mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
Readability, comments, tiny typo bugfix in gl gfx plugin (fix is on line 322 in pixelshadermanager)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@930 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -36,24 +36,23 @@
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VertexShaderMngr::VSCache VertexShaderMngr::vshaders;
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VERTEXSHADER* VertexShaderMngr::pShaderLast = NULL;
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float VertexShaderMngr::rawViewport[6] = {0};
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float VertexShaderMngr::rawProjection[7] = {0};
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float GC_ALIGNED16(g_fProjectionMatrix[16]);
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static int s_nMaxVertexInstructions;
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extern int A, B;
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extern float AR;
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extern int nBackbufferWidth, nBackbufferHeight;
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////////////////////////
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// Internal Variables //
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////////////////////////
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static float s_fMaterials[16];
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// Internal Variables
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static int s_nMaxVertexInstructions;
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static float s_fMaterials[16];
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static float rawViewport[6] = {0};
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static float rawProjection[7] = {0};
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// track changes
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static bool bTexMatricesChanged[2], bPosNormalMatrixChanged, bProjectionChanged, bViewportChanged;
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int nMaterialsChanged;
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static int nMaterialsChanged;
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static int nTransformMatricesChanged[2]; // min,max
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static int nNormalMatricesChanged[2]; // min,max
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static int nPostTransformMatricesChanged[2]; // min,max
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@ -85,12 +84,15 @@ void VertexShaderMngr::Init()
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void VertexShaderMngr::Shutdown()
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{
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VSCache::iterator iter = vshaders.begin();
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for (;iter!=vshaders.end();iter++)
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for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); iter++)
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iter->second.Destroy();
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vshaders.clear();
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}
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float VertexShaderMngr::GetPixelAspectRatio() {
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return rawViewport[0] != 0 ? (float)Renderer::GetTargetWidth() / 640.0f : 1.0f;
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}
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VERTEXSHADER* VertexShaderMngr::GetShader(u32 components)
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{
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DVSTARTPROFILE();
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@ -170,7 +172,7 @@ bool VertexShaderMngr::CompileVertexShader(VERTEXSHADER& vs, const char* pstrpro
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{
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char stropt[64];
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sprintf(stropt, "MaxLocalParams=256,MaxInstructions=%d", s_nMaxVertexInstructions);
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const char* opts[] = {"-profileopts",stropt,"-O2", "-q", NULL};
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const char *opts[] = {"-profileopts", stropt, "-O2", "-q", NULL};
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CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgvProf, "main", opts);
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if (!cgIsProgram(tempprog) || cgGetError() != CG_NO_ERROR) {
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ERROR_LOG("Failed to load vs %s:\n", cgGetLastListing(g_cgcontext));
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@ -190,9 +192,9 @@ bool VertexShaderMngr::CompileVertexShader(VERTEXSHADER& vs, const char* pstrpro
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plocal = strstr(plocal+13, "program.local");
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}
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glGenProgramsARB( 1, &vs.glprogid );
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glBindProgramARB( GL_VERTEX_PROGRAM_ARB, vs.glprogid );
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glProgramStringARB( GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pcompiledprog), pcompiledprog);
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glGenProgramsARB(1, &vs.glprogid);
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glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vs.glprogid);
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glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pcompiledprog), pcompiledprog);
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GLenum err = GL_NO_ERROR;
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GL_REPORT_ERROR();
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@ -254,25 +256,31 @@ void VertexShaderMngr::SetConstants(VERTEXSHADER& vs)
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if (nPostTransformMatricesChanged[0] >= 0) {
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int startn = nPostTransformMatricesChanged[0]/4;
