diff --git a/GPU/Directx9/ShaderManagerDX9.cpp b/GPU/Directx9/ShaderManagerDX9.cpp index a10e56603f..1b90a7d621 100644 --- a/GPU/Directx9/ShaderManagerDX9.cpp +++ b/GPU/Directx9/ShaderManagerDX9.cpp @@ -314,7 +314,7 @@ void ShaderManagerDX9::PSUpdateUniforms(u64 dirtyUniforms) { } const uint64_t vsUniforms = DIRTY_PROJMATRIX | DIRTY_PROJTHROUGHMATRIX | DIRTY_WORLDMATRIX | DIRTY_VIEWMATRIX | DIRTY_TEXMATRIX | -DIRTY_FOGCOEF | DIRTY_BONE_UNIFORMS | DIRTY_UVSCALEOFFSET | DIRTY_DEPTHRANGE | +DIRTY_FOGCOEF | DIRTY_BONE_UNIFORMS | DIRTY_UVSCALEOFFSET | DIRTY_DEPTHRANGE | DIRTY_CULLRANGE | DIRTY_AMBIENT | DIRTY_MATAMBIENTALPHA | DIRTY_MATSPECULAR | DIRTY_MATDIFFUSE | DIRTY_MATEMISSIVE | DIRTY_LIGHT0 | DIRTY_LIGHT1 | DIRTY_LIGHT2 | DIRTY_LIGHT3; void ShaderManagerDX9::VSUpdateUniforms(u64 dirtyUniforms) { @@ -425,7 +425,7 @@ void ShaderManagerDX9::VSUpdateUniforms(u64 dirtyUniforms) { VSSetFloatArray(CONST_VS_UVSCALEOFFSET, uvscaleoff, 4); } - if (dirtyUniforms & DIRTY_DEPTHRANGE) { + if (dirtyUniforms & DIRTY_DEPTHRANGE) { // Depth is [0, 1] mapping to [minz, maxz], not too hard. float vpZScale = gstate.getViewportZScale(); float vpZCenter = gstate.getViewportZCenter(); @@ -447,6 +447,45 @@ void ShaderManagerDX9::VSUpdateUniforms(u64 dirtyUniforms) { float data[4] = { viewZScale, viewZCenter, viewZCenter, viewZInvScale }; VSSetFloatUniform4(CONST_VS_DEPTHRANGE, data); } + if (dirtyUniforms & DIRTY_CULLRANGE) { + // Account for the projection viewport adjustment when viewport is too large. + auto reverseViewportX = [](float x) { + float pspViewport = (x - gstate.getViewportXCenter()) * (1.0f / gstate.getViewportXScale()); + return (pspViewport - gstate_c.vpXOffset) * (1.0f / gstate_c.vpWidthScale); + }; + auto reverseViewportY = [](float y) { + float yOffset = gstate_c.vpYOffset; + if (g_Config.iRenderingMode == FB_NON_BUFFERED_MODE) { + // GL upside down is a pain as usual. + // TODO: Is this right? + yOffset = -yOffset; + } + float pspViewport = (y - gstate.getViewportYCenter()) * (1.0f / gstate.getViewportYScale()); + return (pspViewport - yOffset) * (1.0f / gstate_c.vpHeightScale); + }; + auto reverseViewportZ = [](float z) { + float pspViewport = (z - gstate.getViewportZCenter()) * (1.0f / gstate.getViewportZScale()); + // Differs from GLES: depth is 0 to 1, not -1 to 1. + return (pspViewport - gstate_c.vpZOffset) * (1.0f / gstate_c.vpDepthScale) * 0.5f + 0.5f; + }; + auto sortPair = [](float a, float b) { + return a > b ? std::make_pair(b, a) : std::make_pair(a, b); + }; + + // The PSP seems to use 0.12.4 for X and Y, and 0.16.0 for Z. + // Any vertex outside this range (unless depth clamp enabled) is discarded. + auto x = sortPair(reverseViewportX(0.0f), reverseViewportX(4096.0f)); + auto y = sortPair(reverseViewportY(0.0f), reverseViewportY(4096.0f)); + auto z = sortPair(reverseViewportZ(0.0f), reverseViewportZ(65535.5f)); + // Since we have space in w, use it to pass the depth clamp flag. We also pass NAN for w "discard". + float clampEnable = gstate.isDepthClampEnabled() ? 