From 4329aaa31cbfe304b5dd9c589ec2925882b81c62 Mon Sep 17 00:00:00 2001 From: "Unknown W. Brackets" Date: Sun, 25 Sep 2022 20:34:35 -0700 Subject: [PATCH] GPU: Apply color test mask as a uint. This is simpler and allows us to unify paths better. --- GPU/Common/FragmentShaderGenerator.cpp | 38 ++++++++------------------ 1 file changed, 12 insertions(+), 26 deletions(-) diff --git a/GPU/Common/FragmentShaderGenerator.cpp b/GPU/Common/FragmentShaderGenerator.cpp index acba19bb0d..297cccfb4b 100644 --- a/GPU/Common/FragmentShaderGenerator.cpp +++ b/GPU/Common/FragmentShaderGenerator.cpp @@ -183,7 +183,7 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu WRITE(p, "int roundAndScaleTo255i(in highp float x) { return int(floor(x * 255.0 + 0.5)); }\n"); } if (enableColorTest && !colorTestAgainstZero) { - WRITE(p, "uvec3 roundAndScaleTo255iv(in highp vec3 x) { return uvec3(floor(x * 255.0 + 0.5)); }\n"); + WRITE(p, "uint roundAndScaleTo8x4(in highp vec3 x) { uvec3 u = uvec3(floor(x * 255.0 + 0.5)); return u.r | (u.g << 8) | (u.b << 16); }\n"); } WRITE(p, "layout (location = 0, index = 0) out vec4 fragColor0;\n"); @@ -262,7 +262,7 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu } if (enableColorTest) { if (compat.shaderLanguage == HLSL_D3D11) { - WRITE(p, "uvec3 roundAndScaleTo255iv(float3 x) { return (floor(x * 255.0f + 0.5f)); }\n"); + WRITE(p, "uint roundAndScaleTo8x4(float3 x) { uvec3 u = (floor(x * 255.0f + 0.5f)); return u.r | (u.g << 8) | (u.b << 16); }\n"); } else { WRITE(p, "vec3 roundAndScaleTo255v(float3 x) { return floor(x * 255.0f + 0.5f); }\n"); } @@ -408,7 +408,7 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu } if (enableColorTest && !colorTestAgainstZero) { if (compat.bitwiseOps) { - WRITE(p, "uvec3 roundAndScaleTo255iv(in vec3 x) { return uvec3(floor(x * 255.0 + 0.5)); }\n"); + WRITE(p, "uint roundAndScaleTo8x4(in vec3 x) { uvec3 u = uvec3(floor(x * 255.0 + 0.5)); return u.r | (u.g << 8) | (u.b << 16); }\n"); } else if (gl_extensions.gpuVendor == GPU_VENDOR_IMGTEC) { WRITE(p, "vec3 roundTo255thv(in vec3 x) { vec3 y = x + (0.5/255.0); return y - fract(y * 255.0) * (1.0 / 255.0); }\n"); } else { @@ -933,36 +933,22 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu } } else { const char *colorTestFuncs[] = { "#", "#", " != ", " == " }; - if (colorTestFuncs[colorTestFunc][0] != '#') { + const char *test = colorTestFuncs[colorTestFunc]; + if (test[0] != '#') { // TODO: Unify these paths better. - if (compat.shaderLanguage == HLSL_D3D11) { - const char *test = colorTestFuncs[colorTestFunc]; - WRITE(p, " uvec3 v_scaled = roundAndScaleTo255iv(v.rgb);\n"); - WRITE(p, " uvec3 colormask = unpackUVec3(u_alphacolormask);\n"); - WRITE(p, " uvec3 v_masked = v_scaled & colormask;\n"); - WRITE(p, " uvec3 colorTestRef = u_alphacolorref.rgb & colormask;\n"); - // We have to test the components separately, or we get incorrect results. See #10629. - WRITE(p, " if (v_masked.r %s colorTestRef.r && v_masked.g %s colorTestRef.g && v_masked.b %s colorTestRef.b) %s\n", test, test, test, discardStatement); - } else if (compat.shaderLanguage == HLSL_D3D9) { - const char *test = colorTestFuncs[colorTestFunc]; + if (compat.shaderLanguage == HLSL_D3D9) { // TODO: Use a texture to lookup bitwise ops instead? WRITE(p, " vec3 colortest = roundAndScaleTo255v(v.rgb);\n"); WRITE(p, " if ((colortest.r %s u_alphacolorref.r) && (colortest.g %s u_alphacolorref.g) && (colortest.b %s u_alphacolorref.b)) %s\n", test, test, test, discardStatement); } else if (compat.bitwiseOps) { - WRITE(p, " uvec3 v_scaled = roundAndScaleTo255iv(v.rgb);\n"); - WRITE(p, " uvec3 colormask = unpackUVec3(u_alphacolormask);\n"); - if (compat.shaderLanguage == GLSL_VULKAN) { - // Apparently GLES3 does not support vector bitwise ops, but Vulkan does? - WRITE(p, " if ((v_scaled & colormask) %s (u_alphacolorref.rgb & colormask)) %s\n", colorTestFuncs[colorTestFunc], discardStatement); - } else { - const char *maskedFragColor = "ivec3(v_scaled.r & colormask.r, v_scaled.g & colormask.g, v_scaled.b & colormask.b)"; - const char *maskedColorRef = "ivec3(int(u_alphacolorref.r) & colormask.r, int(u_alphacolorref.g) & colormask.g, int(u_alphacolorref.b) & colormask.b)"; - WRITE(p, " if (%s %s %s) %s\n", maskedFragColor, colorTestFuncs[colorTestFunc], maskedColorRef, discardStatement); - } + WRITE(p, " uint v_uint = roundAndScaleTo8x4(v.rgb);\n"); + WRITE(p, " uint v_masked = v_uint & u_alphacolormask;\n"); + WRITE(p, " uint colorTestRef = roundAndScaleTo8x4(u_alphacolorref.rgb) & u_alphacolormask;\n"); + WRITE(p, " if (v_masked %s colorTestRef) %s\n", test, discardStatement); } else if (gl_extensions.gpuVendor == GPU_VENDOR_IMGTEC) { - WRITE(p, " if (roundTo255thv(v.rgb) %s u_alphacolorref.rgb) %s\n", colorTestFuncs[colorTestFunc], discardStatement); + WRITE(p, " if (roundTo255thv(v.rgb) %s u_alphacolorref.rgb) %s\n", test, discardStatement); } else { - WRITE(p, " if (roundAndScaleTo255v(v.rgb) %s u_alphacolorref.rgb) %s\n", colorTestFuncs[colorTestFunc], discardStatement); + WRITE(p, " if (roundAndScaleTo255v(v.rgb) %s u_alphacolorref.rgb) %s\n", test, discardStatement); } } else { WRITE(p, " %s\n", discardStatement);