mirror of
https://github.com/ARMSX2/ARMSX2.git
synced 2026-08-24 16:50:16 -07:00
GS/HW: ROV support.
This commit is contained in:
@@ -50,6 +50,12 @@
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#define PS_AA1_TRIANGLE_SW_Z 3
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#endif
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#ifndef PS_ROV_DEPTH_NONE
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#define PS_ROV_DEPTH_NONE 0
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#define PS_ROV_DEPTH_READ_WRITE 1
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#define PS_ROV_DEPTH_READ_ONLY 2
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#endif
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#ifndef PS_FST
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#define PS_IIP 0
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#define PS_FST 0
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@@ -111,6 +117,8 @@
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#define PS_TEX_IS_FB 0
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#define PS_AA1 0
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#define PS_ABE 0
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#define PS_ROV_COLOR 0
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#define PS_ROV_DEPTH 0
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#endif
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#ifndef VS_EXPAND_NONE
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@@ -132,6 +140,12 @@
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#define SW_DEPTH (NEEDS_DEPTH_FOR_AFAIL || NEEDS_DEPTH_FOR_ZTST || NEEDS_DEPTH_FOR_AA1)
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#define ZWRITE (PS_ZFLOOR || PS_ZCLAMP || SW_DEPTH)
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#define PS_RETURN_COLOR_ROV (!PS_NO_COLOR && PS_ROV_COLOR)
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#define PS_RETURN_COLOR (!PS_NO_COLOR && !PS_ROV_COLOR)
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#define PS_RETURN_DEPTH_ROV (PS_ROV_DEPTH == PS_ROV_DEPTH_READ_WRITE)
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#define PS_RETURN_DEPTH (ZWRITE && !PS_ROV_DEPTH)
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#define PS_ROV_EARLYDEPTHSTENCIL (PS_ROV_COLOR && !PS_ROV_DEPTH && !ZWRITE)
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struct VS_INPUT
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{
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float2 st : TEXCOORD0;
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@@ -178,22 +192,27 @@ struct PS_INPUT
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#ifdef PIXEL_SHADER
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struct PS_OUTPUT
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struct PS_OUTPUT_REAL
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{
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#define NUM_RTS 0
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#if !PS_NO_COLOR
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#if PS_DATE == 1 || PS_DATE == 2
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float c : SV_Target;
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#else
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float4 c0 : SV_Target0;
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#undef NUM_RTS
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#define NUM_RTS 1
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#if !PS_NO_COLOR1
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float4 c1 : SV_Target1;
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#if PS_RETURN_COLOR
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#if PS_DATE == 1 || PS_DATE == 2
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float c : SV_Target;
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#else
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float4 c0 : SV_Target0;
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#undef NUM_RTS
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#define NUM_RTS 1
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#if !PS_NO_COLOR1
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float4 c1 : SV_Target1;
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#endif
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#endif
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#endif
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#endif
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#endif
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#if ZWRITE
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#if PS_RETURN_DEPTH
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// In DX12 we do depth feedback loops with a color copy.
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#if SW_DEPTH && PS_NO_COLOR1 && DX12
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#if NUM_RTS > 0
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@@ -208,16 +227,45 @@ struct PS_OUTPUT
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float depth : SV_Depth;
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#endif
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#endif
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#undef NUM_RTS
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};
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struct PS_OUTPUT
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{
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#if !PS_NO_COLOR
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#if PS_DATE == 1 || PS_DATE == 2
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float c;
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#else
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float4 c0;
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#if !PS_NO_COLOR1
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float4 c1;
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#endif
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#endif
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#endif
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};
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Texture2D<float4> Texture : register(t0);
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Texture2D<float4> Palette : register(t1);
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#if !PS_ROV_COLOR
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Texture2D<float4> RtTexture : register(t2);
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#endif
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Texture2D<float> PrimMinTexture : register(t3);
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#if !PS_ROV_DEPTH
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Texture2D<float> DepthTexture : register(t4);
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#endif
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SamplerState TextureSampler : register(s0);
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#if PS_ROV_COLOR
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RasterizerOrderedTexture2D<unorm float4> RtTextureRov : register(u0);
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static float4 rov_rt_value;
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#endif
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#if PS_ROV_DEPTH
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RasterizerOrderedTexture2D<float> DepthTextureRov : register(u1);
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static float rov_depth_value;
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#endif
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#ifdef DX12
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cbuffer cb1 : register(b1)
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#else
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@@ -244,6 +292,38 @@ cbuffer cb1
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float RcpScaleFactor;
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};
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float4 RtLoad(int2 xy)
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{
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#if PS_ROV_COLOR
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return rov_rt_value;
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#else
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return RtTexture.Load(int3(int2(xy), 0));
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#endif
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}
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float DepthLoad(int2 xy)
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{
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#if PS_ROV_DEPTH
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return rov_depth_value;
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#else
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return DepthTexture.Load(int3(int2(xy), 0));
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#endif
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}
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void RtWrite(int2 xy, float4 c)
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{
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#if PS_ROV_COLOR
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RtTextureRov[xy] = c;
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#endif
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}
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void DepthWrite(int2 xy, float d)
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{
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#if PS_ROV_DEPTH
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DepthTextureRov[xy] = d;
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#endif
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}
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#if (PS_AUTOMATIC_LOD != 1) && (PS_MANUAL_LOD == 1)
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float manual_lod(float uv_w)
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{
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@@ -407,7 +487,7 @@ float4 sample_c_af(float2 uv, float uv_w)
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float4 sample_c(float2 uv, float uv_w, int2 xy)
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{
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#if PS_TEX_IS_FB == 1
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return RtTexture.Load(int3(int2(xy), 0));
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return RtLoad(xy);
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#elif PS_REGION_RECT == 1
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return Texture.Load(int3(int2(uv), 0));
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#else
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@@ -602,7 +682,7 @@ float4x4 sample_4p(uint4 u)
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uint fetch_raw_depth(int2 xy)
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{
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#if PS_TEX_IS_FB == 1
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float4 col = RtTexture.Load(int3(xy, 0));
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float4 col = RtLoad(xy);
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#else
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float4 col = Texture.Load(int3(xy, 0));
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#endif
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@@ -612,7 +692,7 @@ uint fetch_raw_depth(int2 xy)
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float4 fetch_raw_color(int2 xy)
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{
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#if PS_TEX_IS_FB == 1
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return RtTexture.Load(int3(xy, 0));
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return RtLoad(xy);
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#else
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return Texture.Load(int3(xy, 0));
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#endif
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@@ -621,7 +701,7 @@ float4 fetch_raw_color(int2 xy)
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float4 fetch_c(int2 uv)
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{
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#if PS_TEX_IS_FB == 1
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return RtTexture.Load(int3(uv, 0));
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return RtLoad(uv);
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#else
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return Texture.Load(int3(uv, 0));
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#endif
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@@ -1027,7 +1107,7 @@ void ps_fbmask(inout float4 C, float2 pos_xy)
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if (PS_FBMASK)
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{
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float multi = PS_COLCLIP_HW ? 65535.0f : 255.0f;
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float4 RT = trunc(RtTexture.Load(int3(pos_xy, 0)) * multi + 0.1f);
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float4 RT = trunc(RtLoad(int2(pos_xy)) * multi + 0.1f);
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C = (float4)(((uint4)C & ~FbMask) | ((uint4)RT & FbMask));
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}
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}
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@@ -1103,7 +1183,7 @@ void ps_blend(inout float4 Color, inout float4 As_rgba, float2 pos_xy)
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As_rgba.rgb = (float3)1.0f;
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}
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float4 RT = SW_BLEND_NEEDS_RT ? RtTexture.Load(int3(pos_xy, 0)) : (float4)0.0f;
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float4 RT = SW_BLEND_NEEDS_RT ? RtLoad(int2(pos_xy)) : (float4)0.0f;
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if (PS_SHUFFLE && SW_BLEND_NEEDS_RT)
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{
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@@ -1236,20 +1316,49 @@ void ps_blend(inout float4 Color, inout float4 As_rgba, float2 pos_xy)
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}
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}
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PS_OUTPUT ps_main(PS_INPUT input)
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#if PS_ROV_EARLYDEPTHSTENCIL
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[earlydepthstencil]
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#endif
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#if PS_ROV_COLOR || PS_ROV_DEPTH
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#define DISCARD rov_discard = true
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#else
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#define DISCARD discard
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#endif
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#if (PS_RETURN_COLOR || PS_RETURN_DEPTH)
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PS_OUTPUT_REAL ps_main(PS_INPUT input)
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#else
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void ps_main(PS_INPUT input)
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#endif
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{
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// Must floor before depth testing.
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#if PS_ZFLOOR
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input.p.z = floor(input.p.z * exp2(32.0f)) * exp2(-32.0f);
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#endif
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#if PS_ZTST == ZTST_GEQUAL
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if (input.p.z < DepthTexture.Load(int3(input.p.xy, 0)).r)
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discard;
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#elif PS_ZTST == ZTST_GREATER
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if (input.p.z <= DepthTexture.Load(int3(input.p.xy, 0)).r)
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discard;
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#if PS_ROV_COLOR
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rov_rt_value = RtTextureRov[input.p.xy];
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#endif
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#if PS_ROV_DEPTH
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rov_depth_value = DepthTextureRov[input.p.xy];
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#endif
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#if PS_ROV_COLOR || PS_ROV_DEPTH
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bool rov_discard = false;
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#endif
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// Use ROV discard macro for since we cannot do
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// conditional discard based on value read from ROV.
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#if PS_ZTST == ZTST_GEQUAL
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if (input.p.z < DepthLoad(input.p.xy))
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DISCARD;
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#elif PS_ZTST == ZTST_GREATER
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if (input.p.z <= DepthLoad(input.p.xy))
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DISCARD;
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#endif
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float4 C = ps_color(input);
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#if PS_AA1
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@@ -1267,13 +1376,11 @@ PS_OUTPUT ps_main(PS_INPUT input)
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bool atst_pass = atst(C);
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#if PS_AFAIL == AFAIL_KEEP
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#if PS_ATST != PS_ATST_NONE && PS_AFAIL == AFAIL_KEEP
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if (!atst_pass)
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discard;
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#endif
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PS_OUTPUT output;
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if (PS_SCANMSK & 2)
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{
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// fail depth test on prohibited lines
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@@ -1284,7 +1391,7 @@ PS_OUTPUT ps_main(PS_INPUT input)
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float4 alpha_blend = (float4)0.0f;
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if (SW_AD_TO_HW)
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{
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float4 RT = PS_RTA_CORRECTION ? trunc(RtTexture.Load(int3(input.p.xy, 0)) * 128.0f + 0.1f) : trunc(RtTexture.Load(int3(input.p.xy, 0)) * 255.0f + 0.1f);
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float4 RT = PS_RTA_CORRECTION ? trunc(RtLoad(input.p.xy) * 128.0f + 0.1f) : trunc(RtLoad(input.p.xy) * 255.0f + 0.1f);
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alpha_blend = (float4)(RT.a / 128.0f);
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}
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else
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@@ -1308,9 +1415,9 @@ PS_OUTPUT ps_main(PS_INPUT input)
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#if PS_WRITE_RG == 1
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// Pseudo 16 bits access.
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float rt_a = RtTexture.Load(int3(input.p.xy, 0)).g;
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float rt_a = RtLoad(input.p.xy).g;
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#else
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float rt_a = RtTexture.Load(int3(input.p.xy, 0)).a;
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float rt_a = RtLoad(input.p.xy).a;
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#endif
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#if (PS_DATE & 3) == 1
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@@ -1329,9 +1436,8 @@ PS_OUTPUT ps_main(PS_INPUT input)
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#endif
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#endif
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if (bad)
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discard;
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if (bad)
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discard;
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#endif
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#if PS_DATE == 3
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@@ -1342,6 +1448,8 @@ PS_OUTPUT ps_main(PS_INPUT input)
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discard;
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#endif
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PS_OUTPUT output;
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// Get first primitive that will write a failling alpha value
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#if PS_DATE == 1
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// DATM == 0
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@@ -1427,32 +1535,32 @@ PS_OUTPUT ps_main(PS_INPUT input)
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alpha_blend.a = float(atst_pass);
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#endif
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// Output color scaling
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#if !PS_NO_COLOR
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output.c0.a = PS_RTA_CORRECTION ? C.a / 128.0f : C.a / 255.0f;
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output.c0.rgb = PS_COLCLIP_HW ? float3(C.rgb / 65535.0f) : C.rgb / 255.0f;
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#if !PS_NO_COLOR1
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output.c1 = alpha_blend;
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#endif
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#endif // !PS_NO_COLOR
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// Alpha test with feedback
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#if PS_AFAIL == AFAIL_FB_ONLY
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if (!atst_pass)
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input.p.z = DepthTexture.Load(int3(input.p.xy, 0)).r;
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input.p.z = DepthLoad(input.p.xy);
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#elif PS_AFAIL == AFAIL_ZB_ONLY
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if (!atst_pass)
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output.c0 = RtTexture.Load(int3(input.p.xy, 0));
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output.c0 = RtLoad(input.p.xy);
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#elif PS_AFAIL == AFAIL_RGB_ONLY || PS_AFAIL == AFAIL_RGB_ONLY_SW_Z
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if (!atst_pass)
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{
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output.c0.a = RtTexture.Load(int3(input.p.xy, 0)).a;
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output.c0.a = RtLoad(input.p.xy).a;
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#if PS_AFAIL == AFAIL_RGB_ONLY_SW_Z
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input.p.z = DepthTexture.Load(int3(input.p.xy, 0)).r;
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input.p.z = DepthLoad(input.p.xy);
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#endif
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}
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#endif
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#endif // !PS_NO_COLOR
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#endif // PS_DATE != 1/2
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#if PS_ZCLAMP
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@@ -1461,18 +1569,47 @@ PS_OUTPUT ps_main(PS_INPUT input)
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#if PS_AA1 == PS_AA1_TRIANGLE_SW_Z
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if (!bool(input.interior))
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input.p.z = DepthTexture.Load(int3(input.p.xy, 0)).r; // No depth update for triangle edges.
