inline u32 ApplyLogicOp(GELogicOp op, u32 old_color, u32 new_color) {
// All of the operations here intentionally preserve alpha/stencil.
switch (op) {
case GE_LOGIC_CLEAR:
new_color = 0;
new_color &= 0xFF000000;
break;
case GE_LOGIC_AND:
new_color = new_color & old_color;
new_color = new_color & (old_color | 0xFF000000);
break;
case GE_LOGIC_AND_REVERSE:
new_color = new_color & ~old_color;
new_color = new_color & (~old_color | 0xFF000000);
break;
case GE_LOGIC_COPY:
//new_color = new_color;
// No change to new_color.
break;
case GE_LOGIC_AND_INVERTED:
new_color = ~new_color & old_color;
new_color = (~new_color & (old_color & 0x00FFFFFF)) | (new_color & 0xFF000000);
break;
case GE_LOGIC_NOOP:
new_color = old_color;
new_color = (old_color & 0x00FFFFFF) | (new_color & 0xFF000000);
break;
case GE_LOGIC_XOR:
new_color = new_color ^ old_color;
new_color = new_color ^ (old_color & 0x00FFFFFF);
break;
case GE_LOGIC_OR:
new_color = new_color | old_color;
new_color = new_color | (old_color & 0x00FFFFFF);
break;
case GE_LOGIC_NOR:
new_color = ~(new_color | old_color);
new_color = (~(new_color | old_color) & 0x00FFFFFF) | (new_color & 0xFF000000);
break;
case GE_LOGIC_EQUIV:
new_color = ~(new_color ^ old_color);
new_color = (~(new_color ^ old_color) & 0x00FFFFFF) | (new_color & 0xFF000000);
break;
case GE_LOGIC_INVERTED:
new_color = ~old_color;
new_color = (~old_color & 0x00FFFFFF) | (new_color & 0xFF000000);
break;
case GE_LOGIC_OR_REVERSE:
new_color = new_color | ~old_color;
new_color = new_color | (~old_color & 0x00FFFFFF);
break;
case GE_LOGIC_COPY_INVERTED:
new_color = ~new_color;
new_color = (~new_color & 0x00FFFFFF) | (new_color & 0xFF000000);
break;
case GE_LOGIC_OR_INVERTED:
new_color = ~new_color | old_color;
new_color = ((~new_color | old_color) & 0x00FFFFFF) | (new_color & 0xFF000000);
break;
case GE_LOGIC_NAND:
new_color = ~(new_color & old_color);
new_color = (~(new_color & old_color) & 0x00FFFFFF) | (new_color & 0xFF000000);
break;
case GE_LOGIC_SET:
new_color = 0xFFFFFFFF;
new_color |= 0x00FFFFFF;
break;
}
@@ -623,7 +622,13 @@ static inline Vec4<int> GetTextureFunctionOutput(const Vec4<int>& prim_color, co
// We can be accurate up to 24 bit integers, should be enough.
const __m128 p = _mm_cvtepi32_ps(prim_color.ivec);
const __m128 t = _mm_cvtepi32_ps(texcolor.ivec);
out_rgb.ivec = _mm_cvtps_epi32(_mm_div_ps(_mm_mul_ps(p, t), _mm_set_ps1(255.0f)));
const __m128 b = _mm_mul_ps(p, t);
if (gstate.isColorDoublingEnabled()) {
// We double right here, only for modulate. Other tex funcs do not color double.
