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mirror of https://github.com/doitsujin/dxvk.git synced 2025-01-19 05:52:11 +01:00

[d3d9] Rework FF texcoord processing to be more accurate

This commit is contained in:
Robin Kertels 2024-05-28 15:39:41 +02:00 committed by Joshie
parent b2d89db8d8
commit 9b504b506e
3 changed files with 61 additions and 51 deletions

View File

@ -7322,6 +7322,7 @@ namespace dxvk {
key.Data.Contents.TransformFlags |= transformFlags << (i * 3);
key.Data.Contents.TexcoordFlags |= indexFlags << (i * 3);
key.Data.Contents.TexcoordIndices |= index << (i * 3);
key.Data.Contents.Projected |= ((m_state.textureStages[i][DXVK_TSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED) == D3DTTFF_PROJECTED) << i;
}
key.Data.Contents.TexcoordDeclMask = m_state.vertexDecl != nullptr ? m_state.vertexDecl->GetTexcoordMask() : 0;

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@ -1108,44 +1108,62 @@ namespace dxvk {
uint32_t flags = (m_vsKey.Data.Contents.TransformFlags >> (i * 3)) & 0b111;
if (flags == D3DTTFF_COUNT1) {
// D3DTTFF_COUNT1 behaves like D3DTTFF_DISABLE on NV and like D3DTTFF_COUNT2 on AMD.
// The Nvidia behavior is easier to implement.
flags = D3DTTFF_DISABLE;
}
// Passing 0xffffffff results in it getting clamped to the dimensions of the texture coords and getting treated as PROJECTED
// but D3D9 does not apply the transformation matrix.
bool applyTransform = flags >= D3DTTFF_COUNT1 && flags <= D3DTTFF_COUNT4;
bool applyTransform = flags > D3DTTFF_COUNT1 && flags <= D3DTTFF_COUNT4;
uint32_t count = std::min(flags, 4u);
// A projection component index of 4 means we won't do projection
uint32_t projIndex = count != 0 ? count - 1 : 4;
uint32_t count;
switch (inputFlags) {
default:
case (DXVK_TSS_TCI_PASSTHRU >> TCIOffset):
transformed = m_vs.in.TEXCOORD[inputIndex & 0xFF];
// flags is actually the number of elements that get passed
// to the rasterizer.
count = flags;
if (texcoordCount) {
// Clamp by the number of elements in the texcoord input.
if (!count || count > texcoordCount) {
count = texcoordCount;
}
} else {
count = 0;
flags = D3DTTFF_DISABLE;
applyTransform = false;
if (texcoordCount < 4) {
// Vulkan sets the w component to 1.0 if that's not provided by the vertex buffer, D3D9 expects 0 here
transformed = m_module.opCompositeInsert(m_vec4Type, m_module.constf32(0), transformed, 1, &wIndex);
}
if (applyTransform && !m_vsKey.Data.Contents.HasPositionT) {
/*This doesn't happen every time and I cannot figure out the difference between when it does and doesn't.
Keep it disabled for now, it's more likely that games rely on the zero texcoord than the weird 1 here.
if (texcoordCount <= 1) {
// y gets padded to 1 for some reason
uint32_t idx = 1;
transformed = m_module.opCompositeInsert(m_vec4Type, m_module.constf32(1), transformed, 1, &idx);
}*/
if (texcoordCount >= 1 && texcoordCount < 4) {
// The first component after the last one thats backed by a vertex buffer gets padded to 1 for some reason.
uint32_t idx = texcoordCount;
transformed = m_module.opCompositeInsert(m_vec4Type, m_module.constf32(1), transformed, 1, &idx);
}
} else if (texcoordCount != 0 && !applyTransform) {
// COUNT0, COUNT1, COUNT > 4 => take count from vertex decl if that's not zero
count = texcoordCount;
}
projIndex = count != 0 ? count - 1 : 4;
break;
case (DXVK_TSS_TCI_CAMERASPACENORMAL >> TCIOffset):
transformed = outNrm;
count = std::min(flags, 4u);
if (!applyTransform) {
count = 3;
projIndex = 4;
}
break;
case (DXVK_TSS_TCI_CAMERASPACEPOSITION >> TCIOffset):
