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https://github.com/dolphin-emu/dolphin.git
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Reimplement Bounding Box calculation using the software renderer.
This commit is contained in:
parent
b7aed97508
commit
2d4b7e3f3f
@ -14,6 +14,7 @@
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#include "VideoCommon/PixelEngine.h"
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#include "VideoCommon/TextureDecoder.h"
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#include "VideoCommon/BoundingBox.h"
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#include "VideoCommon/VideoCommon.h"
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@ -73,12 +74,12 @@ void SWBPWritten(int address, int newvalue)
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EfbCopy::CopyEfb();
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break;
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case BPMEM_CLEARBBOX1:
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PixelEngine::bbox[0] = newvalue >> 10;
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PixelEngine::bbox[1] = newvalue & 0x3ff;
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BoundingBox::coords[BoundingBox::LEFT] = newvalue >> 10;
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BoundingBox::coords[BoundingBox::RIGHT] = newvalue & 0x3ff;
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break;
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case BPMEM_CLEARBBOX2:
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PixelEngine::bbox[2] = newvalue >> 10;
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PixelEngine::bbox[3] = newvalue & 0x3ff;
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BoundingBox::coords[BoundingBox::TOP] = newvalue >> 10;
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BoundingBox::coords[BoundingBox::BOTTOM] = newvalue & 0x3ff;
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break;
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case BPMEM_CLEAR_PIXEL_PERF:
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// TODO: I didn't test if the value written to this register affects the amount of cleared registers
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@ -437,12 +437,6 @@ namespace EfbInterface
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{
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SetPixelAlphaOnly(offset, dstClrPtr[ALP_C]);
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}
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// branchless bounding box update
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PixelEngine::bbox[0] = std::min(x, PixelEngine::bbox[0]);
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PixelEngine::bbox[1] = std::max(x, PixelEngine::bbox[1]);
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PixelEngine::bbox[2] = std::min(y, PixelEngine::bbox[2]);
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PixelEngine::bbox[3] = std::max(y, PixelEngine::bbox[3]);
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}
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void SetColor(u16 x, u16 y, u8 *color)
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@ -14,6 +14,7 @@
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#include "VideoBackends/Software/SWVideoConfig.h"
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#include "VideoBackends/Software/Tev.h"
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#include "VideoBackends/Software/XFMemLoader.h"
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#include "VideoCommon/BoundingBox.h"
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#define BLOCK_SIZE 2
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@ -130,7 +131,7 @@ inline void Draw(s32 x, s32 y, s32 xi, s32 yi)
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if (z < 0 || z > 0x00ffffff)
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return;
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if (bpmem.UseEarlyDepthTest() && g_SWVideoConfig.bZComploc)
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if (!BoundingBox::active && bpmem.UseEarlyDepthTest() && g_SWVideoConfig.bZComploc)
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{
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// TODO: Test if perf regs are incremented even if test is disabled
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EfbInterface::IncPerfCounterQuadCount(PQ_ZCOMP_INPUT_ZCOMPLOC);
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@ -317,7 +318,7 @@ void DrawTriangleFrontFace(OutputVertexData *v0, OutputVertexData *v1, OutputVer
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{
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INCSTAT(swstats.thisFrame.numTrianglesDrawn);
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if (g_SWVideoConfig.bHwRasterizer)
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if (g_SWVideoConfig.bHwRasterizer && !BoundingBox::active)
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{
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HwRasterizer::DrawTriangleFrontFace(v0, v1, v2);
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return;
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@ -414,84 +415,254 @@ void DrawTriangleFrontFace(OutputVertexData *v0, OutputVertexData *v1, OutputVer
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if (DY23 < 0 || (DY23 == 0 && DX23 > 0)) C2++;
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if (DY31 < 0 || (DY31 == 0 && DX31 > 0)) C3++;
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// Loop through blocks
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for (s32 y = miny; y < maxy; y += BLOCK_SIZE)
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// If drawing, rasterize every block
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if (!BoundingBox::active)
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{
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for (s32 x = minx; x < maxx; x += BLOCK_SIZE)
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// Loop through blocks
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for (s32 y = miny; y < maxy; y += BLOCK_SIZE)
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{
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// Corners of block
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s32 x0 = x << 4;
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s32 x1 = (x + BLOCK_SIZE - 1) << 4;
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s32 y0 = y << 4;
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s32 y1 = (y + BLOCK_SIZE - 1) << 4;
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// Evaluate half-space functions
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bool a00 = C1 + DX12 * y0 - DY12 * x0 > 0;
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bool a10 = C1 + DX12 * y0 - DY12 * x1 > 0;
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bool a01 = C1 + DX12 * y1 - DY12 * x0 > 0;
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bool a11 = C1 + DX12 * y1 - DY12 * x1 > 0;
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int a = (a00 << 0) | (a10 << 1) | (a01 << 2) | (a11 << 3);
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bool b00 = C2 + DX23 * y0 - DY23 * x0 > 0;
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bool b10 = C2 + DX23 * y0 - DY23 * x1 > 0;
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bool b01 = C2 + DX23 * y1 - DY23 * x0 > 0;
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bool b11 = C2 + DX23 * y1 - DY23 * x1 > 0;
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int b = (b00 << 0) | (b10 << 1) | (b01 << 2) | (b11 << 3);
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bool c00 = C3 + DX31 * y0 - DY31 * x0 > 0;
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bool c10 = C3 + DX31 * y0 - DY31 * x1 > 0;
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bool c01 = C3 + DX31 * y1 - DY31 * x0 > 0;
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bool c11 = C3 + DX31 * y1 - DY31 * x1 > 0;
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int c = (c00 << 0) | (c10 << 1) | (c01 << 2) | (c11 << 3);
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// Skip block when outside an edge
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if (a == 0x0 || b == 0x0 || c == 0x0)
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continue;
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BuildBlock(x, y);
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// Accept whole block when totally covered
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if (a == 0xF && b == 0xF && c == 0xF)
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for (s32 x = minx; x < maxx; x += BLOCK_SIZE)
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{
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for (s32 iy = 0; iy < BLOCK_SIZE; iy++)
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{
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for (s32 ix = 0; ix < BLOCK_SIZE; ix++)
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{
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Draw(x + ix, y + iy, ix, iy);
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}
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}
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}
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else // Partially covered block
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{
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s32 CY1 = C1 + DX12 * y0 - DY12 * x0;
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s32 CY2 = C2 + DX23 * y0 - DY23 * x0;
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s32 CY3 = C3 + DX31 * y0 - DY31 * x0;
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// Corners of block
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s32 x0 = x << 4;
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s32 x1 = (x + BLOCK_SIZE - 1) << 4;
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s32 y0 = y << 4;
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s32 y1 = (y + BLOCK_SIZE - 1) << 4;
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for (s32 iy = 0; iy < BLOCK_SIZE; iy++)
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{
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s32 CX1 = CY1;
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s32 CX2 = CY2;
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s32 CX3 = CY3;
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// Evaluate half-space functions
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bool a00 = C1 + DX12 * y0 - DY12 * x0 > 0;
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bool a10 = C1 + DX12 * y0 - DY12 * x1 > 0;
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bool a01 = C1 + DX12 * y1 - DY12 * x0 > 0;
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bool a11 = C1 + DX12 * y1 - DY12 * x1 > 0;
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int a = (a00 << 0) | (a10 << 1) | (a01 << 2) | (a11 << 3);
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for (s32 ix = 0; ix < BLOCK_SIZE; ix++)
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bool b00 = C2 + DX23 * y0 - DY23 * x0 > 0;
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bool b10 = C2 + DX23 * y0 - DY23 * x1 > 0;
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bool b01 = C2 + DX23 * y1 - DY23 * x0 > 0;
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bool b11 = C2 + DX23 * y1 - DY23 * x1 > 0;
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int b = (b00 << 0) | (b10 << 1) | (b01 << 2) | (b11 << 3);
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bool c00 = C3 + DX31 * y0 - DY31 * x0 > 0;
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bool c10 = C3 + DX31 * y0 - DY31 * x1 > 0;
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bool c01 = C3 + DX31 * y1 - DY31 * x0 > 0;
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bool c11 = C3 + DX31 * y1 - DY31 * x1 > 0;
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int c = (c00 << 0) | (c10 << 1) | (c01 << 2) | (c11 << 3);
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// Skip block when outside an edge
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if (a == 0x0 || b == 0x0 || c == 0x0)
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continue;
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BuildBlock(x, y);
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// Accept whole block when totally covered
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if (a == 0xF && b == 0xF && c == 0xF)
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{
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for (s32 iy = 0; iy < BLOCK_SIZE; iy++)
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{
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if (CX1 > 0 && CX2 > 0 && CX3 > 0)
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for (s32 ix = 0; ix < BLOCK_SIZE; ix++)
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{
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Draw(x + ix, y + iy, ix, iy);
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}
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CX1 -= FDY12;
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CX2 -= FDY23;
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CX3 -= FDY31;
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}
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}
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else // Partially covered block
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{
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s32 CY1 = C1 + DX12 * y0 - DY12 * x0;
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s32 CY2 = C2 + DX23 * y0 - DY23 * x0;
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s32 CY3 = C3 + DX31 * y0 - DY31 * x0;
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CY1 += FDX12;
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CY2 += FDX23;
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CY3 += FDX31;
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for (s32 iy = 0; iy < BLOCK_SIZE; iy++)
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{
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s32 CX1 = CY1;
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s32 CX2 = CY2;
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s32 CX3 = CY3;
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for (s32 ix = 0; ix < BLOCK_SIZE; ix++)
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{
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if (CX1 > 0 && CX2 > 0 && CX3 > 0)
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{
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Draw(x + ix, y + iy, ix, iy);
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}
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CX1 -= FDY12;
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CX2 -= FDY23;
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CX3 -= FDY31;
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}
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CY1 += FDX12;
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CY2 += FDX23;
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CY3 += FDX31;
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}
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}
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}
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}
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}
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else
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{
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// If we are only calculating bbox, we only need to find the topmost,
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// leftmost, bottom most and rightmost pixels to be drawn.