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int endn = (nPostTransformMatricesChanged[1]+3)/4;
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const float* pstart = (const float*)&xfmem[XFMEM_POSTMATRICES+startn*4];
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const float* pstart = (const float*)&xfmem[XFMEM_POSTMATRICES + startn*4];
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for(int i = startn; i < endn; ++i, pstart += 4)
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SetVSConstant4fv(C_POSTTRANSFORMMATRICES+i, pstart);
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SetVSConstant4fv(C_POSTTRANSFORMMATRICES + i, pstart);
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}
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if (nLightsChanged[0] >= 0) {
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// lights don't have a 1 to 1 mapping, the color component needs to be converted to 4 floats
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int istart = nLightsChanged[0]/0x10;
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int iend = (nLightsChanged[1]+15)/0x10;
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const float* xfmemptr = (const float*)&xfmem[0x10*istart+XFMEM_LIGHTS];
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int istart = nLightsChanged[0] / 0x10;
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int iend = (nLightsChanged[1] + 15) / 0x10;
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const float* xfmemptr = (const float*)&xfmem[0x10*istart + XFMEM_LIGHTS];
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for(int i = istart; i < iend; ++i) {
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u32 color = *(const u32*)(xfmemptr+3);
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SetVSConstant4f(C_LIGHTS+5*i,
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((color>>24)&0xFF)/255.0f, ((color>>16)&0xFF)/255.0f, ((color>>8)&0xFF)/255.0f, ((color)&0xFF)/255.0f);
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for (int i = istart; i < iend; ++i) {
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u32 color = *(const u32*)(xfmemptr + 3);
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SetVSConstant4f(C_LIGHTS + 5*i,
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((color >> 24) & 0xFF)/255.0f,
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((color >> 16) & 0xFF)/255.0f,
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((color >> 8) & 0xFF)/255.0f,
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((color) & 0xFF)/255.0f);
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xfmemptr += 4;
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for(int j = 0; j < 4; ++j, xfmemptr += 3) {
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if( j == 1 && fabs(xfmemptr[0]) < 0.00001f && fabs(xfmemptr[1]) < 0.00001f && fabs(xfmemptr[2]) < 0.00001f) {
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// dist atten, make sure not equal to 0!!!
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for (int j = 0; j < 4; ++j, xfmemptr += 3) {
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if (j == 1 &&
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fabs(xfmemptr[0]) < 0.00001f &&
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fabs(xfmemptr[1]) < 0.00001f &&
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fabs(xfmemptr[2]) < 0.00001f) {
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// dist attenuation, make sure not equal to 0!!!
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SetVSConstant4f(C_LIGHTS+5*i+j+1, 0.00001f, xfmemptr[1], xfmemptr[2], 0);
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}
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else
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@ -284,9 +292,9 @@ void VertexShaderMngr::SetConstants(VERTEXSHADER& vs)
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}
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if (nMaterialsChanged) {
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for(int i = 0; i < 4; ++i) {
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if( nMaterialsChanged&(1<<i) )
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SetVSConstant4fv(C_MATERIALS+i, &s_fMaterials[4*i]);
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for (int i = 0; i < 4; ++i) {
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if (nMaterialsChanged & (1 << i))
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SetVSConstant4fv(C_MATERIALS + i, &s_fMaterials[4*i]);
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}
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nMaterialsChanged = 0;
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}
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@ -307,11 +315,12 @@ void VertexShaderMngr::SetConstants(VERTEXSHADER& vs)
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if (bTexMatricesChanged[0]) {
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bTexMatricesChanged[0] = false;
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float* fptrs[] = {(float*)xfmem + MatrixIndexA.Tex0MtxIdx * 4, (float*)xfmem + MatrixIndexA.Tex1MtxIdx * 4,
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(float*)xfmem + MatrixIndexA.Tex2MtxIdx * 4, (float*)xfmem + MatrixIndexA.Tex3MtxIdx * 4 };
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float* fptrs[] = {
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(float*)xfmem + MatrixIndexA.Tex0MtxIdx * 4, (float*)xfmem + MatrixIndexA.Tex1MtxIdx * 4,
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(float*)xfmem + MatrixIndexA.Tex2MtxIdx * 4, (float*)xfmem + MatrixIndexA.Tex3MtxIdx * 4
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};
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for(int i = 0; i < 4; ++i) {
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for (int i = 0; i < 4; ++i) {
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SetVSConstant4fv(C_TEXMATRICES+3*i, fptrs[i]);
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SetVSConstant4fv(C_TEXMATRICES+3*i+1, fptrs[i]+4);
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SetVSConstant4fv(C_TEXMATRICES+3*i+2, fptrs[i]+8);
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@ -324,7 +333,7 @@ void VertexShaderMngr::SetConstants(VERTEXSHADER& vs)
