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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
Video backends: unify xfregs/xfmem structures.
Removes the duplicate swxfregs global variable/struct from the software backend in favor of the ones from VideoCommon.
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@ -70,22 +70,22 @@ void MultipleVec3Ortho(const Vec3 &vec, const float *proj, Vec4 &result)
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void TransformPosition(const InputVertexData *src, OutputVertexData *dst)
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{
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const float* mat = (const float*)&swxfregs.posMatrices[src->posMtx * 4];
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const float* mat = (const float*)&xfmem.posMatrices[src->posMtx * 4];
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MultiplyVec3Mat34(src->position, mat, dst->mvPosition);
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if (swxfregs.projection.type == GX_PERSPECTIVE)
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if (xfregs.projection.type == GX_PERSPECTIVE)
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{
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MultipleVec3Perspective(dst->mvPosition, swxfregs.projection.rawProjection, dst->projectedPosition);
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MultipleVec3Perspective(dst->mvPosition, xfregs.projection.rawProjection, dst->projectedPosition);
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}
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else
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{
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MultipleVec3Ortho(dst->mvPosition, swxfregs.projection.rawProjection, dst->projectedPosition);
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MultipleVec3Ortho(dst->mvPosition, xfregs.projection.rawProjection, dst->projectedPosition);
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}
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}
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void TransformNormal(const InputVertexData *src, bool nbt, OutputVertexData *dst)
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{
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const float* mat = (const float*)&swxfregs.normalMatrices[(src->posMtx & 31) * 3];
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const float* mat = (const float*)&xfmem.normalMatrices[(src->posMtx & 31) * 3];
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if (nbt)
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{
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@ -124,7 +124,7 @@ void TransformTexCoordRegular(const TexMtxInfo &texinfo, int coordNum, bool spec
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break;
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}
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const float *mat = (const float*)&swxfregs.posMatrices[srcVertex->texMtx[coordNum] * 4];
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const float *mat = (const float*)&xfmem.posMatrices[srcVertex->texMtx[coordNum] * 4];
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Vec3 *dst = &dstVertex->texCoords[coordNum];
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if (texinfo.projection == XF_TEXPROJ_ST)
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@ -144,13 +144,13 @@ void TransformTexCoordRegular(const TexMtxInfo &texinfo, int coordNum, bool spec
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MultiplyVec3Mat34(*src, mat, *dst);
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}
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if (swxfregs.dualTexTrans)
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if (xfregs.dualTexTrans.enabled)
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{
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Vec3 tempCoord;
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// normalize
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const PostMtxInfo &postInfo = swxfregs.postMtxInfo[coordNum];
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const float *postMat = (const float*)&swxfregs.postMatrices[postInfo.index * 4];
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const PostMtxInfo &postInfo = xfregs.postMtxInfo[coordNum];
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const float *postMat = (const float*)&xfmem.postMatrices[postInfo.index * 4];
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if (specialCase)
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{
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@ -212,7 +212,7 @@ inline float SafeDivide(float n, float d)
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void LightColor(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const LitChannel &chan, Vec3 &lightCol)
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{
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const LightPointer *light = (const LightPointer*)&swxfregs.lights[0x10*lightNum];
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const LightPointer *light = (const LightPointer*)&xfmem.lights[0x10*lightNum];
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if (!(chan.attnfunc & 1))
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{
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@ -297,7 +297,7 @@ void LightColor(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const LitChann
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void LightAlpha(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const LitChannel &chan, float &lightCol)
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{
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const LightPointer *light = (const LightPointer*)&swxfregs.lights[0x10*lightNum];
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const LightPointer *light = (const LightPointer*)&xfmem.lights[0x10*lightNum];
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if (!(chan.attnfunc & 1))
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{
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@ -376,18 +376,18 @@ void LightAlpha(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const LitChann
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void TransformColor(const InputVertexData *src, OutputVertexData *dst)
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{