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// So instead of drawing every single one of the triangle's pixels,
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// four loops are run: one for the top pixel, one for the left, one for
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// the bottom and one for the right. As soon as a pixel that is to be
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// drawn is found, the loop breaks. This enables a ~150% speedbost in
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// bbox calculation, albeit at the cost of some ugly repetitive code.
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const s32 FTOP = miny << 4;
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const s32 FLEFT = minx << 4;
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const s32 FBOTTOM = maxy << 4;
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const s32 FRIGHT = maxx << 4;
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// Start checking for bbox top
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s32 CY1 = C1 + DX12 * FTOP - DY12 * FLEFT;
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s32 CY2 = C2 + DX23 * FTOP - DY23 * FLEFT;
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s32 CY3 = C3 + DX31 * FTOP - DY31 * FLEFT;
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// Loop
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for (s32 y = miny; y <= maxy; ++y)
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{
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if (y >= BoundingBox::coords[BoundingBox::TOP])
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break;
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s32 CX1 = CY1;
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s32 CX2 = CY2;
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s32 CX3 = CY3;
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for (s32 x = minx; x <= maxx; ++x)
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{
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if (CX1 > 0 && CX2 > 0 && CX3 > 0)
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{
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// Build the new raster block every other pixel
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BuildBlock((x & ~(BLOCK_SIZE - 1)), y & ~(BLOCK_SIZE - 1));
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Draw(x, y, x & 1, y & 1);
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if (y >= BoundingBox::coords[BoundingBox::TOP])
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break;
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}
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CX1 -= FDY12;
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CX2 -= FDY23;
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CX3 -= FDY31;
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}
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CY1 += FDX12;
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CY2 += FDX23;
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CY3 += FDX31;
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}
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// Checking for bbox left
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s32 CX1 = C1 + DX12 * FTOP - DY12 * FLEFT;
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s32 CX2 = C2 + DX23 * FTOP - DY23 * FLEFT;
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s32 CX3 = C3 + DX31 * FTOP - DY31 * FLEFT;
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// Loop
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for (s32 x = minx; x <= maxx; ++x)
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{
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if (x >= BoundingBox::coords[BoundingBox::LEFT])
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break;
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s32 CY1 = CX1;
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s32 CY2 = CX2;
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s32 CY3 = CX3;
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for (s32 y = miny; y <= maxy; ++y)
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{
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if (CY1 > 0 && CY2 > 0 && CY3 > 0)
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{
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// Build the new raster block every other pixel
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BuildBlock((x & ~(BLOCK_SIZE - 1)), y & ~(BLOCK_SIZE - 1));
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Draw(x, y, x & 1, y & 1);
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if (x >= BoundingBox::coords[BoundingBox::LEFT])
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break;
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}
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CY1 += FDX12;
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CY2 += FDX23;
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CY3 += FDX31;
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}
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CX1 -= FDY12;
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CX2 -= FDY23;
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CX3 -= FDY31;
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}
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// Checking for bbox bottom
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CY1 = C1 + DX12 * FBOTTOM - DY12 * FRIGHT;
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CY2 = C2 + DX23 * FBOTTOM - DY23 * FRIGHT;
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CY3 = C3 + DX31 * FBOTTOM - DY31 * FRIGHT;
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// Loop
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for (s32 y = maxy; y >= miny; --y)
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{
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s32 CX1 = CY1;
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s32 CX2 = CY2;
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s32 CX3 = CY3;
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if (y <= BoundingBox::coords[BoundingBox::BOTTOM])
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break;
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for (s32 x = maxx; x >= minx; --x)
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{
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if (CX1 > 0 && CX2 > 0 && CX3 > 0)
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{
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// Build the new raster block every other pixel
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BuildBlock((x & ~(BLOCK_SIZE - 1)), y & ~(BLOCK_SIZE - 1));
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Draw(x, y, x & 1, y & 1);
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if (y <= BoundingBox::coords[BoundingBox::BOTTOM])
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break;
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}
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CX1 += FDY12;
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CX2 += FDY23;
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CX3 += FDY31;
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}
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CY1 -= FDX12;
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CY2 -= FDX23;
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CY3 -= FDX31;
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}
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// Checking for bbox right
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CX1 = C1 + DX12 * FBOTTOM - DY12 * FRIGHT;
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CX2 = C2 + DX23 * FBOTTOM - DY23 * FRIGHT;
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CX3 = C3 + DX31 * FBOTTOM - DY31 * FRIGHT;
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// Loop
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for (s32 x = maxx; x >= minx; --x)
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{
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if (x <= BoundingBox::coords[BoundingBox::RIGHT])
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break;
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s32 CY1 = CX1;
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s32 CY2 = CX2;
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s32 CY3 = CX3;
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for (s32 y = maxy; y >= miny; --y)
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{
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if (CY1 > 0 && CY2 > 0 && CY3 > 0)
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{
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// Build the new raster block every other pixel
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BuildBlock((x & ~(BLOCK_SIZE - 1)), y & ~(BLOCK_SIZE - 1));
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Draw(x, y, x & 1, y & 1);
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if (x <= BoundingBox::coords[BoundingBox::RIGHT])
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break;
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}
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CY1 -= FDX12;
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CY2 -= FDX23;
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CY3 -= FDX31;
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}
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CX1 += FDY12;
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CX2 += FDY23;
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CX3 += FDY31;
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}
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}
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}
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@ -13,6 +13,7 @@
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#include "VideoBackends/Software/Tev.h"
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#include "VideoBackends/Software/TextureSampler.h"
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#include "VideoBackends/Software/XFMemLoader.h"
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#include "VideoCommon/BoundingBox.h"
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#ifdef _DEBUG
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#define ALLOW_TEV_DUMPS 1
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@ -157,7 +158,7 @@ void Tev::SetRasColor(int colorChan, int swaptable)
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RasColor[ALP_C] = color[bpmem.tevksel[swaptable].swap2];
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}
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break;
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case 5: // alpha bump
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case 5: // alpha bump
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{
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for (s16& comp : RasColor)
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{
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@ -649,121 +650,138 @@ void Tev::Draw()
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if (!TevAlphaTest(output[ALP_C]))
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return;
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// z texture
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if (bpmem.ztex2.op)
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// This part is only needed if we are not simply computing bbox
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// (i. e., only needed when using the SW renderer)
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if (!BoundingBox::active)
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{
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u32 ztex = bpmem.ztex1.bias;
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switch (bpmem.ztex2.type)
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// z texture
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if (bpmem.ztex2.op)
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{
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case 0: // 8 bit
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ztex += TexColor[ALP_C];
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break;
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case 1: // 16 bit
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ztex += TexColor[ALP_C] << 8 | TexColor[RED_C];
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break;
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case 2: // 24 bit
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ztex += TexColor[RED_C] << 16 | TexColor[GRN_C] << 8 | TexColor[BLU_C];
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break;
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u32 ztex = bpmem.ztex1.bias;
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switch (bpmem.ztex2.type)
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{
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case 0: // 8 bit
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ztex += TexColor[ALP_C];
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break;
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case 1: // 16 bit
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ztex += TexColor[ALP_C] << 8 | TexColor[RED_C];
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break;
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case 2: // 24 bit
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ztex += TexColor[RED_C] << 16 | TexColor[GRN_C] << 8 | TexColor[BLU_C];
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break;
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}
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if (bpmem.ztex2.op == ZTEXTURE_ADD)
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ztex += Position[2];
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Position[2] = ztex & 0x00ffffff;
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}
|
||||
|
||||
if (bpmem.ztex2.op == ZTEXTURE_ADD)
|
||||
ztex += Position[2];
|
||||
// fog
|
||||
if (bpmem.fog.c_proj_fsel.fsel)
|
||||
{
|
||||
float ze;
|
||||
|
||||
Position[2] = ztex & 0x00ffffff;
|
||||
if (bpmem.fog.c_proj_fsel.proj == 0)
|
||||
{
|
||||
// perspective
|
||||
// ze = A/(B - (Zs >> B_SHF))
|
||||
s32 denom = bpmem.fog.b_magnitude - (Position[2] >> bpmem.fog.b_shift);
|
||||
//in addition downscale magnitude and zs to 0.24 bits
|
||||
ze = (bpmem.fog.a.GetA() * 16777215.0f) / (float)denom;
|
||||
}
|
||||
else
|
||||
{
|
||||
// orthographic
|
||||
// ze = a*Zs
|
||||
//in addition downscale zs to 0.24 bits
|
||||
ze = bpmem.fog.a.GetA() * ((float)Position[2] / 16777215.0f);
|
||||
|
||||
}
|
||||
|
||||
if (bpmem.fogRange.Base.Enabled)
|
||||
{
|
||||
// TODO: This is untested and should definitely be checked against real hw.
