diff --git a/Core/Compatibility.cpp b/Core/Compatibility.cpp index 94b4279a39..861e926429 100644 --- a/Core/Compatibility.cpp +++ b/Core/Compatibility.cpp @@ -97,7 +97,6 @@ void Compatibility::CheckSettings(IniFile &iniFile, const std::string &gameID) { CheckSetting(iniFile, gameID, "DateLimited", &flags_.DateLimited); CheckSetting(iniFile, gameID, "ShaderColorBitmask", &flags_.ShaderColorBitmask); CheckSetting(iniFile, gameID, "DisableFirstFrameReadback", &flags_.DisableFirstFrameReadback); - CheckSetting(iniFile, gameID, "DisableRangeCulling", &flags_.DisableRangeCulling); CheckSetting(iniFile, gameID, "MpegAvcWarmUp", &flags_.MpegAvcWarmUp); CheckSetting(iniFile, gameID, "BlueToAlpha", &flags_.BlueToAlpha); CheckSetting(iniFile, gameID, "CenteredLines", &flags_.CenteredLines); diff --git a/Core/Compatibility.h b/Core/Compatibility.h index bd824b916d..8bbdc52ebd 100644 --- a/Core/Compatibility.h +++ b/Core/Compatibility.h @@ -77,7 +77,6 @@ struct CompatFlags { bool DateLimited; bool ShaderColorBitmask; bool DisableFirstFrameReadback; - bool DisableRangeCulling; bool MpegAvcWarmUp; bool BlueToAlpha; bool CenteredLines; diff --git a/GPU/Common/GeometryShaderGenerator.cpp b/GPU/Common/GeometryShaderGenerator.cpp index b701bb547c..6d1b7bdcd9 100644 --- a/GPU/Common/GeometryShaderGenerator.cpp +++ b/GPU/Common/GeometryShaderGenerator.cpp @@ -48,7 +48,7 @@ bool GenerateGeometryShader(const GShaderID &id, char *buffer, const ShaderLangu ShaderWriter p(buffer, compat, ShaderStage::Geometry, gl_exts.data(), gl_exts.size()); p.C("layout(triangles) in;\n"); - p.C("layout(triangle_strip, max_vertices = 3) out;\n"); + p.C("layout(triangle_strip, max_vertices = 6) out;\n"); if (compat.shaderLanguage == GLSL_VULKAN) { WRITE(p, "\n"); @@ -76,6 +76,10 @@ bool GenerateGeometryShader(const GShaderID &id, char *buffer, const ShaderLangu // Apply culling p.C(" bool anyInside = false;\n"); + // And apply manual clipping if necessary. + if (!gstate_c.Supports(GPU_SUPPORTS_CLIP_DISTANCE)) { + p.C(" float clip0[3];\n"); + } p.C(" for (int i = 0; i < 3; i++) {\n"); // TODO: 3 or gl_in.length()? which will be faster? p.C(" vec4 outPos = gl_in[i].gl_Position;\n"); @@ -98,6 +102,13 @@ bool GenerateGeometryShader(const GShaderID &id, char *buffer, const ShaderLangu p.C(" if (projPos.z >= u_cullRangeMin.z) { anyInside = true; }\n"); p.C(" if (projPos.z <= u_cullRangeMax.z) { anyInside = true; }\n"); p.C(" }\n"); + + if (!gstate_c.Supports(GPU_SUPPORTS_CLIP_DISTANCE)) { + // This is basically the same value as gl_ClipDistance would take, z + w. + // TODO: Ignore triangles from GE_PRIM_RECTANGLES in transform mode, which should not clip to neg z. + p.F(" clip0[i] = projZ * outPos.w + outPos.w;\n"); + } + p.C(" } // for\n"); // Cull any triangle fully outside in the same direction when depth clamp enabled. @@ -106,27 +117,114 @@ bool GenerateGeometryShader(const GShaderID &id, char *buffer, const ShaderLangu p.C(" return;\n"); p.C(" }\n"); - const char *clip0 = compat.shaderLanguage == HLSL_D3D11 ? "" : "[0]"; + if (!gstate_c.Supports(GPU_SUPPORTS_CLIP_DISTANCE)) { + // Clipping against one half-space cuts a triangle (17/27), culls (7/27), or creates two triangles (3/27). + p.C(" int indices[4];\n"); + p.C(" float factors[4];\n"); + p.C(" int ind = 0;\n"); - p.C(" for (int i = 0; i < 3; i++) {\n"); // TODO: 3 or gl_in.length()? which will be faster? - p.C(" vec4 outPos = gl_in[i].gl_Position;\n"); - p.C(" gl_Position = outPos;\n"); - // TODO: Not rectangles... - if (gstate_c.Supports(GPU_SUPPORTS_CLIP_DISTANCE)) { + // Pass 1 - clip against first half-space. + p.C(" for (int i = 0; i < 3; i++) {\n"); + // First, use this vertex if it doesn't need clipping. + p.C(" if (clip0[i] >= 0.0) {\n"); + p.C(" indices[ind] = i;\n"); + p.C(" factors[ind] = 0.0;\n"); + p.C(" ind++;\n"); + p.C(" }\n"); + + // Next, we generate an interpolated vertex if signs differ. + p.C(" int inext = i == 2 ? 0 : i + 1;\n"); + p.C(" if (clip0[i] * clip0[inext] < 0.0) {\n"); + p.C(" float t = clip0[i] < 0.0 ? clip0[i] / (clip0[i] - clip0[inext]) : 1.0 - (clip0[inext] / (clip0[inext] - clip0[i]));\n"); + p.C(" indices[ind] = i;\n"); + p.C(" factors[ind] = t;\n"); + p.C(" ind++;\n"); + p.C(" }\n"); + + p.C(" }\n"); + + p.C(" if (ind < 3) {\n"); + p.C(" return;\n"); + p.C(" }\n"); + + // Alright, time to actually emit the first triangle. + p.C(" for (int i = 0; i < 3; i++) {\n"); + p.C(" int idx = indices[i];\n"); + p.C(" float factor = factors[i];\n"); + p.C(" int next = idx == 2 ? 0 : idx + 1;\n"); + p.C(" gl_Position = mix(gl_in[idx].gl_Position, gl_in[next].gl_Position, factor);\n"); + for (size_t i = 0; i < varyings.size(); i++) { + VaryingDef &in = varyings[i]; + VaryingDef &out = outVaryings[i]; + p.F(" %s = mix(%s[idx], %s[next], factor);\n", outVaryings[i].name, varyings[i].name, varyings[i].name); + } + p.C(" EmitVertex();\n"); + p.C(" }\n"); + + // Did we end up with additional triangles? We'll do three points each for the rest. + p.C(" for (int i = 3; i < ind; i++) {\n"); + p.C(" EndPrimitive();\n"); + + // Point one, always index zero. + p.C(" int idx = indices[0];\n"); + p.C(" float factor = factors[0];\n"); + p.C(" int next = idx == 2 ? 0 : idx + 1;\n"); + p.C(" gl_Position = mix(gl_in[idx].gl_Position, gl_in[next].gl_Position, factor);\n"); + for (size_t i = 0; i < varyings.size(); i++) { + VaryingDef &in = varyings[i]; + VaryingDef &out = outVaryings[i]; + p.F(" %s = mix(%s[idx], %s[next], factor);\n", outVaryings[i].name, varyings[i].name, varyings[i].name); + } + p.C(" EmitVertex();\n"); + + // After that, one less than i (basically a triangle fan.) + p.C(" idx = indices[i - 1];\n"); + p.C(" factor = factors[i - 1];\n"); + p.C(" next = idx == 2 ? 0 : idx + 1;\n"); + p.C(" gl_Position = mix(gl_in[idx].gl_Position, gl_in[next].gl_Position, factor);\n"); + for (size_t i = 0; i < varyings.size(); i++) { + VaryingDef &in = varyings[i]; + VaryingDef &out = outVaryings[i]; + p.F(" %s = mix(%s[idx], %s[next], factor);\n", outVaryings[i].name, varyings[i].name, varyings[i].name); + } + p.C(" EmitVertex();\n"); + + // And the new vertex itself. + p.C(" idx = indices[i];\n"); + p.C(" factor = factors[i];\n"); + p.C(" next = idx == 2 ? 0 : idx + 1;\n"); + p.C(" gl_Position = mix(gl_in[idx].gl_Position, gl_in[next].gl_Position, factor);\n"); + for (size_t i = 0; i < varyings.size(); i++) { + VaryingDef &in = varyings[i]; + VaryingDef &out = outVaryings[i]; + p.F(" %s = mix(%s[idx], %s[next], factor);\n", outVaryings[i].name, varyings[i].name, varyings[i].name); + } + p.C(" EmitVertex();\n"); + + p.C(" }\n"); + } else { + const char *clipSuffix0 = compat.shaderLanguage == HLSL_D3D11 ? "" : "[0]"; + + p.C(" for (int i = 0; i < 3; i++) {\n"); // TODO: 3 or gl_in.length()? which will be faster? + p.C(" vec4 outPos = gl_in[i].gl_Position;\n"); p.C(" vec3 projPos = outPos.xyz / outPos.w;\n"); p.C(" float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;\n"); - p.F(" gl_ClipDistance%s = projZ * outPos.w + outPos.w;\n", clip0); - } + // TODO: Ignore triangles from GE_PRIM_RECTANGLES in transform mode, which should not clip to neg z. + p.F(" gl_ClipDistance%s = projZ * outPos.w + outPos.w;\n", clipSuffix0); + p.C(" gl_Position = outPos;\n"); + if (gstate_c.Supports(GPU_SUPPORTS_CLIP_DISTANCE)) { + } - for (size_t i = 0; i < varyings.size(); i++) { - VaryingDef &in = varyings[i]; - VaryingDef &out = outVaryings[i]; - p.F(" %s = %s[i];\n", outVaryings[i].name, varyings[i].name); + for (size_t i = 0; i < varyings.size(); i++) { + VaryingDef &in = varyings[i]; + VaryingDef &out = outVaryings[i]; + p.F(" %s = %s[i];\n", outVaryings[i].name, varyings[i].name); + } + // Debug - null the red channel + //p.C(" if (i == 0) v_color0Out.x = 0.0;\n"); + p.C(" EmitVertex();\n"); + p.C(" }\n"); } - // Debug - null the red channel - //p.C(" if (i == 0) v_color0Out.x = 0.0;\n"); - p.C(" EmitVertex();\n"); - p.C(" }\n"); p.EndGSMain(); diff --git a/GPU/Common/VertexShaderGenerator.cpp b/GPU/Common/VertexShaderGenerator.cpp index d6f356c6d4..928aa3f6dd 100644 --- a/GPU/Common/VertexShaderGenerator.cpp +++ b/GPU/Common/VertexShaderGenerator.cpp @@ -1312,7 +1312,7 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag const char *cull0 = compat.shaderLanguage == HLSL_D3D11 ? ".x" : "[0]"; const char *cull1 = compat.shaderLanguage == HLSL_D3D11 ? ".y" : "[1]"; if (gstate_c.Supports(GPU_SUPPORTS_CLIP_DISTANCE)) { - // TODO: Not rectangles... + // TODO: Ignore triangles from GE_PRIM_RECTANGLES in transform mode, which should not clip to neg z. WRITE(p, " %sgl_ClipDistance%s = projZ * outPos.w + outPos.w;\n", compat.vsOutPrefix, vertexRangeClipSuffix); } if (gstate_c.Supports(GPU_SUPPORTS_CULL_DISTANCE)) { diff --git a/GPU/GPUCommon.cpp b/GPU/GPUCommon.cpp index 4c43b0a992..7c6e7620eb 100644 --- a/GPU/GPUCommon.cpp +++ b/GPU/GPUCommon.cpp @@ -3306,11 +3306,7 @@ u32 GPUCommon::CheckGPUFeatures() const { } if (!draw_->GetBugs().Has(Draw::Bugs::BROKEN_NAN_IN_CONDITIONAL)) { - // Ignore the compat setting if clip and cull are both enabled. - // When supported, we can do the depth side of range culling more correctly. - const bool supported = draw_->GetDeviceCaps().clipDistanceSupported && draw_->GetDeviceCaps().cullDistanceSupported; - const bool disabled = PSP_CoreParameter().compat.flags().DisableRangeCulling; - if (supported || !disabled) { + if (draw_->GetDeviceCaps().clipDistanceSupported && draw_->GetDeviceCaps().cullDistanceSupported) { features |= GPU_SUPPORTS_VS_RANGE_CULLING; } } diff --git a/assets/compat.ini b/assets/compat.ini index 6df16cff48..2fbe053168 100644 --- a/assets/compat.ini +++ b/assets/compat.ini @@ -156,89 +156,6 @@ NPJH90062 = true # Phantasy Star Portable Infinity Demo NPJH90157 = true # Infinity demo -[DisableRangeCulling] -# Phantasy Star games also have range culling issues. -# Phantasy Star Portable 2 and Infinity -ULJM05309 = true -ULUS10410 = true -ULES01218 = true -ULJM08023 = true -ULES01218 = true -# Phantasy Star Portable 1 Demo -NPUH90023 = true -# Phantasy Star Portable 2 -ULES01439 = true -ULUS10529 = true -ULJM05493 = true -NPJH50043 = true -ULJM08030 = true -NPUH90023 = true -ULJM91014 = true -NPJH90002 = true -ULJM05732 = true -NPJH50332 = true -# Phantasy Star Portable 2 JP Demo -ULJM91018 = true -NPJH90062 = true -# Phantasy Star Portable Infinity Demo -NPJH90157 = true # Infinity demo - -# Test Drive Unlimited -ULET00386 = true -ULES00637 = true -ULKS46126 = true -ULUS10249 = true - -# Metal Gear Solid : Peace Walker (see issue #12348) -ULUS10509 = true -ULES01372 = true -ULJM08038 = true -NPJH50045 = true -ULJM05630 = true -NPJH90082 = true -NPJH90063 = true - -# Metal Gear Solid : Peace Walker Demo Ops (see issue #12348) -NPUH90066 = true -NPHH00145 = true -NPEH90023 = true - -# Metal Gear Solid: Portable Ops (see issue #12348) -ULES00645 = true -ULJM05193 = true -ULJM05227 = true -ULUS10202 = true -ULES01003 = true -ULJM05261 = true -ULUS10290 = true -ULED90040 = true -ULJM05284 = true -ULES00645 = true - -# Splinter Cell Essentials (#13035) -ULES00281 = true -ULUS10070 = true - -# Asphalt 2 (#14299) -ULES00719 = true -# No US release, it seems - -# Star Wars: Lethal Alliance (#11551) -ULES00599 = true -ULUS10188 = true - -# Digimon World Re:Digitize -ULJS00496 = true -NPJH50588 = true -ULAS42319 = true - -# NOVA: Near Orbit Vanguard Alliance -NPUZ00179 = true -NPEZ00222 = true - -# Street Riders (only region found. See #14746) -ULES00276 = true - [ClearToRAM] # SOCOM Navy Seals games require this. See issue #8973. # Navy Seals : Tactical Strike