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input.p.z = DepthLoad(input.p.xy); // No depth update for triangle edges.
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#endif
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#if ZWRITE
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#if SW_DEPTH && PS_NO_COLOR1 && DX12
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// Output color clone for feedback as well as real depth.
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output.depth_color = input.p.z;
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#endif
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output.depth = input.p.z;
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#if (PS_RETURN_COLOR || PS_RETURN_DEPTH)
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// Output struct with the actual system values output semantics.
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PS_OUTPUT_REAL output_real;
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#endif
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return output;
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// Color write back
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#if PS_RETURN_COLOR
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#if PS_DATE == 1 || PS_DATE == 2
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output_real.c = output.c;
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#else
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output_real.c0 = output.c0;
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#if !PS_NO_COLOR1
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output_real.c1 = output.c1;
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#endif
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#endif
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#elif PS_RETURN_COLOR_ROV
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output.c0 = (rov_discard | (FbMask == 0xFFu)) ? RtLoad(input.p.xy) : output.c0;
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RtWrite(input.p.xy, output.c0);
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#endif
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// Depth write back
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#if PS_RETURN_DEPTH
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output_real.depth = input.p.z;
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#if SW_DEPTH && PS_NO_COLOR1 && DX12
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// Output color clone for feedback.
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output_real.depth_color = input.p.z;
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#endif
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#elif PS_RETURN_DEPTH_ROV
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#if SW_DEPTH
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input.p.z = rov_discard ? DepthLoad(input.p.xy) : input.p.z;
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#endif
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DepthWrite(input.p.xy, input.p.z);
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#endif
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#if (PS_RETURN_COLOR || PS_RETURN_DEPTH)
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return output_real;
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#endif
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}
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#endif // PIXEL_SHADER
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@@ -40,6 +40,12 @@
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#define PS_AA1_TRIANGLE_SW_Z 3
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#endif
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#ifndef PS_ROV_DEPTH_NONE
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#define PS_ROV_DEPTH_NONE 0
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#define PS_ROV_DEPTH_READ_WRITE 1
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#define PS_ROV_DEPTH_READ_ONLY 2
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#endif
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// TEX_COORD_DEBUG output the uv coordinate as color. It is useful
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// to detect bad sampling due to upscaling
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//#define TEX_COORD_DEBUG
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@@ -59,11 +65,17 @@
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#define NEEDS_DEPTH_FOR_ZTST (PS_ZTST == ZTST_GEQUAL || PS_ZTST == ZTST_GREATER)
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#define NEEDS_DEPTH_FOR_AA1 (PS_AA1 == PS_AA1_TRIANGLE_SW_Z)
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#define NEEDS_RT (NEEDS_RT_EARLY || NEEDS_RT_FOR_AFAIL || (!PS_PRIMID_INIT && (PS_FBMASK || SW_BLEND_NEEDS_RT || SW_AD_TO_HW)) || PS_COLOR_FEEDBACK)
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#define NEEDS_RT (NEEDS_RT_EARLY || NEEDS_RT_FOR_AFAIL || (!PS_PRIMID_INIT && (PS_FBMASK || SW_BLEND_NEEDS_RT || SW_AD_TO_HW)))
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#define NEEDS_TEX (PS_TFX != 4)
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#define SW_DEPTH (NEEDS_DEPTH_FOR_AFAIL || NEEDS_DEPTH_FOR_ZTST || NEEDS_DEPTH_FOR_AA1)
|
||||
#define ZWRITE (SW_DEPTH || PS_ZCLAMP || PS_ZFLOOR)
|
||||
|
||||
#define PS_RETURN_COLOR_ROV (!PS_NO_COLOR && PS_ROV_COLOR)
|
||||
#define PS_RETURN_COLOR (!PS_NO_COLOR && !PS_ROV_COLOR)
|
||||
#define PS_RETURN_DEPTH_ROV (PS_ROV_DEPTH == PS_ROV_DEPTH_READ_WRITE)
|
||||
#define PS_RETURN_DEPTH (ZWRITE && !PS_ROV_DEPTH)
|
||||
#define PS_ROV_EARLYDEPTHSTENCIL (PS_ROV_COLOR && !PS_ROV_DEPTH && !ZWRITE)
|
||||
|
||||
layout(std140, binding = 0) uniform cb21
|
||||
{
|
||||
vec3 FogColor;
|
||||
@@ -121,28 +133,42 @@ in SHADER
|
||||
#if defined(GL_EXT_shader_framebuffer_fetch)
|
||||
#undef TARGET_0_QUALIFIER
|
||||
#define TARGET_0_QUALIFIER inout
|
||||
#define LAST_FRAG_COLOR SV_Target0
|
||||
#define LAST_FRAG_COLOR o_col0
|
||||
#elif defined(GL_ARM_shader_framebuffer_fetch)
|
||||
#define LAST_FRAG_COLOR gl_LastFragColorARM
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if !PS_NO_COLOR && !PS_NO_COLOR1
|
||||
// Same buffer but 2 colors for dual source blending
|
||||
layout(location = 0, index = 0) TARGET_0_QUALIFIER vec4 SV_Target0;
|
||||
layout(location = 0, index = 1) out vec4 SV_Target1;
|
||||
#elif !PS_NO_COLOR
|
||||
layout(location = 0) TARGET_0_QUALIFIER vec4 SV_Target0;
|
||||
#if PS_RETURN_COLOR
|
||||
#if !PS_NO_COLOR && !PS_NO_COLOR1
|
||||
// Same buffer but 2 colors for dual source blending
|
||||
layout(location = 0, index = 0) TARGET_0_QUALIFIER vec4 o_col0;
|
||||
layout(location = 0, index = 1) out vec4 o_col1;
|
||||
#elif !PS_NO_COLOR
|
||||
layout(location = 0) TARGET_0_QUALIFIER vec4 o_col0;
|
||||
#endif
|
||||
#elif PS_RETURN_COLOR_ROV
|
||||
vec4 o_col0;
|
||||
#endif
|
||||
|
||||
// Depth feedback mode 2 is for depth as color.
|
||||
// Use FB fetch for the feedback if it's available.
|
||||
#if SW_DEPTH && PS_NO_COLOR1 && (DEPTH_FEEDBACK_SUPPORT == 2)
|
||||
#if HAS_FRAMEBUFFER_FETCH
|
||||
layout(location = 1) inout float SV_Target1;
|
||||
#else
|
||||
layout(location = 1) out float SV_Target1;
|
||||
#if HAS_FRAMEBUFFER_FETCH
|
||||
layout(location = 1) inout float o_col1;
|
||||
#else
|
||||
layout(location = 1) out float o_col1;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if PS_ROV_COLOR
|
||||
layout(binding = 0, rgba8) uniform restrict coherent image2D RtImageRov;
|
||||
vec4 rov_rt_value = vec4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
#endif
|
||||
|
||||
#if PS_ROV_DEPTH
|
||||
layout(binding = 1, r32f) uniform restrict coherent image2D DepthImageRov;
|
||||
float rov_depth_value = 0.0f;
|
||||
#endif
|
||||
|
||||
#if NEEDS_TEX
|
||||
@@ -161,17 +187,19 @@ layout(binding = 3) uniform sampler2D img_prim_min;
|
||||
// Depth feedback mode 1 binds depth buffer directly as a texture.
|
||||
// Depth feedback mode 2 (depth as color) can use FB fetch for the feedback,
|
||||
// in which case we don't need to explicitly bind depth as a texture.
|
||||
#if (DEPTH_FEEDBACK_SUPPORT == 1 || (DEPTH_FEEDBACK_SUPPORT == 2 && !HAS_FRAMEBUFFER_FETCH)) && SW_DEPTH
|
||||
#if (DEPTH_FEEDBACK_SUPPORT == 1 || (DEPTH_FEEDBACK_SUPPORT == 2 && !HAS_FRAMEBUFFER_FETCH)) && SW_DEPTH && !PS_ROV_DEPTH
|
||||
layout(binding = 4) uniform sampler2D DepthSampler;
|
||||
#endif
|
||||
|
||||
#if ZWRITE && PS_HAS_CONSERVATIVE_DEPTH && !SW_DEPTH
|
||||
#if ZWRITE && PS_HAS_CONSERVATIVE_DEPTH && !SW_DEPTH && !PS_ROV_DEPTH
|
||||
layout(depth_less) out float gl_FragDepth;
|
||||
#endif
|
||||
|
||||
vec4 sample_from_rt()
|
||||
{
|
||||
#if !NEEDS_RT
|
||||
#if PS_ROV_COLOR
|
||||
return rov_rt_value;
|
||||
#elif !NEEDS_RT
|
||||
return vec4(0.0);
|
||||
#elif HAS_FRAMEBUFFER_FETCH
|
||||
return LAST_FRAG_COLOR;
|
||||
@@ -180,14 +208,16 @@ vec4 sample_from_rt()
|
||||
#endif
|
||||
}
|
||||
|
||||
vec4 sample_from_depth()
|
||||
float sample_from_depth()
|
||||
{
|
||||
#if !SW_DEPTH
|
||||
return vec4(0.0);
|
||||
#if PS_ROV_DEPTH
|
||||
return rov_depth_value;
|
||||
#elif !SW_DEPTH
|
||||
return 0.0f;
|
||||
#elif HAS_FRAMEBUFFER_FETCH && (DEPTH_FEEDBACK_SUPPORT == 2)
|
||||
return SV_Target1;
|
||||
return o_col1;
|
||||
#else
|
||||
return texelFetch(DepthSampler, ivec2(gl_FragCoord.xy), 0);
|
||||
return texelFetch(DepthSampler, ivec2(gl_FragCoord.xy), 0).r;
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -1183,6 +1213,20 @@ float As = As_rgba.a;
|
||||
#endif
|
||||
}
|
||||
|
||||
#if (PS_ROV_COLOR || PS_ROV_DEPTH) && (USE_ARB_FSI || USE_NV_FSI)
|
||||
layout(pixel_interlock_ordered) in;
|
||||
#endif
|
||||
|
||||
#if PS_ROV_EARLYDEPTHSTENCIL
|
||||
layout(early_fragment_tests) in;
|
||||
#endif
|
||||
|
||||
#if PS_ROV_COLOR || PS_ROV_DEPTH
|
||||
#define DISCARD rov_discard = true
|
||||
#else
|
||||
#define DISCARD discard
|
||||
#endif
|
||||
|
||||
void ps_main()
|
||||
{
|
||||
float input_z = gl_FragCoord.z;
|
||||
@@ -1192,18 +1236,40 @@ void ps_main()
|
||||
input_z = floor(input_z * exp2(32.0f)) * exp2(-32.0f);
|
||||
#endif
|
||||
|
||||
#if PS_ROV_COLOR || PS_ROV_DEPTH
|
||||
#if USE_ARB_FSI
|
||||
beginInvocationInterlockARB();
|
||||
#elif USE_NV_FSI
|
||||
beginInvocationInterlockNV();
|
||||
#elif USE_INTEL_FSI
|
||||
beginFragmentShaderOrderingINTEL();
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if PS_ROV_COLOR
|
||||
rov_rt_value = imageLoad(RtImageRov, ivec2(gl_FragCoord.xy));
|
||||
#endif
|
||||
|
||||
#if PS_ROV_DEPTH
|
||||
rov_depth_value = imageLoad(DepthImageRov, ivec2(gl_FragCoord.xy)).r;
|
||||
#endif
|
||||
|
||||
#if PS_ROV_COLOR || PS_ROV_DEPTH
|
||||
bool rov_discard = false;
|
||||
#endif
|
||||
|
||||
#if PS_ZTST == ZTST_GEQUAL
|
||||
if (input_z < sample_from_depth().r)
|
||||
discard;
|
||||
if (input_z < sample_from_depth())
|
||||
DISCARD;
|
||||
#elif PS_ZTST == ZTST_GREATER
|
||||
if (input_z <= sample_from_depth().r)
|
||||
discard;
|
||||
if (input_z <= sample_from_depth())
|
||||
DISCARD;
|
||||
#endif
|
||||
|
||||
#if PS_SCANMSK & 2
|
||||
// fail depth test on prohibited lines
|
||||
if ((int(gl_FragCoord.y) & 1) == (PS_SCANMSK & 1))
|
||||
discard;
|
||||
DISCARD;
|
||||
#endif
|
||||
|
||||
#if PS_DATE >= 5
|
||||
@@ -1232,7 +1298,7 @@ void ps_main()
|
||||
#endif
|
||||
|
||||
if (bad) {
|
||||
discard;
|
||||
DISCARD;
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1243,7 +1309,7 @@ void ps_main()
|
||||
// the bad alpha value so we must keep it.
