mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-22 05:40:01 -06:00
Aligned all vertex components to 4 byte boundaries - maybe ATI likes that? Renamed and reorganized misc things.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@981 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -49,8 +49,6 @@ extern int nBackbufferWidth, nBackbufferHeight;
|
||||
static int s_nMaxVertexInstructions;
|
||||
|
||||
static float s_fMaterials[16];
|
||||
static float rawViewport[6] = {0};
|
||||
static float rawProjection[7] = {0};
|
||||
|
||||
// track changes
|
||||
static bool bTexMatricesChanged[2], bPosNormalMatrixChanged, bProjectionChanged, bViewportChanged;
|
||||
@ -92,7 +90,7 @@ void VertexShaderMngr::Shutdown()
|
||||
}
|
||||
|
||||
float VertexShaderMngr::GetPixelAspectRatio() {
|
||||
return rawViewport[0] != 0 ? (float)Renderer::GetTargetWidth() / 640.0f : 1.0f;
|
||||
return xfregs.rawViewport[0] != 0 ? (float)Renderer::GetTargetWidth() / 640.0f : 1.0f;
|
||||
}
|
||||
|
||||
VERTEXSHADER* VertexShaderMngr::GetShader(u32 components)
|
||||
@ -378,8 +376,8 @@ void VertexShaderMngr::SetConstants()
|
||||
wAdj = ratio;
|
||||
hAdj = 1;
|
||||
|
||||
wid = ceil(fabs(2 * rawViewport[0]) / wAdj);
|
||||
hei = ceil(fabs(2 * rawViewport[1]) / hAdj);
|
||||
wid = ceil(fabs(2 * xfregs.rawViewport[0]) / wAdj);
|
||||
hei = ceil(fabs(2 * xfregs.rawViewport[1]) / hAdj);
|
||||
|
||||
actualWid = ceil((float)winw / ratio);
|
||||
actualRatiow = (float)actualWid / (float)wid; // the picture versus the screen
|
||||
@ -393,8 +391,8 @@ void VertexShaderMngr::SetConstants()
|
||||
wAdj = 1;
|
||||
hAdj = ratio;
|
||||
|
||||
wid = ceil(fabs(2 * rawViewport[0]) / wAdj);
|
||||
hei = ceil(fabs(2 * rawViewport[1]) / hAdj);
|
||||
wid = ceil(fabs(2 * xfregs.rawViewport[0]) / wAdj);
|
||||
hei = ceil(fabs(2 * xfregs.rawViewport[1]) / hAdj);
|
||||
|
||||
actualHei = ceil((float)winh / ratio);
|
||||
actualRatioh = (float)actualHei / (float)hei; // the picture versus the screen
|
||||
@ -404,52 +402,56 @@ void VertexShaderMngr::SetConstants()
|
||||
}
|
||||
else
|
||||
{
|
||||
wid = ceil(fabs(2 * rawViewport[0]));
|
||||
hei = ceil(fabs(2 * rawViewport[1]));
|
||||
wid = ceil(fabs(2 * xfregs.rawViewport[0]));
|
||||
hei = ceil(fabs(2 * xfregs.rawViewport[1]));
|
||||
}
|
||||
|
||||
if (g_Config.bStretchToFit)
|
||||
{
|
||||
glViewport(
|
||||
(int)(rawViewport[3]-rawViewport[0]-342-scissorXOff) + xoffs,
|
||||
Renderer::GetTargetHeight() - ((int)(rawViewport[4]-rawViewport[1]-342-scissorYOff)) + yoffs,
|
||||
(int)(xfregs.rawViewport[3]-xfregs.rawViewport[0]-342-scissorXOff) + xoffs,
|
||||
Renderer::GetTargetHeight() - ((int)(xfregs.rawViewport[4]-xfregs.rawViewport[1]-342-scissorYOff)) + yoffs,
|
||||
wid, // width
|
||||
hei // height
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
glViewport((int)(rawViewport[3]-rawViewport[0]-342-scissorXOff) * MValueX,
|
||||
Renderer::GetTargetHeight()-((int)(rawViewport[4]-rawViewport[1]-342-scissorYOff)) * MValueY,
|
||||
abs((int)(2 * rawViewport[0])) * MValueX, abs((int)(2 * rawViewport[1])) * MValueY);
|
||||
glViewport((int)(xfregs.rawViewport[3]-xfregs.rawViewport[0]-342-scissorXOff) * MValueX,
|
||||
Renderer::GetTargetHeight()-((int)(xfregs.rawViewport[4]-xfregs.rawViewport[1]-342-scissorYOff)) * MValueY,
|
||||
