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https://github.com/hrydgard/ppsspp.git
synced 2025-04-02 11:01:50 -04:00
Remove the color-to-depth mode
This commit is contained in:
parent
a0ac2dffc7
commit
886679c7ec
12 changed files with 6 additions and 130 deletions
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@ -90,7 +90,6 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
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bool shaderDepal = id.Bit(FS_BIT_SHADER_DEPAL) && !texture3D; // combination with texture3D not supported. Enforced elsewhere too.
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bool bgraTexture = id.Bit(FS_BIT_BGRA_TEXTURE);
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bool colorWriteMask = id.Bit(FS_BIT_COLOR_WRITEMASK) && compat.bitwiseOps;
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bool colorToDepth = id.Bit(FS_BIT_COLOR_TO_DEPTH);
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GEComparison alphaTestFunc = (GEComparison)id.Bits(FS_BIT_ALPHA_TEST_FUNC, 3);
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GEComparison colorTestFunc = (GEComparison)id.Bits(FS_BIT_COLOR_TEST_FUNC, 2);
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@ -123,7 +122,7 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
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bool readFramebufferTex = readFramebuffer && !gstate_c.Supports(GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH);
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bool needFragCoord = readFramebuffer || gstate_c.Supports(GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT);
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bool writeDepth = gstate_c.Supports(GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT) || colorToDepth;
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bool writeDepth = gstate_c.Supports(GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT);
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if (shaderDepal && !doTexture) {
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*errorString = "depal requires a texture";
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@ -136,11 +135,6 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
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}
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if (compat.shaderLanguage == ShaderLanguage::GLSL_VULKAN) {
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if (colorToDepth) {
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WRITE(p, "precision highp int;\n");
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WRITE(p, "precision highp float;\n");
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}
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if (useDiscardStencilBugWorkaround && !gstate_c.Supports(GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT)) {
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WRITE(p, "layout (depth_unchanged) out float gl_FragDepth;\n");
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}
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@ -293,7 +287,7 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
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WRITE(p, "};\n");
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}
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} else if (ShaderLanguageIsOpenGL(compat.shaderLanguage)) {
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if ((shaderDepal || colorWriteMask || colorToDepth) && gl_extensions.IsGLES) {
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if ((shaderDepal || colorWriteMask) && gl_extensions.IsGLES) {
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WRITE(p, "precision highp int;\n");
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}
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@ -461,9 +455,6 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
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WRITE(p, "PS_OUT main( PS_IN In ) {\n");
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WRITE(p, " PS_OUT outfragment;\n");
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WRITE(p, " vec4 target;\n");
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if (colorToDepth) {
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WRITE(p, " float gl_FragDepth;\n");
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}
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} else {
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WRITE(p, "void main() {\n");
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}
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@ -1070,22 +1061,6 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
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WRITE(p, " %s = vec4(0.0, 0.0, 0.0, %s.z); // blue to alpha\n", compat.fragColor0, compat.fragColor0);
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}
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if (colorToDepth) {
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DepthScaleFactors factors = GetDepthScaleFactors();
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if (compat.bitwiseOps) {
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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);
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} else {
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// D3D9-compatible alternative
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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);
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}
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if (factors.scale != 1.0 || factors.offset != 0.0) {
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WRITE(p, " gl_FragDepth = (depthValue / %f) + %f;\n", factors.scale / 65535.0f, factors.offset);
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} else {
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WRITE(p, " gl_FragDepth = depthValue;\n");
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}
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}
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if (gstate_c.Supports(GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT)) {
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const double scale = DepthSliceFactor() * 65535.0;
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@ -280,8 +280,6 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer(const Frame
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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);
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}
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RasterMode mode = RASTER_MODE_NORMAL;
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// Find a matching framebuffer
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VirtualFramebuffer *vfb = nullptr;
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for (size_t i = 0; i < vfbs_.size(); ++i) {
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@ -318,19 +316,6 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer(const Frame
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vfb->height = drawing_height;
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}
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break;
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} else if (params.fb_address == v->z_address && params.fmt != GE_FORMAT_8888 && params.fb_stride == v->z_stride && !params.isBlending) {
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// Looks like the game might be intending to use color to write directly to a Z buffer.
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// This is seen in Kuroyou 2.
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// Ignore this in this loop, BUT, we do a lookup in the depth tracking afterwards to
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// make sure we get the latest one.
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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));
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// Seems impractical to use the other 16-bit formats for this due to the limited control over alpha,
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// so we'll simply only support 565.
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if (params.fmt == GE_FORMAT_565) {
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mode = RASTER_MODE_COLOR_TO_DEPTH;
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break;
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}
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} else if (v->fb_stride == params.fb_stride && v->format == params.fmt) {
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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.