|
||||
|
||||
if (gl_PrimitiveID > stencil_ceil) {
|
||||
discard;
|
||||
DISCARD;
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -1264,9 +1330,9 @@ void ps_main()
|
||||
|
||||
bool atst_pass = atst(C);
|
||||
|
||||
#if PS_AFAIL == AFAIL_KEEP
|
||||
#if PS_ATST != PS_ATST_NONE && PS_AFAIL == AFAIL_KEEP
|
||||
if (!atst_pass)
|
||||
discard;
|
||||
DISCARD;
|
||||
#endif
|
||||
|
||||
#if SW_AD_TO_HW
|
||||
@@ -1293,12 +1359,12 @@ void ps_main()
|
||||
#if PS_DATE == 1
|
||||
// DATM == 0
|
||||
// Pixel with alpha equal to 1 will failed (128-255)
|
||||
SV_Target0 = (C.a > 127.5f) ? vec4(gl_PrimitiveID) : vec4(0x7FFFFFFF);
|
||||
o_col0 = (C.a > 127.5f) ? vec4(gl_PrimitiveID) : vec4(0x7FFFFFFF);
|
||||
return;
|
||||
#elif PS_DATE == 2
|
||||
// DATM == 1
|
||||
// Pixel with alpha equal to 0 will failed (0-127)
|
||||
SV_Target0 = (C.a < 127.5f) ? vec4(gl_PrimitiveID) : vec4(0x7FFFFFFF);
|
||||
o_col0 = (C.a < 127.5f) ? vec4(gl_PrimitiveID) : vec4(0x7FFFFFFF);
|
||||
return;
|
||||
#endif
|
||||
|
||||
@@ -1372,7 +1438,7 @@ void ps_main()
|
||||
// Alpha test with feedback
|
||||
#if PS_AFAIL == AFAIL_FB_ONLY
|
||||
if (!atst_pass)
|
||||
input_z = sample_from_depth().r;
|
||||
input_z = sample_from_depth();
|
||||
#elif PS_AFAIL == AFAIL_ZB_ONLY
|
||||
if (!atst_pass)
|
||||
C = sample_from_rt();
|
||||
@@ -1381,17 +1447,17 @@ void ps_main()
|
||||
{
|
||||
C.a = sample_from_rt().a;
|
||||
#if PS_AFAIL == AFAIL_RGB_ONLY_SW_Z
|
||||
input_z = sample_from_depth().r;
|
||||
input_z = sample_from_depth();
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
// Warning: do not write SV_Target0 until the end since the value might be needed for
|
||||
// Warning: do not write o_col0 until the end since the value might be needed for
|
||||
// FB fetch in sample_from_rt().
|
||||
SV_Target0 = C;
|
||||
o_col0 = C;
|
||||
|
||||
#if !PS_NO_COLOR1
|
||||
SV_Target1 = alpha_blend;
|
||||
o_col1 = alpha_blend;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
@@ -1401,18 +1467,40 @@ void ps_main()
|
||||
|
||||
#if PS_AA1 == PS_AA1_TRIANGLE_SW_Z
|
||||
if (!bool(PSin.interior))
|
||||
input_z = sample_from_depth().r; // No depth update for triangle edges.
|
||||
input_z = sample_from_depth(); // No depth update for triangle edges.
|
||||
#endif
|
||||
|
||||
#if ZWRITE
|
||||
// Writing back color (result already written to o_col0 for non-ROV)
|
||||
#if PS_RETURN_COLOR_ROV
|
||||
bvec4 discard_channels = bvec4(uvec4(rov_discard) | uvec4(equal(FbMask, uvec4(0xFFu))));
|
||||
o_col0 = mix(o_col0, sample_from_rt(), discard_channels);
|
||||
|
||||
imageStore(RtImageRov, ivec2(gl_FragCoord.xy), o_col0);
|
||||
#endif
|
||||
|
||||
// Writing back depth
|
||||
#if PS_RETURN_DEPTH
|
||||
#if SW_DEPTH && PS_NO_COLOR1 && (DEPTH_FEEDBACK_SUPPORT == 2)
|
||||
// Depth as color write. For depth as color feedback we write to both
|
||||
// color copy and real depth to avoid having to copy back to real depth.
|
||||
// Warning: do not write SV_Target1 until the end since the value might
|
||||
// Warning: do not write o_col1 until the end since the value might
|
||||
// be needed for FB fetch in sample_from_depth().
|
||||
SV_Target1 = input_z;
|
||||
o_col1 = input_z;
|
||||
#endif
|
||||
// Standard depth write.
|
||||
gl_FragDepth = input_z;
|
||||
#elif PS_RETURN_DEPTH_ROV
|
||||
input_z = rov_discard ? sample_from_depth() : input_z;
|
||||
|
||||
imageStore(DepthImageRov, ivec2(gl_FragCoord.xy), vec4(input_z, 0, 0, 1.0f));
|
||||
#endif
|
||||
|
||||
#if (PS_ROV_COLOR || PS_ROV_DEPTH)
|
||||
#if USE_ARB_FSI
|
||||
endInvocationInterlockARB();
|
||||
#elif USE_NV_FSI
|
||||
endInvocationInterlockNV();
|
||||
#endif
|
||||
// No end invocation for Intel fragment shader ordering.
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -522,6 +522,12 @@ void main()
|
||||
#define PS_AA1_TRIANGLE_SW_Z 3
|
||||
#endif
|
||||
|
||||
#ifndef PS_ROV_DEPTH_NONE
|
||||
#define PS_ROV_DEPTH_NONE 0
|
||||
#define PS_ROV_DEPTH_READ_WRITE 1
|
||||
#define PS_ROV_DEPTH_READ_ONLY 2
|
||||
#endif
|
||||
|
||||
#ifndef PS_FST
|
||||
#define PS_FST 0
|
||||
#define PS_WMS 0
|
||||
@@ -574,6 +580,8 @@ void main()
|
||||
#define PS_NO_COLOR1 0
|
||||
#define PS_DATE 0
|
||||
#define PS_TEX_IS_FB 0
|
||||
#define PS_ROV_COLOR 0
|
||||
#define PS_ROV_DEPTH 0
|
||||
#endif
|
||||
|
||||
#define SW_BLEND (PS_BLEND_A || PS_BLEND_B || PS_BLEND_D)
|
||||
@@ -586,7 +594,13 @@ void main()
|
||||
|
||||
#define PS_FEEDBACK_LOOP_IS_NEEDED_RT (PS_TEX_IS_FB == 1 || AFAIL_NEEDS_RT || PS_FBMASK || SW_BLEND_NEEDS_RT || SW_AD_TO_HW || (PS_DATE >= 5))
|
||||
#define PS_FEEDBACK_LOOP_IS_NEEDED_DEPTH (AFAIL_NEEDS_DEPTH || ZTST_NEEDS_DEPTH || AA1_NEEDS_DEPTH)
|
||||
#define ZWRITE (PS_ZCLAMP || PS_ZFLOOR || PS_FEEDBACK_LOOP_IS_NEEDED_DEPTH)
|
||||
#define ZWRITE (PS_ZCLAMP || PS_ZFLOOR || SW_DEPTH || PS_FEEDBACK_LOOP_IS_NEEDED_DEPTH)
|
||||
|
||||
#define PS_RETURN_COLOR_ROV (!PS_NO_COLOR && PS_ROV_COLOR)
|
||||
#define PS_RETURN_COLOR (!PS_NO_COLOR && !PS_ROV_COLOR)
|
||||
#define PS_RETURN_DEPTH_ROV (PS_ROV_DEPTH == PS_ROV_DEPTH_READ_WRITE)
|
||||
#define PS_RETURN_DEPTH (ZWRITE && !PS_ROV_DEPTH)
|
||||
#define PS_ROV_EARLYDEPTHSTENCIL (PS_ROV_COLOR && !PS_ROV_DEPTH && !ZWRITE)
|
||||
|
||||
#define NEEDS_TEX (PS_TFX != 4)
|
||||
|
||||
@@ -625,11 +639,27 @@ layout(location = 0) in VSOutput
|
||||
flat uint interior; // 1 for triangle interior; 0 for edge;
|
||||
} vsIn;
|
||||
|
||||
#if !PS_NO_COLOR && !PS_NO_COLOR1
|
||||
layout(location = 0, index = 0) out vec4 o_col0;
|
||||
layout(location = 0, index = 1) out vec4 o_col1;
|
||||
#elif !PS_NO_COLOR
|
||||
layout(location = 0) out vec4 o_col0;
|
||||
#if PS_RETURN_COLOR
|
||||
#if !PS_NO_COLOR1
|
||||
layout(location = 0, index = 0) out vec4 o_col0;
|
||||
layout(location = 0, index = 1) out vec4 o_col1;
|
||||
#elif !PS_NO_COLOR
|
||||
layout(location = 0) out vec4 o_col0;
|
||||
#endif
|
||||
#elif PS_RETURN_COLOR_ROV
|
||||
vec4 o_col0;
|
||||
#endif
|
||||
|
||||
#if PS_ROV_COLOR
|
||||
layout(set = 1, binding = 5, rgba8) uniform restrict coherent image2D RtImageRov;
|
||||
vec4 rov_rt_value;
|
||||
vec4 sample_from_rt() { return rov_rt_value; }
|
||||
#endif
|
||||
|
||||
#if PS_ROV_DEPTH
|
||||
layout(set = 1, binding = 6, r32f) uniform restrict coherent image2D DepthImageRov;
|
||||
float rov_depth_value;
|
||||
float sample_from_depth() { return rov_depth_value; }
|
||||
#endif
|
||||
|
||||
#if NEEDS_TEX
|
||||
@@ -639,27 +669,27 @@ layout(set = 1, binding = 1) uniform texture2D Palette;
|
||||
|
||||
#if PS_FEEDBACK_LOOP_IS_NEEDED_RT || PS_FEEDBACK_LOOP_IS_NEEDED_DEPTH
|
||||
#if defined(DISABLE_TEXTURE_BARRIER) || defined(HAS_FEEDBACK_LOOP_LAYOUT)
|
||||
#if PS_FEEDBACK_LOOP_IS_NEEDED_RT
|
||||
#if (PS_FEEDBACK_LOOP_IS_NEEDED_RT && !PS_ROV_COLOR)
|
||||
layout(set = 1, binding = 2) uniform texture2D RtSampler;
|
||||
vec4 sample_from_rt() { return texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0); }
|
||||
#endif
|
||||
#if PS_FEEDBACK_LOOP_IS_NEEDED_DEPTH
|
||||
#if (PS_FEEDBACK_LOOP_IS_NEEDED_DEPTH && !PS_ROV_DEPTH)
|
||||
layout(set = 1, binding = 4) uniform texture2D DepthSampler;
|
||||
vec4 sample_from_depth() { return texelFetch(DepthSampler, ivec2(gl_FragCoord.xy), 0); }
|
||||
float sample_from_depth() { return texelFetch(DepthSampler, ivec2(gl_FragCoord.xy), 0).r; }
|
||||
#endif
|
||||
#else
|
||||
// Must consider each case separately since the input attachment indices must be consecutive.