1.0f : 0.0f; + + float minValues[4]{ x.first, y.first, z.first, clampEnable }; + VSSetFloatUniform4(CONST_VS_CULLRANGEMIN, minValues); + float maxValues[4]{ x.second, y.second, z.second, NAN }; + VSSetFloatUniform4(CONST_VS_CULLRANGEMAX, maxValues); + } + // Lighting if (dirtyUniforms & DIRTY_AMBIENT) { VSSetColorUniform3Alpha(CONST_VS_AMBIENT, gstate.ambientcolor, gstate.getAmbientA()); diff --git a/GPU/Directx9/VertexShaderGeneratorDX9.cpp b/GPU/Directx9/VertexShaderGeneratorDX9.cpp index 056bcc1580..8cebd2dfdc 100644 --- a/GPU/Directx9/VertexShaderGeneratorDX9.cpp +++ b/GPU/Directx9/VertexShaderGeneratorDX9.cpp @@ -176,6 +176,10 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage if (!isModeThrough && gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) { WRITE(p, "float4 u_depthRange : register(c%i);\n", CONST_VS_DEPTHRANGE); } + if (!isModeThrough) { + WRITE(p, "float4 u_cullRangeMin : register(c%i);\n", CONST_VS_CULLRANGEMIN); + WRITE(p, "float4 u_cullRangeMax : register(c%i);\n", CONST_VS_CULLRANGEMAX); + } } else { WRITE(p, "cbuffer base : register(b0) {\n%s};\n", cb_baseStr); WRITE(p, "cbuffer lights: register(b1) {\n%s};\n", cb_vs_lightsStr); @@ -370,22 +374,22 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage } if (lang == HLSL_D3D11 || lang == HLSL_D3D11_LEVEL9) { if (isModeThrough) { - WRITE(p, " Out.gl_Position = mul(u_proj_through, float4(In.position.xyz, 1.0));\n"); + WRITE(p, " float4 outPos = mul(u_proj_through, float4(In.position.xyz, 1.0));\n"); } else { if (gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) { - WRITE(p, " Out.gl_Position = depthRoundZVP(mul(u_proj, float4(In.position.xyz, 1.0)));\n"); + WRITE(p, " float4 outPos = depthRoundZVP(mul(u_proj, float4(In.position.xyz, 1.0)));\n"); } else { - WRITE(p, " Out.gl_Position = mul(u_proj, float4(In.position.xyz, 1.0));\n"); + WRITE(p, " float4 outPos = mul(u_proj, float4(In.position.xyz, 1.0));\n"); } } } else { if (isModeThrough) { - WRITE(p, " Out.gl_Position = mul(float4(In.position.xyz, 1.0), u_proj_through);\n"); + WRITE(p, " float4 outPos = mul(float4(In.position.xyz, 1.0), u_proj_through);\n"); } else { if (gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) { - WRITE(p, " Out.gl_Position = depthRoundZVP(mul(float4(In.position.xyz, 1.0), u_proj));\n"); + WRITE(p, " float4 outPos = depthRoundZVP(mul(float4(In.position.xyz, 1.0), u_proj));\n"); } else { - WRITE(p, " Out.gl_Position = mul(float4(In.position.xyz, 1.0), u_proj);\n"); + WRITE(p, " float4 outPos = mul(float4(In.position.xyz, 1.0), u_proj);\n"); } } } @@ -577,16 +581,16 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage if (lang == HLSL_D3D11 || lang == HLSL_D3D11_LEVEL9) { // Final view and projection transforms. if (gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) { - WRITE(p, " Out.gl_Position = depthRoundZVP(mul(u_proj, viewPos));\n"); + WRITE(p, " float4 outPos = depthRoundZVP(mul(u_proj, viewPos));\n"); } else { - WRITE(p, " Out.gl_Position = mul(u_proj, viewPos);\n"); + WRITE(p, " float4 