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Merge pull request #3097 from ds84182/round-primary-color-swrast

Round primary color in swrast
This commit is contained in:
Yuri Kunde Schlesner 2017-12-11 20:06:21 -05:00 committed by GitHub
commit ae7240a2cb
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 15 additions and 13 deletions

View File

@ -168,6 +168,8 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum());
glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, proctex_diff_lut_buffer.handle);
glEnable(GL_BLEND);
// Sync fixed function OpenGL state
SyncClipEnabled();
SyncClipCoef();

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@ -234,7 +234,7 @@ static void AppendSource(std::string& out, const PicaShaderConfig& config,
using Source = TevStageConfig::Source;
switch (source) {
case Source::PrimaryColor:
out += "primary_color";
out += "rounded_primary_color";
break;
case Source::PrimaryFragmentColor:
out += "primary_fragment_color";
@ -1100,8 +1100,11 @@ float LookupLightingLUTSigned(int lut_index, float pos) {
if (config.state.proctex.enable)
AppendProcTexSampler(out, config);
// We round the interpolated primary color to the nearest 1/255th
// This maintains the PICA's 8 bits of precision
out += R"(
void main() {
vec4 rounded_primary_color = round(primary_color * 255.0) / 255.0;
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
)";

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@ -33,7 +33,7 @@ OpenGLState::OpenGLState() {
stencil.action_depth_pass = GL_KEEP;
stencil.action_stencil_fail = GL_KEEP;
blend.enabled = false;
blend.enabled = true;
blend.rgb_equation = GL_FUNC_ADD;
blend.a_equation = GL_FUNC_ADD;
blend.src_rgb_func = GL_ONE;
@ -148,9 +148,6 @@ void OpenGLState::Apply() const {
if (blend.enabled != cur_state.blend.enabled) {
if (blend.enabled) {
glEnable(GL_BLEND);
cur_state.logic_op = GL_COPY;
glLogicOp(cur_state.logic_op);
glDisable(GL_COLOR_LOGIC_OP);
} else {
glDisable(GL_BLEND);

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@ -293,18 +293,18 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
};
Math::Vec4<u8> primary_color{
(u8)(
static_cast<u8>(round(
GetInterpolatedAttribute(v0.color.r(), v1.color.r(), v2.color.r()).ToFloat32() *
255),
(u8)(
255)),
static_cast<u8>(round(
GetInterpolatedAttribute(v0.color.g(), v1.color.g(), v2.color.g()).ToFloat32() *
255),
(u8)(
255)),
static_cast<u8>(round(
GetInterpolatedAttribute(v0.color.b(), v1.color.b(), v2.color.b()).ToFloat32() *
255),
(u8)(
255)),
static_cast<u8>(round(
GetInterpolatedAttribute(v0.color.a(), v1.color.a(), v2.color.a()).ToFloat32() *
255),
255)),
};
Math::Vec2<float24> uv[3];