|
||||
#if PS_FEEDBACK_LOOP_IS_NEEDED_RT && PS_FEEDBACK_LOOP_IS_NEEDED_DEPTH
|
||||
#if (PS_FEEDBACK_LOOP_IS_NEEDED_RT && !PS_ROV_COLOR) && (PS_FEEDBACK_LOOP_IS_NEEDED_DEPTH && !PS_ROV_DEPTH)
|
||||
layout(input_attachment_index = 0, set = 1, binding = 2) uniform subpassInput RtSampler;
|
||||
layout(input_attachment_index = 1, set = 1, binding = 4) uniform subpassInput DepthSampler;
|
||||
vec4 sample_from_rt() { return subpassLoad(RtSampler); }
|
||||
vec4 sample_from_depth() { return subpassLoad(DepthSampler); }
|
||||
#elif PS_FEEDBACK_LOOP_IS_NEEDED_RT
|
||||
float sample_from_depth() { return subpassLoad(DepthSampler).r; }
|
||||
#elif (PS_FEEDBACK_LOOP_IS_NEEDED_RT && !PS_ROV_COLOR)
|
||||
layout(input_attachment_index = 0, set = 1, binding = 2) uniform subpassInput RtSampler;
|
||||
vec4 sample_from_rt() { return subpassLoad(RtSampler); }
|
||||
#elif PS_FEEDBACK_LOOP_IS_NEEDED_DEPTH
|
||||
#elif (PS_FEEDBACK_LOOP_IS_NEEDED_DEPTH && !PS_ROV_DEPTH)
|
||||
layout(input_attachment_index = 0, set = 1, binding = 4) uniform subpassInput DepthSampler;
|
||||
vec4 sample_from_depth() { return subpassLoad(DepthSampler); }
|
||||
float sample_from_depth() { return subpassLoad(DepthSampler).r; }
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
@@ -1604,7 +1634,7 @@ void ps_blend(inout vec4 Color, inout vec4 As_rgba)
|
||||
#elif PS_BLEND_MIX == 1
|
||||
Color.rgb = ((A - B) * C_clamped + D) - (124.0f/256.0f);
|
||||
#else
|
||||
Color.rgb = trunc((A - B) * C + D);
|
||||
Color.rgb = trunc((A - B) * C + D);
|
||||
#endif
|
||||
|
||||
#if PS_BLEND_HW == 1
|
||||
@@ -1678,6 +1708,20 @@ void ps_blend(inout vec4 Color, inout vec4 As_rgba)
|
||||
#endif
|
||||
}
|
||||
|
||||
#if PS_ROV_COLOR || PS_ROV_DEPTH
|
||||
layout(pixel_interlock_ordered) in;
|
||||
#endif
|
||||
|
||||
#if PS_ROV_EARLYDEPTHSTENCIL
|
||||
layout(early_fragment_tests) in;
|
||||
#endif
|
||||
|
||||
#if PS_ROV_COLOR || PS_ROV_DEPTH
|
||||
#define DISCARD rov_discard = true
|
||||
#else
|
||||
#define DISCARD discard
|
||||
#endif
|
||||
|
||||
void main()
|
||||
{
|
||||
float input_z = gl_FragCoord.z;
|
||||
@@ -1687,18 +1731,34 @@ void main()
|
||||
input_z = floor(input_z * exp2(32.0f)) * exp2(-32.0f);
|
||||
#endif
|
||||
|
||||
#if PS_ROV_COLOR || PS_ROV_DEPTH
|
||||
beginInvocationInterlockARB();
|
||||
#endif
|
||||
|
||||
#if PS_ROV_COLOR
|
||||
rov_rt_value = imageLoad(RtImageRov, ivec2(gl_FragCoord.xy));
|
||||
#endif
|
||||
|
||||
#if PS_ROV_DEPTH
|
||||
rov_depth_value = imageLoad(DepthImageRov, ivec2(gl_FragCoord.xy)).r;
|
||||
#endif
|
||||
|
||||
#if PS_ROV_COLOR || PS_ROV_DEPTH
|
||||
bool rov_discard = gl_HelperInvocation;
|
||||
#endif
|
||||
|
||||
#if PS_ZTST == ZTST_GEQUAL
|
||||
if (input_z < sample_from_depth().r)
|
||||
discard;
|
||||
if (input_z < sample_from_depth())
|
||||
DISCARD;
|
||||
#elif PS_ZTST == ZTST_GREATER
|
||||
if (input_z <= sample_from_depth().r)
|
||||
discard;
|
||||
if (input_z <= sample_from_depth())
|
||||
DISCARD;
|
||||
#endif
|
||||
|
||||
#if PS_SCANMSK & 2
|
||||
// fail depth test on prohibited lines
|
||||
if ((int(gl_FragCoord.y) & 1) == (PS_SCANMSK & 1))
|
||||
discard;
|
||||
DISCARD;
|
||||
#endif
|
||||
#if PS_DATE >= 5
|
||||
|
||||
@@ -1726,7 +1786,7 @@ void main()
|
||||
#endif
|
||||
|
||||
if (bad) {
|
||||
discard;
|
||||
DISCARD;
|
||||
}
|
||||
|
||||
#endif // PS_DATE >= 5
|
||||
@@ -1737,7 +1797,7 @@ void main()
|
||||
// the bad alpha value so we must keep it.
|
||||
|
||||
if (gl_PrimitiveID > stencil_ceil) {
|
||||
discard;
|
||||
DISCARD;
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -1758,9 +1818,10 @@ void main()
|
||||
|
||||
bool atst_pass = atst(C);
|
||||
|
||||
#if PS_AFAIL == AFAIL_KEEP
|
||||
if (!atst_pass)
|
||||
discard;
|
||||
#if PS_ATST != PS_ATST_NONE && PS_AFAIL == AFAIL_KEEP
|
||||
if (!atst_pass) {
|
||||
DISCARD;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if SW_AD_TO_HW
|
||||
@@ -1852,6 +1913,7 @@ void main()
|
||||
alpha_blend.a = float(atst_pass);
|
||||
#endif
|
||||
|
||||
// Output color scaling
|
||||
#if !PS_NO_COLOR
|
||||
#if PS_RTA_CORRECTION
|
||||
o_col0.a = C.a / 128.0f;
|
||||
@@ -1870,7 +1932,7 @@ void main()
|
||||
// Alpha test with feedback
|
||||
#if PS_AFAIL == AFAIL_FB_ONLY
|
||||
if (!atst_pass)
|
||||
input_z = sample_from_depth().r;
|
||||
input_z = sample_from_depth();
|
||||
#elif PS_AFAIL == AFAIL_ZB_ONLY
|
||||
if (!atst_pass)
|
||||
o_col0 = sample_from_rt();
|
||||
@@ -1879,7 +1941,7 @@ void main()
|
||||
{
|
||||
o_col0.a = sample_from_rt().a;
|
||||
#if PS_AFAIL == AFAIL_RGB_ONLY_SW_Z
|
||||
input_z = sample_from_depth().r;
|
||||
input_z = sample_from_depth();
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
@@ -1891,11 +1953,28 @@ void main()
|
||||
|
||||
#if PS_AA1 == PS_AA1_TRIANGLE_SW_Z
|
||||
if (!bool(vsIn.interior))
|
||||
input_z = sample_from_depth().r; // No depth update for triangle edges.
|
||||
input_z = sample_from_depth(); // No depth update for triangle edges.
|
||||
#endif
|
||||
|
||||
#if ZWRITE
|
||||
// Writing back color (result already written to o_col0 for non-ROV)
|
||||
#if PS_RETURN_COLOR_ROV
|
||||
bvec4 discard_channels = bvec4(uvec4(rov_discard) | uvec4(equal(FbMask, uvec4(0xFFu))));
|
||||
o_col0 = mix(o_col0, sample_from_rt(), discard_channels);
|
||||
|
||||
imageStore(RtImageRov, ivec2(gl_FragCoord.xy), o_col0);
|
||||
#endif
|
||||
|
||||
// Writing back depth
|
||||
#if PS_RETURN_DEPTH
|
||||
gl_FragDepth = input_z;
|
||||
#elif PS_RETURN_DEPTH_ROV
|
||||
input_z = rov_discard ? sample_from_depth() : input_z;
|
||||
|
||||
imageStore(DepthImageRov, ivec2(gl_FragCoord.xy), vec4(input_z, 0, 0, 1.0f));
|
||||
#endif
|
||||
|
||||
#if PS_ROV_COLOR || PS_ROV_DEPTH
|
||||
endInvocationInterlockARB();
|
||||
#endif
|
||||
#endif // PS_DATE
|
||||
}
|
||||
|
||||
@@ -91,6 +91,9 @@ static double s_last_barriers = 0;
|
||||
static double s_last_copies = 0;
|
||||
static double s_last_uploads = 0;
|
||||
static double s_last_readbacks = 0;
|
||||
static double s_last_depth_copies_rov = 0;
|
||||
static double s_last_draws_rov = 0;
|
||||
static double s_last_barriers_rov = 0;
|
||||
static u64 s_total_internal_draws = 0;
|
||||
static u64 s_total_draws = 0;
|
||||
static u64 s_total_render_passes = 0;
|
||||
@@ -98,6 +101,9 @@ static u64 s_total_barriers = 0;
|
||||
static u64 s_total_copies = 0;
|
||||
static u64 s_total_uploads = 0;
|
||||
static u64 s_total_readbacks = 0;
|
||||
static u64 s_total_depth_copies_rov = 0;
|
||||
static u64 s_total_draws_rov = 0;
|
||||
static u64 s_total_barriers_rov = 0;
|
||||
static u32 s_total_frames = 0;
|
||||
static u32 s_total_drawn_frames = 0;
|
||||
|
||||
@@ -287,6 +293,9 @@ void Host::BeginPresentFrame()
|
||||
update_stat(GSPerfMon::TextureCopies, s_total_copies, s_last_copies);
|
||||
update_stat(GSPerfMon::TextureUploads, s_total_uploads, s_last_uploads);
|
||||
update_stat(GSPerfMon::Readbacks, s_total_readbacks, s_last_readbacks);
|
||||
update_stat(GSPerfMon::DepthCopiesROV, s_total_depth_copies_rov, s_last_depth_copies_rov);
|
||||
update_stat(GSPerfMon::DrawCallsROV, s_total_draws_rov, s_last_draws_rov);
|
||||
update_stat(GSPerfMon::BarriersROV, s_total_barriers_rov, s_last_barriers_rov);
|
||||
|
||||
const bool idle_frame = s_total_frames && (last_draws == s_total_internal_draws && last_uploads == s_total_uploads);
|
||||
|
||||
@@ -913,6 +922,9 @@ void GSRunner::DumpStats()
|
||||
Console.WriteLn(fmt::format("@HWSTAT@ Copies: {} (avg {})", s_total_copies, static_cast<u64>(std::ceil(s_total_copies / static_cast<double>(s_total_drawn_frames)))));
|
||||
Console.WriteLn(fmt::format("@HWSTAT@ Uploads: {} (avg {})", s_total_uploads, static_cast<u64>(std::ceil(s_total_uploads / static_cast<double>(s_total_drawn_frames)))));
|
||||
Console.WriteLn(fmt::format("@HWSTAT@ Readbacks: {} (avg {})", s_total_readbacks, static_cast<u64>(std::ceil(s_total_readbacks / static_cast<double>(s_total_drawn_frames)))));
|
||||
Console.WriteLn(fmt::format("@HWSTAT@ Depth Copies (ROV): {} (avg {})", s_total_depth_copies_rov, static_cast<u64>(std::ceil(s_total_depth_copies_rov / static_cast<double>(s_total_drawn_frames)))));
|
||||
Console.WriteLn(fmt::format("@HWSTAT@ Draws Calls (ROV): {} (avg {})", s_total_draws_rov, static_cast<u64>(std::ceil(s_total_draws_rov / static_cast<double>(s_total_drawn_frames)))));
|
||||
Console.WriteLn(fmt::format("@HWSTAT@ Barriers (ROV): {} (avg {})", s_total_barriers_rov, static_cast<u64>(std::ceil(s_total_barriers_rov / static_cast<double>(s_total_drawn_frames)))));
|
||||
if (s_perf_enable)
|
||||
{
|
||||
Console.WriteLn(fmt::format("@HWSTAT@ Minimum Frame Time: {:.3f} ms ({:.3f} FPS)", PerformanceMetrics::GetMinimumFrameTime(), 1000.0f / PerformanceMetrics::GetMinimumFrameTime()));
|
||||
|
||||
@@ -126,6 +126,13 @@
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item row="3" column="1">
|
||||
<widget class="QCheckBox" name="rovBarriersVK">
|
||||
<property name="text">
|
||||
<string>ROV Barriers Vulkan</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
</layout>
|
||||
</item>
|
||||
<item row="6" column="0">
|
||||
@@ -353,6 +360,7 @@
|
||||
<tabstop>gsDumpCompression</tabstop>
|
||||
<tabstop>texturePreloading</tabstop>
|
||||
<tabstop>exclusiveFullscreenControl</tabstop>
|
||||
<tabstop>rovBarriersVK</tabstop>
|
||||
<tabstop>useBlitSwapChain</tabstop>
|
||||
<tabstop>extendedUpscales</tabstop>
|
||||
<tabstop>disableMailboxPresentation</tabstop>
|
||||
|
||||
@@ -72,6 +72,13 @@
|
||||
</widget>
|
||||
</item>
|
||||
<item row="1" column="1">
|
||||
<widget class="QCheckBox" name="rov">
|
||||
<property name="text">
|
||||
<string>ROV</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item row="2" column="0">
|
||||
<widget class="QCheckBox" name="enableHWFixes">
|
||||
<property name="text">
|
||||
<string>Manual Hardware Renderer Fixes</string>
|
||||
@@ -243,6 +250,7 @@
|
||||
<tabstop>mipmapping</tabstop>
|
||||
<tabstop>accurateAlphaTest</tabstop>
|
||||
<tabstop>hwAA1</tabstop>
|
||||
<tabstop>rov</tabstop>
|
||||
<tabstop>enableHWFixes</tabstop>
|
||||
</tabstops>
|
||||
<resources/>
|
||||
|
||||
@@ -113,6 +113,7 @@ GraphicsSettingsWidget::GraphicsSettingsWidget(SettingsWindow* settings_dialog,
|
||||
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_hw.mipmapping, "EmuCore/GS", "hw_mipmap", true);
|
||||
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_hw.accurateAlphaTest, "EmuCore/GS", "HWAccurateAlphaTest", false);
|
||||
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_hw.hwAA1, "EmuCore/GS", "HWAA1", false);
|
||||
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_hw.rov, "EmuCore/GS", "HWROV", false);
|
||||
SettingWidgetBinder::BindWidgetToIntSetting(
|
||||
sif, m_hw.blending, "EmuCore/GS", "accurate_blending_unit", static_cast<int>(AccBlendLevel::Basic));
|
||||
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_hw.enableHWFixes, "EmuCore/GS", "UserHacks", false);
|
||||
@@ -239,6 +240,7 @@ GraphicsSettingsWidget::GraphicsSettingsWidget(SettingsWindow* settings_dialog,
|
||||
SettingWidgetBinder::BindWidgetToFloatSetting(sif, m_advanced.palFrameRate, "EmuCore/GS", "FrameRatePAL", 50.00f);
|
||||
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_advanced.spinCPUDuringReadbacks, "EmuCore/GS", "HWSpinCPUForReadbacks", false);
|
||||
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_advanced.spinGPUDuringReadbacks, "EmuCore/GS", "HWSpinGPUForReadbacks", false);
|
||||
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_advanced.rovBarriersVK, "EmuCore/GS", "HWROVBarriersVK", false);
|
||||
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_advanced.texturePreloading, "EmuCore/GS", "texture_preloading", static_cast<int>(TexturePreloadingLevel::Off));
|
||||
|
||||
setTabVisible(m_advanced_tab, QtHost::ShouldShowAdvancedSettings());
|
||||
@@ -497,6 +499,9 @@ GraphicsSettingsWidget::GraphicsSettingsWidget(SettingsWindow* settings_dialog,
|
||||
dialog()->registerWidgetHelp(
|
||||
m_hw.hwAA1, tr("AA1"), tr("Unchecked"), tr("Enables AA1 (PS2 antialiasing), which some games require to render correctly. This may result in a heavy performance penalty."));
|
||||
|
||||
dialog()->registerWidgetHelp(
|
||||
m_hw.rov, tr("ROV"), tr("Unchecked"), tr("Enables ROV (Rasterizer Ordered View), which allows feedback loops to be executed with fewer draw calls. Can improve performance in feedback heavy games with higher accuracy settings."));
|
||||
|
||||
dialog()->registerWidgetHelp(
|
||||
m_hw.textureFiltering, tr("Texture Filtering"), tr("Bilinear (PS2)"),
|
||||
tr("Changes what filtering algorithm is used to map textures to surfaces.<br> "
|
||||
|
||||
@@ -793,6 +793,9 @@ struct Pcsx2Config
|
||||
HWMipmap : 1,
|
||||
HWAccurateAlphaTest : 1,
|
||||
HWAA1 : 1,
|
||||
HWROV : 1,
|
||||
HWROVLogging : 1,
|
||||
HWROVBarriersVK : 1,
|
||||
ManualUserHacks : 1,
|
||||
UserHacks_AlignSpriteX : 1,
|
||||
UserHacks_CPUFBConversion : 1,
|
||||
|
||||
+30
-10
@@ -701,16 +701,36 @@ void GSgetStats(SmallStringBase& info)
|
||||
}
|
||||
else
|
||||
{
|
||||
info.format("{} HW | {} PRIM | {} DRW | {} DRWC | {} BAR | {} RP | {} RB | {} TC | {} TU",
|
||||
api_name,
|
||||
(int)pm.Get(GSPerfMon::Prim),
|
||||
(int)pm.Get(GSPerfMon::Draw),
|
||||
(int)std::ceil(pm.Get(GSPerfMon::DrawCalls)),
|
||||
(int)std::ceil(pm.Get(GSPerfMon::Barriers)),
|
||||
(int)std::ceil(pm.Get(GSPerfMon::RenderPasses)),
|
||||
(int)std::ceil(pm.Get(GSPerfMon::Readbacks)),
|
||||
(int)std::ceil(pm.Get(GSPerfMon::TextureCopies)),
|
||||
(int)std::ceil(pm.Get(GSPerfMon::TextureUploads)));
|
||||
if (!GSConfig.HWROV)
|
||||
{
|
||||
info.format("{} HW | {} PRIM | {} DRW | {} DRWC | {} BAR | {} RP | {} RB | {} TC | {} TU",
|
||||
api_name,
|
||||
(int)pm.Get(GSPerfMon::Prim),
|
||||
(int)pm.Get(GSPerfMon::Draw),
|
||||
(int)std::ceil(pm.Get(GSPerfMon::DrawCalls)),
|
||||
(int)std::ceil(pm.Get(GSPerfMon::Barriers)),
|
||||
(int)std::ceil(pm.Get(GSPerfMon::RenderPasses)),
|
||||
(int)std::ceil(pm.Get(GSPerfMon::Readbacks)),
|
||||
(int)std::ceil(pm.Get(GSPerfMon::TextureCopies)),
|
||||
(int)std::ceil(pm.Get(GSPerfMon::TextureUploads)));
|
||||
}
|
||||
else
|
||||
{
|
||||
// Add ROV stats along standard stats.
|
||||
info.format("{} HW | {} PRIM | {} DRW | {}/{} DRWC | {}/{} BAR | {} RP | {} RB | {}/{} TC | {} TU",
|
||||
api_name,
|
||||
(int)pm.Get(GSPerfMon::Prim),
|
||||
(int)pm.Get(GSPerfMon::Draw),
|
||||
(int)std::ceil(pm.Get(GSPerfMon::DrawCalls)),
|
||||
(int)std::ceil(pm.Get(GSPerfMon::DrawCallsROV)),
|
||||
(int)std::ceil(pm.Get(GSPerfMon::Barriers)),
|
||||
(int)std::ceil(pm.Get(GSPerfMon::BarriersROV)),
|
||||
(int)std::ceil(pm.Get(GSPerfMon::RenderPasses)),
|
||||
(int)std::ceil(pm.Get(GSPerfMon::Readbacks)),
|
||||
(int)std::ceil(pm.Get(GSPerfMon::TextureCopies)),
|
||||
(int)std::ceil(pm.Get(GSPerfMon::DepthCopiesROV)),
|
||||
(int)std::ceil(pm.Get(GSPerfMon::TextureUploads)));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -46,10 +46,15 @@
|
||||
#define GL_POP() g_gs_device->PopDebugGroup()
|
||||
#define GL_INS(...) g_gs_device->InsertDebugMessage(GSDevice::DebugMessageCategory::Message, __VA_ARGS__)
|
||||
#define GL_PERF(...) g_gs_device->InsertDebugMessage(GSDevice::DebugMessageCategory::Performance, __VA_ARGS__)
|
||||
#define GL_ROV(...) \
|
||||
if (GSConfig.HWROVLogging) \
|
||||
Console.Warning(__VA_ARGS__); \
|
||||
g_gs_device->InsertDebugMessage(GSDevice::DebugMessageCategory::Message, __VA_ARGS__);
|
||||
#else
|
||||
#define GL_PUSH_(...) (void)(0)
|
||||
#define GL_PUSH(...) (void)(0)
|
||||
#define GL_POP() (void)(0)
|
||||
#define GL_INS(...) (void)(0)
|
||||
#define GL_PERF(...) (void)(0)
|
||||
#define GL_ROV(...) (void)(0)
|
||||
#endif
|
||||
|
||||
@@ -23,6 +23,9 @@ public:
|
||||
SyncPoint,
|
||||
Barriers,
|
||||
RenderPasses,
|
||||
DepthCopiesROV, // Overlaps with regular texture copies.
|
||||
DrawCallsROV, // Overlaps with regular draw calls.
|
||||
BarriersROV, // Overlaps with regular barriers.
|
||||
CounterLast,
|
||||
|
||||
// Reused counters for HW.
|
||||
|
||||
+2
-2
@@ -203,8 +203,8 @@ enum GS_AFAIL
|
||||
|
||||
enum GS_ALPHA_BITS
|
||||
{
|
||||
ALPHA_ABC_CS = 0,
|
||||
ALPHA_ABC_CD = 1,
|
||||
ALPHA_ABD_CS = 0,
|
||||
ALPHA_ABD_CD = 1,
|
||||
ALPHA_C_AS = 0,
|
||||
ALPHA_C_AD = 1,
|
||||
ALPHA_C_FIX = 2,
|
||||
|
||||
+32
-7
@@ -4226,7 +4226,7 @@ bool GSState::TrianglesAreQuads(bool shuffle_check)
|
||||
}
|
||||
|
||||
template<u32 primclass>
|
||||
GSState::PRIM_OVERLAP GSState::GetPrimitiveOverlapDrawlistImpl(bool save_drawlist, bool save_bbox, float bbox_scale)
|
||||
GSState::PRIM_OVERLAP GSState::GetPrimitiveOverlapDrawlistImpl(bool save_drawlist, bool save_bbox, float bbox_scale, u32* max_size)
|
||||
{
|
||||
const GSVector4i xyof = m_context->scissor.xyof.xyxy();
|
||||
|
||||
@@ -4274,7 +4274,14 @@ GSState::PRIM_OVERLAP GSState::GetPrimitiveOverlapDrawlistImpl(bool save_drawlis
|
||||
if (primclass == GS_TRIANGLE_CLASS && m_quad_check_valid && m_are_quads && !using_aa1)
|
||||
{
|
||||
// The triangles-are-quads check already ensures that there is no overlap.
|
||||
m_drawlist.push_back(m_index->tail / n);
|
||||
if (save_drawlist)
|
||||
{
|
||||
m_drawlist.push_back(m_index->tail / n);
|
||||
}
|
||||
else if (max_size)
|
||||
{
|
||||
*max_size = 1;
|
||||
}
|
||||
if (save_bbox)
|
||||
{
|
||||
const GSVector4i draw_area = GSVector4i(m_vt.m_min.p.upld(m_vt.m_max.p) * GSVector4(16.0f)) + xyof;
|
||||
@@ -4286,6 +4293,7 @@ GSState::PRIM_OVERLAP GSState::GetPrimitiveOverlapDrawlistImpl(bool save_drawlis
|
||||
PRIM_OVERLAP overlap = PRIM_OVERLAP_NO;
|
||||
bool check_quads = (primclass == GS_TRIANGLE_CLASS) && !using_aa1;
|
||||
|
||||
u32 drawlist_size = 0;
|
||||
u32 i = 0;
|
||||
u32 skip = 0; // Number of indices to skip if we have the bbox from the previous iteration.
|
||||
|
||||
@@ -4683,6 +4691,17 @@ GSState::PRIM_OVERLAP GSState::GetPrimitiveOverlapDrawlistImpl(bool save_drawlis
|
||||
{
|
||||
m_drawlist.push_back((j - i) / n); // Prim count
|
||||
}
|
||||
else if (max_size)
|
||||
{
|
||||
// If the max size pointer is passed it means we just want to peek at
|
||||
// the drawlist size up to the given limit to avoid unecessary work.
|
||||
drawlist_size++;
|
||||
if (drawlist_size >= *max_size)
|
||||
{
|
||||
*max_size = drawlist_size;
|
||||
return drawlist_size > 0 ? PRIM_OVERLAP_YES : PRIM_OVERLAP_UNKNOW;
|
||||
}
|
||||
}
|
||||
else if (j < count)
|
||||
{
|
||||
return PRIM_OVERLAP_YES; // Early exit if not saving drawlist.
|
||||
@@ -4696,21 +4715,27 @@ GSState::PRIM_OVERLAP GSState::GetPrimitiveOverlapDrawlistImpl(bool save_drawlis
|
||||
all = bbox;
|
||||
i = j;
|
||||
}
|
||||
|
||||
if (max_size)
|
||||
{
|
||||
*max_size = drawlist_size;
|
||||
}
|
||||
|
||||
return overlap;
|
||||
}
|
||||
|
||||
GSState::PRIM_OVERLAP GSState::GetPrimitiveOverlapDrawlist(bool save_drawlist, bool save_bbox, float bbox_scale)
|
||||
GSState::PRIM_OVERLAP GSState::GetPrimitiveOverlapDrawlist(bool save_drawlist, bool save_bbox, float bbox_scale, u32* max_size)
|
||||
{
|
||||
switch (m_vt.m_primclass)
|
||||
{
|
||||
case GS_POINT_CLASS:
|
||||
return GetPrimitiveOverlapDrawlistImpl<GS_POINT_CLASS>(save_drawlist, save_bbox, bbox_scale);
|
||||
return GetPrimitiveOverlapDrawlistImpl<GS_POINT_CLASS>(save_drawlist, save_bbox, bbox_scale, max_size);
|
||||
case GS_LINE_CLASS:
|
||||
return GetPrimitiveOverlapDrawlistImpl<GS_LINE_CLASS>(save_drawlist, save_bbox, bbox_scale);
|
||||
return GetPrimitiveOverlapDrawlistImpl<GS_LINE_CLASS>(save_drawlist, save_bbox, bbox_scale, max_size);
|
||||
case GS_TRIANGLE_CLASS:
|
||||
return GetPrimitiveOverlapDrawlistImpl<GS_TRIANGLE_CLASS>(save_drawlist, save_bbox, bbox_scale);
|
||||
return GetPrimitiveOverlapDrawlistImpl<GS_TRIANGLE_CLASS>(save_drawlist, save_bbox, bbox_scale, max_size);
|
||||
case GS_SPRITE_CLASS:
|
||||
return GetPrimitiveOverlapDrawlistImpl<GS_SPRITE_CLASS>(save_drawlist, save_bbox, bbox_scale);
|
||||
return GetPrimitiveOverlapDrawlistImpl<GS_SPRITE_CLASS>(save_drawlist, save_bbox, bbox_scale, max_size);
|
||||
default:
|
||||
pxFail("Invalid primclass."); // Impossible.