|
||||
// - No idea if offset is really normalized against the viewport width or against the projection matrix or yet something else
|
||||
// - scaling of the "k" coefficient isn't clear either.
|
||||
|
||||
// First, calculate the offset from the viewport center (normalized to 0..1)
|
||||
float offset = (Position[0] - (bpmem.fogRange.Base.Center - 342)) / (float)xfmem.viewport.wd;
|
||||
|
||||
// Based on that, choose the index such that points which are far away from the z-axis use the 10th "k" value and such that central points use the first value.
|
||||
float floatindex = 9.f - std::abs(offset) * 9.f;
|
||||
floatindex = (floatindex < 0.f) ? 0.f : (floatindex > 9.f) ? 9.f : floatindex; // TODO: This shouldn't be necessary!
|
||||
|
||||
// Get the two closest integer indices, look up the corresponding samples
|
||||
int indexlower = (int)floor(floatindex);
|
||||
int indexupper = indexlower + 1;
|
||||
// Look up coefficient... Seems like multiplying by 4 makes Fortune Street work properly (fog is too strong without the factor)
|
||||
float klower = bpmem.fogRange.K[indexlower/2].GetValue(indexlower%2) * 4.f;
|
||||
float kupper = bpmem.fogRange.K[indexupper/2].GetValue(indexupper%2) * 4.f;
|
||||
|
||||
// linearly interpolate the samples and multiple ze by the resulting adjustment factor
|
||||
float factor = indexupper - floatindex;
|
||||
float k = klower * factor + kupper * (1.f - factor);
|
||||
float x_adjust = sqrt(offset*offset + k*k)/k;
|
||||
ze *= x_adjust; // NOTE: This is basically dividing by a cosine (hidden behind GXInitFogAdjTable): 1/cos = c/b = sqrt(a^2+b^2)/b
|
||||
}
|
||||
|
||||
ze -= bpmem.fog.c_proj_fsel.GetC();
|
||||
|
||||
// clamp 0 to 1
|
||||
float fog = (ze<0.0f) ? 0.0f : ((ze>1.0f) ? 1.0f : ze);
|
||||
|
||||
switch (bpmem.fog.c_proj_fsel.fsel)
|
||||
{
|
||||
case 4: // exp
|
||||
fog = 1.0f - pow(2.0f, -8.0f * fog);
|
||||
break;
|
||||
case 5: // exp2
|
||||
fog = 1.0f - pow(2.0f, -8.0f * fog * fog);
|
||||
break;
|
||||
case 6: // backward exp
|
||||
fog = 1.0f - fog;
|
||||
fog = pow(2.0f, -8.0f * fog);
|
||||
break;
|
||||
case 7: // backward exp2
|
||||
fog = 1.0f - fog;
|
||||
fog = pow(2.0f, -8.0f * fog * fog);
|
||||
break;
|
||||
}
|
||||
|
||||
// lerp from output to fog color
|
||||
u32 fogInt = (u32)(fog * 256);
|
||||
u32 invFog = 256 - fogInt;
|
||||
|
||||
output[RED_C] = (output[RED_C] * invFog + fogInt * bpmem.fog.color.r) >> 8;
|
||||
output[GRN_C] = (output[GRN_C] * invFog + fogInt * bpmem.fog.color.g) >> 8;
|
||||
output[BLU_C] = (output[BLU_C] * invFog + fogInt * bpmem.fog.color.b) >> 8;
|
||||
}
|
||||
|
||||
bool late_ztest = !bpmem.zcontrol.early_ztest || !g_SWVideoConfig.bZComploc;
|
||||
if (late_ztest && bpmem.zmode.testenable)
|
||||
{
|
||||
// TODO: Check against hw if these values get incremented even if depth testing is disabled
|
||||
EfbInterface::IncPerfCounterQuadCount(PQ_ZCOMP_INPUT);
|
||||
|
||||
if (!EfbInterface::ZCompare(Position[0], Position[1], Position[2]))
|
||||
return;
|
||||
|
||||
EfbInterface::IncPerfCounterQuadCount(PQ_ZCOMP_OUTPUT);
|
||||
}
|
||||
}
|
||||
|
||||
// fog
|
||||
if (bpmem.fog.c_proj_fsel.fsel)
|
||||
{
|
||||
float ze;
|
||||
// branchless bounding box update
|
||||
BoundingBox::coords[BoundingBox::LEFT] = std::min((u16)Position[0], BoundingBox::coords[BoundingBox::LEFT]);
|
||||
BoundingBox::coords[BoundingBox::RIGHT] = std::max((u16)Position[0], BoundingBox::coords[BoundingBox::RIGHT]);
|
||||
BoundingBox::coords[BoundingBox::TOP] = std::min((u16)Position[1], BoundingBox::coords[BoundingBox::TOP]);
|
||||
BoundingBox::coords[BoundingBox::BOTTOM] = std::max((u16)Position[1], BoundingBox::coords[BoundingBox::BOTTOM]);
|
||||
|
||||
if (bpmem.fog.c_proj_fsel.proj == 0)
|
||||
{
|
||||
// perspective
|
||||
// ze = A/(B - (Zs >> B_SHF))
|
||||
s32 denom = bpmem.fog.b_magnitude - (Position[2] >> bpmem.fog.b_shift);
|
||||
//in addition downscale magnitude and zs to 0.24 bits
|
||||
ze = (bpmem.fog.a.GetA() * 16777215.0f) / (float)denom;
|
||||
}
|
||||
else
|
||||
{
|
||||
// orthographic
|
||||
// ze = a*Zs
|
||||
//in addition downscale zs to 0.24 bits
|
||||
ze = bpmem.fog.a.GetA() * ((float)Position[2] / 16777215.0f);
|
||||
// if we are only calculating the bounding box,
|
||||
// there's no need to actually draw anything
|
||||
if (BoundingBox::active)
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
if (bpmem.fogRange.Base.Enabled)
|
||||
{
|
||||
// TODO: This is untested and should definitely be checked against real hw.
|
||||
// - No idea if offset is really normalized against the viewport width or against the projection matrix or yet something else
|
||||
// - scaling of the "k" coefficient isn't clear either.
|
||||
|
||||
// First, calculate the offset from the viewport center (normalized to 0..1)
|
||||
float offset = (Position[0] - (bpmem.fogRange.Base.Center - 342)) / (float)xfmem.viewport.wd;
|
||||
|
||||
// Based on that, choose the index such that points which are far away from the z-axis use the 10th "k" value and such that central points use the first value.
|
||||
float floatindex = 9.f - std::abs(offset) * 9.f;
|
||||
floatindex = (floatindex < 0.f) ? 0.f : (floatindex > 9.f) ? 9.f : floatindex; // TODO: This shouldn't be necessary!
|
||||
|
||||
// Get the two closest integer indices, look up the corresponding samples
|
||||
int indexlower = (int)floor(floatindex);
|
||||
int indexupper = indexlower + 1;
|
||||
// Look up coefficient... Seems like multiplying by 4 makes Fortune Street work properly (fog is too strong without the factor)
|
||||
float klower = bpmem.fogRange.K[indexlower/2].GetValue(indexlower%2) * 4.f;
|
||||
float kupper = bpmem.fogRange.K[indexupper/2].GetValue(indexupper%2) * 4.f;
|
||||
|
||||
// linearly interpolate the samples and multiple ze by the resulting adjustment factor
|
||||
float factor = indexupper - floatindex;
|
||||
float k = klower * factor + kupper * (1.f - factor);
|
||||
float x_adjust = sqrt(offset*offset + k*k)/k;
|
||||
ze *= x_adjust; // NOTE: This is basically dividing by a cosine (hidden behind GXInitFogAdjTable): 1/cos = c/b = sqrt(a^2+b^2)/b
|
||||
}
|
||||
|
||||
ze -= bpmem.fog.c_proj_fsel.GetC();
|
||||
|
||||
// clamp 0 to 1
|
||||
float fog = (ze<0.0f) ? 0.0f : ((ze>1.0f) ? 1.0f : ze);
|
||||
|
||||
switch (bpmem.fog.c_proj_fsel.fsel)
|
||||
{
|
||||
case 4: // exp
|
||||
fog = 1.0f - pow(2.0f, -8.0f * fog);
|
||||
break;
|
||||
case 5: // exp2
|
||||
fog = 1.0f - pow(2.0f, -8.0f * fog * fog);
|
||||
break;
|
||||
case 6: // backward exp
|
||||
fog = 1.0f - fog;
|
||||
fog = pow(2.0f, -8.0f * fog);
|
||||
break;
|
||||
case 7: // backward exp2
|
||||
fog = 1.0f - fog;
|
||||
fog = pow(2.0f, -8.0f * fog * fog);
|
||||
break;
|
||||
}
|
||||
|
||||
// lerp from output to fog color
|
||||
u32 fogInt = (u32)(fog * 256);
|
||||
u32 invFog = 256 - fogInt;
|
||||
|
||||
output[RED_C] = (output[RED_C] * invFog + fogInt * bpmem.fog.color.r) >> 8;
|
||||
output[GRN_C] = (output[GRN_C] * invFog + fogInt * bpmem.fog.color.g) >> 8;
|
||||
output[BLU_C] = (output[BLU_C] * invFog + fogInt * bpmem.fog.color.b) >> 8;
|
||||
}
|
||||
|
||||
bool late_ztest = !bpmem.zcontrol.early_ztest || !g_SWVideoConfig.bZComploc;
|
||||
if (late_ztest && bpmem.zmode.testenable)
|
||||
{
|
||||
// TODO: Check against hw if these values get incremented even if depth testing is disabled
|
||||
EfbInterface::IncPerfCounterQuadCount(PQ_ZCOMP_INPUT);
|
||||
|
||||
if (!EfbInterface::ZCompare(Position[0], Position[1], Position[2]))
|
||||
return;
|
||||
|
||||
EfbInterface::IncPerfCounterQuadCount(PQ_ZCOMP_OUTPUT);
|
||||
}
|
||||
|
||||
#if ALLOW_TEV_DUMPS
|
||||
if (g_SWVideoConfig.bDumpTevStages)
|
||||
|
@ -19,6 +19,7 @@
|
||||
#include "VideoCommon/RenderBase.h"
|
||||
#include "VideoCommon/Statistics.h"
|
||||
#include "VideoCommon/TextureDecoder.h"
|
||||
#include "VideoCommon/BoundingBox.h"
|
||||
#include "VideoCommon/VertexLoader.h"
|
||||
#include "VideoCommon/VertexShaderManager.h"
|
||||
#include "VideoCommon/VideoCommon.h"
|
||||
@ -231,7 +232,7 @@ static void BPWritten(const BPCmd& bp)
|
||||
// here. Not sure if there's a better spot to put this.
|
||||
// the number of lines copied is determined by the y scale * source efb height
|
||||
|
||||
PixelEngine::bbox_active = false;
|
||||
BoundingBox::active = false;
|
||||
|
||||
float yScale;
|
||||
if (PE_copy.scale_invert)
|
||||
@ -378,13 +379,13 @@ static void BPWritten(const BPCmd& bp)
|
||||
case BPMEM_CLEARBBOX2:
|
||||
// Don't compute bounding box if this frame is being skipped!
|
||||
// Wrong but valid values are better than bogus values...
|
||||
if (g_ActiveConfig.bUseBBox && !g_bSkipCurrentFrame)
|
||||
if (!g_bSkipCurrentFrame)
|
||||
{
|
||||
u8 offset = bp.address & 2;
|
||||
|
||||
PixelEngine::bbox[offset] = bp.newvalue & 0x3ff;
|
||||
PixelEngine::bbox[offset | 1] = bp.newvalue >> 10;
|
||||
PixelEngine::bbox_active = true;
|
||||
BoundingBox::coords[offset] = bp.newvalue & 0x3ff;
|
||||
BoundingBox::coords[offset + 1] = bp.newvalue >> 10;
|
||||
BoundingBox::active = true;
|
||||
}
|
||||
return;
|
||||
case BPMEM_TEXINVALIDATE:
|
||||
|
150
Source/Core/VideoCommon/BoundingBox.cpp
Normal file
150
Source/Core/VideoCommon/BoundingBox.cpp
Normal file
@ -0,0 +1,150 @@
|
||||
// Copyright 2014 Dolphin Emulator Project
|
||||
// Licensed under GPLv2
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include "VideoCommon/PixelShaderManager.h"
|
||||
#include "VideoBackends/Software/SetupUnit.h"
|
||||
#include "VideoBackends/Software/TransformUnit.h"
|
||||
#include "VideoBackends/Software/Clipper.h"
|
||||
#include "VideoBackends/Software/Rasterizer.h"
|
||||
|
||||
#include "VideoCommon/BoundingBox.h"
|
||||
|
||||
namespace BoundingBox
|
||||
{
|
||||
|
||||
// External vars
|
||||
bool active = false;
|
||||
u16 coords[4] = { 0x80, 0xA0, 0x80, 0xA0 };
|
||||
u8 posMtxIdx;
|
||||
u8 texMtxIdx[8];
|
||||
|
||||
|
||||
// Internal vars
|
||||
SetupUnit vtxUnit;
|
||||
VAT myVat;
|
||||
u8 * bufferPos;
|
||||
TVtxDesc vertexDesc;
|
||||
PortableVertexDeclaration vertexDecl;
|
||||
|
||||
// Gets the pointer to the current buffer position
|
||||
void LOADERDECL SetVertexBufferPosition()
|
||||
{
|
||||
bufferPos = VertexManager::s_pCurBufferPointer;
|
||||
}
|
||||
|
||||
// Prepares the bounding box for new primitive data
|
||||
void Prepare(const VAT & vat, int primitive, const TVtxDesc & vtxDesc, const PortableVertexDeclaration & vtxDecl)
|
||||
{
|
||||
if (!active)
|
||||
return;
|
||||
|
||||
myVat = vat;
|
||||
vertexDesc = vtxDesc;
|
||||
vertexDecl = vtxDecl;
|
||||
|
||||
vtxUnit.Init(primitive);
|
||||
|
||||
// Initialize the SW renderer
|
||||
static bool SWinit = false;
|
||||
|
||||
if (!SWinit)
|
||||
{
|
||||
Clipper::Init();
|
||||
Rasterizer::Init();
|
||||
SWinit = true;
|
||||
}
|
||||
|
||||
// Update SW renderer values
|
||||
Clipper::SetViewOffset();
|
||||
Rasterizer::SetScissor();
|
||||
|
||||
for (u8 i = 0; i < 4; ++i)
|
||||
{
|
||||
Rasterizer::SetTevReg(i, 0, true, (s16)PixelShaderManager::constants.kcolors[i][0]);
|
||||
Rasterizer::SetTevReg(i, 1, true, (s16)PixelShaderManager::constants.kcolors[i][1]);
|
||||
Rasterizer::SetTevReg(i, 2, true, (s16)PixelShaderManager::constants.kcolors[i][2]);
|
||||
Rasterizer::SetTevReg(i, 3, true, (s16)PixelShaderManager::constants.kcolors[i][3]);
|
||||
|
||||
Rasterizer::SetTevReg(i, 0, false, (s16)PixelShaderManager::constants.colors[i][0]);
|
||||
Rasterizer::SetTevReg(i, 1, false, (s16)PixelShaderManager::constants.colors[i][1]);
|
||||
Rasterizer::SetTevReg(i, 2, false, (s16)PixelShaderManager::constants.colors[i][2]);
|
||||
Rasterizer::SetTevReg(i, 3, false, (s16)PixelShaderManager::constants.colors[i][3]);
|
||||
}
|
||||
}
|
||||
|
||||
// Updates the bounding box
|
||||
void LOADERDECL Update()
|
||||
{
|
||||
if (!active)
|
||||
return;
|
||||
|
||||
// Grab vertex input data and transform to output vertex
|
||||
InputVertexData myVertex;
|
||||
OutputVertexData * outVertex = vtxUnit.GetVertex();
|
||||
|
||||
// Feed vertex position and matrix
|
||||
myVertex.position = Vec3((const float *)bufferPos);
|
||||
myVertex.posMtx = vertexDesc.PosMatIdx ? posMtxIdx : MatrixIndexA.PosNormalMtxIdx;
|
||||
|
||||
// Transform position
|
||||
TransformUnit::TransformPosition(&myVertex, outVertex);
|
||||
|
||||
if (g_VtxDesc.Normal != NOT_PRESENT)
|
||||
{
|
||||
// Feed normal input data and transform
|
||||
myVat.g0.NormalIndex3;
|
||||
|
||||
memcpy((u8 *)myVertex.normal, bufferPos + vertexDecl.normals[0].offset, sizeof(float) * 3 * ((myVat.g0.NormalElements) ? 3 : 1));
|
||||
|
||||
TransformUnit::TransformNormal(&myVertex, myVat.g0.NormalElements, outVertex);
|
||||
}
|
||||
|
||||
// Feed color input data
|
||||
for (int i = 0; i < 2; ++i)
|
||||
{
|
||||
if (vertexDecl.colors[i].enable)
|
||||
{
|
||||
u32 color;
|
||||
memcpy((u8 *)&color, bufferPos + vertexDecl.colors[i].offset, sizeof(u32));
|
||||
*(u32*)myVertex.color[i] = Common::swap32(color);
|
||||
}
|
||||
}
|
||||
|
||||
// Transform color
|
||||
TransformUnit::TransformColor(&myVertex, outVertex);
|
||||
|
||||
// Feed texture matrices
|
||||
int idx = 0;
|
||||
|
||||
myVertex.texMtx[0] = (vertexDesc.Tex0MatIdx) ? texMtxIdx[idx++] : MatrixIndexA.Tex0MtxIdx;
|
||||
myVertex.texMtx[1] = (vertexDesc.Tex1MatIdx) ? texMtxIdx[idx++] : MatrixIndexA.Tex1MtxIdx;
|
||||
myVertex.texMtx[2] = (vertexDesc.Tex2MatIdx) ? texMtxIdx[idx++] : MatrixIndexA.Tex2MtxIdx;
|
||||
myVertex.texMtx[3] = (vertexDesc.Tex3MatIdx) ? texMtxIdx[idx++] : MatrixIndexA.Tex3MtxIdx;
|
||||
myVertex.texMtx[4] = (vertexDesc.Tex4MatIdx) ? texMtxIdx[idx++] : MatrixIndexB.Tex4MtxIdx;
|
||||
myVertex.texMtx[5] = (vertexDesc.Tex5MatIdx) ? texMtxIdx[idx++] : MatrixIndexB.Tex5MtxIdx;
|
||||
myVertex.texMtx[6] = (vertexDesc.Tex6MatIdx) ? texMtxIdx[idx++] : MatrixIndexB.Tex6MtxIdx;
|
||||
myVertex.texMtx[7] = (vertexDesc.Tex7MatIdx) ? texMtxIdx[idx++] : MatrixIndexB.Tex7MtxIdx;
|
||||
|
||||
// Feed texture coordinate data
|
||||
for (int i = 0; i < 8; ++i)
|
||||
{
|
||||
if (vertexDecl.texcoords[i].enable)
|
||||
memcpy((u8 *)&myVertex.texCoords[i], bufferPos + vertexDecl.texcoords[i].offset, sizeof(float) * 2);
|
||||
}
|
||||
|
||||
// Transform texture coordinate
|
||||
TransformUnit::TransformTexCoord(&myVertex, outVertex, false);
|
||||
|
||||
// Render the vertex in SW to calculate bbox
|
||||
vtxUnit.SetupVertex();
|
||||
}
|
||||
|
||||
// Save state
|
||||
void DoState(PointerWrap &p)
|
||||
{
|
||||
p.Do(active);
|
||||
p.Do(coords);
|
||||
}
|
||||
|
||||
} // namespace BoundingBox
|
41
Source/Core/VideoCommon/BoundingBox.h
Normal file
41
Source/Core/VideoCommon/BoundingBox.h
Normal file
@ -0,0 +1,41 @@
|
||||
// Copyright 2014 Dolphin Emulator Project
|
||||
// Licensed under GPLv2
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "VideoCommon/VertexLoader.h"
|
||||
|
||||
// Bounding Box manager
|
||||
|
||||
namespace BoundingBox
|
||||
{
|
||||
|
||||
// Determines if bounding box is active
|
||||
extern bool active;
|
||||
|
||||
// Bounding box current coordinates
|
||||
extern u16 coords[4];
|
||||
|
||||
enum
|
||||
{
|
||||
LEFT = 0,
|
||||
RIGHT = 1,
|
||||
TOP = 2,
|
||||
BOTTOM = 3
|
||||
};
|
||||
|
||||
// Current position matrix index
|
||||
extern u8 posMtxIdx;
|
||||
|
||||
// Texture matrix indexes
|
||||
extern u8 texMtxIdx[8];
|
||||
|
||||
void LOADERDECL SetVertexBufferPosition();
|
||||
void LOADERDECL Update();
|
||||
void Prepare(const VAT & vat, int primitive, const TVtxDesc & vtxDesc, const PortableVertexDeclaration & vtxDecl);
|
||||
|
||||
// Save state
|
||||
void DoState(PointerWrap &p);
|
||||
|
||||
}; // end of namespace BoundingBox
|
@ -16,6 +16,7 @@
|
||||
#include "Core/HW/ProcessorInterface.h"
|
||||
#include "VideoCommon/CommandProcessor.h"
|
||||
#include "VideoCommon/PixelEngine.h"
|
||||
#include "VideoCommon/BoundingBox.h"
|
||||
#include "VideoCommon/RenderBase.h"
|
||||
#include "VideoCommon/VideoCommon.h"
|
||||
|
||||
@ -106,9 +107,6 @@ static int et_SetFinishOnMainThread;
|
||||
static volatile u32 interruptSetToken = 0;
|
||||
static volatile u32 interruptSetFinish = 0;
|
||||
|
||||
u16 bbox[4];
|
||||
bool bbox_active;
|
||||
|
||||
enum
|
||||
{
|
||||
INT_CAUSE_PE_TOKEN = 0x200, // GP Token
|
||||
@ -128,9 +126,6 @@ void DoState(PointerWrap &p)
|
||||
p.Do(g_bSignalFinishInterrupt);
|
||||
p.Do(interruptSetToken);
|
||||
p.Do(interruptSetFinish);
|
||||
|
||||
p.Do(bbox);
|
||||
p.Do(bbox_active);
|
||||
}
|
||||
|
||||
void UpdateInterrupts();
|
||||
@ -155,13 +150,6 @@ void Init()
|
||||
|
||||
et_SetTokenOnMainThread = CoreTiming::RegisterEvent("SetToken", SetToken_OnMainThread);
|
||||
et_SetFinishOnMainThread = CoreTiming::RegisterEvent("SetFinish", SetFinish_OnMainThread);
|
||||
|
||||
bbox[0] = 0x80;
|
||||
bbox[1] = 0xA0;
|
||||
bbox[2] = 0x80;
|
||||
bbox[3] = 0xA0;
|
||||
|
||||
bbox_active = false;
|
||||
}
|
||||
|
||||
void RegisterMMIO(MMIO::Mapping* mmio, u32 base)
|
||||
@ -244,8 +232,8 @@ void RegisterMMIO(MMIO::Mapping* mmio, u32 base)
|
||||
{
|
||||
mmio->Register(base | (PE_BBOX_LEFT + 2 * i),
|
||||
MMIO::ComplexRead<u16>([i](u32) {
|
||||
bbox_active = false;
|
||||
return bbox[i];
|
||||
BoundingBox::active = false;
|
||||
return BoundingBox::coords[i];
|
||||
}),
|
||||
MMIO::InvalidWrite<u16>()
|
||||
);
|
||||
|
@ -18,10 +18,10 @@ enum
|
||||
PE_ALPHAREAD = 0x08, // Alpha Read
|
||||
PE_CTRL_REGISTER = 0x0a, // Control
|
||||
PE_TOKEN_REG = 0x0e, // Token
|
||||
PE_BBOX_LEFT = 0x10, // Flip Left
|
||||
PE_BBOX_RIGHT = 0x12, // Flip Right
|
||||
PE_BBOX_TOP = 0x14, // Flip Top
|
||||
PE_BBOX_BOTTOM = 0x16, // Flip Bottom
|
||||
PE_BBOX_LEFT = 0x10, // Bounding Box Left Pixel
|
||||
PE_BBOX_RIGHT = 0x12, // Bounding Box Right Pixel
|
||||
PE_BBOX_TOP = 0x14, // Bounding Box Top Pixel
|
||||
PE_BBOX_BOTTOM = 0x16, // Bounding Box Bottom Pixel
|
||||
|
||||
// NOTE: Order not verified
|
||||
// These indicate the number of quads that are being used as input/output for each particular stage
|
||||
@ -63,8 +63,4 @@ void SetToken(const u16 _token, const int _bSetTokenAcknowledge);
|
||||
void SetFinish();
|
||||
UPEAlphaReadReg GetAlphaReadMode();
|
||||
|
||||
// Bounding box functionality. Paper Mario (both) are a couple of the few games that use it.
|
||||
extern u16 bbox[4];
|
||||
extern bool bbox_active;
|
||||
|
||||
} // end of namespace PixelEngine
|
||||
|
@ -14,6 +14,7 @@
|
||||
#include "VideoCommon/LookUpTables.h"
|
||||
#include "VideoCommon/PixelEngine.h"
|
||||
#include "VideoCommon/VertexLoader.h"
|
||||
#include "VideoCommon/BoundingBox.h"
|
||||
#include "VideoCommon/VertexLoader_Color.h"
|
||||
#include "VideoCommon/VertexLoader_Normal.h"
|
||||
#include "VideoCommon/VertexLoader_Position.h"
|
||||
@ -21,8 +22,6 @@
|
||||
#include "VideoCommon/VideoCommon.h"
|
||||
#include "VideoCommon/VideoConfig.h"
|
||||
|
||||
//BBox
|
||||
#include "VideoCommon/XFMemory.h"
|
||||
|
||||
#define COMPILED_CODE_SIZE 4096
|
||||
|
||||
@ -45,21 +44,6 @@ int colElements[2];
|
||||
float posScale;
|
||||
float tcScale[8];
|
||||
|
||||
// bbox variables
|
||||
// bbox must read vertex position, so convert it to this buffer
|
||||
static float s_bbox_vertex_buffer[3];
|
||||
static u8 *s_bbox_pCurBufferPointer_orig;
|
||||
static int s_bbox_primitive;
|
||||
static struct Point
|
||||
{
|
||||
s32 x;
|
||||
s32 y;
|
||||
float z;
|
||||
} s_bbox_points[3];
|
||||
static u8 s_bbox_currPoint;
|
||||
static u8 s_bbox_loadedPoints;
|
||||
static const u8 s_bbox_primitivePoints[8] = { 3, 0, 3, 3, 3, 2, 2, 1 };
|
||||
|
||||
static const float fractionTable[32] = {
|
||||
1.0f / (1U << 0), 1.0f / (1U << 1), 1.0f / (1U << 2), 1.0f / (1U << 3),
|
||||
1.0f / (1U << 4), 1.0f / (1U << 5), 1.0f / (1U << 6), 1.0f / (1U << 7),
|
||||
@ -75,7 +59,7 @@ using namespace Gen;
|
||||
|
||||
static void LOADERDECL PosMtx_ReadDirect_UByte()
|
||||
{
|
||||
s_curposmtx = DataReadU8() & 0x3f;
|
||||
BoundingBox::posMtxIdx = s_curposmtx = DataReadU8() & 0x3f;
|
||||
PRIM_LOG("posmtx: %d, ", s_curposmtx);
|
||||
}
|
||||
|
||||
@ -85,437 +69,12 @@ static void LOADERDECL PosMtx_Write()
|
||||
DataWrite<u8>(0);
|
||||
DataWrite<u8>(0);
|
||||
DataWrite<u8>(0);
|
||||
|
||||
// Resetting current position matrix to default is needed for bbox to behave
|
||||
s_curposmtx = (u8) g_main_cp_state.matrix_index_a.PosNormalMtxIdx;
|
||||
}
|
||||
|
||||
static void LOADERDECL UpdateBoundingBoxPrepare()
|
||||
{
|
||||
if (!PixelEngine::bbox_active)
|
||||
return;
|
||||
|
||||
// set our buffer as videodata buffer, so we will get a copy of the vertex positions
|
||||
// this is a big hack, but so we can use the same converting function then without bbox
|
||||
s_bbox_pCurBufferPointer_orig = VertexManager::s_pCurBufferPointer;
|
||||
VertexManager::s_pCurBufferPointer = (u8*)s_bbox_vertex_buffer;
|
||||
}
|
||||
|
||||
static inline bool UpdateBoundingBoxVars()
|
||||
{
|
||||
switch (s_bbox_primitive)
|
||||
{
|
||||
// Quads: fill 0,1,2 (check),1 (check, clear, repeat)
|
||||
case 0:
|
||||
++s_bbox_loadedPoints;
|
||||
if (s_bbox_loadedPoints == 3)
|
||||
{
|
||||
s_bbox_currPoint = 1;
|
||||
return true;
|
||||
}
|
||||
if (s_bbox_loadedPoints == 4)
|
||||
{
|
||||
s_bbox_loadedPoints = 0;
|
||||
s_bbox_currPoint = 0;
|
||||
return true;
|
||||
}
|
||||
++s_bbox_currPoint;
|
||||
return false;
|
||||
|
||||
// Triangles: 0,1,2 (check, clear, repeat)
|
||||
case 2:
|
||||
++s_bbox_loadedPoints;
|
||||
if (s_bbox_loadedPoints == 3)
|
||||
{
|
||||
s_bbox_loadedPoints = 0;
|
||||
s_bbox_currPoint = 0;
|
||||
return true;
|
||||
}
|
||||
++s_bbox_currPoint;
|
||||
return false;
|
||||
|
||||
// Triangle strip: 0, 1, 2 (check), 0 (check), 1, (check), 2 (check, repeat checking 0, 1, 2)
|
||||
case 3:
|
||||
if (++s_bbox_currPoint == 3)
|
||||
s_bbox_currPoint = 0;
|
||||
|
||||
if (s_bbox_loadedPoints == 2)
|
||||
return true;
|
||||
|
||||
++s_bbox_loadedPoints;
|
||||
return false;
|
||||
|
||||
// Triangle fan: 0,1,2 (check), 1 (check), 2 (check, repeat checking 1,2)
|
||||
case 4:
|
||||
s_bbox_currPoint ^= s_bbox_currPoint ? 3 : 1;
|
||||
|
||||
if (s_bbox_loadedPoints == 2)
|
||||
return true;
|
||||
|
||||
++s_bbox_loadedPoints;
|
||||
return false;
|
||||
|
||||
// Lines: 0,1 (check, clear, repeat)
|
||||
case 5:
|
||||
++s_bbox_loadedPoints;
|
||||
if (s_bbox_loadedPoints == 2)
|
||||
{
|
||||
s_bbox_loadedPoints = 0;
|
||||
s_bbox_currPoint = 0;
|
||||
return true;
|
||||
}
|
||||
++s_bbox_currPoint;
|
||||
return false;
|
||||
|
||||
// Line strip: 0,1 (check), 0 (check), 1 (check, repeat checking 0,1)
|
||||
case 6:
|
||||
s_bbox_currPoint ^= 1;
|
||||
|
||||
if (s_bbox_loadedPoints == 1)
|
||||
return true;
|
||||
|
||||
++s_bbox_loadedPoints;
|
||||
return false;
|
||||
|
||||
// Points: 0 (check, clear, repeat)
|
||||
case 7:
|
||||
return true;
|
||||
|
||||
// This should not happen!
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
static void LOADERDECL UpdateBoundingBox()
|
||||
{
|
||||
if (!PixelEngine::bbox_active)
|
||||
return;
|
||||
|
||||
// Reset videodata pointer
|
||||
VertexManager::s_pCurBufferPointer = s_bbox_pCurBufferPointer_orig;
|
||||
|
||||
// Copy vertex pointers
|
||||
memcpy(VertexManager::s_pCurBufferPointer, s_bbox_vertex_buffer, 12);
|
||||
VertexManager::s_pCurBufferPointer += 12;
|
||||
|
||||
// We must transform the just loaded point by the current world and projection matrix - in software
|
||||
float transformed[3];
|
||||
float screenPoint[3];
|
||||
|
||||
// We need to get the raw projection values for the bounding box calculation
|
||||
// to work properly. That means, no projection hacks!
|
||||
const float * const orig_point = s_bbox_vertex_buffer;
|
||||
const float * const world_matrix = (float*)xfmem.posMatrices + s_curposmtx * 4;
|
||||
const float * const proj_matrix = xfmem.projection.rawProjection;
|
||||
|
||||
// Transform by world matrix
|
||||
// Only calculate what we need, discard the rest
|
||||
transformed[0] = orig_point[0] * world_matrix[0] + orig_point[1] * world_matrix[1] + orig_point[2] * world_matrix[2] + world_matrix[3];
|
||||
transformed[1] = orig_point[0] * world_matrix[4] + orig_point[1] * world_matrix[5] + orig_point[2] * world_matrix[6] + world_matrix[7];
|
||||
|
||||
// Transform by projection matrix
|
||||
switch (xfmem.projection.type)
|
||||
{
|
||||
// Perspective projection, we must divide by w
|
||||
case GX_PERSPECTIVE:
|
||||
transformed[2] = orig_point[0] * world_matrix[8] + orig_point[1] * world_matrix[9] + orig_point[2] * world_matrix[10] + world_matrix[11];
|
||||
screenPoint[0] = (transformed[0] * proj_matrix[0] + transformed[2] * proj_matrix[1]) / (-transformed[2]);
|
||||
screenPoint[1] = (transformed[1] * proj_matrix[2] + transformed[2] * proj_matrix[3]) / (-transformed[2]);
|
||||
screenPoint[2] = ((transformed[2] * proj_matrix[4] + proj_matrix[5]) * (1.0f - (float) 1e-7)) / (-transformed[2]);
|
||||
break;
|
||||
|
||||
// Orthographic projection
|
||||
case GX_ORTHOGRAPHIC:
|
||||
screenPoint[0] = transformed[0] * proj_matrix[0] + proj_matrix[1];
|
||||
screenPoint[1] = transformed[1] * proj_matrix[2] + proj_matrix[3];
|
||||
|
||||
// We don't really have to care about z here
|
||||
screenPoint[2] = -0.2f;
|
||||
break;
|
||||
|
||||
default:
|
||||
ERROR_LOG(VIDEO, "Unknown projection type: %d", xfmem.projection.type);
|
||||
screenPoint[0] = screenPoint[1] = screenPoint[2] = 1;
|
||||
}
|
||||
|
||||
// Convert to screen space and add the point to the list - round like the real hardware
|
||||
s_bbox_points[s_bbox_currPoint].x = (((s32) (0.5f + (16.0f * (screenPoint[0] * xfmem.viewport.wd + (xfmem.viewport.xOrig - 342.0f))))) + 3) >> 4;
|
||||
s_bbox_points[s_bbox_currPoint].y = (((s32) (0.5f + (16.0f * (screenPoint[1] * xfmem.viewport.ht + (xfmem.viewport.yOrig - 342.0f))))) + 3) >> 4;
|
||||
s_bbox_points[s_bbox_currPoint].z = screenPoint[2];
|
||||
|
||||
// Update point list for primitive
|
||||
bool check_bbox = UpdateBoundingBoxVars();
|
||||
|
||||
// If we do not have enough points to check the bounding box yet, we are done for now
|
||||
if (!check_bbox)
|
||||
return;
|
||||
|
||||
// How many points does our primitive have?
|
||||
const u8 numPoints = s_bbox_primitivePoints[s_bbox_primitive];
|
||||
|
||||
// If the primitive is a point, update the bounding box now
|
||||
if (numPoints == 1)
|
||||
{
|
||||
Point & p = s_bbox_points[0];
|
||||
|
||||
// Point is out of bounds
|
||||
if (p.x < 0 || p.x > 607 || p.y < 0 || p.y > 479 || p.z >= 0.0f)
|
||||
return;
|
||||
|
||||
// Point is in bounds. Update bounding box if necessary and return
|
||||
PixelEngine::bbox[0] = (p.x < PixelEngine::bbox[0]) ? p.x : PixelEngine::bbox[0];
|
||||
PixelEngine::bbox[1] = (p.x > PixelEngine::bbox[1]) ? p.x : PixelEngine::bbox[1];
|
||||
PixelEngine::bbox[2] = (p.y < PixelEngine::bbox[2]) ? p.y : PixelEngine::bbox[2];
|
||||
PixelEngine::bbox[3] = (p.y > PixelEngine::bbox[3]) ? p.y : PixelEngine::bbox[3];
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// Now comes the fun part. We must clip the triangles/lines to the viewport - also in software
|
||||
Point & p0 = s_bbox_points[0], &p1 = s_bbox_points[1], &p2 = s_bbox_points[2];
|
||||
|
||||
// Check for z-clip. This crude method is required for Mickey's Magical Mirror, at least
|
||||
if ((p0.z > 0.0f) || (p1.z > 0.0f) || ((numPoints == 3) && (p2.z > 0.0f)))
|
||||
return;
|
||||
|
||||
// Check points for bounds
|
||||
u8 b0 = ((p0.x > 0) ? 1 : 0) | ((p0.y > 0) ? 2 : 0) | ((p0.x > 607) ? 4 : 0) | ((p0.y > 479) ? 8 : 0);
|
||||
u8 b1 = ((p1.x > 0) ? 1 : 0) | ((p1.y > 0) ? 2 : 0) | ((p1.x > 607) ? 4 : 0) | ((p1.y > 479) ? 8 : 0);
|
||||
|
||||
// Let's be practical... If we only have a line, setting b2 to 3 saves an "if"-clause later on
|
||||
u8 b2 = 3;
|
||||
|
||||
// Otherwise if we have a triangle, we need to check the third point
|
||||
if (numPoints == 3)
|
||||
b2 = ((p2.x > 0) ? 1 : 0) | ((p2.y > 0) ? 2 : 0) | ((p2.x > 607) ? 4 : 0) | ((p2.y > 479) ? 8 : 0);
|
||||
|
||||
// These are the internal bbox vars
|
||||
s32 left = 608, right = -1, top = 480, bottom = -1;
|
||||
|
||||
// If the polygon is inside viewport, let's update the bounding box and be done with it
|
||||
if ((b0 == 3) && (b0 == b1) && (b0 == b2))
|
||||
{
|
||||
left = std::min(p0.x, p1.x);
|
||||
top = std::min(p0.y, p1.y);
|
||||
right = std::max(p0.x, p1.x);
|
||||
bottom = std::max(p0.y, p1.y);
|
||||
|
||||
// Triangle
|
||||
if (numPoints == 3)
|
||||
{
|
||||
left = std::min(left, p2.x);
|
||||
top = std::min(top, p2.y);
|
||||
right = std::max(right, p2.x);
|
||||
bottom = std::max(bottom, p2.y);
|
||||
}
|
||||
|
||||
// Update bounding box
|
||||
PixelEngine::bbox[0] = (left < PixelEngine::bbox[0]) ? left : PixelEngine::bbox[0];
|
||||
PixelEngine::bbox[1] = (right > PixelEngine::bbox[1]) ? right : PixelEngine::bbox[1];
|
||||
PixelEngine::bbox[2] = (top < PixelEngine::bbox[2]) ? top : PixelEngine::bbox[2];
|
||||
PixelEngine::bbox[3] = (bottom > PixelEngine::bbox[3]) ? bottom : PixelEngine::bbox[3];
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// If it is not inside, then either it is completely outside, or it needs clipping.
|
||||
// Check the primitive's lines
|
||||
u8 i0 = b0 ^ b1;
|
||||
u8 i1 = (numPoints == 3) ? (b1 ^ b2) : i0;
|
||||
u8 i2 = (numPoints == 3) ? (b0 ^ b2) : i0;
|
||||
|
||||
// Primitive out of bounds - return
|
||||
if (!(i0 | i1 | i2))
|
||||
return;
|
||||
|
||||
// First point inside viewport - update internal bbox
|
||||
if (b0 == 3)
|
||||
{
|
||||
left = p0.x;
|
||||
top = p0.y;
|
||||
right = p0.x;
|
||||
bottom = p0.y;
|
||||
}
|
||||
|
||||
// Second point inside
|
||||
if (b1 == 3)
|
||||
{
|
||||
left = std::min(p1.x, left);
|
||||
top = std::min(p1.y, top);
|
||||
right = std::max(p1.x, right);
|
||||
bottom = std::max(p1.y, bottom);
|
||||
}
|
||||
|
||||
// Third point inside
|
||||
if ((b2 == 3) && (numPoints == 3))
|
||||
{
|
||||
left = std::min(p2.x, left);
|
||||
top = std::min(p2.y, top);
|
||||
right = std::max(p2.x, right);
|
||||
bottom = std::max(p2.y, bottom);
|
||||
}
|
||||
|
||||
// Triangle equation vars
|
||||
float m, c;
|
||||
|
||||
// Some definitions to help with rounding later on
|
||||
const float highNum = 89374289734.0f;
|
||||
const float roundUp = 0.001f;
|
||||
|
||||
// Intersection result
|
||||
s32 s;
|
||||
|
||||
// First line intersects
|
||||
if (i0)
|
||||
{
|
||||
m = (p1.x - p0.x) ? ((p1.y - p0.y) / (p1.x - p0.x)) : highNum;
|
||||
c = p0.y - (m * p0.x);
|
||||
if (i0 & 1)
|
||||
{
|
||||
s = (s32)(c + roundUp);
|
||||
if (s >= 0 && s <= 479)
|
||||
left = 0;
|
||||
top = std::min(s, top);
|
||||
bottom = std::max(s, bottom);
|
||||
}
|
||||
|
||||
if (i0 & 2)
|
||||
{
|
||||
s = (s32)((-c / m) + roundUp);
|
||||
if (s >= 0 && s <= 607)
|
||||
top = 0;
|
||||
left = std::min(s, left);
|
||||
right = std::max(s, right);
|
||||
}
|
||||
|
||||
if (i0 & 4)
|
||||
{
|
||||
s = (s32)((m * 607) + c + roundUp);
|
||||
if (s >= 0 && s <= 479)
|
||||
right = 607;
|
||||
top = std::min(s, top);
|
||||
bottom = std::max(s, bottom);
|
||||
}
|
||||
|
||||
if (i0 & 8)
|
||||
{
|
||||
s = (s32)(((479 - c) / m) + roundUp);
|
||||
if (s >= 0 && s <= 607)
|
||||
bottom = 479;
|
||||
left = std::min(s, left);
|
||||
right = std::max(s, right);
|
||||
}
|
||||
}
|
||||
|
||||
// Only check other lines if we are dealing with a triangle
|
||||
if (numPoints == 3)
|
||||
{
|
||||
// Second line intersects
|
||||
if (i1)
|
||||
{
|
||||
m = (p2.x - p1.x) ? ((p2.y - p1.y) / (p2.x - p1.x)) : highNum;
|
||||
c = p1.y - (m * p1.x);
|
||||
if (i1 & 1)
|
||||
{
|
||||
s = (s32)(c + roundUp);
|
||||
if (s >= 0 && s <= 479)
|
||||
left = 0;
|
||||
top = std::min(s, top);
|
||||
bottom = std::max(s, bottom);
|
||||
}
|
||||
|
||||
if (i1 & 2)
|
||||
{
|
||||
s = (s32)((-c / m) + roundUp);
|
||||
if (s >= 0 && s <= 607)
|
||||
top = 0;
|
||||
left = std::min(s, left);
|
||||
right = std::max(s, right);
|
||||
}
|
||||
|
||||
if (i1 & 4)
|
||||
{
|
||||
s = (s32)((m * 607) + c + roundUp);
|
||||
if (s >= 0 && s <= 479)
|
||||
right = 607;
|
||||
top = std::min(s, top);
|
||||
bottom = std::max(s, bottom);
|
||||
}
|
||||
|
||||
if (i1 & 8)
|
||||
{
|
||||
s = (s32)(((479 - c) / m) + roundUp);
|
||||
if (s >= 0 && s <= 607)
|
||||
bottom = 479;
|
||||
left = std::min(s, left);
|
||||
right = std::max(s, right);
|
||||
}
|
||||
}
|
||||
|
||||
// Third line intersects
|
||||
