rsx: Implement interpolation using barycentrics

This commit is contained in:
kd-11 2022-12-05 22:28:43 +03:00 committed by kd-11
parent 1fd265d316
commit a0ef1a672c
13 changed files with 199 additions and 90 deletions

View file

@ -48,48 +48,17 @@ void GLFragmentDecompilerThread::insertHeader(std::stringstream & OS)
void GLFragmentDecompilerThread::insertInputs(std::stringstream & OS)
{
for (const ParamType& PT : m_parr.params[PF_PARAM_IN])
{
for (const ParamItem& PI : PT.items)
glsl::insert_fragment_shader_inputs_block(
OS,
glsl::extension_type::NV,
m_prog,
m_parr.params[PF_PARAM_IN],
{
//ssa is defined in the program body and is not a varying type
if (PI.name == "ssa") continue;
const auto reg_location = gl::get_varying_register_location(PI.name);
std::string var_name = PI.name;
if (var_name == "fogc")
{
var_name = "fog_c";
}
else if (m_prog.two_sided_lighting)
{
if (var_name == "diff_color")
{
var_name = "diff_color0";
}
else if (var_name == "spec_color")
{
var_name = "spec_color0";
}
}
OS << "layout(location=" << reg_location << ") in vec4 " << var_name << ";\n";
}
}
if (m_prog.two_sided_lighting)
{
if (properties.in_register_mask & in_diff_color)
{
OS << "layout(location=" << gl::get_varying_register_location("diff_color1") << ") in vec4 diff_color1;\n";
}
if (properties.in_register_mask & in_spec_color)
{
OS << "layout(location=" << gl::get_varying_register_location("spec_color1") << ") in vec4 spec_color1;\n";
}
}
.two_sided_color = !!(properties.in_register_mask & in_diff_color),
.two_sided_specular = !!(properties.in_register_mask & in_spec_color)
},
gl::get_varying_register_location
);
}
void GLFragmentDecompilerThread::insertOutputs(std::stringstream & OS)
@ -211,7 +180,7 @@ void GLFragmentDecompilerThread::insertGlobalFunctions(std::stringstream &OS)
m_shader_props.require_linear_to_srgb = properties.has_pkg;
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.low_precision_tests = ::gl::get_driver_caps().vendor_NVIDIA && !(m_prog.ctrl & RSX_SHADER_CONTROL_ATTRIBUTE_INTERPOLATION);
m_shader_props.disable_early_discard = !::gl::get_driver_caps().vendor_NVIDIA;
m_shader_props.supports_native_fp16 = device_props.has_native_half_support;
m_shader_props.ROP_output_rounding = ::gl::get_driver_caps().vendor_NVIDIA;