|
||||
return PRIM_OVERLAP_UNKNOW;
|
||||
|
||||
+4
-2
@@ -533,8 +533,10 @@ public:
|
||||
bool TrianglesAreQuadsImpl();
|
||||
bool TrianglesAreQuads(bool shuffle_check = false);
|
||||
template <u32 primclass>
|
||||
PRIM_OVERLAP GetPrimitiveOverlapDrawlistImpl(bool save_drawlist = false, bool save_bbox = false, float bbox_scale = 1.0f);
|
||||
PRIM_OVERLAP GetPrimitiveOverlapDrawlist(bool save_drawlist = false, bool save_bbox = false, float bbox_scale = 1.0f);
|
||||
PRIM_OVERLAP GetPrimitiveOverlapDrawlistImpl(bool save_drawlist = false, bool save_bbox = false,
|
||||
float bbox_scale = 1.0f, u32* max_size = nullptr);
|
||||
PRIM_OVERLAP GetPrimitiveOverlapDrawlist(bool save_drawlist = false, bool save_bbox = false,
|
||||
float bbox_scale = 1.0f, u32* max_size = nullptr);
|
||||
PRIM_OVERLAP PrimitiveOverlap(bool save_drawlist = false);
|
||||
template <u32 primclass, bool fst>
|
||||
void GetPrimitiveOverlapDrawlistTextureBBoxImpl(float bbox_scale = 1.0f);
|
||||
|
||||
@@ -693,6 +693,12 @@ void GSDevice::Recycle(GSTexture* t)
|
||||
|
||||
t->SetLastFrameUsed(m_frame);
|
||||
|
||||
t->ClearUnorderedAccess();
|
||||
|
||||
#ifdef PCSX2_DEVBUILD
|
||||
t->SetDebugName("");
|
||||
#endif
|
||||
|
||||
FastList<GSTexture*>& pool = m_pool[!t->IsTexture()];
|
||||
pool.push_front(t);
|
||||
m_pool_memory_usage += t->GetMemUsage();
|
||||
@@ -776,6 +782,18 @@ GSTexture* GSDevice::CreateDepthStencil(const GSVector2i& size, bool clear, bool
|
||||
clear, !prefer_reuse);
|
||||
}
|
||||
|
||||
GSTexture* GSDevice::CreateDepthColor(int w, int h, bool clear, bool prefer_reuse)
|
||||
{
|
||||
return FetchSurface(GSTexture::Type::RenderTarget, w, h, 1, GSTexture::Format::DepthColor,
|
||||
clear, !prefer_reuse);
|
||||
}
|
||||
|
||||
GSTexture* GSDevice::CreateDepthColor(const GSVector2i& size, bool clear, bool prefer_reuse)
|
||||
{
|
||||
return FetchSurface(GSTexture::Type::RenderTarget, size.x, size.y, 1, GSTexture::Format::DepthColor,
|
||||
clear, !prefer_reuse);
|
||||
}
|
||||
|
||||
GSTexture* GSDevice::CreateTexture(int w, int h, int mipmap_levels, GSTexture::Format format, bool prefer_reuse /* = false */)
|
||||
{
|
||||
pxAssert(mipmap_levels != 0 && (mipmap_levels < 0 || mipmap_levels <= GetMipmapLevelsForSize(w, h)));
|
||||
@@ -1486,9 +1504,9 @@ static const char* GetSetDATMName(SetDATM datm)
|
||||
return "Unknown";
|
||||
}
|
||||
|
||||
static const char* GetPSAA1Name(u32 aa1)
|
||||
static const char* GetPSAA1Name(GSHWDrawConfig::PS_AA1 aa1)
|
||||
{
|
||||
switch (static_cast<GSHWDrawConfig::PS_AA1>(aa1))
|
||||
switch (aa1)
|
||||
{
|
||||
case GSHWDrawConfig::PS_AA1::NONE: return "NONE";
|
||||
case GSHWDrawConfig::PS_AA1::LINE: return "LINE";
|
||||
@@ -1509,6 +1527,17 @@ static const char* GetTexHazardName(u32 tex_hazard)
|
||||
return "Unknown";
|
||||
}
|
||||
|
||||
static const char* GetPSROVDepthname(GSHWDrawConfig::PS_ROV_DEPTH rov_depth)
|
||||
{
|
||||
switch (rov_depth)
|
||||
{
|
||||
case GSHWDrawConfig::PS_ROV_DEPTH::NONE: return "NONE";
|
||||
case GSHWDrawConfig::PS_ROV_DEPTH::READ_ONLY: return "READ_ONLY";
|
||||
case GSHWDrawConfig::PS_ROV_DEPTH::READ_WRITE: return "READ_WRITE";
|
||||
}
|
||||
return "Unknown";
|
||||
}
|
||||
|
||||
static void DumpPSSelector(DrawConfigWriter& out, const GSHWDrawConfig::PSSelector& ps)
|
||||
{
|
||||
out.WriteLn("aem_fmt: {}", ps.aem_fmt);
|
||||
@@ -1564,9 +1593,13 @@ static void DumpPSSelector(DrawConfigWriter& out, const GSHWDrawConfig::PSSelect
|
||||
out.WriteLn("point_sampler: {}", ps.point_sampler);
|
||||
out.WriteLn("region_rect: {}", ps.region_rect);
|
||||
out.WriteLn("scanmsk: {} ({})", GSUtil::GetSCANMSKName(ps.scanmsk), ps.scanmsk);
|
||||
out.WriteLn("aa1: {} ({})", static_cast<u32>(ps.aa1), GetPSAA1Name(static_cast<u32>(ps.aa1)));
|
||||
out.WriteLn("aa1: {} ({})", GetPSAA1Name(ps.aa1), static_cast<u32>(ps.aa1));
|
||||
out.WriteLn("abe: {}", static_cast<u32>(ps.abe));
|
||||
out.WriteLn("sw_aniso: {}", ps.sw_aniso);
|
||||
out.WriteLn("rov_color: {}", ps.rov_color);
|
||||
out.WriteLn("rov_depth: {} ({})", GetPSROVDepthname(ps.rov_depth), static_cast<u32>(ps.rov_depth));
|
||||
out.WriteLn("ztst: {} ({})", GSUtil::GetZTSTName(ps.ztst), static_cast<u32>(ps.ztst));
|
||||
out.WriteLn("zfloor: {}", static_cast<u32>(ps.zfloor));
|
||||
}
|
||||
|
||||
static void DumpVSSelector(DrawConfigWriter& out, const GSHWDrawConfig::VSSelector& vs)
|
||||
@@ -1690,6 +1723,8 @@ static void DumpConfig(DrawConfigWriter& out, const GSHWDrawConfig& conf,
|
||||
out.WriteLn("topology: {} ({})", GetTopologyName(conf.topology), static_cast<u32>(conf.topology));
|
||||
out.WriteLn("require_one_barrier: {}", conf.require_one_barrier);
|
||||
out.WriteLn("require_full_barrier: {}", conf.require_full_barrier);
|
||||
DumpVector4(out, "drawarea", conf.drawarea);
|
||||
DumpVector4(out, "samplearea", conf.samplearea);
|
||||
out.WriteLn("tex_hazard: {}", GetTexHazardName(conf.tex_hazard));
|
||||
|
||||
out.WriteLn("destination_alpha: {} ({})", GetDestinationAlphaModeName(conf.destination_alpha), static_cast<u32>(conf.destination_alpha));
|
||||
|
||||
@@ -666,6 +666,7 @@ struct alignas(16) GSHWDrawConfig
|
||||
using PS_ATST = GSShader::PS_ATST;
|
||||
using PS_AFAIL = GSShader::PS_AFAIL;
|
||||
using PS_AA1 = GSShader::PS_AA1;
|
||||
using PS_ROV_DEPTH = GSShader::PS_ROV_DEPTH;
|
||||
#pragma pack(push, 1)
|
||||
struct VSSelector
|
||||
{
|
||||
@@ -786,12 +787,16 @@ struct alignas(16) GSHWDrawConfig
|
||||
|
||||
// Anisotropic filtering
|
||||
u32 sw_aniso : 5;
|
||||
|
||||
// ROVs
|
||||
u32 rov_color : 1;
|
||||
PS_ROV_DEPTH rov_depth : 2;
|
||||
};
|
||||
|
||||
struct
|
||||
{
|
||||
u64 key_lo;
|
||||
u32 key_hi;
|
||||
u64 key_hi;
|
||||
};
|
||||
};
|
||||
__fi PSSelector() : key_lo(0), key_hi(0) {}
|
||||
@@ -800,6 +805,21 @@ struct alignas(16) GSHWDrawConfig
|
||||
__fi bool operator!=(const PSSelector& rhs) const { return (key_lo != rhs.key_lo || key_hi != rhs.key_hi); }
|
||||
__fi bool operator<(const PSSelector& rhs) const { return (key_lo < rhs.key_lo || key_hi < rhs.key_hi); }
|
||||
|
||||
__fi bool IsSWBlending() const
|
||||
{
|
||||
return blend_a || blend_b || blend_d;
|
||||
}
|
||||
|
||||
__fi bool IsZTesting() const
|
||||
{
|
||||
return ztst == ZTST_GEQUAL || ztst == ZTST_GREATER;
|
||||
}
|
||||
|
||||
__fi bool IsAlphaTesting() const
|
||||
{
|
||||
return atst != PS_ATST::NONE;
|
||||
}
|
||||
|
||||
__fi bool IsFeedbackLoopRT() const
|
||||
{
|
||||
const u32 sw_blend_bits = blend_a | blend_b | blend_d;
|
||||
@@ -816,6 +836,11 @@ struct alignas(16) GSHWDrawConfig
|
||||
return afail_needs_depth || ztst_needs_depth || aa1_needs_depth;
|
||||
}
|
||||
|
||||
__fi bool HasShaderDiscard() const
|
||||
{
|
||||
return (IsAlphaTesting() && afail == PS_AFAIL::KEEP) || scanmsk || date || IsZTesting();
|
||||
}
|
||||
|
||||
/// Disables color output from the pixel shader, this is done when all channels are masked.
|
||||
__fi void DisableColorOutput()
|
||||
{
|
||||
@@ -844,9 +869,39 @@ struct alignas(16) GSHWDrawConfig
|
||||
{
|
||||
aa1 = PS_AA1::TRIANGLE;
|
||||
}
|
||||
|
||||
if (rov_depth == PS_ROV_DEPTH::READ_WRITE)
|
||||
{
|
||||
rov_depth = PS_ROV_DEPTH::READ_ONLY;
|
||||
}
|
||||
}
|
||||
|
||||
__fi bool HasColorOutput() const
|
||||
{
|
||||
return !no_color;
|
||||
}
|
||||
|
||||
__fi bool HasDepthOutput() const
|
||||
{
|
||||
return zfloor || zclamp || IsFeedbackLoopDepth() || (rov_depth == PS_ROV_DEPTH::READ_WRITE);
|
||||
}
|
||||
|
||||
__fi bool HasColorROV() const
|
||||
{
|
||||
return rov_color != 0;
|
||||
}
|
||||
|
||||
__fi bool HasDepthROV() const
|
||||
{
|
||||
return rov_depth == PS_ROV_DEPTH::READ_ONLY || rov_depth == PS_ROV_DEPTH::READ_WRITE;
|
||||
}
|
||||
|
||||
__fi bool HasDepthROVWrite() const
|
||||
{
|
||||
return rov_depth == PS_ROV_DEPTH::READ_WRITE;
|
||||
}
|
||||
};
|
||||
static_assert(sizeof(PSSelector) == 12, "PSSelector is 12 bytes");
|
||||
static_assert(sizeof(PSSelector) == 16, "PSSelector is 12 bytes");
|
||||
#pragma pack(pop)
|
||||
struct PSSelectorHash
|
||||
{
|
||||
@@ -1255,6 +1310,11 @@ struct alignas(16) GSHWDrawConfig
|
||||
{
|
||||
return ps.IsFeedbackLoopDepth() || (tex_hazard == TEX_HAZARD_DEPTH);
|
||||
}
|
||||
|
||||
bool IsBlending()
|
||||
{
|
||||
return blend.enable || blend_multi_pass.enable || ps.IsSWBlending();
|
||||
}
|
||||
|
||||
// Dumping
|
||||
static void DumpConfig(const std::string& path, const GSHWDrawConfig& conf,
|
||||
@@ -1330,6 +1390,7 @@ public:
|
||||
bool test_and_sample_depth: 1; ///< Supports concurrently binding the depth-stencil buffer for sampling and depth testing.
|
||||
bool depth_feedback : 1; ///< Depth feedback loops can be done with DS directly (otherwise need to copy to separate RT). Implies `feedback_loops`.
|
||||
bool aa1 : 1; ///< Supports the GS AA1 feature.
|
||||
bool rov : 1; ///< Supports rasterizer ordered views for both depth and color.