abs((int)(2 * xfregs.rawViewport[0])) * MValueX, abs((int)(2 * xfregs.rawViewport[1])) * MValueY);
|
||||
}
|
||||
|
||||
// Standard depth range
|
||||
//glDepthRange(-(0.0f - (xfregs.rawViewport[5]-xfregs.rawViewport[2])/-16777215.0f), xfregs.rawViewport[5]/16777215.0f);
|
||||
|
||||
// Metroid Prime 1 & 2 likes this
|
||||
glDepthRange((g_Config.bInvertDepth ? -1 : 1) * -(0.0f - (rawViewport[5]-rawViewport[2])/16777215.0f), rawViewport[5]/16777215.0f);
|
||||
//glDepthRange(-(0.0f - (xfregs.rawViewport[5]-xfregs.rawViewport[2])/16777215.0f), xfregs.rawViewport[5]/16777215.0f);
|
||||
glDepthRange((g_Config.bInvertDepth ? -1 : 1) * -(0.0f - (xfregs.rawViewport[5]-xfregs.rawViewport[2])/16777215.0f), xfregs.rawViewport[5]/16777215.0f);
|
||||
|
||||
// FZero stage likes this (a sonic hack)
|
||||
// glDepthRange(-(0.0f - (rawViewport[5]-rawViewport[2])/-16777215.0f), rawViewport[5]/16777215.0f);
|
||||
// glDepthRange(-(0.0f - (xfregs.rawViewport[5]-xfregs.rawViewport[2])/-16777215.0f), xfregs.rawViewport[5]/16777215.0f);
|
||||
}
|
||||
|
||||
if (bProjectionChanged) {
|
||||
bProjectionChanged = false;
|
||||
|
||||
if (rawProjection[6] == 0) {
|
||||
g_fProjectionMatrix[0] = rawProjection[0];
|
||||
if (xfregs.rawProjection[6] == 0) {
|
||||
g_fProjectionMatrix[0] = xfregs.rawProjection[0];
|
||||
g_fProjectionMatrix[1] = 0.0f;
|
||||
g_fProjectionMatrix[2] = rawProjection[1];
|
||||
g_fProjectionMatrix[2] = xfregs.rawProjection[1];
|
||||
g_fProjectionMatrix[3] = 0;
|
||||
|
||||
g_fProjectionMatrix[4] = 0.0f;
|
||||
g_fProjectionMatrix[5] = rawProjection[2];
|
||||
g_fProjectionMatrix[6] = rawProjection[3];
|
||||
g_fProjectionMatrix[5] = xfregs.rawProjection[2];
|
||||
g_fProjectionMatrix[6] = xfregs.rawProjection[3];
|
||||
g_fProjectionMatrix[7] = 0;
|
||||
|
||||
g_fProjectionMatrix[8] = 0.0f;
|
||||
g_fProjectionMatrix[9] = 0.0f;
|
||||
g_fProjectionMatrix[10] = rawProjection[4];
|
||||
g_fProjectionMatrix[10] = xfregs.rawProjection[4];
|
||||
// Working bloom in ZTP
|
||||
g_fProjectionMatrix[11] = -(0.0f - rawProjection[5]); // Yes, it's important that it's done this way.
|
||||
g_fProjectionMatrix[11] = -(0.0f - xfregs.rawProjection[5]); // Yes, it's important that it's done this way.
|
||||
// Working projection in PSO
|
||||
// g_fProjectionMatrix[11] = -(1.0f - rawProjection[5]);
|
||||
|
||||
@ -459,23 +461,23 @@ void VertexShaderMngr::SetConstants()
|
||||
g_fProjectionMatrix[15] = 0.0f;
|
||||
}
|
||||
else {
|
||||
g_fProjectionMatrix[0] = rawProjection[0];
|
||||
g_fProjectionMatrix[0] = xfregs.rawProjection[0];
|
||||
g_fProjectionMatrix[1] = 0.0f;
|
||||
g_fProjectionMatrix[2] = 0.0f;
|
||||
g_fProjectionMatrix[3] = rawProjection[1];
|
||||
g_fProjectionMatrix[3] = xfregs.rawProjection[1];
|
||||
|
||||
g_fProjectionMatrix[4] = 0.0f;
|
||||
g_fProjectionMatrix[5] = rawProjection[2];
|
||||
g_fProjectionMatrix[5] = xfregs.rawProjection[2];
|
||||
g_fProjectionMatrix[6] = 0.0f;
|
||||
g_fProjectionMatrix[7] = rawProjection[3];
|
||||
g_fProjectionMatrix[7] = xfregs.rawProjection[3];
|
||||
|
||||
g_fProjectionMatrix[8] = 0.0f;
|
||||
g_fProjectionMatrix[9] = 0.0f;
|
||||
g_fProjectionMatrix[10] = rawProjection[4];
|
||||
g_fProjectionMatrix[10] = xfregs.rawProjection[4];
|
||||
// Working bloom in ZTP
|
||||
g_fProjectionMatrix[11] = -(-1.0f - rawProjection[5]); // Yes, it's important that it's done this way.
|
||||
// Working projection in PSO
|
||||
// g_fProjectionMatrix[11] = -(0.0f - rawProjection[5]);
|
||||
//g_fProjectionMatrix[11] = -(-1.0f - rawProjection[5]); // Yes, it's important that it's done this way.
|
||||
// Working projection in PSO, working Super Monkey Ball
|
||||
g_fProjectionMatrix[11] = -(0.0f - xfregs.rawProjection[5]);
|
||||
|
||||
g_fProjectionMatrix[12] = 0;
|
||||
g_fProjectionMatrix[13] = 0;
|
||||
@ -483,7 +485,7 @@ void VertexShaderMngr::SetConstants()
|
||||
g_fProjectionMatrix[15] = 1.0f;
|
||||
}
|
||||
|
||||
PRIM_LOG("Projection: %f %f %f %f %f %f\n", rawProjection[0], rawProjection[1], rawProjection[2], rawProjection[3], rawProjection[4], rawProjection[5]);
|
||||
PRIM_LOG("Projection: %f %f %f %f %f %f\n", xfregs.rawProjection[0], xfregs.rawProjection[1], xfregs.rawProjection[2], xfregs.rawProjection[3], xfregs.rawProjection[4], xfregs.rawProjection[5]);
|
||||
SetVSConstant4fv(C_PROJECTION, &g_fProjectionMatrix[0]);
|
||||
SetVSConstant4fv(C_PROJECTION+1, &g_fProjectionMatrix[4]);
|
||||
SetVSConstant4fv(C_PROJECTION+2, &g_fProjectionMatrix[8]);
|
||||
@ -591,11 +593,11 @@ void VertexShaderMngr::SetTexMatrixChangedB(u32 Value)
|
||||
void VertexShaderMngr::SetViewport(float* _Viewport)
|
||||
{
|
||||
// Workaround for paper mario, yep this is bizarre.
|
||||
for (size_t i = 0; i < ARRAYSIZE(rawViewport); ++i) {
|
||||
for (size_t i = 0; i < ARRAYSIZE(xfregs.rawViewport); ++i) {
|
||||
if (*(u32*)(_Viewport + i) == 0x7f800000) // invalid fp number
|
||||
return;
|
||||
}
|
||||
memcpy(rawViewport, _Viewport, sizeof(rawViewport));
|
||||
memcpy(xfregs.rawViewport, _Viewport, sizeof(xfregs.rawViewport));
|
||||
bViewportChanged = true;
|
||||
}
|
||||
|
||||
@ -606,12 +608,65 @@ void VertexShaderMngr::SetViewportChanged()
|
||||
|
||||
void VertexShaderMngr::SetProjection(float* _pProjection, int constantIndex)
|
||||
{
|
||||
memcpy(rawProjection, _pProjection, sizeof(rawProjection));
|
||||
memcpy(xfregs.rawProjection, _pProjection, sizeof(xfregs.rawProjection));
|
||||
bProjectionChanged = true;
|
||||
}
|
||||
|
||||
float* VertexShaderMngr::GetPosNormalMat()
|
||||
{
|
||||
return (float*)xfmem + MatrixIndexA.PosNormalMtxIdx * 4;
|
||||
}
|
||||
|
||||
// Mash together all the inputs that contribute to the code of a generated vertex shader into
|
||||
// a unique identifier, basically containing all the bits. Yup, it's a lot ....
|
||||
void VertexShaderMngr::GetVertexShaderId(VERTEXSHADERUID& vid, u32 components)
|
||||
{
|
||||
u32 zbufrender = (bpmem.ztex2.op == ZTEXTURE_ADD) || Renderer::GetZBufferTarget() != 0;
|
||||
vid.values[0] = components |
|
||||
(xfregs.numTexGens << 23) |
|
||||
(xfregs.nNumChans << 27) |
|
||||
((u32)xfregs.bEnableDualTexTransform << 29) |
|
||||
(zbufrender << 30);
|
||||
|
||||
for (int i = 0; i < 2; ++i) {
|
||||
vid.values[1+i] = xfregs.colChans[i].color.enablelighting ?
