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Round TEV outputs and the final fragment output in GLSL

Fixes water effect in SM3DL
This commit is contained in:
Dwayne Slater 2018-04-07 16:43:56 -04:00
parent 39fce60145
commit 734279ff22
1 changed files with 24 additions and 6 deletions

View File

@ -509,9 +509,10 @@ static void WriteTevStage(std::string& out, const PicaShaderConfig& config, unsi
AppendColorModifier(out, config, stage.color_modifier3, stage.color_source3, index_name); AppendColorModifier(out, config, stage.color_modifier3, stage.color_source3, index_name);
out += ");\n"; out += ");\n";
out += "vec3 color_output_" + index_name + " = "; // Round the output of each TEV stage to maintain the PICA's 8 bits of precision
out += "vec3 color_output_" + index_name + " = byteround(";
AppendColorCombiner(out, stage.color_op, "color_results_" + index_name); AppendColorCombiner(out, stage.color_op, "color_results_" + index_name);
out += ";\n"; out += ");\n";
if (stage.color_op == TevStageConfig::Operation::Dot3_RGBA) { if (stage.color_op == TevStageConfig::Operation::Dot3_RGBA) {
// result of Dot3_RGBA operation is also placed to the alpha component // result of Dot3_RGBA operation is also placed to the alpha component
@ -528,9 +529,9 @@ static void WriteTevStage(std::string& out, const PicaShaderConfig& config, unsi
index_name); index_name);
out += ");\n"; out += ");\n";
out += "float alpha_output_" + index_name + " = "; out += "float alpha_output_" + index_name + " = byteround(";
AppendAlphaCombiner(out, stage.alpha_op, "alpha_results_" + index_name); AppendAlphaCombiner(out, stage.alpha_op, "alpha_results_" + index_name);
out += ";\n"; out += ");\n";
} }
out += "last_tex_env_out = vec4(" out += "last_tex_env_out = vec4("
@ -1099,6 +1100,22 @@ float LookupLightingLUTSigned(int lut_index, float pos) {
return LookupLightingLUT(lut_index, index, delta); return LookupLightingLUT(lut_index, index, delta);
} }
float byteround(float x) {
return round(x * 255.0) / 255.0;
}
vec2 byteround(vec2 x) {
return round(x * 255.0) / 255.0;
}
vec3 byteround(vec3 x) {
return round(x * 255.0) / 255.0;
}
vec4 byteround(vec4 x) {
return round(x * 255.0) / 255.0;
}
)"; )";
if (config.state.proctex.enable) if (config.state.proctex.enable)
@ -1108,7 +1125,7 @@ float LookupLightingLUTSigned(int lut_index, float pos) {
// This maintains the PICA's 8 bits of precision // This maintains the PICA's 8 bits of precision
out += R"( out += R"(
void main() { void main() {
vec4 rounded_primary_color = round(primary_color * 255.0) / 255.0; vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0); vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0); vec4 secondary_fragment_color = vec4(0.0);
)"; )";
@ -1183,7 +1200,8 @@ vec4 secondary_fragment_color = vec4(0.0);
} }
out += "gl_FragDepth = depth;\n"; out += "gl_FragDepth = depth;\n";
out += "color = last_tex_env_out;\n"; // Round the final fragment color to maintain the PICA's 8 bits of precision
out += "color = byteround(last_tex_env_out);\n";
out += "}"; out += "}";