[D3D12] ROV: Depth test refactoring

This commit is contained in:
Triang3l
2018-10-17 15:23:58 +03:00
parent 6c0ffe881a
commit 1c6d753e55
3 changed files with 114 additions and 69 deletions

View File

@@ -1645,20 +1645,25 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
}
if (render_target_cache_->IsROVUsedForEDRAM()) {
uint32_t rb_depthcontrol = regs[XE_GPU_REG_RB_DEPTHCONTROL].u32;
if (rb_depthcontrol & 0x2) {
// Read depth/stencil if depth comparison function is not "always".
uint32_t depth_comparison = (rb_depthcontrol >> 4) & 0x7;
flags |= depth_comparison
<< DxbcShaderTranslator::kSysFlag_DepthPassIfLess_Shift;
if (depth_comparison != 0x7) {
flags |= DxbcShaderTranslator::kSysFlag_DepthStencilRead;
if (DepthRenderTargetFormat((rb_depth_info >> 16) & 0x1) ==
DepthRenderTargetFormat::kD24FS8) {
flags |= DxbcShaderTranslator::kSysFlag_DepthFloat24;
}
if (rb_depthcontrol & (0x1 | 0x2)) {
flags |= DxbcShaderTranslator::kSysFlag_DepthStencil;
if (DepthRenderTargetFormat((rb_depth_info >> 16) & 0x1) ==
DepthRenderTargetFormat::kD24FS8) {
flags |= DxbcShaderTranslator::kSysFlag_DepthFloat24;
}
if (rb_depthcontrol & 0x4) {
flags |= DxbcShaderTranslator::kSysFlag_DepthStencilWrite;
if (rb_depthcontrol & 0x2) {
flags |= ((rb_depthcontrol >> 4) & 0x7)
<< DxbcShaderTranslator::kSysFlag_DepthPassIfLess_Shift;
if (rb_depthcontrol & 0x4) {
flags |= DxbcShaderTranslator::kSysFlag_DepthWriteMask |
DxbcShaderTranslator::kSysFlag_DepthStencilWrite;
}
} else {
// In case stencil is used without depth testing - always pass, and
// don't modify the stored depth.
flags |= DxbcShaderTranslator::kSysFlag_DepthPassIfLess |
DxbcShaderTranslator::kSysFlag_DepthPassIfEqual |
DxbcShaderTranslator::kSysFlag_DepthPassIfGreater;
}
}
}