GPU/HW: Add 'Disable Edge Blending' variants of texture filters

This commit is contained in:
Connor McLaughlin
2020-11-01 22:54:03 +10:00
parent 6ddf6784ab
commit 858f39827d
3 changed files with 27 additions and 6 deletions

View File

@ -167,8 +167,9 @@ std::string GPU_HW_ShaderGen::GenerateBatchVertexShader(bool textured)
void GPU_HW_ShaderGen::WriteBatchTextureFilter(std::stringstream& ss, GPUTextureFilter texture_filter)
{
// JINC2 and xBRZ shaders originally from beetle-psx, modified to support filtering mask channel.
if (texture_filter == GPUTextureFilter::Bilinear)
if (texture_filter == GPUTextureFilter::Bilinear || texture_filter == GPUTextureFilter::BilinearBinAlpha)
{
DefineMacro(ss, "BINALPHA", texture_filter == GPUTextureFilter::BilinearBinAlpha);
ss << R"(
void FilteredSampleFromVRAM(uint4 texpage, float2 coords, float4 uv_limits,
out float4 texcol, out float ialpha)
@ -200,11 +201,16 @@ void FilteredSampleFromVRAM(uint4 texpage, float2 coords, float4 uv_limits,
// Compensate for partially transparent sampling.
if (ialpha > 0.0)
texcol.rgb /= float3(ialpha, ialpha, ialpha);
#if BINALPHA
ialpha = (ialpha >= 0.5) ? 1.0 : 0.0;
#endif
}
)";
}
else if (texture_filter == GPUTextureFilter::JINC2)
else if (texture_filter == GPUTextureFilter::JINC2 || texture_filter == GPUTextureFilter::JINC2BinAlpha)
{
DefineMacro(ss, "BINALPHA", texture_filter == GPUTextureFilter::JINC2BinAlpha);
ss << R"(
CONSTANT float JINC2_WINDOW_SINC = 0.44;
CONSTANT float JINC2_SINC = 0.82;
@ -347,11 +353,16 @@ void FilteredSampleFromVRAM(uint4 texpage, float2 coords, float4 uv_limits,
// Compensate for partially transparent sampling.
if (ialpha > 0.0)
texcol.rgb /= float3(ialpha, ialpha, ialpha);
#if BINALPHA
ialpha = (ialpha >= 0.5) ? 1.0 : 0.0;
#endif
}
)";
}
else if (texture_filter == GPUTextureFilter::xBR)
else if (texture_filter == GPUTextureFilter::xBR || texture_filter == GPUTextureFilter::xBRBinAlpha)
{
DefineMacro(ss, "BINALPHA", texture_filter == GPUTextureFilter::xBRBinAlpha);
ss << R"(
CONSTANT int BLEND_NONE = 0;
CONSTANT int BLEND_NORMAL = 1;
@ -626,6 +637,10 @@ void FilteredSampleFromVRAM(uint4 texpage, float2 coords, float4 uv_limits,
// Compensate for partially transparent sampling.
if (ialpha > 0.0)
texcol.rgb /= float3(ialpha, ialpha, ialpha);
#if BINALPHA
ialpha = (ialpha >= 0.5) ? 1.0 : 0.0;
#endif
}
#undef P
@ -1172,7 +1187,7 @@ std::string GPU_HW_ShaderGen::GenerateVRAMCopyFragmentShader()
{
// TODO: This won't currently work because we can't bind the texture to both the shader and framebuffer.
const bool msaa = false;
std::stringstream ss;
WriteHeader(ss);
WriteCommonFunctions(ss);