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https://github.com/Lime3DS/Lime3DS
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gl_shader_util: Fix precision bug with alpha testing.
- Alpha testing is not done with float32 precision, this makes the HW renderer match the SW renderer.
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e3f4233cef
commit
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2 changed files with 9 additions and 9 deletions
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@ -195,7 +195,7 @@ void RasterizerOpenGL::RegenerateShaders() {
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// Sync alpha reference
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if (current_shader->uniform_alphatest_ref != -1)
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glUniform1f(current_shader->uniform_alphatest_ref, regs.output_merger.alpha_test.ref / 255.0f);
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glUniform1i(current_shader->uniform_alphatest_ref, regs.output_merger.alpha_test.ref);
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// Sync combiner buffer color
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if (current_shader->uniform_tev_combiner_buffer_color != -1) {
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@ -655,7 +655,7 @@ void RasterizerOpenGL::SyncBlendColor() {
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void RasterizerOpenGL::SyncAlphaTest() {
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const auto& regs = Pica::g_state.regs;
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if (current_shader->uniform_alphatest_ref != -1)
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glUniform1f(current_shader->uniform_alphatest_ref, regs.output_merger.alpha_test.ref / 255.0f);
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glUniform1i(current_shader->uniform_alphatest_ref, regs.output_merger.alpha_test.ref);
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}
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void RasterizerOpenGL::SyncLogicOp() {
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@ -336,22 +336,22 @@ void AppendAlphaTestCondition(std::string& shader, Pica::Regs::CompareFunc func)
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shader += "false";
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break;
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case CompareFunc::Equal:
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shader += "g_last_tex_env_out.a != alphatest_ref";
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shader += "int(g_last_tex_env_out.a * 255.0f) != alphatest_ref";
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break;
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case CompareFunc::NotEqual:
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shader += "g_last_tex_env_out.a == alphatest_ref";
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shader += "int(g_last_tex_env_out.a * 255.0f) == alphatest_ref";
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break;
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case CompareFunc::LessThan:
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shader += "g_last_tex_env_out.a >= alphatest_ref";
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shader += "int(g_last_tex_env_out.a * 255.0f) >= alphatest_ref";
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break;
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case CompareFunc::LessThanOrEqual:
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shader += "g_last_tex_env_out.a > alphatest_ref";
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shader += "int(g_last_tex_env_out.a * 255.0f) > alphatest_ref";
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break;
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case CompareFunc::GreaterThan:
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shader += "g_last_tex_env_out.a <= alphatest_ref";
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shader += "int(g_last_tex_env_out.a * 255.0f) <= alphatest_ref";
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break;
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case CompareFunc::GreaterThanOrEqual:
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shader += "g_last_tex_env_out.a < alphatest_ref";
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shader += "int(g_last_tex_env_out.a * 255.0f) < alphatest_ref";
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break;
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default:
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shader += "false";
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@ -370,7 +370,7 @@ std::string GenerateFragmentShader(const ShaderCacheKey& config) {
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in vec4 o[NUM_VTX_ATTR];
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out vec4 color;
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uniform float alphatest_ref;
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uniform int alphatest_ref;
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uniform vec4 const_color[NUM_TEV_STAGES];
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uniform sampler2D tex[3];
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