|
||||
(u32)xfregs.colChans[i].color.hex :
|
||||
(u32)xfregs.colChans[i].color.matsource;
|
||||
vid.values[1+i] |= (xfregs.colChans[i].alpha.enablelighting ?
|
||||
(u32)xfregs.colChans[i].alpha.hex :
|
||||
(u32)xfregs.colChans[i].alpha.matsource) << 15;
|
||||
}
|
||||
|
||||
// fog
|
||||
vid.values[1] |= (((u32)bpmem.fog.c_proj_fsel.fsel & 3) << 30);
|
||||
vid.values[2] |= (((u32)bpmem.fog.c_proj_fsel.fsel >> 2) << 30);
|
||||
|
||||
u32* pcurvalue = &vid.values[3];
|
||||
for (int i = 0; i < xfregs.numTexGens; ++i) {
|
||||
TexMtxInfo tinfo = xfregs.texcoords[i].texmtxinfo;
|
||||
if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP)
|
||||
tinfo.hex &= 0x7ff;
|
||||
if (tinfo.texgentype != XF_TEXGEN_REGULAR)
|
||||
tinfo.projection = 0;
|
||||
|
||||
u32 val = ((tinfo.hex >> 1) & 0x1ffff);
|
||||
if (xfregs.bEnableDualTexTransform && tinfo.texgentype == XF_TEXGEN_REGULAR) {
|
||||
// rewrite normalization and post index
|
||||
val |= ((u32)xfregs.texcoords[i].postmtxinfo.index << 17) | ((u32)xfregs.texcoords[i].postmtxinfo.normalize << 23);
|
||||
}
|
||||
|
||||
switch (i & 3) {
|
||||
case 0: pcurvalue[0] |= val; break;
|
||||
case 1: pcurvalue[0] |= val << 24; pcurvalue[1] = val >> 8; ++pcurvalue; break;
|
||||
case 2: pcurvalue[0] |= val << 16; pcurvalue[1] = val >> 16; ++pcurvalue; break;
|
||||
case 3: pcurvalue[0] |= val << 8; ++pcurvalue; break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// LoadXFReg 0x10
|
||||
void VertexShaderMngr::LoadXFReg(u32 transferSize, u32 baseAddress, u32 *pData)
|
||||
void LoadXFReg(u32 transferSize, u32 baseAddress, u32 *pData)
|
||||
{
|
||||
u32 address = baseAddress;
|
||||
for (int i = 0; i < (int)transferSize; i++)
|
||||
@ -622,7 +677,7 @@ void VertexShaderMngr::LoadXFReg(u32 transferSize, u32 baseAddress, u32 *pData)
|
||||
if (address < 0x1000)
|
||||
{
|
||||
VertexManager::Flush();
|
||||
InvalidateXFRange(address, address+transferSize);
|
||||
VertexShaderMngr::InvalidateXFRange(address, address + transferSize);
|
||||
//PRIM_LOG("xfmem write: 0x%x-0x%x\n", address, address+transferSize);
|
||||
|
||||
u32* p1 = &xfmem[address];
|
||||
@ -748,16 +803,16 @@ void VertexShaderMngr::LoadXFReg(u32 transferSize, u32 baseAddress, u32 *pData)
|
||||
break;
|
||||
case 0x1018:
|
||||
//_assert_msg_(GX_XF, 0, "XF matrixindex0");
|
||||
SetTexMatrixChangedA(data); //?
|
||||
VertexShaderMngr::SetTexMatrixChangedA(data); //?
|
||||
break;
|
||||
case 0x1019:
|
||||
//_assert_msg_(GX_XF, 0, "XF matrixindex1");
|
||||
SetTexMatrixChangedB(data); //?
|
||||
VertexShaderMngr::SetTexMatrixChangedB(data); //?
|
||||
break;
|
||||
|
||||
case 0x101a:
|
||||
VertexManager::Flush();
|
||||
SetViewport((float*)&pData[i]);
|
||||
VertexShaderMngr::SetViewport((float*)&pData[i]);
|
||||
i += 6;
|
||||
break;
|
||||
|
||||
@ -812,7 +867,7 @@ void VertexShaderMngr::LoadXFReg(u32 transferSize, u32 baseAddress, u32 *pData)
|
||||
break;
|
||||
}
|
||||
}
|
||||
else if (address>=0x4000)
|
||||
else if (address >= 0x4000)
|
||||
{
|
||||
// MessageBox(NULL, "1", "1", MB_OK);
|
||||
//4010 __GXSetGenMode
|
||||
@ -821,7 +876,7 @@ void VertexShaderMngr::LoadXFReg(u32 transferSize, u32 baseAddress, u32 *pData)
|
||||
}
|
||||
|
||||
// TODO - verify that it is correct. Seems to work, though.