|
||||
FeatureSupport()
|
||||
{
|
||||
memset(this, 0, sizeof(*this));
|
||||
@@ -1563,9 +1624,11 @@ public:
|
||||
|
||||
GSTexture* CreateRenderTarget(int w, int h, GSTexture::Format format, bool clear = true, bool prefer_reuse = true);
|
||||
GSTexture* CreateDepthStencil(int w, int h, bool clear = true, bool prefer_reuse = true);
|
||||
GSTexture* CreateDepthColor(int w, int h, bool clear = true, bool prefer_reuse = true);
|
||||
GSTexture* CreateTexture(int w, int h, int mipmap_levels, GSTexture::Format format, bool prefer_reuse = false);
|
||||
GSTexture* CreateRenderTarget(const GSVector2i& size, GSTexture::Format format, bool clear = true, bool prefer_reuse = true);
|
||||
GSTexture* CreateDepthStencil(const GSVector2i& size, bool clear = true, bool prefer_reuse = true);
|
||||
GSTexture* CreateDepthColor(const GSVector2i& size, bool clear = true, bool prefer_reuse = true);
|
||||
GSTexture* CreateTexture(const GSVector2i& size, int mipmap_levels, GSTexture::Format format, bool prefer_reuse = false);
|
||||
GSTexture* CreateCompatible(GSTexture* tex, bool clear = true, bool prefer_reuse = true);
|
||||
GSTexture* CreateCompatible(GSTexture* tex, const GSVector2i& size, bool clear = true, bool prefer_reuse = true);
|
||||
|
||||
@@ -56,4 +56,11 @@ enum class PS_AA1 : uint32_t
|
||||
TRIANGLE_SW_Z = 3, ///< AA1 triangles with software Z discard
|
||||
};
|
||||
|
||||
enum class PS_ROV_DEPTH : uint32_t
|
||||
{
|
||||
NONE = 0,
|
||||
READ_WRITE = 1,
|
||||
READ_ONLY = 2,
|
||||
};
|
||||
|
||||
} // namespace GSShader
|
||||
|
||||
@@ -73,6 +73,13 @@ protected:
|
||||
bool m_needs_mipmaps_generated = true;
|
||||
ClearValue m_clear_value = {};
|
||||
|
||||
// For GL/DX11 since they don't track layouts.
|
||||
// Used heuristically to decide whether to use ROV for a draw.
|
||||
bool m_unordered_access = false;
|
||||
|
||||
#ifdef PCSX2_DEVBUILD
|
||||
std::string m_debug_name;
|
||||
#endif
|
||||
public:
|
||||
GSTexture();
|
||||
virtual ~GSTexture();
|
||||
@@ -87,6 +94,7 @@ public:
|
||||
|
||||
#ifdef PCSX2_DEVBUILD
|
||||
virtual void SetDebugName(std::string_view name) = 0;
|
||||
const std::string& GetDebugName() { return m_debug_name; }
|
||||
#endif
|
||||
|
||||
bool Save(const std::string& fn);
|
||||
@@ -173,6 +181,12 @@ public:
|
||||
// Typical size of a RGBA texture
|
||||
u32 GetMemUsage() const { return m_size.x * m_size.y * (m_format == Format::UNorm8 ? 1 : 4); }
|
||||
|
||||
// The unordered access flag is sticky, so once it's set we keep using ROV for the target
|
||||
// until it's recycled/destroyed. Only used for DX11/GL, which don't track actual resource layout/state.
|
||||
virtual bool IsUnorderedAccess() const { return m_unordered_access; }
|
||||
void UseUnorderedAccess() { m_unordered_access = true; }
|
||||
void ClearUnorderedAccess() { m_unordered_access = false; }
|
||||
|
||||
// Helper routines for formats/types
|
||||
static bool IsCompressedFormat(Format format) { return (format >= Format::BC1 && format <= Format::BC7); }
|
||||
};
|
||||
|
||||
@@ -65,6 +65,7 @@ bool D3D11ShaderCache::Open(D3D_FEATURE_LEVEL feature_level, bool debug)
|
||||
m_shader_model = D3D::ShaderModel::SM41;
|
||||
break;
|
||||
case D3D_FEATURE_LEVEL_11_0:
|
||||
case D3D_FEATURE_LEVEL_11_1:
|
||||
m_shader_model = D3D::ShaderModel::SM50;
|
||||
break;
|
||||
default:
|
||||
|
||||
@@ -109,7 +109,8 @@ bool GSDevice11::Create(GSVSyncMode vsync_mode, bool allow_present_throttle)
|
||||
|
||||
wil::com_ptr_nothrow<IDXGIAdapter1> dxgi_adapter = D3D::GetAdapterByName(m_dxgi_factory.get(), GSConfig.Adapter);
|
||||
|
||||
static constexpr std::array<D3D_FEATURE_LEVEL, 2> requested_feature_levels = {{
|
||||
static constexpr std::array<D3D_FEATURE_LEVEL, 3> requested_feature_levels = {{
|
||||
D3D_FEATURE_LEVEL_11_1,
|
||||
D3D_FEATURE_LEVEL_11_0,
|
||||
D3D_FEATURE_LEVEL_10_0,
|
||||
}};
|
||||
@@ -592,11 +593,18 @@ bool GSDevice11::Create(GSVSyncMode vsync_mode, bool allow_present_throttle)
|
||||
Host::OSD_WARNING_DURATION);
|
||||
}
|
||||
|
||||
// 1x1 dummy texture.
|
||||
m_null_texture = CreateSurface(GSTexture::Type::RenderTarget, 1, 1, 1, GSTexture::Format::Color);
|
||||
if (!m_null_texture)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void GSDevice11::Destroy()
|
||||
{
|
||||
delete m_null_texture;
|
||||
|
||||
GSDevice::Destroy();
|
||||
DestroySwapChain();
|
||||
DestroyTimestampQueries();
|
||||
@@ -683,6 +691,12 @@ void GSDevice11::SetFeatures(IDXGIAdapter1* adapter)
|
||||
m_conservative_depth = (m_feature_level >= D3D_FEATURE_LEVEL_11_0);
|
||||
m_rgba16_unorm_hw_blend = IsTextureFormatHWBlendable(m_dev.get(), DXGI_FORMAT_R16G16B16A16_UNORM);
|
||||
|
||||
m_uav_texture = (m_feature_level >= D3D_FEATURE_LEVEL_11_0);
|
||||
|
||||
D3D11_FEATURE_DATA_D3D11_OPTIONS2 options2{};
|
||||
m_dev->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS2, &options2, sizeof(options2));
|
||||
m_features.rov = m_uav_texture && options2.ROVsSupported;
|
||||
|
||||
// Let the user know if said features are available.
|
||||
Console.WriteLnFmt("D3D11: DXTn Texture Compression: {}", m_features.dxt_textures ? "Supported" : "Not Supported");
|
||||
Console.WriteLnFmt("D3D11: BC6/7 Texture Compression: {}", m_features.bptc_textures ? "Supported" : "Not Supported");
|
||||
@@ -1322,6 +1336,8 @@ GSTexture* GSDevice11::CreateSurface(GSTexture::Type type, int width, int height
|
||||
{
|
||||
case GSTexture::Type::RenderTarget:
|
||||
desc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
|
||||
if (m_uav_texture)
|
||||
desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
|
||||
break;
|
||||
case GSTexture::Type::DepthStencil:
|
||||
desc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE;
|
||||
@@ -1331,6 +1347,7 @@ GSTexture* GSDevice11::CreateSurface(GSTexture::Type type, int width, int height
|
||||
desc.MiscFlags = (levels > 1 && !GSTexture::IsCompressedFormat(format)) ? D3D11_RESOURCE_MISC_GENERATE_MIPS : 0;
|
||||
break;
|
||||
case GSTexture::Type::RWTexture:
|
||||
pxAssert(m_uav_texture);
|
||||
desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE;
|
||||
break;
|
||||
default:
|
||||
@@ -1482,7 +1499,7 @@ void GSDevice11::DoStretchRect(GSTexture* sTex, const GSVector4& sRect, GSTextur
|
||||
|
||||
// ps
|
||||
|
||||
PSSetShaderResource(0, sTex);
|
||||
PSSetShaderResource(TEXTURE_TEXTURE, sTex);
|
||||
PSSetSamplerState(filter == Biln ? m_convert.ln.get() : m_convert.pt.get());
|
||||
PSSetShader(ps, ps_cb);
|
||||
|
||||
@@ -1547,7 +1564,7 @@ void GSDevice11::PresentRect(GSTexture* sTex, const GSVector4& sRect, GSTexture*
|
||||
|
||||
// ps
|
||||
|
||||
PSSetShaderResource(0, sTex);
|
||||
PSSetShaderResource(TEXTURE_TEXTURE, sTex);
|
||||
PSSetSamplerState(filter == Biln ? m_convert.ln.get() : m_convert.pt.get());
|
||||
PSSetShader(m_present.ps[static_cast<u32>(shader)].get(), m_present.ps_cb.get());
|
||||
|
||||
@@ -1698,7 +1715,7 @@ void GSDevice11::DoMultiStretchRects(const MultiStretchRect* rects, u32 num_rect
|
||||
IASetIndexBuffer(m_ib.get());
|
||||
|
||||
CommitClear(rects[0].src);
|
||||
PSSetShaderResource(0, rects[0].src);
|
||||
PSSetShaderResource(TEXTURE_TEXTURE, rects[0].src);
|
||||
PSSetSamplerState(rects[0].filter == Biln ? m_convert.ln.get() : m_convert.pt.get());
|
||||
|
||||
OMSetBlendState(m_convert.bs[rects[0].wmask.wrgba].get(), 0.0f);
|
||||
@@ -1921,6 +1938,8 @@ void GSDevice11::SetupPS(const PSSelector& sel, const GSHWDrawConfig::PSConstant
|
||||
sm.AddMacro("PS_AA1", static_cast<u32>(sel.aa1));
|
||||
sm.AddMacro("PS_ABE", sel.abe);
|
||||
sm.AddMacro("PS_ANISOTROPIC_FILTERING", sel.sw_aniso);
|
||||
sm.AddMacro("PS_ROV_COLOR", sel.rov_color);
|
||||
sm.AddMacro("PS_ROV_DEPTH", static_cast<u32>(sel.rov_depth));
|
||||
|
||||
wil::com_ptr_nothrow<ID3D11PixelShader> ps = m_shader_cache.GetPixelShader(m_dev.get(), m_tfx_source, sm.GetPtr(), "ps_main");
|
||||
i = m_ps.try_emplace(sel, std::move(ps)).first;
|
||||
@@ -2339,7 +2358,7 @@ void GSDevice11::SetupDATE(GSTexture* rt, GSTexture* ds, SetDATM datm, const GSV
|
||||
|
||||
// ps
|
||||
|
||||
PSSetShaderResource(0, rt);
|
||||
PSSetShaderResource(TEXTURE_TEXTURE, rt);
|
||||
PSSetSamplerState(m_convert.pt.get());
|
||||
PSSetShader(GetConvertShader(SetDATMShader(datm)), nullptr);
|
||||
|
||||
@@ -2707,10 +2726,16 @@ void GSDevice11::OMSetBlendState(ID3D11BlendState* bs, u8 bf)
|
||||
}
|
||||
}
|
||||
|
||||
void GSDevice11::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor, ID3D11DepthStencilView* read_only_dsv)
|
||||
void GSDevice11::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, GSTexture* rt_uav_tex, GSTexture* ds_uav_tex,
|
||||
const GSVector4i* scissor, ID3D11DepthStencilView* read_only_dsv)
|
||||
{
|
||||
if (!(rt || rt_uav_tex) && ds_uav_tex)
|
||||
rt_uav_tex = m_null_texture; // Fill in the first UAV slot with the null texture.
