mirror of
https://github.com/izzy2lost/dolphin.git
synced 2026-06-19 01:16:48 -07:00
Merge branch 'zcomploc-support'
zcomploc is a feature of the GC/Wii GPU used to perform some depth operations.
It was previously not implemented in Dolphin. This commit adds support for it.
List of games fixed by this commit:
* 007: Everything or Nothing (Skybox in front of the map/models)
* Baten Kaitos (characters displayed in front of background objects)
* Tony Hawk's Pro Skater 3 (invisible skater)
* Ty the Tasmanian Tiger (floating floor)
* Super Smash Bros Brawl ("Link chasing pig" animation behind the score screen)
Fixes issue 4841.
This commit is contained in:
@@ -24,7 +24,7 @@
|
||||
// Increment this every time you change shader generation code.
|
||||
enum
|
||||
{
|
||||
LINEAR_DISKCACHE_VER = 6973
|
||||
LINEAR_DISKCACHE_VER = 6974
|
||||
};
|
||||
|
||||
// On disk format:
|
||||
|
||||
@@ -1181,10 +1181,31 @@ static bool WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode
|
||||
|
||||
compindex = bpmem.alphaFunc.comp1 % 8;
|
||||
WRITE(p, tevAlphaFuncsTable[compindex],alphaRef[1]);//lookup the second component from the alpha function table
|
||||
WRITE(p, ")){ocol0 = 0;%s%s discard;%s}\n",
|
||||
dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "ocol1 = 0;" : "",
|
||||
DepthTextureEnable ? "depth = 1.f;" : "",
|
||||
(ApiType != API_D3D11) ? "return;" : "");
|
||||
WRITE(p, ")) {\n");
|
||||
|
||||
WRITE(p, "ocol0 = 0;\n");
|
||||
if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
|
||||
WRITE(p, "ocol1 = 0;\n");
|
||||
if (DepthTextureEnable)
|
||||
WRITE(p, "depth = 1.f;\n");
|
||||
|
||||
// HAXX: zcomploc is a way to control whether depth test is done before
|
||||
// or after texturing and alpha test. PC GPU have no way to support this
|
||||
// feature properly as of 2012: depth buffer and depth test are not
|
||||
// programmable and the depth test is always done after texturing.
|
||||
//
|
||||
// We implement "depth test before texturing" by discarding the fragment
|
||||
// when the alpha test fail. This is not a correct implementation because
|
||||
// even if the depth test fails the fragment could be alpha blended, but
|
||||
// we don't have a choice.
|
||||
if (!(bpmem.zcontrol.zcomploc && bpmem.zmode.updateenable))
|
||||
{
|
||||
WRITE(p, "discard;\n");
|
||||
if (ApiType != API_D3D11)
|
||||
WRITE(p, "return;\n");
|
||||
}
|
||||
|
||||
WRITE(p, "}\n");
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -1242,4 +1263,4 @@ static void WriteFog(char *&p)
|
||||
WRITE(p, " prev.rgb = lerp(prev.rgb,"I_FOG"[0].rgb,fog);\n");
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user