Remove the color-to-depth mode

This commit is contained in:
Henrik Rydgård 2022-08-17 11:31:02 +02:00
parent a0ac2dffc7
commit 886679c7ec
12 changed files with 6 additions and 130 deletions

View file

@ -90,7 +90,6 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
bool shaderDepal = id.Bit(FS_BIT_SHADER_DEPAL) && !texture3D; // combination with texture3D not supported. Enforced elsewhere too.
bool bgraTexture = id.Bit(FS_BIT_BGRA_TEXTURE);
bool colorWriteMask = id.Bit(FS_BIT_COLOR_WRITEMASK) && compat.bitwiseOps;
bool colorToDepth = id.Bit(FS_BIT_COLOR_TO_DEPTH);
GEComparison alphaTestFunc = (GEComparison)id.Bits(FS_BIT_ALPHA_TEST_FUNC, 3);
GEComparison colorTestFunc = (GEComparison)id.Bits(FS_BIT_COLOR_TEST_FUNC, 2);
@ -123,7 +122,7 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
bool readFramebufferTex = readFramebuffer && !gstate_c.Supports(GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH);
bool needFragCoord = readFramebuffer || gstate_c.Supports(GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT);
bool writeDepth = gstate_c.Supports(GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT) || colorToDepth;
bool writeDepth = gstate_c.Supports(GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT);
if (shaderDepal && !doTexture) {
*errorString = "depal requires a texture";
@ -136,11 +135,6 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
}
if (compat.shaderLanguage == ShaderLanguage::GLSL_VULKAN) {
if (colorToDepth) {
WRITE(p, "precision highp int;\n");
WRITE(p, "precision highp float;\n");
}
if (useDiscardStencilBugWorkaround && !gstate_c.Supports(GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT)) {
WRITE(p, "layout (depth_unchanged) out float gl_FragDepth;\n");
}
@ -293,7 +287,7 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
WRITE(p, "};\n");
}
} else if (ShaderLanguageIsOpenGL(compat.shaderLanguage)) {
if ((shaderDepal || colorWriteMask || colorToDepth) && gl_extensions.IsGLES) {
if ((shaderDepal || colorWriteMask) && gl_extensions.IsGLES) {
WRITE(p, "precision highp int;\n");
}
@ -461,9 +455,6 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
WRITE(p, "PS_OUT main( PS_IN In ) {\n");
WRITE(p, " PS_OUT outfragment;\n");
WRITE(p, " vec4 target;\n");
if (colorToDepth) {
WRITE(p, " float gl_FragDepth;\n");
}
} else {
WRITE(p, "void main() {\n");
}
@ -1070,22 +1061,6 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
WRITE(p, " %s = vec4(0.0, 0.0, 0.0, %s.z); // blue to alpha\n", compat.fragColor0, compat.fragColor0);
}
if (colorToDepth) {
DepthScaleFactors factors = GetDepthScaleFactors();
if (compat.bitwiseOps) {
WRITE(p, " highp float depthValue = float(int(%s.x * 31.99) | (int(%s.y * 63.99) << 5) | (int(%s.z * 31.99) << 11)) / 65535.0;\n", "v", "v", "v"); // compat.fragColor0, compat.fragColor0, compat.fragColor0);
} else {
// D3D9-compatible alternative
WRITE(p, " highp float depthValue = (floor(%s.x * 31.99) + floor(%s.y * 63.99) * 32.0 + floor(%s.z * 31.99) * 2048.0) / 65535.0;\n", "v", "v", "v"); // compat.fragColor0, compat.fragColor0, compat.fragColor0);
}
if (factors.scale != 1.0 || factors.offset != 0.0) {
WRITE(p, " gl_FragDepth = (depthValue / %f) + %f;\n", factors.scale / 65535.0f, factors.offset);
} else {
WRITE(p, " gl_FragDepth = depthValue;\n");
}
}
if (gstate_c.Supports(GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT)) {
const double scale = DepthSliceFactor() * 65535.0;