|
||||
void VertexShaderMngr::LoadIndexedXF(u32 val, int array)
|
||||
void LoadIndexedXF(u32 val, int array)
|
||||
{
|
||||
int index = val >> 16;
|
||||
int address = val & 0xFFF; //check mask
|
||||
@ -829,61 +884,9 @@ void VertexShaderMngr::LoadIndexedXF(u32 val, int array)
|
||||
//load stuff from array to address in xf mem
|
||||
|
||||
VertexManager::Flush();
|
||||
InvalidateXFRange(address, address+size);
|
||||
VertexShaderMngr::InvalidateXFRange(address, address+size);
|
||||
//PRIM_LOG("xfmem iwrite: 0x%x-0x%x\n", address, address+size);
|
||||
|
||||
for (int i = 0; i < size; i++)
|
||||
xfmem[address + i] = Memory_Read_U32(arraybases[array] + arraystrides[array]*index + i*4);
|
||||
}
|
||||
|
||||
float* VertexShaderMngr::GetPosNormalMat()
|
||||
{
|
||||
return (float*)xfmem + MatrixIndexA.PosNormalMtxIdx * 4;
|
||||
}
|
||||
|
||||
// Mash together all the inputs that contribute to the code of a generated vertex shader into
|
||||
// a unique identifier, basically containing all the bits. Yup, it's a lot ....
|
||||
void VertexShaderMngr::GetVertexShaderId(VERTEXSHADERUID& vid, u32 components)
|
||||
{
|
||||
u32 zbufrender = (bpmem.ztex2.op == ZTEXTURE_ADD) || Renderer::GetZBufferTarget() != 0;
|
||||
vid.values[0] = components |
|
||||
(xfregs.numTexGens << 23) |
|
||||
(xfregs.nNumChans << 27) |
|
||||
((u32)xfregs.bEnableDualTexTransform << 29) |
|
||||
(zbufrender << 30);
|
||||
|
||||
for (int i = 0; i < 2; ++i) {
|
||||
vid.values[1+i] = xfregs.colChans[i].color.enablelighting ?
|
||||
(u32)xfregs.colChans[i].color.hex :
|
||||
(u32)xfregs.colChans[i].color.matsource;
|
||||
vid.values[1+i] |= (xfregs.colChans[i].alpha.enablelighting ?
|
||||
(u32)xfregs.colChans[i].alpha.hex :
|
||||
(u32)xfregs.colChans[i].alpha.matsource) << 15;
|
||||
}
|
||||
|
||||
// fog
|
||||
vid.values[1] |= (((u32)bpmem.fog.c_proj_fsel.fsel & 3) << 30);
|
||||
vid.values[2] |= (((u32)bpmem.fog.c_proj_fsel.fsel >> 2) << 30);
|
||||
|
||||
u32* pcurvalue = &vid.values[3];
|
||||
for (int i = 0; i < xfregs.numTexGens; ++i) {
|
||||
TexMtxInfo tinfo = xfregs.texcoords[i].texmtxinfo;
|
||||
if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP)
|
||||
tinfo.hex &= 0x7ff;
|
||||
if (tinfo.texgentype != XF_TEXGEN_REGULAR)
|
||||
tinfo.projection = 0;
|
||||
|
||||
u32 val = ((tinfo.hex >> 1) & 0x1ffff);
|
||||
if (xfregs.bEnableDualTexTransform && tinfo.texgentype == XF_TEXGEN_REGULAR) {
|
||||
// rewrite normalization and post index
|
||||
val |= ((u32)xfregs.texcoords[i].postmtxinfo.index << 17) | ((u32)xfregs.texcoords[i].postmtxinfo.normalize << 23);
|
||||
}
|
||||
|
||||
switch (i & 3) {
|
||||
case 0: pcurvalue[0] |= val; break;
|
||||
case 1: pcurvalue[0] |= val << 24; pcurvalue[1] = val >> 8; ++pcurvalue; break;
|
||||
case 2: pcurvalue[0] |= val << 16; pcurvalue[1] = val >> 16; ++pcurvalue; break;
|
||||
case 3: pcurvalue[0] |= val << 8; ++pcurvalue; break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user