transformed = m_module.opCompositeInsert(m_vec4Type, m_module.constf32(1.0f), vtx, 1, &wIndex);
count = std::min(flags, 4u);
transformed = vtx;
if (!applyTransform) {
Logger::warn(str::format("!applyTransform flags: ", flags, " projidx: ", projIndex));
count = 3;
projIndex = 4;
}
break;
case (DXVK_TSS_TCI_CAMERASPACEREFLECTIONVECTOR >> TCIOffset): {
@ -1160,7 +1178,10 @@ namespace dxvk {
transformIndices[3] = m_module.constf32(1.0f);
transformed = m_module.opCompositeConstruct(m_vec4Type, transformIndices.size(), transformIndices.data());
count = std::min(flags, 4u);
if (!applyTransform) {
count = 3;
projIndex = 4;
}
break;
}
@ -1184,42 +1205,28 @@ namespace dxvk {
transformIndices[3] = m_module.constf32(1.0f);
transformed = m_module.opCompositeConstruct(m_vec4Type, transformIndices.size(), transformIndices.data());
count = std::min(flags, 4u);
break;
}
}
if (applyTransform && !m_vsKey.Data.Contents.HasPositionT) {
for (uint32_t j = count; j < 4; j++) {
// If we're outside the component count of the vertex decl for this texcoord then we pad with zeroes.
// Otherwise, pad with ones.
// Very weird quirk in order to get texcoord transforms to work like they do in native.
// In future, maybe we could sort this out properly by chopping matrices of different sizes, but thats
// a project for another day.
uint32_t texcoordCount = (m_vsKey.Data.Contents.TexcoordDeclMask >> (3 * inputIndex)) & 0x7;
uint32_t value = j > texcoordCount ? m_module.constf32(0) : m_module.constf32(1);
transformed = m_module.opCompositeInsert(m_vec4Type, value, transformed, 1, &j);
}
transformed = m_module.opVectorTimesMatrix(m_vec4Type, transformed, m_vs.constants.texcoord[i]);
}
// The projection idx is always based on the flags, even when the input mode is not DXVK_TSS_TCI_PASSTHRU.
uint32_t projValue;
if (count < 3) {
// Not enough components to do projection.
// Native drivers render normally or garbage with D3DFVF_TEXCOORDSIZE2 or D3DTTFF_COUNT <3
projValue = m_module.constf32(1.0f);
} else {
uint32_t projIdx = count - 1;
projValue = m_module.opCompositeExtract(m_floatType, transformed, 1, &projIdx);
if (m_vsKey.Data.Contents.Projected && projIndex < 4) {
// The projection idx is always based on the flags, even when the input mode is not DXVK_TSS_TCI_PASSTHRU.
uint32_t projValue = m_module.opCompositeExtract(m_floatType, transformed, 1, &projIndex);
// The w component is only used for projection or unused, so always insert the component that's supposed to be divided by there.
// The fragment shader will then decide whether to project or not.
transformed = m_module.opCompositeInsert(m_vec4Type, projValue, transformed, 1, &wIndex);
}
// The w component is only used for projection or unused, so always insert the component that's supposed to be divided by there.
// The fragment shader will then decide whether to project or not.
uint32_t wIdx = 3;
transformed = m_module.opCompositeInsert(m_vec4Type, projValue, transformed, 1, &wIdx);
uint32_t totalComponents = (m_vsKey.Data.Contents.Projected && projIndex < 4) ? 3 : 4;
for (uint32_t i = count; i < totalComponents; i++) {
// Discard the components that exceed the specified D3DTTFF_COUNT
transformed = m_module.opCompositeInsert(m_vec4Type, m_module.constf32(0), transformed, 1, &i);
}
m_module.opStore(m_vs.out.TEXCOORD[i], transformed);
}

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@ -133,9 +133,11 @@ namespace dxvk {
uint32_t VertexBlendCount : 3;
uint32_t VertexClipping : 1;
uint32_t Projected : 8;
} Contents;
uint32_t Primitive[4];
uint32_t Primitive[5];
};
};