View file

@ -280,8 +280,6 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer(const Frame
WARN_LOG_ONCE(color_equal_z, G3D, "Framebuffer bound with color addr == z addr, likely will not use Z in this pass: %08x", params.fb_address);
}
RasterMode mode = RASTER_MODE_NORMAL;
// Find a matching framebuffer
VirtualFramebuffer *vfb = nullptr;
for (size_t i = 0; i < vfbs_.size(); ++i) {
@ -318,19 +316,6 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer(const Frame
vfb->height = drawing_height;
}
break;
} else if (params.fb_address == v->z_address && params.fmt != GE_FORMAT_8888 && params.fb_stride == v->z_stride && !params.isBlending) {
// Looks like the game might be intending to use color to write directly to a Z buffer.
// This is seen in Kuroyou 2.
// Ignore this in this loop, BUT, we do a lookup in the depth tracking afterwards to
// make sure we get the latest one.
WARN_LOG_ONCE(color_matches_z, G3D, "Color framebuffer bound at %08x with likely intent to write explicit Z values using color. fmt = %s", params.fb_address, GeBufferFormatToString(params.fmt));
// Seems impractical to use the other 16-bit formats for this due to the limited control over alpha,
// so we'll simply only support 565.
if (params.fmt == GE_FORMAT_565) {
mode = RASTER_MODE_COLOR_TO_DEPTH;
break;
}
} else if (v->fb_stride == params.fb_stride && v->format == params.fmt) {
u32 v_fb_first_line_end_ptr = v->fb_address + v->fb_stride * 4; // This should be * bpp, but leaving like this until after 1.13 to be safe. The God of War games use this for shadows.
u32 v_fb_end_ptr = v->fb_address + v->fb_stride * v->height * bpp;
@ -368,24 +353,6 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer(const Frame
}
}
if (mode == RASTER_MODE_COLOR_TO_DEPTH) {
// Lookup in the depth tracking to find which VFB has the latest version of this Z buffer.
// Then bind it in color-to-depth mode.
//
// We do this by having a special render mode where we take color and move to
// depth in the fragment shader, and set color writes to off.
//
// We use a special fragment shader flag to convert color to depth.
vfb = GetLatestDepthBufferAt(params.fb_address /* !!! */, params.fb_stride);
if (vfb) {
vfb->depthBindSeq = GetBindSeqCount();
}
// Avoid causing another depth copy on top.
gstate_c.usingDepth = true;
}
gstate_c.SetFramebufferRenderMode(mode);
if (vfb) {
if ((drawing_width != vfb->bufferWidth || drawing_height != vfb->bufferHeight)) {
// Even if it's not newly wrong, if this is larger we need to resize up.

View file

@ -1018,16 +1018,6 @@ void ConvertMaskState(GenericMaskState &maskState, bool allowFramebufferRead) {
return;
}
if (gstate_c.renderMode == RASTER_MODE_COLOR_TO_DEPTH) {
// Suppress color writes entirely in this mode.
maskState.applyFramebufferRead = false;
maskState.rgba[0] = false;
maskState.rgba[1] = false;
maskState.rgba[2] = false;
maskState.rgba[3] = false;
return;
}
// Invert to convert masks from the PSP's format where 1 is don't draw to PC where 1 is draw.
uint32_t colorMask = ~((gstate.pmskc & 0xFFFFFF) | (gstate.pmska << 24));

View file

@ -240,8 +240,6 @@ std::string FragmentShaderDesc(const FShaderID &id) {
if (id.Bit(FS_BIT_COLOR_AGAINST_ZERO)) desc << "ColorTest0 " << alphaTestFuncs[id.Bits(FS_BIT_COLOR_TEST_FUNC, 2)] << " "; // first 4 match;
else if (id.Bit(FS_BIT_COLOR_TEST)) desc << "ColorTest " << alphaTestFuncs[id.Bits(FS_BIT_COLOR_TEST_FUNC, 2)] << " "; // first 4 match
if (id.Bit(FS_BIT_COLOR_TO_DEPTH)) desc << "ColorToDepth ";
return desc.str();
}
@ -264,7 +262,6 @@ void ComputeFragmentShaderID(FShaderID *id_out, const Draw::Bugs &bugs) {
bool doFlatShading = gstate.getShadeMode() == GE_SHADE_FLAT;
bool useShaderDepal = gstate_c.useShaderDepal;
bool colorWriteMask = IsColorWriteMaskComplex(gstate_c.allowFramebufferRead);
bool colorToDepth = gstate_c.renderMode == RasterMode::RASTER_MODE_COLOR_TO_DEPTH;
// Note how we here recompute some of the work already done in state mapping.
// Not ideal! At least we share the code.
@ -296,8 +293,6 @@ void ComputeFragmentShaderID(FShaderID *id_out, const Draw::Bugs &bugs) {
id.SetBit(FS_BIT_3D_TEXTURE, gstate_c.curTextureIs3D);
}
id.SetBit(FS_BIT_COLOR_TO_DEPTH, colorToDepth);
id.SetBit(FS_BIT_LMODE, lmode);
if (enableAlphaTest) {
// 5 bits total.

View file

@ -94,7 +94,6 @@ enum FShaderBit : uint8_t {
FS_BIT_NO_DEPTH_CANNOT_DISCARD_STENCIL = 49,
FS_BIT_COLOR_WRITEMASK = 50,
FS_BIT_3D_TEXTURE = 51,
FS_BIT_COLOR_TO_DEPTH = 52,
};
static inline FShaderBit operator +(FShaderBit bit, int i) {

View file

@ -265,10 +265,6 @@ SamplerCacheKey TextureCacheCommon::GetSamplingParams(int maxLevel, const TexCac
}
}
if (gstate_c.renderMode == RASTER_MODE_COLOR_TO_DEPTH) {
forceFiltering = TEX_FILTER_FORCE_NEAREST;
}
switch (forceFiltering) {
case TEX_FILTER_AUTO:
break;
@ -2247,11 +2243,6 @@ bool TextureCacheCommon::PrepareBuildTexture(BuildTexturePlan &plan, TexCacheEnt
plan.scaleFactor = 1;
}
// Don't upscale textures in color-to-depth mode.
if (gstate_c.renderMode == RASTER_MODE_COLOR_TO_DEPTH) {
plan.scaleFactor = 1;
}
if ((entry->status & TexCacheEntry::STATUS_CHANGE_FREQUENT) != 0 && plan.scaleFactor != 1 && plan.slowScaler) {
// Remember for later that we /wanted/ to scale this texture.
entry->status |= TexCacheEntry::STATUS_TO_SCALE;

