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Merge pull request from ds84182/we-need-more-rounds

Round TEV outputs and the final fragment output in GLSL
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Weiyi Wang 2018-04-12 23:32:27 +03:00 committed by GitHub
commit bfd1d963ba
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@ -523,9 +523,10 @@ static void WriteTevStage(std::string& out, const PicaShaderConfig& config, unsi
AppendColorModifier(out, config, stage.color_modifier3, stage.color_source3, index_name);
out += ");\n";
out += "vec3 color_output_" + index_name + " = ";
// Round the output of each TEV stage to maintain the PICA's 8 bits of precision
out += "vec3 color_output_" + index_name + " = byteround(";
AppendColorCombiner(out, stage.color_op, "color_results_" + index_name);
out += ";\n";
out += ");\n";
if (stage.color_op == TevStageConfig::Operation::Dot3_RGBA) {
// result of Dot3_RGBA operation is also placed to the alpha component
@ -542,9 +543,9 @@ static void WriteTevStage(std::string& out, const PicaShaderConfig& config, unsi
index_name);
out += ");\n";
out += "float alpha_output_" + index_name + " = ";
out += "float alpha_output_" + index_name + " = byteround(";
AppendAlphaCombiner(out, stage.alpha_op, "alpha_results_" + index_name);
out += ";\n";
out += ");\n";
}
out += "last_tex_env_out = vec4("
@ -1137,6 +1138,22 @@ float LookupLightingLUTSigned(int lut_index, float pos) {
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
)";
if (config.state.proctex.enable)
@ -1146,7 +1163,7 @@ float LookupLightingLUTSigned(int lut_index, float pos) {
// This maintains the PICA's 8 bits of precision
out += R"(
void main() {
vec4 rounded_primary_color = round(primary_color * 255.0) / 255.0;
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
)";
@ -1221,7 +1238,8 @@ vec4 secondary_fragment_color = vec4(0.0);
}
out += "gl_FragDepth = depth;\n";
out += "color = last_tex_env_out;\n";
// Round the final fragment color to maintain the PICA's 8 bits of precision
out += "color = byteround(last_tex_env_out);\n";
out += "}";