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https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 05:47:56 -07:00
Graphics: (faked) bounding box support. Helps some Paper Mario effects although they're still a bit glitchy. Might also help other games? Enable with the #define in VideoCommon.h. Since there might be a speed hit it's off by default.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3580 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
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faa63713e2
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@ -145,12 +145,15 @@ void SaveSSEState()
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saved_sse_state = _mm_getcsr();
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}
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void MatrixMul(int n, const float *a, const float *b, float *result)
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inline void MatrixMul(int n, const float *a, const float *b, float *result)
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{
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for(int i = 0; i < n; ++i) {
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for(int j= 0; j < n; ++j) {
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for (int i = 0; i < n; ++i)
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{
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for (int j = 0; j < n; ++j)
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{
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float temp = 0;
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for(int k = 0; k < n; ++k) {
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for (int k = 0; k < n; ++k)
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{
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temp += a[i * n + k] * b[k * n + j];
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}
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result[i * n + j] = temp;
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@ -207,9 +210,9 @@ void Matrix33::Multiply(const Matrix33 &a, const Matrix33 &b, Matrix33 &result)
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void Matrix33::Multiply(const Matrix33 &a, const float vec[3], float result[3])
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{
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for(int i = 0; i < 3; ++i) {
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for (int i = 0; i < 3; ++i) {
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result[i] = 0;
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for(int k = 0; k < 3; ++k) {
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for (int k = 0; k < 3; ++k) {
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result[i] += a.data[i * 3 + k] * vec[k];
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}
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}
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@ -226,13 +229,16 @@ void Matrix44::LoadIdentity(Matrix44 &mtx)
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void Matrix44::LoadMatrix33(Matrix44 &mtx, const Matrix33 &m33)
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{
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for(int i = 0; i < 3; ++i) {
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for(int j = 0; j < 3; ++j) {
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for (int i = 0; i < 3; ++i)
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{
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for (int j = 0; j < 3; ++j)
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{
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mtx.data[i * 4 + j] = m33.data[i * 3 + j];
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}
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}
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for(int i = 0; i < 3; ++i) {
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for (int i = 0; i < 3; ++i)
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{
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mtx.data[i * 4 + 3] = 0;
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mtx.data[i + 12] = 0;
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}
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@ -157,4 +157,5 @@ public:
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float data[16];
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};
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#endif // _MATH_UTIL_H_
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@ -387,6 +387,10 @@ THREAD_RETURN EmuThread(void *pArg)
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VideoInitialize.pKeyPress = Callback_KeyPress;
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VideoInitialize.bWii = _CoreParameter.bWii;
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VideoInitialize.bUseDualCore = _CoreParameter.bUseDualCore;
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VideoInitialize.pBBox = &PixelEngine::bbox[0];
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VideoInitialize.pBBoxActive = &PixelEngine::bbox_active;
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// May be needed for Stop and Start
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#ifdef SETUP_FREE_VIDEO_PLUGIN_ON_BOOT
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Plugins.FreeVideo();
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@ -128,6 +128,9 @@ static bool g_bSignalFinishInterrupt;
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static int et_SetTokenOnMainThread;
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static int et_SetFinishOnMainThread;
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u16 bbox[4];
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bool bbox_active;
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void DoState(PointerWrap &p)
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{
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p.Do(m_ZConf);
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@ -140,6 +143,9 @@ void DoState(PointerWrap &p)
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p.Do(g_bSignalTokenInterrupt);
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p.Do(g_bSignalFinishInterrupt);
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p.Do(bbox);
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p.Do(bbox_active);
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}
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void UpdateInterrupts();
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@ -153,6 +159,13 @@ void Init()
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et_SetTokenOnMainThread = CoreTiming::RegisterEvent("SetToken", SetToken_OnMainThread);
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et_SetFinishOnMainThread = CoreTiming::RegisterEvent("SetFinish", SetFinish_OnMainThread);
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bbox[0] = 0x80;
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bbox[1] = 0xA0;
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bbox[2] = 0x80;
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bbox[3] = 0xA0;
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bbox_active = false;
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}
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void Read16(u16& _uReturnValue, const u32 _iAddress)
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@ -196,18 +209,12 @@ void Read16(u16& _uReturnValue, const u32 _iAddress)
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// The return values for these BBOX registers need to be gotten from the bounding box of the object.
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// See http://code.google.com/p/dolphin-emu/issues/detail?id=360#c74 for more details.
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case PE_BBOX_LEFT:
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_uReturnValue = 0x80;
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break;
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case PE_BBOX_RIGHT:
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_uReturnValue = 0xA0;
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break;
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case PE_BBOX_TOP:
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_uReturnValue = 0x80;
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break;
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case PE_BBOX_BOTTOM:
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_uReturnValue = 0xA0;
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break;
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// 0x80, 0xa0, 0x80, 0xa0 makes Paper Mario happy.
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case PE_BBOX_LEFT: _uReturnValue = bbox[0]; INFO_LOG(PIXELENGINE, "R: BBOX_LEFT = %i", bbox[0]); bbox_active = false; break;
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case PE_BBOX_RIGHT: _uReturnValue = bbox[1]; INFO_LOG(PIXELENGINE, "R: BBOX_RIGHT = %i", bbox[1]); bbox_active = false; break;
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case PE_BBOX_TOP: _uReturnValue = bbox[2]; INFO_LOG(PIXELENGINE, "R: BBOX_TOP = %i", bbox[2]); bbox_active = false; break;
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case PE_BBOX_BOTTOM: _uReturnValue = bbox[3]; INFO_LOG(PIXELENGINE, "R: BBOX_BOTTOM = %i", bbox[3]); bbox_active = false; break;
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default:
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WARN_LOG(PIXELENGINE, "(r16) unknown @ %08x", _iAddress);
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@ -55,6 +55,10 @@ void SetToken(const u16 _token, const int _bSetTokenAcknowledge);
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void SetFinish(void);
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bool AllowIdleSkipping();
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// Bounding box functionality. Paper Mario (both) are a couple of the few games that use it.
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extern u16 bbox[4];
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extern bool bbox_active;
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} // end of namespace PixelEngine
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#endif
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@ -62,6 +62,7 @@
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#define BPMEM_COPYFILTER1 0x54
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#define BPMEM_CLEARBBOX1 0x55
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#define BPMEM_CLEARBBOX2 0x56
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// what about 0x57?
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#define BPMEM_UNKNOWN 0x58
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#define BPMEM_SCISSOROFFSET 0x59
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#define BPMEM_UNKNOWN1 0x60
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@ -211,7 +211,12 @@ void BPWritten(const Bypass& bp)
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}
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else
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{
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// We should be able to get away with deactivating the current bbox tracking
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// here. Not sure if there's a better spot to put this.
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// the number of lines copied is determined by the y scale * source efb height
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#ifdef BBOX_SUPPORT
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*g_VideoInitialize.pBBoxActive = false;
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#endif
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const float yScale = bpmem.dispcopyyscale / 256.0f;
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const float xfbLines = ((bpmem.copyTexSrcWH.y + 1.0f) * yScale);
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RenderToXFB(bp, multirc, yScale, xfbLines,
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@ -324,13 +329,35 @@ void BPWritten(const Bypass& bp)
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case BPMEM_CLEAR_Z: // Z Components (24-bit Zbuffer)
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break;
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// -------------------------
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// Culling Occulsion, we don't support this
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// let's hope not many games use bboxes..
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// TODO(ector): add something that watches bboxes
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// Bounding Box support
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// -------------------------
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case BPMEM_CLEARBBOX1:
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case BPMEM_CLEARBBOX2:
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case BPMEM_CLEARBBOX2: {
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#ifdef BBOX_SUPPORT
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// which is which? these are GUESSES!
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if (bp.address == BPMEM_CLEARBBOX1) {
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int right = bp.newvalue >> 10;
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int left = bp.newvalue & 0x3ff;
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// We should only set these if bbox is calculated properly.