View file

@ -293,14 +293,7 @@ void DrawEngineD3D11::ApplyDrawState(int prim) {
GenericStencilFuncState stencilState;
ConvertStencilFuncState(stencilState);
if (gstate_c.renderMode == RASTER_MODE_COLOR_TO_DEPTH) {
// Enforce plain depth writing.
keys_.depthStencil.value = 0;
keys_.depthStencil.depthTestEnable = true;
keys_.depthStencil.depthWriteEnable = true;
keys_.depthStencil.stencilTestEnable = false;
keys_.depthStencil.depthCompareOp = D3D11_COMPARISON_ALWAYS;
} else if (gstate.isModeClear()) {
if (gstate.isModeClear()) {
keys_.depthStencil.value = 0;
keys_.depthStencil.depthTestEnable = true;
keys_.depthStencil.depthCompareOp = D3D11_COMPARISON_ALWAYS;

View file

@ -211,14 +211,7 @@ void DrawEngineDX9::ApplyDrawState(int prim) {
ConvertStencilFuncState(stencilState);
// Set Stencil/Depth
if (gstate_c.renderMode == RASTER_MODE_COLOR_TO_DEPTH) {
// Enforce plain depth writing.
dxstate.depthTest.enable();
dxstate.depthFunc.set(D3DCMP_ALWAYS);
dxstate.depthWrite.set(true);
dxstate.stencilTest.disable();
} else if (gstate.isModeClear()) {
if (gstate.isModeClear()) {
// Depth Test
dxstate.depthTest.enable();
dxstate.depthFunc.set(D3DCMP_ALWAYS);

View file

@ -251,11 +251,7 @@ void DrawEngineGLES::ApplyDrawState(int prim) {
GenericStencilFuncState stencilState;
ConvertStencilFuncState(stencilState);
if (gstate_c.renderMode == RASTER_MODE_COLOR_TO_DEPTH) {
// Enforce plain depth writing.
renderManager->SetStencilDisabled();
renderManager->SetDepth(true, true, GL_ALWAYS);
} else if (gstate.isModeClear()) {
if (gstate.isModeClear()) {
// Depth Test
if (gstate.isClearModeDepthMask()) {
framebufferManager_->SetDepthUpdated();

View file

@ -24,11 +24,6 @@ class GPUInterface;
class GPUDebugInterface;
class GraphicsContext;
enum RasterMode {
RASTER_MODE_NORMAL = 0,
RASTER_MODE_COLOR_TO_DEPTH = 1,
};
// PSP rasterization has two outputs, color and depth. Stencil is packed
// into the alpha channel of color (if exists), so possibly RASTER_COLOR
// should be named RASTER_COLOR_STENCIL but it gets kinda hard to read.

View file

@ -555,14 +555,6 @@ struct GPUStateCache {
Dirty(DIRTY_FRAGMENTSHADER_STATE | (is3D ? DIRTY_MIPBIAS : 0));
}
}
void SetFramebufferRenderMode(RasterMode mode) {
if (mode != renderMode) {
// This mode modifies the fragment shader to write depth, the depth state to write without testing, and the blend state to write nothing to color.
// So we need to re-evaluate those states.
Dirty(DIRTY_FRAGMENTSHADER_STATE | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_TEXTURE_PARAMS);
renderMode = mode;
}
}
u32 featureFlags;
@ -616,9 +608,6 @@ struct GPUStateCache {
// We detect this case and go into a special drawing mode.
bool blueToAlpha;
// Some games try to write to the Z buffer using color. Catch that and actually do the writes to the Z buffer instead.
RasterMode renderMode;
// TODO: These should be accessed from the current VFB object directly.
u32 curRTWidth;
u32 curRTHeight;

View file

@ -250,14 +250,7 @@ void DrawEngineVulkan::ConvertStateToVulkanKey(FramebufferManagerVulkan &fbManag
GenericStencilFuncState stencilState;
ConvertStencilFuncState(stencilState);
if (gstate_c.renderMode == RASTER_MODE_COLOR_TO_DEPTH) {
// Enforce plain depth writing.
key.depthTestEnable = true;
key.depthWriteEnable = true;
key.stencilTestEnable = false;
key.depthCompareOp = VK_COMPARE_OP_ALWAYS;
key.depthClampEnable = false;
} else if (gstate.isModeClear()) {
if (gstate.isModeClear()) {
key.depthTestEnable = true;
key.depthCompareOp = VK_COMPARE_OP_ALWAYS;
key.depthWriteEnable = gstate.isClearModeDepthMask();