outPos = mul(u_proj, viewPos);\n"); } } else { // Final view and projection transforms. if (gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) { - WRITE(p, " Out.gl_Position = depthRoundZVP(mul(viewPos, u_proj));\n"); + WRITE(p, " float4 outPos = depthRoundZVP(mul(viewPos, u_proj));\n"); } else { - WRITE(p, " Out.gl_Position = mul(viewPos, u_proj);\n"); + WRITE(p, " float4 outPos = mul(viewPos, u_proj);\n"); } } @@ -811,6 +815,19 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage } } + if (lang == HLSL_DX9 && !isModeThrough) { + WRITE(p, " float3 projPos = outPos.xyz / outPos.w;\n"); + // Vertex range culling doesn't happen when depth is clamped, so only do this if in range. + WRITE(p, " if (u_cullRangeMin.w <= 0.0f || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {\n"); + const char *outMin = "projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z"; + const char *outMax = "projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z"; + WRITE(p, " if (%s || %s) {\n", outMin, outMax); + WRITE(p, " outPos.w = u_cullRangeMax.w;\n"); + WRITE(p, " }\n"); + WRITE(p, " }\n"); + } + WRITE(p, " Out.gl_Position = outPos;\n"); + WRITE(p, " return Out;\n"); WRITE(p, "}\n"); } diff --git a/GPU/Directx9/VertexShaderGeneratorDX9.h b/GPU/Directx9/VertexShaderGeneratorDX9.h index e33567992c..aecc113ea3 100644 --- a/GPU/Directx9/VertexShaderGeneratorDX9.h +++ b/GPU/Directx9/VertexShaderGeneratorDX9.h @@ -53,6 +53,8 @@ namespace DX9 { CONST_VS_BONE6 = 71, CONST_VS_BONE7 = 74, CONST_VS_BONE8 = 77, + CONST_VS_CULLRANGEMIN = 80, + CONST_VS_CULLRANGEMAX = 81, }; }; diff --git a/GPU/GLES/ShaderManagerGLES.cpp b/GPU/GLES/ShaderManagerGLES.cpp index 0f957329c3..2ae8c1376b 100644 --- a/GPU/GLES/ShaderManagerGLES.cpp +++ b/GPU/GLES/ShaderManagerGLES.cpp @@ -457,7 +457,7 @@ void LinkedShader::UpdateUniforms(u32 vertType, const ShaderID &vsid) { if (dirty & DIRTY_TEXMATRIX) { SetMatrix4x3(render_, &u_texmtx, gstate.tgenMatrix); } - if ((dirty & DIRTY_DEPTHRANGE) && u_depthRange != -1) { + if (dirty & DIRTY_DEPTHRANGE) { // Since depth is [-1, 1] mapping to [minz, maxz], this is easyish. float vpZScale = gstate.getViewportZScale(); float vpZCenter = gstate.getViewportZCenter(); diff --git a/GPU/GLES/VertexShaderGeneratorGLES.cpp b/GPU/GLES/VertexShaderGeneratorGLES.cpp index bc6291a73c..c09f879a55 100644 --- a/GPU/GLES/VertexShaderGeneratorGLES.cpp +++ b/GPU/GLES/VertexShaderGeneratorGLES.cpp @@ -87,6 +87,10 @@ enum DoLightComputation { // // Now, the regular machinery will take over and do the calculation again. // +// Depth is not clipped to the viewport, but does clip to "minz" and "maxz". It may also be clamped +// to 0 and 65535 if a depth clamping/clipping flag is set (x/y clipping is performed only if depth +// needs to be clamped.) +// // All this above is for full transform mode. // In through mode, the Z coordinate just goes straight through and there is no perspective division. // We simulate this of course with pretty much an identity matrix. Rounding Z becomes very easy.