PICA: Properly emulate 1-stage delay in the combiner buffer
This was discovered and verified by @fincs. The tev combiner buffer actually lags behind by one stage, meaning stage 1 reads the initial color, stage 2 reads stage 0's output, and so on. Fixes character portraits in Fire Emblem: Awakening and world textures in Zelda: ALBW. Closes #1140.
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2 changed files with 19 additions and 12 deletions
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@ -311,11 +311,13 @@ static void WriteTevStage(std::string& out, const PicaShaderConfig& config, unsi
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"clamp(alpha_output_" + index_name + " * " + std::to_string(stage.GetAlphaMultiplier()) + ".0, 0.0, 1.0));\n";
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}
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out += "combiner_buffer = next_combiner_buffer;\n";
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if (config.TevStageUpdatesCombinerBufferColor(index))
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out += "combiner_buffer.rgb = last_tex_env_out.rgb;\n";
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out += "next_combiner_buffer.rgb = last_tex_env_out.rgb;\n";
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if (config.TevStageUpdatesCombinerBufferAlpha(index))
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out += "combiner_buffer.a = last_tex_env_out.a;\n";
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out += "next_combiner_buffer.a = last_tex_env_out.a;\n";
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}
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std::string GenerateFragmentShader(const PicaShaderConfig& config) {
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@ -334,12 +336,10 @@ layout (std140) uniform shader_data {
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int alphatest_ref;
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};
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)";
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uniform sampler2D tex[3];
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out += "uniform sampler2D tex[3];\n";
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out += "void main() {\n";
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out += "vec4 combiner_buffer = tev_combiner_buffer_color;\n";
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out += "vec4 last_tex_env_out = vec4(0.0);\n";
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void main() {
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)";
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// Do not do any sort of processing if it's obvious we're not going to pass the alpha test
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if (config.alpha_test_func == Regs::CompareFunc::Never) {
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@ -347,6 +347,10 @@ layout (std140) uniform shader_data {
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return out;
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}
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out += "vec4 combiner_buffer = vec4(0.0);\n";
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out += "vec4 next_combiner_buffer = tev_combiner_buffer_color;\n";
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out += "vec4 last_tex_env_out = vec4(0.0);\n";
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for (size_t index = 0; index < config.tev_stages.size(); ++index)
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WriteTevStage(out, config, (unsigned)index);
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