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u32 v_fb_end_ptr = v->fb_address + v->fb_stride * v->height * bpp;
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@ -368,24 +353,6 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer(const Frame
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}
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}
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if (mode == RASTER_MODE_COLOR_TO_DEPTH) {
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// Lookup in the depth tracking to find which VFB has the latest version of this Z buffer.
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// Then bind it in color-to-depth mode.
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//
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// We do this by having a special render mode where we take color and move to
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// depth in the fragment shader, and set color writes to off.
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//
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// We use a special fragment shader flag to convert color to depth.
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vfb = GetLatestDepthBufferAt(params.fb_address /* !!! */, params.fb_stride);
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if (vfb) {
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vfb->depthBindSeq = GetBindSeqCount();
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}
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// Avoid causing another depth copy on top.
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gstate_c.usingDepth = true;
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}
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gstate_c.SetFramebufferRenderMode(mode);
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if (vfb) {
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if ((drawing_width != vfb->bufferWidth || drawing_height != vfb->bufferHeight)) {
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// Even if it's not newly wrong, if this is larger we need to resize up.
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@ -1018,16 +1018,6 @@ void ConvertMaskState(GenericMaskState &maskState, bool allowFramebufferRead) {
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return;
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}
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if (gstate_c.renderMode == RASTER_MODE_COLOR_TO_DEPTH) {
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// Suppress color writes entirely in this mode.
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maskState.applyFramebufferRead = false;
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maskState.rgba[0] = false;
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maskState.rgba[1] = false;
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maskState.rgba[2] = false;
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maskState.rgba[3] = false;
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return;
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}
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// Invert to convert masks from the PSP's format where 1 is don't draw to PC where 1 is draw.
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uint32_t colorMask = ~((gstate.pmskc & 0xFFFFFF) | (gstate.pmska << 24));
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@ -240,8 +240,6 @@ std::string FragmentShaderDesc(const FShaderID &id) {
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if (id.Bit(FS_BIT_COLOR_AGAINST_ZERO)) desc << "ColorTest0 " << alphaTestFuncs[id.Bits(FS_BIT_COLOR_TEST_FUNC, 2)] << " "; // first 4 match;
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else if (id.Bit(FS_BIT_COLOR_TEST)) desc << "ColorTest " << alphaTestFuncs[id.Bits(FS_BIT_COLOR_TEST_FUNC, 2)] << " "; // first 4 match
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if (id.Bit(FS_BIT_COLOR_TO_DEPTH)) desc << "ColorToDepth ";
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return desc.str();
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}
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@ -264,7 +262,6 @@ void ComputeFragmentShaderID(FShaderID *id_out, const Draw::Bugs &bugs) {
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bool doFlatShading = gstate.getShadeMode() == GE_SHADE_FLAT;
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bool useShaderDepal = gstate_c.useShaderDepal;
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bool colorWriteMask = IsColorWriteMaskComplex(gstate_c.allowFramebufferRead);
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bool colorToDepth = gstate_c.renderMode == RasterMode::RASTER_MODE_COLOR_TO_DEPTH;
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// Note how we here recompute some of the work already done in state mapping.
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// Not ideal! At least we share the code.
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@ -296,8 +293,6 @@ void ComputeFragmentShaderID(FShaderID *id_out, const Draw::Bugs &bugs) {
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id.SetBit(FS_BIT_3D_TEXTURE, gstate_c.curTextureIs3D);
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}
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id.SetBit(FS_BIT_COLOR_TO_DEPTH, colorToDepth);
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id.SetBit(FS_BIT_LMODE, lmode);
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if (enableAlphaTest) {
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// 5 bits total.
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@ -94,7 +94,6 @@ enum FShaderBit : uint8_t {
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FS_BIT_NO_DEPTH_CANNOT_DISCARD_STENCIL = 49,
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FS_BIT_COLOR_WRITEMASK = 50,
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FS_BIT_3D_TEXTURE = 51,
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FS_BIT_COLOR_TO_DEPTH = 52,
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};
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static inline FShaderBit operator +(FShaderBit bit, int i) {
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@ -265,10 +265,6 @@ SamplerCacheKey TextureCacheCommon::GetSamplingParams(int maxLevel, const TexCac
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}
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}
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if (gstate_c.renderMode == RASTER_MODE_COLOR_TO_DEPTH) {
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forceFiltering = TEX_FILTER_FORCE_NEAREST;
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}
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switch (forceFiltering) {
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case TEX_FILTER_AUTO:
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break;
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@ -2247,11 +2243,6 @@ bool TextureCacheCommon::PrepareBuildTexture(BuildTexturePlan &plan, TexCacheEnt
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plan.scaleFactor = 1;
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}
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// Don't upscale textures in color-to-depth mode.
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if (gstate_c.renderMode == RASTER_MODE_COLOR_TO_DEPTH) {
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plan.scaleFactor = 1;
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}
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if ((entry->status & TexCacheEntry::STATUS_CHANGE_FREQUENT) != 0 && plan.scaleFactor != 1 && plan.slowScaler) {
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// Remember for later that we /wanted/ to scale this texture.
