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https://github.com/hedge-dev/UnleashedRecomp.git
synced 2025-04-28 13:27:58 +03:00
Negate the game's reverse Z implementation.
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parent
ec5c51f54c
commit
329d51885d
4 changed files with 48 additions and 38 deletions
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@ -12,7 +12,7 @@ float main(in float4 position : SV_Position) : SV_Depth
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float result = g_Texture2DMSDescriptorHeap[g_PushConstants.ResourceDescriptorIndex].Load(int2(position.xy), 0);
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[unroll] for (int i = 1; i < SAMPLE_COUNT; i++)
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result = min(result, g_Texture2DMSDescriptorHeap[g_PushConstants.ResourceDescriptorIndex].Load(int2(position.xy), i));
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result = max(result, g_Texture2DMSDescriptorHeap[g_PushConstants.ResourceDescriptorIndex].Load(int2(position.xy), i));
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return result;
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}
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@ -91,6 +91,7 @@ static GuestSurface* g_depthStencil;
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static RenderFramebuffer* g_framebuffer;
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static RenderViewport g_viewport(0.0f, 0.0f, 1280.0f, 720.0f);
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static bool g_halfPixel = true;
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static uint32_t g_zFunc;
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static PipelineState g_pipelineState;
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static SharedConstants g_sharedConstants;
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static RenderSamplerDesc g_samplerDescs[16];
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@ -662,6 +663,36 @@ static RenderBlend ConvertBlendMode(uint32_t blendMode)
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}
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}
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// The game renders the main scene with reverse Z where the viewport's minDepth and maxDepth
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// values are swapped. We negate this to improve compatibility with old hardware.
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static RenderComparisonFunction ConvertComparisonFunc(uint32_t cmpFunc, bool reverseZ)
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{
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switch (cmpFunc)
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{
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case D3DCMP_LESS:
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return reverseZ ? RenderComparisonFunction::GREATER : RenderComparisonFunction::LESS;
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case D3DCMP_LESSEQUAL:
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return reverseZ ? RenderComparisonFunction::GREATER_EQUAL : RenderComparisonFunction::LESS_EQUAL;
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case D3DCMP_GREATER:
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return reverseZ ? RenderComparisonFunction::LESS : RenderComparisonFunction::GREATER;
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case D3DCMP_GREATEREQUAL:
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return reverseZ ? RenderComparisonFunction::LESS_EQUAL : RenderComparisonFunction::GREATER_EQUAL;
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case D3DCMP_NEVER:
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return RenderComparisonFunction::NEVER;
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case D3DCMP_EQUAL:
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return RenderComparisonFunction::EQUAL;
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case D3DCMP_NOTEQUAL:
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return RenderComparisonFunction::NOT_EQUAL;
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case D3DCMP_ALWAYS:
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return RenderComparisonFunction::ALWAYS;
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default:
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assert(false && "Unknown comparison function");
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return RenderComparisonFunction::NEVER;
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}
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}
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static RenderBlendOperation ConvertBlendOp(uint32_t blendOp)
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{
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switch (blendOp)
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@ -740,41 +771,8 @@ static void ProcSetRenderState(const RenderCommand& cmd)
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}
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case D3DRS_ZFUNC:
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{
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RenderComparisonFunction comparisonFunc;
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switch (value)
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{
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case D3DCMP_NEVER:
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comparisonFunc = RenderComparisonFunction::NEVER;
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break;
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case D3DCMP_LESS:
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comparisonFunc = RenderComparisonFunction::LESS;
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break;
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case D3DCMP_EQUAL:
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comparisonFunc = RenderComparisonFunction::EQUAL;
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break;
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case D3DCMP_LESSEQUAL:
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comparisonFunc = RenderComparisonFunction::LESS_EQUAL;
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break;
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case D3DCMP_GREATER:
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comparisonFunc = RenderComparisonFunction::GREATER;
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break;
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case D3DCMP_NOTEQUAL:
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comparisonFunc = RenderComparisonFunction::NOT_EQUAL;
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break;
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case D3DCMP_GREATEREQUAL:
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comparisonFunc = RenderComparisonFunction::GREATER_EQUAL;
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break;
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case D3DCMP_ALWAYS:
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comparisonFunc = RenderComparisonFunction::ALWAYS;
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break;
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default:
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assert(false && "Unknown comparison function");
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comparisonFunc = RenderComparisonFunction::NEVER;
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break;
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}
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SetDirtyValue(g_dirtyStates.pipelineState, g_pipelineState.zFunc, comparisonFunc);
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g_zFunc = value;
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SetDirtyValue(g_dirtyStates.pipelineState, g_pipelineState.zFunc, ConvertComparisonFunc(value, g_viewport.minDepth >= g_viewport.maxDepth));
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break;
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}
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case D3DRS_ALPHAREF:
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@ -1543,6 +1541,7 @@ static GuestSurface* CreateSurface(uint32_t width, uint32_t height, uint32_t for
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surface->width = width;
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surface->height = height;
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surface->format = desc.format;
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surface->guestFormat = format;
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surface->sampleCount = desc.multisampling.sampleCount;
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if (desc.multisampling.sampleCount != RenderSampleCount::COUNT_1 && desc.format == RenderFormat::D32_FLOAT)
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@ -1590,6 +1589,12 @@ static void FlushViewport()
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viewport.height *= height / 720.0f;
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}
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if (viewport.minDepth >= viewport.maxDepth)
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{
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viewport.minDepth = 1.0f - viewport.minDepth;
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viewport.maxDepth = 1.0f - viewport.maxDepth;
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}
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commandList->setViewports(viewport);
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g_dirtyStates.viewport = false;
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@ -1873,7 +1878,8 @@ static void ProcClear(const RenderCommand& cmd)
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if (!canClearInOnePass)
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SetFramebuffer(nullptr, g_depthStencil, true);
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commandList->clearDepth(true, args.z);
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// The condition here is done by the game to determine reverse Z.
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commandList->clearDepth(true, g_depthStencil->guestFormat == D3DFMT_D24FS8 ? (1.0f - args.z) : args.z);
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}
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}
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@ -1909,6 +1915,9 @@ static void ProcSetViewport(const RenderCommand& cmd)
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SetDirtyValue<float>(g_dirtyStates.viewport, g_viewport.maxDepth, args.maxDepth);
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g_dirtyStates.scissorRect |= g_dirtyStates.viewport;
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// Update Z function as it's dependent on reverse Z.
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SetDirtyValue(g_dirtyStates.pipelineState, g_pipelineState.zFunc, ConvertComparisonFunc(g_zFunc, args.minDepth >= args.maxDepth));
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}
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static void SetTexture(GuestDevice* device, uint32_t index, GuestTexture* texture)
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@ -165,6 +165,7 @@ struct GuestSurfaceDesc
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// RenderTarget/DepthStencil
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struct GuestSurface : GuestBaseTexture
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{
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uint32_t guestFormat = 0;
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ankerl::unordered_dense::map<const RenderTexture*, std::unique_ptr<RenderFramebuffer>> framebuffers;
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RenderSampleCounts sampleCount = RenderSampleCount::COUNT_1;
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};
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2
thirdparty/ShaderRecomp
vendored
2
thirdparty/ShaderRecomp
vendored
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@ -1 +1 @@
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Subproject commit fce786210aa46f9d333143f4829a3c6f14e390bb
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Subproject commit b7c037224665ac826490c142b800b11dfc4acf49
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