VideoCommon: move ViewportCorrection into VideoCommon

D3D doesn't allow bigger viewports than rendertargets. But flipper does, so the viewport will be clipped and the transformation matrix will be changed.
This was done in the D3D backend itself. This is now moved into VideoCommon. This don't reduce code, but in this way, VideoCommon doesn't depend on the backends.
This commit is contained in:
degasus
2013-10-14 15:16:42 +02:00
parent 0002236e3e
commit 3151d8709c
10 changed files with 92 additions and 63 deletions

View File

@ -39,13 +39,6 @@ static float s_fViewRotation[2];
VertexShaderConstants VertexShaderManager::constants;
bool VertexShaderManager::dirty;
void UpdateViewport(Matrix44& vpCorrection);
void UpdateViewportWithCorrection()
{
UpdateViewport(s_viewportCorrection);
}
struct ProjectionHack
{
float sign;
@ -130,6 +123,65 @@ void UpdateProjectionHack(int iPhackvalue[], std::string sPhackvalue[])
g_ProjHack3 = bProjHack3;
}
// Viewport correction:
// In D3D, the viewport rectangle must fit within the render target.
// Say you want a viewport at (ix, iy) with size (iw, ih),
// but your viewport must be clamped at (ax, ay) with size (aw, ah).
// Just multiply the projection matrix with the following to get the same
// effect:
// [ (iw/aw) 0 0 ((iw - 2*(ax-ix)) / aw - 1) ]
// [ 0 (ih/ah) 0 ((-ih + 2*(ay-iy)) / ah + 1) ]
// [ 0 0 1 0 ]
// [ 0 0 0 1 ]
static void ViewportCorrectionMatrix(Matrix44& result)
{
int scissorXOff = bpmem.scissorOffset.x * 2;
int scissorYOff = bpmem.scissorOffset.y * 2;
// TODO: ceil, floor or just cast to int?
// TODO: Directly use the floats instead of rounding them?
float intendedX = xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff;
float intendedY = xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff;
float intendedWd = 2.0f * xfregs.viewport.wd;
float intendedHt = -2.0f * xfregs.viewport.ht;
if (intendedWd < 0.f)
{
intendedX += intendedWd;
intendedWd = -intendedWd;
}
if (intendedHt < 0.f)
{
intendedY += intendedHt;
intendedHt = -intendedHt;
}
// fit to EFB size
float X = (intendedX >= 0.f) ? intendedX : 0.f;
float Y = (intendedY >= 0.f) ? intendedY : 0.f;
float Wd = (X + intendedWd <= EFB_WIDTH) ? intendedWd : (EFB_WIDTH - X);
float Ht = (Y + intendedHt <= EFB_HEIGHT) ? intendedHt : (EFB_HEIGHT - Y);
Matrix44::LoadIdentity(result);
if (Wd == 0 || Ht == 0)
return;
result.data[4*0+0] = intendedWd / Wd;
result.data[4*0+3] = (intendedWd - 2.f * (X - intendedX)) / Wd - 1.f;
result.data[4*1+1] = intendedHt / Ht;
result.data[4*1+3] = (-intendedHt + 2.f * (Y - intendedY)) / Ht + 1.f;
}
void UpdateViewport();
void UpdateViewportWithCorrection()
{
// TODO: get rid of this function
ViewportCorrectionMatrix(s_viewportCorrection);
UpdateViewport();
}
void VertexShaderManager::Init()
{
Dirty();
@ -330,8 +382,14 @@ void VertexShaderManager::SetConstants()
constants.depthparams[3] = 1.f / g_renderer->EFBToScaledY(ceilf(-2.0f * xfregs.viewport.ht));
dirty = true;
// This is so implementation-dependent that we can't have it here.
UpdateViewport(s_viewportCorrection);
bProjectionChanged = true;
UpdateViewport();
// Update projection if the viewport isn't 1:1 useable
if(!g_ActiveConfig.backend_info.bSupportsOversizedViewports)
{
ViewportCorrectionMatrix(s_viewportCorrection);
bProjectionChanged = true;
}
}
if (bProjectionChanged)