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hwrasterizer: Use depth offset
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190b1bbf1f
commit
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@ -126,6 +126,7 @@ void RasterizerOpenGL::InitObjects() {
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void RasterizerOpenGL::Reset() {
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SyncCullMode();
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SyncDepthModifiers();
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SyncBlendEnabled();
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SyncBlendFuncs();
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SyncBlendColor();
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@ -194,6 +195,12 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
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SyncCullMode();
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break;
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// Depth modifiers
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case PICA_REG_INDEX(viewport_depth_range):
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case PICA_REG_INDEX(viewport_depth_far_plane):
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SyncDepthModifiers();
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break;
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// Blending
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case PICA_REG_INDEX(output_merger.alphablend_enable):
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SyncBlendEnabled();
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@ -602,6 +609,15 @@ void RasterizerOpenGL::SyncCullMode() {
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}
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}
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void RasterizerOpenGL::SyncDepthModifiers() {
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float depth_scale = -Pica::float24::FromRawFloat24(Pica::g_state.regs.viewport_depth_range).ToFloat32();
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float depth_offset = Pica::float24::FromRawFloat24(Pica::g_state.regs.viewport_depth_far_plane).ToFloat32() / 2.0f;
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// TODO: Implement scale modifier
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uniform_block_data.data.depth_offset = depth_offset;
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uniform_block_data.dirty = true;
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}
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void RasterizerOpenGL::SyncBlendEnabled() {
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state.blend.enabled = (Pica::g_state.regs.output_merger.alphablend_enable == 1);
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}
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@ -197,7 +197,8 @@ private:
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std::array<GLfloat, 4> const_color[6];
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std::array<GLfloat, 4> tev_combiner_buffer_color;
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GLint alphatest_ref;
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INSERT_PADDING_BYTES(12);
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GLfloat depth_offset;
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INSERT_PADDING_BYTES(8);
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};
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static_assert(sizeof(UniformData) == 0x80, "The size of the UniformData structure has changed, update the structure in the shader");
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@ -218,6 +219,9 @@ private:
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/// Syncs the cull mode to match the PICA register
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void SyncCullMode();
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/// Syncs the depth scale and offset to match the PICA registers
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void SyncDepthModifiers();
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/// Syncs the blend enabled status to match the PICA register
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void SyncBlendEnabled();
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@ -334,6 +334,7 @@ layout (std140) uniform shader_data {
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vec4 const_color[NUM_TEV_STAGES];
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vec4 tev_combiner_buffer_color;
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int alphatest_ref;
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float depth_offset;
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};
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uniform sampler2D tex[3];
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@ -360,7 +361,8 @@ void main() {
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out += ") discard;\n";
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}
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out += "color = last_tex_env_out;\n}";
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out += "color = last_tex_env_out;\n";
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out += "gl_FragDepth = gl_FragCoord.z + depth_offset;\n}";
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return out;
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}
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