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entry->status |= TexCacheEntry::STATUS_TO_SCALE;
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@ -293,14 +293,7 @@ void DrawEngineD3D11::ApplyDrawState(int prim) {
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GenericStencilFuncState stencilState;
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ConvertStencilFuncState(stencilState);
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if (gstate_c.renderMode == RASTER_MODE_COLOR_TO_DEPTH) {
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// Enforce plain depth writing.
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keys_.depthStencil.value = 0;
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keys_.depthStencil.depthTestEnable = true;
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keys_.depthStencil.depthWriteEnable = true;
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keys_.depthStencil.stencilTestEnable = false;
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keys_.depthStencil.depthCompareOp = D3D11_COMPARISON_ALWAYS;
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} else if (gstate.isModeClear()) {
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if (gstate.isModeClear()) {
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keys_.depthStencil.value = 0;
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keys_.depthStencil.depthTestEnable = true;
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keys_.depthStencil.depthCompareOp = D3D11_COMPARISON_ALWAYS;
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@ -211,14 +211,7 @@ void DrawEngineDX9::ApplyDrawState(int prim) {
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ConvertStencilFuncState(stencilState);
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// Set Stencil/Depth
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if (gstate_c.renderMode == RASTER_MODE_COLOR_TO_DEPTH) {
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// Enforce plain depth writing.
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dxstate.depthTest.enable();
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dxstate.depthFunc.set(D3DCMP_ALWAYS);
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dxstate.depthWrite.set(true);
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dxstate.stencilTest.disable();
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} else if (gstate.isModeClear()) {
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if (gstate.isModeClear()) {
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// Depth Test
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dxstate.depthTest.enable();
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dxstate.depthFunc.set(D3DCMP_ALWAYS);
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@ -251,11 +251,7 @@ void DrawEngineGLES::ApplyDrawState(int prim) {
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GenericStencilFuncState stencilState;
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ConvertStencilFuncState(stencilState);
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if (gstate_c.renderMode == RASTER_MODE_COLOR_TO_DEPTH) {
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// Enforce plain depth writing.
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renderManager->SetStencilDisabled();
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renderManager->SetDepth(true, true, GL_ALWAYS);
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} else if (gstate.isModeClear()) {
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if (gstate.isModeClear()) {
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// Depth Test
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if (gstate.isClearModeDepthMask()) {
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framebufferManager_->SetDepthUpdated();
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@ -24,11 +24,6 @@ class GPUInterface;
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class GPUDebugInterface;
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class GraphicsContext;
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enum RasterMode {
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RASTER_MODE_NORMAL = 0,
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RASTER_MODE_COLOR_TO_DEPTH = 1,
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};
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// PSP rasterization has two outputs, color and depth. Stencil is packed
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// into the alpha channel of color (if exists), so possibly RASTER_COLOR
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// should be named RASTER_COLOR_STENCIL but it gets kinda hard to read.
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@ -555,14 +555,6 @@ struct GPUStateCache {
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Dirty(DIRTY_FRAGMENTSHADER_STATE | (is3D ? DIRTY_MIPBIAS : 0));
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}
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}
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void SetFramebufferRenderMode(RasterMode mode) {
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if (mode != renderMode) {
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// 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.
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// So we need to re-evaluate those states.
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Dirty(DIRTY_FRAGMENTSHADER_STATE | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_TEXTURE_PARAMS);
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renderMode = mode;
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}
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}
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u32 featureFlags;
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@ -616,9 +608,6 @@ struct GPUStateCache {
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// We detect this case and go into a special drawing mode.
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bool blueToAlpha;
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// Some games try to write to the Z buffer using color. Catch that and actually do the writes to the Z buffer instead.
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RasterMode renderMode;
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// TODO: These should be accessed from the current VFB object directly.
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u32 curRTWidth;
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u32 curRTHeight;
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@ -250,14 +250,7 @@ void DrawEngineVulkan::ConvertStateToVulkanKey(FramebufferManagerVulkan &fbManag
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GenericStencilFuncState stencilState;
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ConvertStencilFuncState(stencilState);
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if (gstate_c.renderMode == RASTER_MODE_COLOR_TO_DEPTH) {
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// Enforce plain depth writing.
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key.depthTestEnable = true;
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key.depthWriteEnable = true;
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key.stencilTestEnable = false;
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key.depthCompareOp = VK_COMPARE_OP_ALWAYS;
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key.depthClampEnable = false;
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} else if (gstate.isModeClear()) {
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if (gstate.isModeClear()) {
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key.depthTestEnable = true;
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key.depthCompareOp = VK_COMPARE_OP_ALWAYS;
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key.depthWriteEnable = gstate.isClearModeDepthMask();
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