Move Zfreeze code out individual backends into videoCommon

Also:
 * Implement support for per-vertex PosMatrixIndex
 * Only update zslope constant once when zfreeze is activated.
 * Added a bunch of comments.
This commit is contained in:
Scott Mansell
2015-01-24 03:15:09 +13:00
parent daf760b202
commit 5510c86b81
10 changed files with 59 additions and 40 deletions

View File

@ -12,6 +12,7 @@
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoConfig.h"
@ -220,6 +221,30 @@ void VertexManager::Flush()
GeometryShaderManager::SetConstants();
PixelShaderManager::SetConstants();
// Calculate ZSlope for zfreeze
if (!bpmem.genMode.zfreeze)
{
// Must be done after VertexShaderManager::SetConstants()
CalculateZSlope(VertexLoaderManager::GetCurrentVertexFormat());
}
else if (ZSlope.dirty) // or apply any dirty ZSlopes
{
PixelShaderManager::SetZSlope(ZSlope.dfdx, ZSlope.dfdy, ZSlope.f0);
ZSlope.dirty = false;
}
// If cull mode is CULL_ALL, we shouldn't render any triangles/quads (points and lines don't get culled)
// vertex loader has already converted any quads into triangles, so we just check for triangles.
// TODO: These culled primites need to get this far through the pipeline to be used as zfreeze refrence
// planes. But currently we apply excessive processing and store the vertices in buffers on the
// video card, which is a waste of bandwidth.
if (bpmem.genMode.cullmode == GenMode::CULL_ALL && current_primitive_type == PRIMITIVE_TRIANGLES)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
IsFlushed = true;
return;
}
bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass &&
bpmem.dstalpha.enable &&
bpmem.blendmode.alphaupdate &&
@ -245,24 +270,34 @@ void VertexManager::DoState(PointerWrap& p)
g_vertex_manager->vDoState(p);
}
void VertexManager::CalculateZSlope(u32 stride)
void VertexManager::CalculateZSlope(NativeVertexFormat *format)
{
float vtx[9];
float out[12];
float viewOffset[2] = { xfmem.viewport.xOrig - bpmem.scissorOffset.x * 2,
xfmem.viewport.yOrig - bpmem.scissorOffset.y * 2};
// Global matrix ID.
u32 mtxIdx = g_main_cp_state.matrix_index_a.PosNormalMtxIdx;
PortableVertexDeclaration vert_decl = format->GetVertexDeclaration();
size_t posOff = vert_decl.position.offset;
size_t mtxOff = vert_decl.posmtx.offset;
// Lookup vertices of the last rendered triangle and software-transform them
// This allows us to determine the depth slope, which will be used if zfreeze
// This allows us to determine the depth slope, which will be used if z--freeze
// is enabled in the following flush.
for (unsigned int i = 0; i < 3; ++i)
{
u8* vtx_ptr = s_pCurBufferPointer - stride * (3 - i);
vtx[0 + i * 3] = ((float*)vtx_ptr)[0];
vtx[1 + i * 3] = ((float*)vtx_ptr)[1];
vtx[2 + i * 3] = ((float*)vtx_ptr)[2];
u8* vtx_ptr = s_pCurBufferPointer - vert_decl.stride * (3 - i);
vtx[0 + i * 3] = ((float*)(vtx_ptr + posOff))[0];
vtx[1 + i * 3] = ((float*)(vtx_ptr + posOff))[1];
vtx[2 + i * 3] = ((float*)(vtx_ptr + posOff))[2];
VertexShaderManager::TransformToClipSpace(&vtx[i * 3], &out[i * 4]);
// If this vertex format has per-vertex position matrix IDs, look it up.
if(vert_decl.posmtx.enable)
mtxIdx = *((u32*)(vtx_ptr + mtxOff));
VertexShaderManager::TransformToClipSpace(&vtx[i * 3], &out[i * 4], mtxIdx);
// Transform to Screenspace
float inv_w = 1.0f / out[3 + i * 4];
@ -283,11 +318,12 @@ void VertexManager::CalculateZSlope(u32 stride)
float b = dx31 * DF21 + dx12 * DF31;
float c = -dx12 * dy31 - dx31 * -dy12;
// Stop divide by zero
// Sometimes we process de-generate triangles. Stop any divide by zeros
if (c == 0)
return;
ZSlope.dfdx = -a / c;
ZSlope.dfdy = -b / c;
ZSlope.f0 = out[2] - (out[0] * ZSlope.dfdx + out[1] * ZSlope.dfdy);
ZSlope.dirty = true;
}