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- 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.
70 lines
2 KiB
C++
70 lines
2 KiB
C++
#pragma once
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#include "../Common/FragmentProgramDecompiler.h"
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#include "../Common/GLSLTypes.h"
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#include "Emu/RSX/RSXFragmentProgram.h"
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namespace glsl
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{
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struct shader_properties;
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}
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struct GLFragmentDecompilerThread : public FragmentProgramDecompiler
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{
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std::string& m_shader;
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ParamArray& m_parrDummy;
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glsl::shader_properties m_shader_props{};
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public:
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GLFragmentDecompilerThread(std::string& shader, ParamArray& parr, const RSXFragmentProgram &prog, u32& size)
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: FragmentProgramDecompiler(prog, size)
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, m_shader(shader)
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, m_parrDummy(parr)
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{
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}
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void Task();
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protected:
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std::string getFloatTypeName(size_t elementCount) override;
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std::string getHalfTypeName(size_t elementCount) override;
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std::string getFunction(FUNCTION) override;
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std::string compareFunction(COMPARE, const std::string&, const std::string&) override;
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void insertHeader(std::stringstream &OS) override;
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void insertInputs(std::stringstream &OS) override;
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void insertOutputs(std::stringstream &OS) override;
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void insertConstants(std::stringstream &OS) override;
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void insertGlobalFunctions(std::stringstream &OS) override;
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void insertMainStart(std::stringstream &OS) override;
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void insertMainEnd(std::stringstream &OS) override;
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};
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/** Storage for an Fragment Program in the process of of recompilation.
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* This class calls OpenGL functions and should only be used from the RSX/Graphics thread.
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*/
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class GLFragmentProgram
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{
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public:
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GLFragmentProgram();
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~GLFragmentProgram();
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ParamArray parr;
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u32 id = 0;
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std::string shader;
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std::vector<size_t> FragmentConstantOffsetCache;
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/**
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* Decompile a fragment shader located in the PS3's Memory. This function operates synchronously.
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* @param prog RSXShaderProgram specifying the location and size of the shader in memory
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* @param td texture dimensions of input textures
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*/
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void Decompile(const RSXFragmentProgram& prog);
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/** Compile the decompiled fragment shader into a format we can use with OpenGL. */
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void Compile();
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private:
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/** Deletes the shader and any stored information */
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void Delete();
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};
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