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g_VideoInitialize.pBBox[0] = left;
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g_VideoInitialize.pBBox[1] = right;
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*g_VideoInitialize.pBBoxActive = true;
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// WARN_LOG(VIDEO, "ClearBBox LR: %i, %08x - %i, %i", bp.address, bp.newvalue, left, right);
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} else {
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int bottom = bp.newvalue >> 10;
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int top = bp.newvalue & 0x3ff;
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// We should only set these if bbox is calculated properly.
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g_VideoInitialize.pBBox[2] = top;
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g_VideoInitialize.pBBox[3] = bottom;
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*g_VideoInitialize.pBBoxActive = true;
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// WARN_LOG(VIDEO, "ClearBBox TB: %i, %08x - %i, %i", bp.address, bp.newvalue, top, bottom);
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}
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#endif
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break;
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}
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case BPMEM_ZCOMPARE: // Set the Z-Compare
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case BPMEM_TEXINVALIDATE: // Used, if game has manual control the Texture Cache, which we don't allow
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case BPMEM_MIPMAP_STRIDE: // MipMap Stride Channel
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@ -363,14 +390,14 @@ void BPWritten(const Bypass& bp)
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PanicAlert("Unknown is not 0xF! val = 0x%08x", bp.newvalue);
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break;
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// Cases added due to: http://code.google.com/p/dolphin-emu/issues/detail?id=360#c90
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// Are these related to BBox?
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case BPMEM_UNKNOWN1:
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case BPMEM_UNKNOWN2:
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case BPMEM_UNKNOWN3:
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case BPMEM_UNKNOWN4:
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// Cases added due to: http://code.google.com/p/dolphin-emu/issues/detail?id=360#c90
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// Are these related to BBox?
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break;
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// ------------------------------------------------
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// On Default, we try to look for other things
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// before we give up and say its an unknown opcode
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#include "VertexLoader_Color.h"
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#include "VertexLoader_TextCoord.h"
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//BBox
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#include "XFMemory.h"
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extern float GC_ALIGNED16(g_fProjectionMatrix[16]);
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#define USE_JIT
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#define COMPILED_CODE_SIZE 4096
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@ -82,6 +86,50 @@ void LOADERDECL PosMtx_Write()
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*VertexManager::s_pCurBufferPointer++ = 0;
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}
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void LOADERDECL UpdateBoundingBox()
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{
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if (!*g_VideoInitialize.pBBoxActive)
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return;
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// Truly evil hack, reading backwards from the write pointer. If we were writing to write-only
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// memory like we might have been with a D3D vertex buffer, this would have been a bad idea.
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float *data = (float *)(VertexManager::s_pCurBufferPointer - 12);
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// We must transform the just loaded point by the current world and projection matrix - in software.
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// Then convert to screen space and update the bounding box.
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float p[3] = {data[0], data[1], data[2]};
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const float *world_matrix = (float*)xfmem + MatrixIndexA.PosNormalMtxIdx * 4;
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const float *proj_matrix = &g_fProjectionMatrix[0];
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float t[3];
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t[0] = p[0] * world_matrix[0] + p[1] * world_matrix[1] + p[2] * world_matrix[2] + world_matrix[3];
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t[1] = p[0] * world_matrix[4] + p[1] * world_matrix[5] + p[2] * world_matrix[6] + world_matrix[7];
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t[2] = p[0] * world_matrix[8] + p[1] * world_matrix[9] + p[2] * world_matrix[10] + world_matrix[11];
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float o[4];
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o[0] = t[0] * proj_matrix[0] + t[1] * proj_matrix[1] + t[2] * proj_matrix[2] + proj_matrix[3];
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o[1] = t[0] * proj_matrix[4] + t[1] * proj_matrix[5] + t[2] * proj_matrix[6] + proj_matrix[7];
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o[2] = t[0] * proj_matrix[8] + t[1] * proj_matrix[9] + t[2] * proj_matrix[10] + proj_matrix[11];
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o[3] = t[0] * proj_matrix[12] + t[1] * proj_matrix[13] + t[2] * proj_matrix[14] + proj_matrix[15];
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o[0] /= o[3];
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o[1] /= o[3];
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// should possibly adjust for viewport?
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o[0] = (o[0] + 1.0f) * 320.0f;
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o[1] = (o[1] + 1.0f) * 240.0f;
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if (o[0] < g_VideoInitialize.pBBox[0]) g_VideoInitialize.pBBox[0] = std::max(0.0f, o[0]);
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if (o[0] > g_VideoInitialize.pBBox[1]) g_VideoInitialize.pBBox[1] = std::min(640.0f, o[0]);
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if (o[1] < g_VideoInitialize.pBBox[2]) g_VideoInitialize.pBBox[2] = std::max(0.0f, o[1]);
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if (o[1] > g_VideoInitialize.pBBox[3]) g_VideoInitialize.pBBox[3] = std::min(480.0f, o[1]);
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/*
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if (GetAsyncKeyState(VK_LSHIFT)) {
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ERROR_LOG(VIDEO, "XForm: %f %f %f to %f %f", p[0], p[1], p[2], o[0], o[1]);
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ERROR_LOG(VIDEO, "%i %i %i %i", g_VideoInitialize.pBBox[0], g_VideoInitialize.pBBox[1], g_VideoInitialize.pBBox[2], g_VideoInitialize.pBBox[3]);
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}*/
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}
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void LOADERDECL TexMtx_ReadDirect_UByte()
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{
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s_curtexmtx[s_texmtxread] = DataReadU8() & 0x3f;
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@ -247,6 +295,12 @@ void VertexLoader::CompileVertexTranslator()
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break;
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}
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// OK, so we just got a point. Let's go back and read it for the bounding box.
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#ifdef BBOX_SUPPORT
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WriteCall(UpdateBoundingBox);
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#endif
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// Normals
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vtx_decl.num_normals = 0;
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if (m_VtxDesc.Normal != NOT_PRESENT) {
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@ -36,7 +36,8 @@ namespace VertexManager
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void Flush();
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}
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static float s_fMaterials[16];
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static float GC_ALIGNED16(s_fMaterials[16]);
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float GC_ALIGNED16(g_fProjectionMatrix[16]);
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// track changes
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static bool bTexMatricesChanged[2], bPosNormalMatrixChanged, bProjectionChanged, bViewportChanged;
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@ -204,8 +205,6 @@ void VertexShaderManager::SetConstants(bool proj_hax_1,bool Hack_hack1 ,float Ha
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if (bProjectionChanged) {
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bProjectionChanged = false;
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static float GC_ALIGNED16(g_fProjectionMatrix[16]);
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if (xfregs.rawProjection[6] == 0) { // Perspective
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g_fProjectionMatrix[0] = xfregs.rawProjection[0];
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@ -45,7 +45,15 @@ enum
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// TODO: figure out what to do with PAL
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};
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// If this is enabled, bounding boxes will be computed for everything drawn.
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// This can theoretically have a big speed hit in some geom heavy games. Needs more work.
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// Helps some effects in Paper Mario (but they aren't quite right yet).
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// May help Super Mario Galaxy?
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// Do testing to figure out if the speed hit is bad?
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// #define BBOX_SUPPORT
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extern SVideoInitialize g_VideoInitialize;
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// (mb2) for XFB update hack. TODO: find a static better place
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extern volatile u32 g_XFBUpdateRequested;
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@ -72,6 +72,11 @@ typedef struct
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void *pMemoryBase;
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bool bWii;
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bool bUseDualCore;
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unsigned short *pBBox; // points to four shorts: left, top, right, bottom
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// TODO:
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bool *pBBoxActive; // we guess that after a bbox reset, we only need to track bbox size until the corresponding read.
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} SVideoInitialize;
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/////////////////////////////////////////////////////////////////////////////////////////////////////
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Reference in New Issue
Block a user