out_rgb.ivec = _mm_cvtps_epi32(_mm_mul_ps(b, _mm_set_ps1(2.0f / 255.0f)));
} else {
out_rgb.ivec = _mm_cvtps_epi32(_mm_mul_ps(b, _mm_set_ps1(1.0f / 255.0f)));
}
if (rgba) {
return Vec4<int>(out_rgb.ivec);
@@ -631,7 +636,11 @@ static inline Vec4<int> GetTextureFunctionOutput(const Vec4<int>& prim_color, co
out_a = prim_color.a();
}
#else
out_rgb = prim_color.rgb() * texcolor.rgb() / 255;
if (gstate.isColorDoublingEnabled()) {
out_rgb = (prim_color.rgb() * texcolor.rgb() * 2) / 255;
} else {
out_rgb = prim_color.rgb() * texcolor.rgb() / 255;
}
out_a = (rgba) ? (prim_color.a() * texcolor.a() / 255) : prim_color.a();
#endif
break;
@@ -895,28 +904,34 @@ static inline Vec3<int> AlphaBlendingResult(const Vec4<int> &source, const Vec4<
template <bool clearMode>
inline void DrawSinglePixel(const DrawingCoords &p, u16 z, u8 fog, const Vec4<int> &color_in) {
Vec4<int> prim_color = color_in;
// Depth range test
// TODO: Clear mode?
Vec4<int> prim_color = color_in.Clamp(0, 255);
// Depth range test - applied in clear mode, if not through mode.
if (!gstate.isModeThrough())
if (z < gstate.getDepthRangeMin() || z > gstate.getDepthRangeMax())
return;
if (gstate.isAlphaTestEnabled() && !clearMode)
if (!AlphaTestPassed(prim_color.a()))
return;
// Fog is applied prior to color test.
if (gstate.isFogEnabled() && !gstate.isModeThrough() && !clearMode) {
Vec3<int> fogColor = Vec3<int>::FromRGB(gstate.fogcolor);
fogColor = (prim_color.rgb() * (int)fog + fogColor * (255 - (int)fog)) / 255;
prim_color.r() = fogColor.r();
prim_color.g() = fogColor.g();
prim_color.b() = fogColor.b();
}
if (gstate.isColorTestEnabled() && !clearMode)
if (!ColorTestPassed(prim_color.rgb()))
return;
// TODO: Does a need to be clamped?
if (gstate.isAlphaTestEnabled() && !clearMode)
if (!AlphaTestPassed(prim_color.a()))
return;
// In clear mode, it uses the alpha color as stencil.
u8 stencil = clearMode ? prim_color.a() : GetPixelStencil(p.x, p.y);
// TODO: Is it safe to ignore gstate.isDepthTestEnabled() when clear mode is enabled? Probably yes
if (!clearMode && (gstate.isStencilTestEnabled() || gstate.isDepthTestEnabled())) {
if (gstate.isStencilTestEnabled() && !StencilTestPassed(stencil)) {
stencil = ApplyStencilOp(gstate.getStencilOpSFail(), p.x, p.y);
stencil = ApplyStencilOp(gstate.getStencilOpSFail(), stencil);
SetPixelStencil(p.x, p.y, stencil);
return;
}
@@ -924,12 +939,12 @@ inline void DrawSinglePixel(const DrawingCoords &p, u16 z, u8 fog, const Vec4<in
// Also apply depth at the same time. If disabled, same as passing.
if (gstate.isDepthTestEnabled() && !DepthTestPassed(p.x, p.y, z)) {
if (gstate.isStencilTestEnabled()) {
stencil = ApplyStencilOp(gstate.getStencilOpZFail(), p.x, p.y);
stencil = ApplyStencilOp(gstate.getStencilOpZFail(), stencil);
SetPixelStencil(p.x, p.y, stencil);
}
return;
} else if (gstate.isStencilTestEnabled()) {
stencil = ApplyStencilOp(gstate.getStencilOpZPass(), p.x, p.y);
stencil = ApplyStencilOp(gstate.getStencilOpZPass(), stencil);
}
if (gstate.isDepthTestEnabled() && gstate.isDepthWriteEnabled()) {
@@ -939,28 +954,12 @@ inline void DrawSinglePixel(const DrawingCoords &p, u16 z, u8 fog, const Vec4<in
SetPixelDepth(p.x, p.y, z);
}
// Doubling happens only when texturing is enabled, and after tests.