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float* fptrs[] = {(float*)xfmem + MatrixIndexB.Tex4MtxIdx * 4, (float*)xfmem + MatrixIndexB.Tex5MtxIdx * 4,
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(float*)xfmem + MatrixIndexB.Tex6MtxIdx * 4, (float*)xfmem + MatrixIndexB.Tex7MtxIdx * 4 };
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for(int i = 0; i < 4; ++i) {
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for (int i = 0; i < 4; ++i) {
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SetVSConstant4fv(C_TEXMATRICES+3*i+12, fptrs[i]);
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SetVSConstant4fv(C_TEXMATRICES+3*i+12+1, fptrs[i]+4);
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SetVSConstant4fv(C_TEXMATRICES+3*i+12+2, fptrs[i]+8);
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@ -350,10 +359,12 @@ void VertexShaderMngr::SetConstants(VERTEXSHADER& vs)
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// rawViewport[0] = 320, rawViewport[1] = -240
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int scissorXOff = bpmem.scissorOffset.x * 2 - 342;
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int scissorYOff = bpmem.scissorOffset.y * 2 - 342;
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float fourThree = 4.0f/3.0f;
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float fourThree = 4.0f / 3.0f;
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float ratio = AR / fourThree;
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float hAdj; float wAdj; float actualRatiow; float actualRatioh;
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int overfl; int xoffs = 0; int yoffs = 0;
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float wAdj, hAdj;
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float actualRatiow, actualRatioh;
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int overfl;
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int xoffs = 0, yoffs = 0;
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int wid, hei, actualWid, actualHei;
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int winw = nBackbufferWidth; int winh = nBackbufferHeight;
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if (g_Config.bKeepAR)
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@ -396,18 +407,18 @@ void VertexShaderMngr::SetConstants(VERTEXSHADER& vs)
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if(g_Config.bStretchToFit && g_Config.renderToMainframe)
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{
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glViewport(
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(int)(rawViewport[3]-rawViewport[0]-342-scissorXOff) + xoffs,
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Renderer::GetTargetHeight() - ((int)(rawViewport[4]-rawViewport[1]-342-scissorYOff)) + yoffs,
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wid, // width
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hei // height
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);
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glViewport(
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(int)(rawViewport[3]-rawViewport[0]-342-scissorXOff) + xoffs,
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Renderer::GetTargetHeight() - ((int)(rawViewport[4]-rawViewport[1]-342-scissorYOff)) + yoffs,
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wid, // width
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hei // height
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);
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}
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else
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{
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glViewport((int)(rawViewport[3]-rawViewport[0]-342-scissorXOff) * MValueX,
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Renderer::GetTargetHeight()-((int)(rawViewport[4]-rawViewport[1]-342-scissorYOff)) * MValueY,
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abs((int)(2 * rawViewport[0])) * MValueX, abs((int)(2 * rawViewport[1])) * MValueY);
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glViewport((int)(rawViewport[3]-rawViewport[0]-342-scissorXOff) * MValueX,
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Renderer::GetTargetHeight()-((int)(rawViewport[4]-rawViewport[1]-342-scissorYOff)) * MValueY,
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abs((int)(2 * rawViewport[0])) * MValueX, abs((int)(2 * rawViewport[1])) * MValueY);
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}
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glDepthRange(-(0.0f - (rawViewport[5]-rawViewport[2])/-16777215.0f), rawViewport[5]/16777215.0f);
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@ -420,17 +431,17 @@ void VertexShaderMngr::SetConstants(VERTEXSHADER& vs)
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g_fProjectionMatrix[0] = rawProjection[0];
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g_fProjectionMatrix[1] = 0.0f;
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g_fProjectionMatrix[2] = rawProjection[1];
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g_fProjectionMatrix[3] = 0;//-0.5f/Renderer::GetTargetWidth();
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g_fProjectionMatrix[3] = 0;
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g_fProjectionMatrix[4] = 0.0f;
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g_fProjectionMatrix[5] = rawProjection[2];
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g_fProjectionMatrix[6] = rawProjection[3];
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g_fProjectionMatrix[7] = 0;//+0.5f/Renderer::GetTargetHeight();
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g_fProjectionMatrix[7] = 0;
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g_fProjectionMatrix[8] = 0.0f;
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g_fProjectionMatrix[9] = 0.0f;
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g_fProjectionMatrix[10] = rawProjection[4];
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g_fProjectionMatrix[11] = -(0.0f - rawProjection[5]);
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g_fProjectionMatrix[11] = -(0.0f - rawProjection[5]); // Yes, it's important that it's done this way.