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for (u32 chan = 0; chan < swxfregs.nNumChans; chan++)
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for (u32 chan = 0; chan < xfregs.numChan.numColorChans; chan++)
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{
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// abgr
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u8 matcolor[4];
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u8 chancolor[4];
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// color
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LitChannel &colorchan = swxfregs.color[chan];
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LitChannel &colorchan = xfregs.color[chan];
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if (colorchan.matsource)
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*(u32*)matcolor = *(u32*)src->color[chan]; // vertex
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else
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*(u32*)matcolor = swxfregs.matColor[chan];
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*(u32*)matcolor = xfregs.matColor[chan];
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if (colorchan.enablelighting)
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{
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@ -401,7 +401,7 @@ void TransformColor(const InputVertexData *src, OutputVertexData *dst)
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}
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else
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{
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u8 *ambColor = (u8*)&swxfregs.ambColor[chan];
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u8 *ambColor = (u8*)&xfregs.ambColor[chan];
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lightCol.x = ambColor[1];
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lightCol.y = ambColor[2];
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lightCol.z = ambColor[3];
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@ -425,19 +425,19 @@ void TransformColor(const InputVertexData *src, OutputVertexData *dst)
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}
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// alpha
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LitChannel &alphachan = swxfregs.alpha[chan];
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LitChannel &alphachan = xfregs.alpha[chan];
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if (alphachan.matsource)
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matcolor[0] = src->color[chan][0]; // vertex
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else
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matcolor[0] = swxfregs.matColor[chan] & 0xff;
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matcolor[0] = xfregs.matColor[chan] & 0xff;
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if (swxfregs.alpha[chan].enablelighting)
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if (xfregs.alpha[chan].enablelighting)
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{
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float lightCol;
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if (alphachan.ambsource)
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lightCol = src->color[chan][0]; // vertex
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else
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lightCol = (float)(swxfregs.ambColor[chan] & 0xff);
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lightCol = (float)(xfregs.ambColor[chan] & 0xff);
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u8 mask = alphachan.GetFullLightMask();
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for (int i = 0; i < 8; ++i)
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@ -460,9 +460,9 @@ void TransformColor(const InputVertexData *src, OutputVertexData *dst)
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void TransformTexCoord(const InputVertexData *src, OutputVertexData *dst, bool specialCase)
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{
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for (u32 coordNum = 0; coordNum < swxfregs.numTexGens; coordNum++)
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for (u32 coordNum = 0; coordNum < xfregs.numTexGen.numTexGens; coordNum++)
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{
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const TexMtxInfo &texinfo = swxfregs.texMtxInfo[coordNum];
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const TexMtxInfo &texinfo = xfregs.texMtxInfo[coordNum];
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switch (texinfo.texgentype)
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{
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@ -471,7 +471,7 @@ void TransformTexCoord(const InputVertexData *src, OutputVertexData *dst, bool s
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break;
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case XF_TEXGEN_EMBOSS_MAP:
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{
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const LightPointer *light = (const LightPointer*)&swxfregs.lights[0x10*texinfo.embosslightshift];
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const LightPointer *light = (const LightPointer*)&xfmem.lights[0x10*texinfo.embosslightshift];
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Vec3 ldir = (light->pos - dst->mvPosition).normalized();
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float d1 = ldir * dst->normal[1];
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@ -501,7 +501,7 @@ void TransformTexCoord(const InputVertexData *src, OutputVertexData *dst, bool s
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}
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}
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for (u32 coordNum = 0; coordNum < swxfregs.numTexGens; coordNum++)
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for (u32 coordNum = 0; coordNum < xfregs.numTexGen.numTexGens; coordNum++)
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{
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dst->texCoords[coordNum][0] *= (bpmem.texcoords[coordNum].s.scale_minus_1 + 1);
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dst->texCoords[coordNum][1] *= (bpmem.texcoords[coordNum].t.scale_minus_1 + 1);
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