|
||||
|
||||
ID3D11RenderTargetView* rtv = nullptr;
|
||||
ID3D11DepthStencilView* dsv = nullptr;
|
||||
ID3D11UnorderedAccessView* rt_uav = nullptr;
|
||||
ID3D11UnorderedAccessView* ds_uav = nullptr;
|
||||
|
||||
if (rt)
|
||||
{
|
||||
@@ -2722,9 +2747,21 @@ void GSDevice11::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector
|
||||
CommitClear(ds);
|
||||
dsv = read_only_dsv ? read_only_dsv : *static_cast<GSTexture11*>(ds);
|
||||
}
|
||||
if (rt_uav_tex)
|
||||
{
|
||||
CommitClear(rt_uav_tex);
|
||||
rt_uav = *static_cast<GSTexture11*>(rt_uav_tex);
|
||||
}
|
||||
if (ds_uav_tex)
|
||||
{
|
||||
CommitClear(ds_uav_tex);
|
||||
ds_uav = *static_cast<GSTexture11*>(ds_uav_tex);
|
||||
}
|
||||
|
||||
const bool changed = (m_state.rtv != rtv || m_state.dsv != dsv);
|
||||
g_perfmon.Put(GSPerfMon::RenderPasses, static_cast<double>(changed));
|
||||
const bool changed = (m_state.rtv != rtv || m_state.dsv != dsv || m_state.rt_uav != rt_uav || m_state.ds_uav != ds_uav);
|
||||
|
||||
if (changed)
|
||||
g_perfmon.Put(GSPerfMon::RenderPasses, 1.0);
|
||||
|
||||
if (m_state.rtv != rtv)
|
||||
{
|
||||
@@ -2744,15 +2781,49 @@ void GSDevice11::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector
|
||||
m_state.dsv = dsv;
|
||||
m_state.current_ds = ds;
|
||||
}
|
||||
if (m_state.rt_uav != rt_uav)
|
||||
{
|
||||
if (m_state.rt_uav)
|
||||
m_state.rt_uav->Release();
|
||||
if (rt_uav)
|
||||
rt_uav->AddRef();
|
||||
m_state.rt_uav = rt_uav;
|
||||
m_state.current_rt_uav = rt_uav_tex;
|
||||
}
|
||||
if (m_state.ds_uav != ds_uav)
|
||||
{
|
||||
if (m_state.ds_uav)
|
||||
m_state.ds_uav->Release();
|
||||
if (ds_uav)
|
||||
ds_uav->AddRef();
|
||||
m_state.ds_uav = ds_uav;
|
||||
m_state.current_ds_uav = ds_uav_tex;
|
||||
}
|
||||
|
||||
PSUnbindConflictingSRVs(m_state.current_rt, read_only_dsv ? nullptr : m_state.current_ds);
|
||||
PSUnbindConflictingSRVs(m_state.current_rt_uav, m_state.current_ds_uav);
|
||||
|
||||
if (changed)
|
||||
m_ctx->OMSetRenderTargets(1, &rtv, dsv);
|
||||
|
||||
if (rt || ds)
|
||||
{
|
||||
const GSVector2i size = rt ? rt->GetSize() : ds->GetSize();
|
||||
// OM targets and UAVs share the same namespace in DX11, so we need to pack them into contiguous slots.
|
||||
u32 num_rtvs = rt ? 1 : 0;
|
||||
u32 num_uavs = 0;
|
||||
ID3D11UnorderedAccessView* uavs[2];
|
||||
if (rt_uav)
|
||||
uavs[num_uavs++] = rt_uav;
|
||||
if (ds_uav)
|
||||
uavs[num_uavs++] = ds_uav;
|
||||
ID3D11RenderTargetView* rtvs[] = { rtv };
|
||||
m_ctx->OMSetRenderTargetsAndUnorderedAccessViews(num_rtvs, rtvs, dsv, num_rtvs, num_uavs, uavs, nullptr);
|
||||
}
|
||||
|
||||
if (rt || ds || rt_uav_tex || ds_uav_tex)
|
||||
{
|
||||
const GSVector2i size =
|
||||
rt ? rt->GetSize() :
|
||||
ds ? ds->GetSize() :
|
||||
(rt_uav_tex && rt_uav_tex != m_null_texture) ? rt_uav_tex->GetSize() :
|
||||
ds_uav_tex->GetSize();
|
||||
SetViewport(size);
|
||||
SetScissor(scissor ? *scissor : GSVector4i::loadh(size));
|
||||
}
|
||||
@@ -2815,6 +2886,10 @@ void GSDevice11::RenderHW(GSHWDrawConfig& config)
|
||||
{
|
||||
const GSVector2i rtsize = (config.rt ? config.rt : config.ds)->GetSize();
|
||||
GSTexture* colclip_rt = g_gs_device->GetColorClipTexture();
|
||||
GSTexture* draw_rt = config.ps.HasColorROV() ? nullptr : config.rt;
|
||||
GSTexture* draw_ds = config.ps.HasDepthROV() ? nullptr : config.ds;
|
||||
GSTexture* draw_rt_rov = config.ps.HasColorROV() ? config.rt : nullptr;
|
||||
GSTexture* draw_ds_rov = config.ps.HasDepthROV() ? config.ds : nullptr;
|
||||
GSTexture* draw_rt_clone = nullptr;
|
||||
GSTexture* draw_ds_clone = nullptr;
|
||||
GSTexture* primid_texture = nullptr;
|
||||
@@ -2865,6 +2940,8 @@ void GSDevice11::RenderHW(GSHWDrawConfig& config)
|
||||
const GSVector4 sRect = dRect / GSVector4(rtsize.x, rtsize.y).xyxy();
|
||||
StretchRect(config.rt, sRect, colclip_rt, dRect, ShaderConvert::COLCLIP_INIT, Nearest);
|
||||
}
|
||||
|
||||
draw_rt = colclip_rt ? colclip_rt : draw_rt;
|
||||
}
|
||||
|
||||
// Destination Alpha Setup
|
||||
@@ -2950,7 +3027,7 @@ void GSDevice11::RenderHW(GSHWDrawConfig& config)
|
||||
const OMBlendSelector blend(GSHWDrawConfig::ColorMaskSelector(1),
|
||||
GSHWDrawConfig::BlendState(true, CONST_ONE, CONST_ONE, 3 /* MIN */, CONST_ONE, CONST_ZERO, false, 0));
|
||||
SetupOM(dss, blend, 0);
|
||||
OMSetRenderTargets(primid_texture, config.ds, &config.scissor, read_only_dsv);
|
||||
OMSetRenderTargets(primid_texture, config.ds, nullptr, nullptr, &config.scissor, read_only_dsv);
|
||||
SetRenderHWShaderResources(config, nullptr);
|
||||
Draw(config);
|
||||
|
||||
@@ -2960,16 +3037,14 @@ void GSDevice11::RenderHW(GSHWDrawConfig& config)
|
||||
}
|
||||
|
||||
// Avoid changing framebuffer just to switch from rt+depth to rt and vice versa.
|
||||
GSTexture* draw_rt = colclip_rt ? colclip_rt : config.rt;
|
||||
GSTexture* draw_ds = config.ds;
|
||||
// Make sure no tex is bound as both rtv and srv at the same time.
|
||||
// All conflicts should've been taken care of by PSUnbindConflictingSRVs.
|
||||
if (!draw_rt && draw_ds && m_state.rtv && m_state.current_rt && m_state.rtv == *static_cast<GSTexture11*>(m_state.current_rt) &&
|
||||
if (!(draw_rt || draw_rt_rov) && draw_ds && m_state.rtv && m_state.current_rt && m_state.rtv == *static_cast<GSTexture11*>(m_state.current_rt) &&
|
||||
m_state.current_ds == draw_ds && config.tex != m_state.current_rt && m_state.current_rt->GetSize() == draw_ds->GetSize())
|
||||
{
|
||||
draw_rt = m_state.current_rt;
|
||||
}
|
||||
else if (!draw_ds && draw_rt && m_state.dsv && m_state.current_ds && m_state.dsv == *static_cast<GSTexture11*>(m_state.current_ds) &&
|
||||
else if (!(draw_ds || draw_ds_rov) && draw_rt && m_state.dsv && m_state.current_ds && m_state.dsv == *static_cast<GSTexture11*>(m_state.current_ds) &&
|
||||
m_state.current_rt == draw_rt && config.tex != m_state.current_ds && m_state.current_ds->GetSize() == draw_rt->GetSize())
|
||||
{
|
||||
draw_ds = m_state.current_ds;
|
||||
@@ -2977,7 +3052,7 @@ void GSDevice11::RenderHW(GSHWDrawConfig& config)
|
||||
|
||||
const bool rt_feedbackloop_pass1 = config.IsFeedbackLoopRT(config.ps);
|
||||
const bool rt_feedbackloop_pass2 = config.IsFeedbackLoopRT(config.alpha_second_pass.ps);
|
||||
if (draw_rt && (((config.require_one_barrier || (config.require_full_barrier && m_features.multidraw_fb_copy)) &&
|
||||
if (draw_rt && !draw_rt_rov && (((config.require_one_barrier || (config.require_full_barrier && m_features.multidraw_fb_copy)) &&
|
||||
(rt_feedbackloop_pass1 || rt_feedbackloop_pass2))))
|
||||
{
|
||||
// Requires a copy of the RT.
|
||||
@@ -2989,7 +3064,7 @@ void GSDevice11::RenderHW(GSHWDrawConfig& config)
|
||||
|
||||
const bool ds_feedbackloop_pass1 = config.IsFeedbackLoopDepth(config.ps);
|
||||
const bool ds_feedbackloop_pass2 = config.IsFeedbackLoopDepth(config.alpha_second_pass.ps);
|
||||
if (draw_ds && m_features.depth_feedback && (config.require_one_barrier || (config.require_full_barrier && m_features.multidraw_fb_copy)) &&
|
||||
if (draw_ds && !draw_ds_rov && m_features.depth_feedback && (config.require_one_barrier || (config.require_full_barrier && m_features.multidraw_fb_copy)) &&
|
||||
(ds_feedbackloop_pass1 || ds_feedbackloop_pass2))
|
||||
{
|
||||
// Requires a copy of the DS.
|
||||
@@ -2999,7 +3074,7 @@ void GSDevice11::RenderHW(GSHWDrawConfig& config)
|
||||
Console.Warning("D3D11: Failed to allocate temp texture for DS copy.");
|
||||
}
|
||||
|
||||
OMSetRenderTargets(draw_rt, draw_ds, &config.scissor, read_only_dsv);
|
||||
OMSetRenderTargets(draw_rt, draw_ds, draw_rt_rov, draw_ds_rov, &config.scissor, read_only_dsv);
|
||||
SetRenderHWShaderResources(config, primid_texture);
|
||||
SetupOM(config.depth, OMBlendSelector(config.colormask, config.blend), config.blend.constant);
|
||||
|
||||
@@ -3008,7 +3083,7 @@ void GSDevice11::RenderHW(GSHWDrawConfig& config)
|
||||
m_ctx->ClearDepthStencilView(*static_cast<GSTexture11*>(draw_ds), D3D11_CLEAR_STENCIL, 0.0f, 1);
|
||||
|
||||
SendHWDraw(config, rt_feedbackloop_pass1 ? draw_rt_clone : nullptr, draw_rt, ds_feedbackloop_pass1 ? draw_ds_clone : nullptr, draw_ds,
|
||||
config.require_one_barrier, config.require_full_barrier);
|
||||
config.require_one_barrier, config.require_full_barrier, rtsize);
|
||||
|
||||
if (config.blend_multi_pass.enable)
|
||||
{
|
||||
@@ -3036,7 +3111,7 @@ void GSDevice11::RenderHW(GSHWDrawConfig& config)
|
||||
const bool one_barrier = config.alpha_second_pass.require_one_barrier && m_features.multidraw_fb_copy;
|
||||
SetupOM(config.alpha_second_pass.depth, OMBlendSelector(config.alpha_second_pass.colormask, config.blend), config.blend.constant);
|
||||
SendHWDraw(config, rt_feedbackloop_pass2 ? draw_rt_clone : nullptr, draw_rt, ds_feedbackloop_pass2 ? draw_ds_clone : nullptr, draw_ds,
|
||||
one_barrier, config.alpha_second_pass.require_full_barrier);
|
||||
one_barrier, config.alpha_second_pass.require_full_barrier, rtsize);
|
||||
}
|
||||
|
||||
if (colclip_rt)
|
||||
@@ -3110,7 +3185,7 @@ void GSDevice11::FeedbackCopyAndBind(const GSHWDrawConfig& config,
|
||||
|
||||
void GSDevice11::SendHWDraw(const GSHWDrawConfig& config,
|
||||
GSTexture* draw_rt_clone, GSTexture* draw_rt, GSTexture* draw_ds_clone, GSTexture* draw_ds,
|
||||
const bool one_barrier, const bool full_barrier)
|
||||
const bool one_barrier, const bool full_barrier, GSVector2i rtsize)
|
||||
{
|
||||
#ifdef PCSX2_DEVBUILD
|
||||
if ((one_barrier || full_barrier) && !(config.IsFeedbackLoopRT(config.ps) || config.IsFeedbackLoopDepth(config.ps))) [[unlikely]]
|
||||
@@ -3149,6 +3224,9 @@ void GSDevice11::SendHWDraw(const GSHWDrawConfig& config,
|
||||
}
|
||||
|
||||
Draw(config);
|
||||
|
||||
if (config.ps.HasColorROV() || config.ps.HasDepthROV())
|
||||
g_perfmon.Put(GSPerfMon::DrawCallsROV, 1);
|
||||
}
|
||||
|
||||
void GSDevice11::SetRenderHWShaderResources(const GSHWDrawConfig& config, GSTexture* primid_texture)
|
||||
@@ -3156,13 +3234,13 @@ void GSDevice11::SetRenderHWShaderResources(const GSHWDrawConfig& config, GSText
|
||||
if (config.tex && config.tex_hazard == GSHWDrawConfig::TEX_HAZARD_NONE)
|
||||
{
|
||||
CommitClear(config.tex);
|
||||
PSSetShaderResource(0, config.tex);
|
||||
PSSetShaderResource(TEXTURE_TEXTURE, config.tex);
|
||||
}
|
||||
if (config.pal)
|
||||
{
|
||||
CommitClear(config.pal);
|
||||
PSSetShaderResource(1, config.pal);
|
||||
PSSetShaderResource(TEXTURE_PALETTE, config.pal);
|
||||
}
|
||||
if (primid_texture)
|
||||
PSSetShaderResource(3, primid_texture);
|
||||
PSSetShaderResource(TEXTURE_PRIMID, primid_texture);
|
||||
}
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user