if (i2)
|
||||
{
|
||||
m = (p2.x - p0.x) ? ((p2.y - p0.y) / (p2.x - p0.x)) : highNum;
|
||||
c = p0.y - (m * p0.x);
|
||||
if (i2 & 1)
|
||||
{
|
||||
s = (s32)(c + roundUp);
|
||||
if (s >= 0 && s <= 479)
|
||||
left = 0;
|
||||
top = std::min(s, top);
|
||||
bottom = std::max(s, bottom);
|
||||
}
|
||||
|
||||
if (i2 & 2)
|
||||
{
|
||||
s = (s32)((-c / m) + roundUp);
|
||||
if (s >= 0 && s <= 607)
|
||||
top = 0;
|
||||
left = std::min(s, left);
|
||||
right = std::max(s, right);
|
||||
}
|
||||
|
||||
if (i2 & 4)
|
||||
{
|
||||
s = (s32)((m * 607) + c + roundUp);
|
||||
if (s >= 0 && s <= 479)
|
||||
right = 607;
|
||||
top = std::min(s, top);
|
||||
bottom = std::max(s, bottom);
|
||||
}
|
||||
|
||||
if (i2 & 8)
|
||||
{
|
||||
s = (s32)(((479 - c) / m) + roundUp);
|
||||
if (s >= 0 && s <= 607)
|
||||
bottom = 479;
|
||||
left = std::min(s, left);
|
||||
right = std::max(s, right);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Wrong bounding box values, discard this polygon (it is outside)
|
||||
if (left > 607 || top > 479 || right < 0 || bottom < 0)
|
||||
return;
|
||||
|
||||
// Trim bounding box to viewport
|
||||
left = (left < 0) ? 0 : left;
|
||||
top = (top < 0) ? 0 : top;
|
||||
right = (right > 607) ? 607 : right;
|
||||
bottom = (bottom > 479) ? 479 : bottom;
|
||||
|
||||
// Update bounding box
|
||||
PixelEngine::bbox[0] = (left < PixelEngine::bbox[0]) ? left : PixelEngine::bbox[0];
|
||||
PixelEngine::bbox[1] = (right > PixelEngine::bbox[1]) ? right : PixelEngine::bbox[1];
|
||||
PixelEngine::bbox[2] = (top < PixelEngine::bbox[2]) ? top : PixelEngine::bbox[2];
|
||||
PixelEngine::bbox[3] = (bottom > PixelEngine::bbox[3]) ? bottom : PixelEngine::bbox[3];
|
||||
}
|
||||
|
||||
static void LOADERDECL TexMtx_ReadDirect_UByte()
|
||||
{
|
||||
s_curtexmtx[s_texmtxread] = DataReadU8() & 0x3f;
|
||||
BoundingBox::texMtxIdx[s_texmtxread] = s_curtexmtx[s_texmtxread] = DataReadU8() & 0x3f;
|
||||
|
||||
PRIM_LOG("texmtx%d: %d, ", s_texmtxread, s_curtexmtx[s_texmtxread]);
|
||||
s_texmtxread++;
|
||||
}
|
||||
@ -611,6 +170,10 @@ void VertexLoader::CompileVertexTranslator()
|
||||
m_numPipelineStages = 0;
|
||||
#endif
|
||||
|
||||
// Get the pointer to this vertex's buffer data for the bounding box
|
||||
if (g_ActiveConfig.bUseBBox)
|
||||
WriteCall(BoundingBox::SetVertexBufferPosition);
|
||||
|
||||
// Colors
|
||||
const u64 col[2] = {m_VtxDesc.Color0, m_VtxDesc.Color1};
|
||||
// TextureCoord
|
||||
@ -643,16 +206,8 @@ void VertexLoader::CompileVertexTranslator()
|
||||
if (m_VtxDesc.Tex7MatIdx) {m_VertexSize += 1; components |= VB_HAS_TEXMTXIDX7; WriteCall(TexMtx_ReadDirect_UByte); }
|
||||
|
||||
// Write vertex position loader
|
||||
if (g_ActiveConfig.bUseBBox)
|
||||
{
|
||||
WriteCall(UpdateBoundingBoxPrepare);
|
||||
WriteCall(VertexLoader_Position::GetFunction(m_VtxDesc.Position, m_VtxAttr.PosFormat, m_VtxAttr.PosElements));
|
||||
WriteCall(UpdateBoundingBox);
|
||||
}
|
||||
else
|
||||
{
|
||||
WriteCall(VertexLoader_Position::GetFunction(m_VtxDesc.Position, m_VtxAttr.PosFormat, m_VtxAttr.PosElements));
|
||||
}
|
||||
WriteCall(VertexLoader_Position::GetFunction(m_VtxDesc.Position, m_VtxAttr.PosFormat, m_VtxAttr.PosElements));
|
||||
|
||||
m_VertexSize += VertexLoader_Position::GetSize(m_VtxDesc.Position, m_VtxAttr.PosFormat, m_VtxAttr.PosElements);
|
||||
nat_offset += 12;
|
||||
m_native_vtx_decl.position.components = 3;
|
||||
@ -826,6 +381,10 @@ void VertexLoader::CompileVertexTranslator()
|
||||
}
|
||||
}
|
||||
|
||||
// Update the bounding box
|
||||
if (g_ActiveConfig.bUseBBox)
|
||||
WriteCall(BoundingBox::Update);
|
||||
|
||||
if (m_VtxDesc.PosMatIdx)
|
||||
{
|
||||
WriteCall(PosMtx_Write);
|
||||
@ -901,9 +460,7 @@ void VertexLoader::SetupRunVertices(const VAT& vat, int primitive, int const cou
|
||||
colElements[i] = m_VtxAttr.color[i].Elements;
|
||||
|
||||
// Prepare bounding box
|
||||
s_bbox_primitive = primitive;
|
||||
s_bbox_currPoint = 0;
|
||||
s_bbox_loadedPoints = 0;
|
||||
BoundingBox::Prepare(vat, primitive, m_VtxDesc, m_native_vtx_decl);
|
||||
}
|
||||
|
||||
void VertexLoader::ConvertVertices ( int count )
|
||||
|
@ -1,4 +1,4 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="12.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
@ -36,6 +36,7 @@
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<ItemGroup>
|
||||
<ClCompile Include="AVIDump.cpp" />
|
||||
<ClCompile Include="BoundingBox.cpp" />
|
||||
<ClCompile Include="BPFunctions.cpp" />
|
||||
<ClCompile Include="BPMemory.cpp" />
|
||||
<ClCompile Include="BPStructs.cpp" />
|
||||
@ -80,6 +81,7 @@
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="AVIDump.h" />
|
||||
<ClInclude Include="BoundingBox.h" />
|
||||
<ClInclude Include="BPFunctions.h" />
|
||||
<ClInclude Include="BPMemory.h" />
|
||||
<ClInclude Include="BPStructs.h" />
|
||||
@ -147,4 +149,4 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
</Project>
|
@ -1,4 +1,4 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="Base">
|
||||
@ -140,6 +140,9 @@
|
||||
<ClCompile Include="TextureDecoder_x64.cpp">
|
||||
<Filter>Decoding</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="BoundingBox.cpp">
|
||||
<Filter>Util</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="CommandProcessor.h" />
|
||||
@ -269,8 +272,11 @@
|
||||
<ClInclude Include="VertexLoaderManager.h">
|
||||
<Filter>Vertex Loading</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="BoundingBox.h">
|
||||
<Filter>Util</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Text Include="CMakeLists.txt" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
</Project>
|
@ -14,6 +14,7 @@
|
||||
#include "VideoCommon/VertexShaderManager.h"
|
||||
#include "VideoCommon/VideoState.h"
|
||||
#include "VideoCommon/XFMemory.h"
|
||||
#include "VideoCommon/BoundingBox.h"
|
||||
|
||||
static void DoState(PointerWrap &p)
|
||||
{
|
||||
@ -52,6 +53,10 @@ static void DoState(PointerWrap &p)
|
||||
VertexManager::DoState(p);
|
||||
p.DoMarker("VertexManager");
|
||||
|
||||
BoundingBox::DoState(p);
|
||||
p.DoMarker("BoundingBox");
|
||||
|
||||
|
||||
// TODO: search for more data that should be saved and add it here
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user