if (gstate.isTextureMapEnabled() && gstate.isColorDoublingEnabled() && !clearMode) {
// TODO: Does this need to be clamped before blending?
prim_color.r() <<= 1;
prim_color.g() <<= 1;
prim_color.b() <<= 1;
}
if (gstate.isFogEnabled() && !gstate.isModeThrough() && !clearMode) {
Vec3<int> fogColor = Vec3<int>::FromRGB(gstate.fogcolor);
fogColor = (prim_color.rgb() * (int)fog + fogColor * (255 - (int)fog)) / 255;
prim_color.r() = fogColor.r();
prim_color.g() = fogColor.g();
prim_color.b() = fogColor.b();
}
const u32 old_color = GetPixelColor(p.x, p.y);
u32 new_color;
if (gstate.isAlphaBlendEnabled() && !clearMode) {
const Vec4<int> dst = Vec4<int>::FromRGBA(old_color);
// ToRGBA() always automatically clamps.
// ToRGB() always automatically clamps.
new_color = AlphaBlendingResult(prim_color, dst).ToRGB();
new_color |= stencil << 24;
} else {
@@ -974,8 +973,8 @@ inline void DrawSinglePixel(const DrawingCoords &p, u16 z, u8 fog, const Vec4<in
// Logic ops are applied after blending (if blending is enabled.)
if (gstate.isLogicOpEnabled() && !clearMode) {
// Logic ops don't affect stencil.
new_color = (stencil << 24) | (ApplyLogicOp(gstate.getLogicOp(), old_color, new_color) & 0x00FFFFFF);
// Logic ops don't affect stencil, which happens inside ApplyLogicOp.
new_color = ApplyLogicOp(gstate.getLogicOp(), old_color, new_color);
}
if (clearMode) {
+13 -2
View File
@@ -15,6 +15,8 @@
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <cmath>
#include "math/math_util.h"
#include "Common/MemoryUtil.h"
#include "Core/Config.h"
#include "GPU/GPUState.h"
@@ -216,8 +218,17 @@ VertexData TransformUnit::ReadVertex(VertexReader& vreader)
ModelCoords viewpos = TransformUnit::WorldToView(vertex.worldpos);
vertex.clippos = ClipCoords(TransformUnit::ViewToClip(viewpos));
if (gstate.isFogEnabled()) {
// TODO: Validate inf/nan.
vertex.fogdepth = (viewpos.z + getFloat24(gstate.fog1)) * getFloat24(gstate.fog2);
float fog_end = getFloat24(gstate.fog1);
float fog_slope = getFloat24(gstate.fog2);
// Same fixup as in ShaderManagerGLES.cpp
if (my_isnanorinf(fog_end)) {
// Not really sure what a sensible value might be, but let's try 64k.
fog_end = std::signbit(fog_end) ? -65535.0f : 65535.0f;
}
if (my_isnanorinf(fog_slope)) {
fog_slope = std::signbit(fog_slope) ? -65535.0f : 65535.0f;
}
vertex.fogdepth = (viewpos.z + fog_end) * fog_slope;
} else {
vertex.fogdepth = 1.0f;
}
+12 -10
View File
@@ -340,6 +340,11 @@ bool GenerateVulkanGLSLFragmentShader(const FShaderID &id, char *buffer) {
WRITE(p, " vec4 v = p;\n"); break;
}
}
if (enableColorDoubling) {
// This happens before fog is applied.
WRITE(p, " v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);\n");
}
} else {
// No texture mapping
WRITE(p, " vec4 v = v_color0 %s;\n", secondary);
@@ -375,6 +380,12 @@ bool GenerateVulkanGLSLFragmentShader(const FShaderID &id, char *buffer) {
}
}
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 (enableColorTest) {
if (colorTestAgainstZero) {
// When testing against 0 (common), we can avoid some math.
@@ -401,19 +412,10 @@ 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) {
+1
View File
@@ -375,6 +375,7 @@ 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();