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g_fProjectionMatrix[12] = 0.0f;
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g_fProjectionMatrix[13] = 0.0f;
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@ -451,7 +462,7 @@ void VertexShaderMngr::SetConstants(VERTEXSHADER& vs)
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g_fProjectionMatrix[8] = 0.0f;
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g_fProjectionMatrix[9] = 0.0f;
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g_fProjectionMatrix[10] = rawProjection[4];
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g_fProjectionMatrix[11] = -(0.0f - rawProjection[5]);
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g_fProjectionMatrix[11] = -(0.0f - rawProjection[5]); // Yes, it's important that it's done this way.
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g_fProjectionMatrix[12] = 0;
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g_fProjectionMatrix[13] = 0;
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@ -564,10 +575,10 @@ void VertexShaderMngr::SetTexMatrixChangedB(u32 Value)
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void VertexShaderMngr::SetViewport(float* _Viewport)
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{
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// check for paper mario
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// Workaround for paper mario, yep this is bizarre.
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for (size_t i = 0; i < ARRAYSIZE(rawViewport); ++i) {
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if( *(u32*)(_Viewport + i) == 0x7f800000 )
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return; // invalid number
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if (*(u32*)(_Viewport + i) == 0x7f800000) // invalid fp number
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return;
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}
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memcpy(rawViewport, _Viewport, sizeof(rawViewport));
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bViewportChanged = true;
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@ -589,7 +600,7 @@ void VertexShaderMngr::LoadXFReg(u32 transferSize, u32 baseAddress, u32 *pData)
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{
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u32 address = baseAddress;
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for (int i=0; i<(int)transferSize; i++)
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for (int i = 0; i < (int)transferSize; i++)
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{
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address = baseAddress + i;
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@ -723,16 +734,16 @@ void VertexShaderMngr::LoadXFReg(u32 transferSize, u32 baseAddress, u32 *pData)
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break;
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case 0x1018:
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//_assert_msg_(GX_XF, 0, "XF matrixindex0");
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VertexShaderMngr::SetTexMatrixChangedA(data); //?
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SetTexMatrixChangedA(data); //?
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break;
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case 0x1019:
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//_assert_msg_(GX_XF, 0, "XF matrixindex1");
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VertexShaderMngr::SetTexMatrixChangedB(data); //?
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SetTexMatrixChangedB(data); //?
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break;
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case 0x101a:
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VertexManager::Flush();
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VertexShaderMngr::SetViewport((float*)&pData[i]);
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SetViewport((float*)&pData[i]);
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i += 6;
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break;
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@ -795,12 +806,12 @@ void VertexShaderMngr::LoadXFReg(u32 transferSize, u32 baseAddress, u32 *pData)
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}
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}
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// Check docs for this sucker...
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// TODO - verify that it is correct. Seems to work, though.
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void VertexShaderMngr::LoadIndexedXF(u32 val, int array)
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{
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int index = val>>16;
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int address = val&0xFFF; //check mask
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int size = ((val>>12)&0xF)+1;
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int index = val >> 16;
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int address = val & 0xFFF; //check mask
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int size = ((val >> 12) & 0xF) + 1;
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//load stuff from array to address in xf mem
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VertexManager::Flush();
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@ -816,39 +827,49 @@ float* VertexShaderMngr::GetPosNormalMat()
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return (float*)xfmem + MatrixIndexA.PosNormalMtxIdx * 4;
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}
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// Mash together all the inputs that contribute to the code of a generated vertex shader into
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// a unique identifier, basically containing all the bits. Yup, it's a lot ....
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void VertexShaderMngr::GetVertexShaderId(VERTEXSHADERUID& id, u32 components)
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{
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u32 zbufrender = (bpmem.ztex2.op==ZTEXTURE_ADD)||Renderer::GetZBufferTarget()!=0;
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id.values[0] = components|(xfregs.numTexGens<<23)|(xfregs.nNumChans<<27)|((u32)xfregs.bEnableDualTexTransform<<29)|(zbufrender<<30);
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u32 zbufrender = (bpmem.ztex2.op == ZTEXTURE_ADD) || Renderer::GetZBufferTarget() != 0;
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id.values[0] = components |
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(xfregs.numTexGens << 23) |
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(xfregs.nNumChans << 27) |
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((u32)xfregs.bEnableDualTexTransform << 29) |
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(zbufrender << 30);
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for(int i = 0; i < 2; ++i) {
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||||
id.values[1+i] = xfregs.colChans[i].color.enablelighting?(u32)xfregs.colChans[i].color.hex:(u32)xfregs.colChans[i].color.matsource;
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id.values[1+i] |= (xfregs.colChans[i].alpha.enablelighting?(u32)xfregs.colChans[i].alpha.hex:(u32)xfregs.colChans[i].alpha.matsource)<<15;
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for (int i = 0; i < 2; ++i) {
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id.values[1+i] = xfregs.colChans[i].color.enablelighting ?
|
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(u32)xfregs.colChans[i].color.hex :
|
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(u32)xfregs.colChans[i].color.matsource;
|
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id.values[1+i] |= (xfregs.colChans[i].alpha.enablelighting ?
|
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(u32)xfregs.colChans[i].alpha.hex :
|
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(u32)xfregs.colChans[i].alpha.matsource) << 15;
|
||||
}
|
||||
// fog
|
||||
id.values[1] |= (((u32)bpmem.fog.c_proj_fsel.fsel&3)<<30);
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id.values[2] |= (((u32)bpmem.fog.c_proj_fsel.fsel>>2)<<30);
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// fog
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id.values[1] |= (((u32)bpmem.fog.c_proj_fsel.fsel & 3) << 30);
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id.values[2] |= (((u32)bpmem.fog.c_proj_fsel.fsel >> 2) << 30);
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||||
|
||||
u32* pcurvalue = &id.values[3];
|
||||
|
||||
for(int i = 0; i < xfregs.numTexGens; ++i) {
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||||
for (int i = 0; i < xfregs.numTexGens; ++i) {
|
||||
TexMtxInfo tinfo = xfregs.texcoords[i].texmtxinfo;
|
||||
if( tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP )
|
||||
if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP)
|
||||
tinfo.hex &= 0x7ff;
|
||||
if( tinfo.texgentype != XF_TEXGEN_REGULAR )
|
||||
if (tinfo.texgentype != XF_TEXGEN_REGULAR)
|
||||
tinfo.projection = 0;
|
||||
|
||||
u32 val = ((tinfo.hex>>1)&0x1ffff);
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||||
if( xfregs.bEnableDualTexTransform && tinfo.texgentype == XF_TEXGEN_REGULAR ) {
|
||||
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);
|
||||
val |= ((u32)xfregs.texcoords[i].postmtxinfo.index << 17) | ((u32)xfregs.texcoords[i].postmtxinfo.normalize << 23);
|
||||
}
|
||||
|
||||
switch(i & 3) {
|
||||
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;
|
||||
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