[dxvk] Disable alpha to coverage if sample mask is written

Matches D3D11 behaviour and fixes tree rendering in A Total War Saga: TROY.
This commit is contained in:
Philip Rebohle 2023-08-01 16:58:46 +02:00
parent 007e9f4c89
commit d66f8385c3
4 changed files with 24 additions and 8 deletions

View File

@ -5769,7 +5769,8 @@ namespace dxvk {
VkSampleMask sampleMask = m_state.gp.state.ms.sampleMask() & ((1u << sampleCount) - 1u);
m_cmd->cmdSetMultisampleState(sampleCount, sampleMask);
if (m_device->features().extExtendedDynamicState3.extendedDynamicState3AlphaToCoverageEnable)
if (m_device->features().extExtendedDynamicState3.extendedDynamicState3AlphaToCoverageEnable
&& !m_state.gp.flags.test(DxvkGraphicsPipelineFlag::HasSampleMaskExport))
m_cmd->cmdSetAlphaToCoverageState(m_state.gp.state.ms.enableAlphaToCoverage());
}

View File

@ -301,9 +301,12 @@ namespace dxvk {
msInfo.minSampleShading = 1.0f;
}
// Alpha to coverage is not supported with sample mask exports.
cbUseDynamicAlphaToCoverage = !fs || !fs->flags().test(DxvkShaderFlag::ExportsSampleMask);
msSampleMask = state.ms.sampleMask() & ((1u << msInfo.rasterizationSamples) - 1);
msInfo.pSampleMask = &msSampleMask;
msInfo.alphaToCoverageEnable = state.ms.enableAlphaToCoverage();
msInfo.alphaToCoverageEnable = state.ms.enableAlphaToCoverage() && cbUseDynamicAlphaToCoverage;
// We need to be fully consistent with the pipeline state here, and
// while we could consistently infer it, just don't take any chances
@ -325,6 +328,7 @@ namespace dxvk {
&& msInfo.alphaToOneEnable == other.msInfo.alphaToOneEnable
&& msSampleMask == other.msSampleMask
&& cbUseDynamicBlendConstants == other.cbUseDynamicBlendConstants
&& cbUseDynamicAlphaToCoverage == other.cbUseDynamicAlphaToCoverage
&& feedbackLoop == other.feedbackLoop;
for (uint32_t i = 0; i < rtInfo.colorAttachmentCount && eq; i++)
@ -364,6 +368,7 @@ namespace dxvk {
hash.add(uint32_t(msInfo.alphaToOneEnable));
hash.add(uint32_t(msSampleMask));
hash.add(uint32_t(cbUseDynamicBlendConstants));
hash.add(uint32_t(cbUseDynamicAlphaToCoverage));
hash.add(uint32_t(feedbackLoop));
for (uint32_t i = 0; i < rtInfo.colorAttachmentCount; i++)
@ -402,7 +407,8 @@ namespace dxvk {
dynamicStates[dynamicStateCount++] = VK_DYNAMIC_STATE_RASTERIZATION_SAMPLES_EXT;
dynamicStates[dynamicStateCount++] = VK_DYNAMIC_STATE_SAMPLE_MASK_EXT;
if (device->features().extExtendedDynamicState3.extendedDynamicState3AlphaToCoverageEnable)
if (device->features().extExtendedDynamicState3.extendedDynamicState3AlphaToCoverageEnable
&& state.cbUseDynamicAlphaToCoverage)
dynamicStates[dynamicStateCount++] = VK_DYNAMIC_STATE_ALPHA_TO_COVERAGE_ENABLE_EXT;
}
@ -944,8 +950,12 @@ namespace dxvk {
if (m_barrier.access & VK_ACCESS_SHADER_WRITE_BIT)
m_flags.set(DxvkGraphicsPipelineFlag::HasStorageDescriptors);
if (m_shaders.fs != nullptr && m_shaders.fs->flags().test(DxvkShaderFlag::HasSampleRateShading))
m_flags.set(DxvkGraphicsPipelineFlag::HasSampleRateShading);
if (m_shaders.fs != nullptr) {
if (m_shaders.fs->flags().test(DxvkShaderFlag::HasSampleRateShading))
m_flags.set(DxvkGraphicsPipelineFlag::HasSampleRateShading);
if (m_shaders.fs->flags().test(DxvkShaderFlag::ExportsSampleMask))
m_flags.set(DxvkGraphicsPipelineFlag::HasSampleMaskExport);
}
}
@ -1183,7 +1193,8 @@ namespace dxvk {
return false;
if (!canUseDynamicAlphaToCoverage
&& (state.ms.enableAlphaToCoverage()))
&& (state.ms.enableAlphaToCoverage())
&& !m_shaders.fs->flags().test(DxvkShaderFlag::ExportsSampleMask))
return false;
}
}

View File

@ -31,6 +31,7 @@ namespace dxvk {
HasTransformFeedback,
HasStorageDescriptors,
HasSampleRateShading,
HasSampleMaskExport,
};
using DxvkGraphicsPipelineFlags = Flags<DxvkGraphicsPipelineFlag>;
@ -116,6 +117,7 @@ namespace dxvk {
VkSampleMask msSampleMask = 0u;
VkBool32 cbUseDynamicBlendConstants = VK_FALSE;
VkBool32 cbUseDynamicAlphaToCoverage = VK_FALSE;
std::array<VkPipelineColorBlendAttachmentState, MaxNumRenderTargets> cbAttachments = { };
std::array<VkFormat, MaxNumRenderTargets> rtColorFormats = { };

View File

@ -1296,8 +1296,10 @@ namespace dxvk {
dynamicStates[dynamicStateCount++] = VK_DYNAMIC_STATE_RASTERIZATION_SAMPLES_EXT;
dynamicStates[dynamicStateCount++] = VK_DYNAMIC_STATE_SAMPLE_MASK_EXT;
if (m_device->features().extExtendedDynamicState3.extendedDynamicState3AlphaToCoverageEnable)
dynamicStates[dynamicStateCount++] = VK_DYNAMIC_STATE_ALPHA_TO_COVERAGE_ENABLE_EXT;
if (!m_shaders.fs || !m_shaders.fs->flags().test(DxvkShaderFlag::ExportsSampleMask)) {
if (m_device->features().extExtendedDynamicState3.extendedDynamicState3AlphaToCoverageEnable)
dynamicStates[dynamicStateCount++] = VK_DYNAMIC_STATE_ALPHA_TO_COVERAGE_ENABLE_EXT;
}
}
VkPipelineDynamicStateCreateInfo dyInfo = { VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO };