mirror of
https://github.com/RPCS3/rpcs3.git
synced 2025-07-13 02:08:49 +12:00
rsx: Add support for delayed shader discard.
- Noticed a glitch on AMD hw and windows drivers where discard seems to affect entire 4x4 cells. - Dead fragments (outside the primitive boundary) could have their discards trigger as they do not have proper access to variables. - This introduces dead fragments along triangle edges, causing a diagonal line pattern across the screen that is very annoying.
This commit is contained in:
parent
901942f24a
commit
0b2f9f0f17
7 changed files with 84 additions and 49 deletions
|
@ -197,19 +197,20 @@ void GLFragmentDecompilerThread::insertConstants(std::stringstream & OS)
|
|||
|
||||
void GLFragmentDecompilerThread::insertGlobalFunctions(std::stringstream &OS)
|
||||
{
|
||||
glsl::shader_properties properties2;
|
||||
properties2.domain = glsl::glsl_fragment_program;
|
||||
properties2.require_lit_emulation = properties.has_lit_op;
|
||||
properties2.fp32_outputs = !!(m_prog.ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS);
|
||||
properties2.require_depth_conversion = m_prog.redirected_textures != 0;
|
||||
properties2.require_wpos = !!(properties.in_register_mask & in_wpos);
|
||||
properties2.require_texture_ops = properties.has_tex_op;
|
||||
properties2.require_shadow_ops = m_prog.shadow_textures != 0;
|
||||
properties2.emulate_coverage_tests = true; // g_cfg.video.antialiasing_level == msaa_level::none;
|
||||
properties2.emulate_shadow_compare = device_props.emulate_depth_compare;
|
||||
properties2.low_precision_tests = ::gl::get_driver_caps().vendor_NVIDIA;
|
||||
m_shader_props.domain = glsl::glsl_fragment_program;
|
||||
m_shader_props.require_lit_emulation = properties.has_lit_op;
|
||||
m_shader_props.fp32_outputs = !!(m_prog.ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS);
|
||||
m_shader_props.require_depth_conversion = m_prog.redirected_textures != 0;
|
||||
m_shader_props.require_wpos = !!(properties.in_register_mask & in_wpos);
|
||||
m_shader_props.require_texture_ops = properties.has_tex_op;
|
||||
m_shader_props.require_shadow_ops = m_prog.shadow_textures != 0;
|
||||
m_shader_props.emulate_coverage_tests = true; // g_cfg.video.antialiasing_level == msaa_level::none;
|
||||
m_shader_props.emulate_shadow_compare = device_props.emulate_depth_compare;
|
||||
m_shader_props.low_precision_tests = ::gl::get_driver_caps().vendor_NVIDIA;
|
||||
m_shader_props.disable_early_discard = !::gl::get_driver_caps().vendor_NVIDIA;
|
||||
m_shader_props.supports_native_fp16 = device_props.has_native_half_support;
|
||||
|
||||
glsl::insert_glsl_legacy_function(OS, properties2);
|
||||
glsl::insert_glsl_legacy_function(OS, m_shader_props);
|
||||
}
|
||||
|
||||
void GLFragmentDecompilerThread::insertMainStart(std::stringstream & OS)
|
||||
|
@ -307,11 +308,7 @@ void GLFragmentDecompilerThread::insertMainEnd(std::stringstream & OS)
|
|||
|
||||
OS << "\n" << " fs_main();\n\n";
|
||||
|
||||
glsl::insert_rop(
|
||||
OS,
|
||||
!!(m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS),
|
||||
device_props.has_native_half_support,
|
||||
g_cfg.video.antialiasing_level == msaa_level::none);
|
||||
glsl::insert_rop(OS, m_shader_props);
|
||||
|
||||
if (m_ctrl & CELL_GCM_SHADER_CONTROL_DEPTH_EXPORT)
|
||||
{
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue