Merge branch 'viewportCorrection'

This commit is contained in:
degasus
2013-10-29 22:33:51 +01:00
18 changed files with 91 additions and 86 deletions

View File

@ -477,30 +477,9 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
}
}
// Viewport correction:
// 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,
float ix, float iy, float iw, float ih, // Intended viewport (x, y, width, height)
float ax, float ay, float aw, float ah) // Actual viewport (x, y, width, height)
{
Matrix44::LoadIdentity(result);
if (aw == 0.f || ah == 0.f)
return;
result.data[4*0+0] = iw / aw;
result.data[4*0+3] = (iw - 2.f * (ax - ix)) / aw - 1.f;
result.data[4*1+1] = ih / ah;
result.data[4*1+3] = (-ih + 2.f * (ay - iy)) / ah + 1.f;
}
// Called from VertexShaderManager
void Renderer::UpdateViewport(Matrix44& vpCorrection)
void Renderer::UpdateViewport()
{
// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
// [0] = width/2
@ -513,34 +492,26 @@ void Renderer::UpdateViewport(Matrix44& vpCorrection)
int scissorXOff = bpmem.scissorOffset.x * 2;
int scissorYOff = bpmem.scissorOffset.y * 2;
float intendedX = Renderer::EFBToScaledXf(xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff);
float intendedY = Renderer::EFBToScaledYf(xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff);
float intendedWd = Renderer::EFBToScaledXf(2.0f * xfregs.viewport.wd);
float intendedHt = Renderer::EFBToScaledYf(-2.0f * xfregs.viewport.ht);
if (intendedWd < 0.f)
float X = Renderer::EFBToScaledXf(xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff);
float Y = Renderer::EFBToScaledYf(xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff);
float Wd = Renderer::EFBToScaledXf(2.0f * xfregs.viewport.wd);
float Ht = Renderer::EFBToScaledYf(-2.0f * xfregs.viewport.ht);
if (Wd < 0.0f)
{
intendedX += intendedWd;
intendedWd = -intendedWd;
X += Wd;
Wd = -Wd;
}
if (intendedHt < 0.f)
if (Ht < 0.0f)
{
intendedY += intendedHt;
intendedHt = -intendedHt;
Y += Ht;
Ht = -Ht;
}
// In D3D, the viewport rectangle must fit within the render target.
float X = (intendedX >= 0.f) ? intendedX : 0.f;
float Y = (intendedY >= 0.f) ? intendedY : 0.f;
float Wd = (X + intendedWd <= GetTargetWidth()) ? intendedWd : (GetTargetWidth() - X);
float Ht = (Y + intendedHt <= GetTargetHeight()) ? intendedHt : (GetTargetHeight() - Y);
// If GX viewport is off the render target, we must clamp our viewport
// within the bounds. Use the correction matrix to compensate.
ViewportCorrectionMatrix(vpCorrection,
intendedX, intendedY,
intendedWd, intendedHt,
X, Y,
Wd, Ht);
X = (X >= 0.f) ? X : 0.f;
Y = (Y >= 0.f) ? Y : 0.f;
Wd = (X + Wd <= GetTargetWidth()) ? Wd : (GetTargetWidth() - X);
Ht = (Y + Ht <= GetTargetHeight()) ? Ht : (GetTargetHeight() - Y);
// Some games set invalid values for z-min and z-max so fix them to the max and min allowed and let the shaders do this work
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y,
@ -1055,10 +1026,10 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangle& r
}
// begin next frame
Renderer::RestoreAPIState();
RestoreAPIState();
D3D::BeginFrame();
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
VertexShaderManager::SetViewportChanged();
UpdateViewport();
Core::Callback_VideoCopiedToXFB(XFBWrited || (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB));
XFBWrited = false;
@ -1078,7 +1049,7 @@ void Renderer::RestoreAPIState()
D3D::stateman->PopBlendState();
D3D::stateman->PopDepthState();
D3D::stateman->PopRasterizerState();
VertexShaderManager::SetViewportChanged();
UpdateViewport();
BPFunctions::SetScissor();
}

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@ -46,7 +46,7 @@ public:
void ReinterpretPixelData(unsigned int convtype);
void UpdateViewport(Matrix44& vpCorrection);
void UpdateViewport();
bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc);

View File

@ -90,6 +90,7 @@ void InitBackendInfo()
g_Config.backend_info.bSupportsFormatReinterpretation = true;
g_Config.backend_info.bSupportsPixelLighting = true;
g_Config.backend_info.bSupportsPrimitiveRestart = true;
g_Config.backend_info.bSupportsOversizedViewports = false;
IDXGIFactory* factory;
IDXGIAdapter* ad;

View File

@ -10,7 +10,6 @@
#include "ConfigManager.h"
#include "Render.h"
#include "VertexShaderManager.h"
#include "GLUtil.h"

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@ -33,7 +33,6 @@
#include "RasterFont.h"
#include "VertexShaderGen.h"
#include "DLCache.h"
#include "PixelShaderManager.h"
#include "ProgramShaderCache.h"
#include "VertexShaderManager.h"
#include "VertexLoaderManager.h"
@ -1093,7 +1092,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
}
// Called from VertexShaderManager
void Renderer::UpdateViewport(Matrix44& vpCorrection)
void Renderer::UpdateViewport()
{
// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
// [0] = width/2
@ -1124,9 +1123,6 @@ void Renderer::UpdateViewport(Matrix44& vpCorrection)
Height *= -1;
}
// OpenGL does not require any viewport correct
Matrix44::LoadIdentity(vpCorrection);
// Update the view port
if(g_ogl_config.bSupportViewportFloat)
{
@ -1664,7 +1660,7 @@ void Renderer::RestoreAPIState()
SetDepthMode();
SetBlendMode(true);
SetLogicOpMode();
VertexShaderManager::SetViewportChanged();
UpdateViewport();
#ifndef USE_GLES3
glPolygonMode(GL_FRONT_AND_BACK, g_ActiveConfig.bWireFrame ? GL_LINE : GL_FILL);

View File

@ -78,7 +78,7 @@ public:
void ReinterpretPixelData(unsigned int convtype);
void UpdateViewport(Matrix44& vpCorrection);
void UpdateViewport();
bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc);

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@ -30,14 +30,12 @@
#include "ImageWrite.h"
#include "MemoryUtil.h"
#include "ProgramShaderCache.h"
#include "PixelShaderManager.h"
#include "Render.h"
#include "Statistics.h"
#include "StringUtil.h"
#include "TextureCache.h"
#include "TextureConverter.h"
#include "TextureDecoder.h"
#include "VertexShaderManager.h"
#include "VideoConfig.h"
namespace OGL
@ -391,7 +389,6 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
}
FramebufferManager::SetFramebuffer(0);
VertexShaderManager::SetViewportChanged();
GL_REPORT_ERRORD();

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@ -9,7 +9,6 @@
#include "TextureConversionShader.h"
#include "TextureCache.h"
#include "ProgramShaderCache.h"
#include "VertexShaderManager.h"
#include "FramebufferManager.h"
#include "Globals.h"
#include "VideoConfig.h"
@ -350,7 +349,6 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* des
EncodeToRamUsingShader(srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, 0, false, false);
FramebufferManager::SetFramebuffer(0);
VertexShaderManager::SetViewportChanged();
TextureCache::DisableStage(0);
g_renderer->RestoreAPIState();
GL_REPORT_ERRORD();
@ -426,8 +424,6 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
GL_REPORT_ERRORD();
VertexShaderManager::SetViewportChanged();
FramebufferManager::SetFramebuffer(0);
g_renderer->RestoreAPIState();

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@ -146,6 +146,7 @@ void InitBackendInfo()
g_Config.backend_info.bSupportsFormatReinterpretation = true;
g_Config.backend_info.bSupportsPixelLighting = true;
//g_Config.backend_info.bSupportsEarlyZ = true; // is gpu dependent and must be set in renderer
g_Config.backend_info.bSupportsOversizedViewports = true;
// aamodes
const char* caamodes[] = {_trans("None"), "2x", "4x", "8x", "8x CSAA", "8xQ CSAA", "16x CSAA", "16xQ CSAA", "4x SSAA"};