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DX11: I think I've figured out where the game enables texture offsets for lines and points.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7461 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -25,17 +25,20 @@
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namespace DX11
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{
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union LineGSParams
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struct LineGSParams
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{
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struct
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{
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FLOAT LineWidth; // In units of 1/6 of an EFB pixel
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FLOAT TexOffset;
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FLOAT VpWidth; // Width and height of the viewport in EFB pixels
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FLOAT VpHeight;
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};
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FLOAT LineWidth; // In units of 1/6 of an EFB pixel
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FLOAT TexOffset;
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FLOAT VpWidth; // Width and height of the viewport in EFB pixels
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FLOAT VpHeight;
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FLOAT TexOffsetEnable[8]; // For each tex coordinate, whether to apply offset to it (1 on, 0 off)
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};
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union LineGSParams_Padded
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{
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LineGSParams params;
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// Constant buffers must be a multiple of 16 bytes in size.
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u8 pad[16]; // Pad to the next multiple of 16 bytes
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u8 pad[(sizeof(LineGSParams) + 15) & ~15];
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};
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static const char LINE_GS_COMMON[] =
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@ -50,6 +53,7 @@ static const char LINE_GS_COMMON[] =
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"float TexOffset;\n"
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"float VpWidth;\n"
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"float VpHeight;\n"
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"float TexOffsetEnable[8];\n"
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"} Params;\n"
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"}\n"
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@ -91,40 +95,39 @@ static const char LINE_GS_COMMON[] =
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"#error NUM_TEXCOORDS not defined\n"
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"#endif\n"
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// Apply TexOffset to all tex coordinates in the vertex
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// FIXME: The game may be able to enable TexOffset for some coords and
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// disable for others, but where is that information stored?
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// Apply TexOffset to all tex coordinates in the vertex.
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// They can each be enabled seperately.
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"#if NUM_TEXCOORDS >= 1\n"
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"r0.tex0.x += Params.TexOffset;\n"
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"r1.tex0.x += Params.TexOffset;\n"
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"r0.tex0.x += Params.TexOffset * Params.TexOffsetEnable[0];\n"
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"r1.tex0.x += Params.TexOffset * Params.TexOffsetEnable[0];\n"
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"#endif\n"
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"#if NUM_TEXCOORDS >= 2\n"
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"r0.tex1.x += Params.TexOffset;\n"
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"r1.tex1.x += Params.TexOffset;\n"
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"r0.tex1.x += Params.TexOffset * Params.TexOffsetEnable[1];\n"
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"r1.tex1.x += Params.TexOffset * Params.TexOffsetEnable[1];\n"
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"#endif\n"
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"#if NUM_TEXCOORDS >= 3\n"
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"r0.tex2.x += Params.TexOffset;\n"
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"r1.tex2.x += Params.TexOffset;\n"
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"r0.tex2.x += Params.TexOffset * Params.TexOffsetEnable[2];\n"
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"r1.tex2.x += Params.TexOffset * Params.TexOffsetEnable[2];\n"
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"#endif\n"
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"#if NUM_TEXCOORDS >= 4\n"
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"r0.tex3.x += Params.TexOffset;\n"
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"r1.tex3.x += Params.TexOffset;\n"
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"r0.tex3.x += Params.TexOffset * Params.TexOffsetEnable[3];\n"
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"r1.tex3.x += Params.TexOffset * Params.TexOffsetEnable[3];\n"
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"#endif\n"
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"#if NUM_TEXCOORDS >= 5\n"
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"r0.tex4.x += Params.TexOffset;\n"
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"r1.tex4.x += Params.TexOffset;\n"
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"r0.tex4.x += Params.TexOffset * Params.TexOffsetEnable[4];\n"
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"r1.tex4.x += Params.TexOffset * Params.TexOffsetEnable[4];\n"
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"#endif\n"
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"#if NUM_TEXCOORDS >= 6\n"
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"r0.tex5.x += Params.TexOffset;\n"
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"r1.tex5.x += Params.TexOffset;\n"
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"r0.tex5.x += Params.TexOffset * Params.TexOffsetEnable[5];\n"
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"r1.tex5.x += Params.TexOffset * Params.TexOffsetEnable[5];\n"
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"#endif\n"
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"#if NUM_TEXCOORDS >= 7\n"
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"r0.tex6.x += Params.TexOffset;\n"
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"r1.tex6.x += Params.TexOffset;\n"
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"r0.tex6.x += Params.TexOffset * Params.TexOffsetEnable[6];\n"
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"r1.tex6.x += Params.TexOffset * Params.TexOffsetEnable[6];\n"
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"#endif\n"
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"#if NUM_TEXCOORDS >= 8\n"
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"r0.tex7.x += Params.TexOffset;\n"
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"r1.tex7.x += Params.TexOffset;\n"
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"r0.tex7.x += Params.TexOffset * Params.TexOffsetEnable[7];\n"
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"r1.tex7.x += Params.TexOffset * Params.TexOffsetEnable[7];\n"
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"#endif\n"
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"outStream.Append(l0);\n"
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@ -139,8 +142,8 @@ LineGeometryShader::LineGeometryShader()
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{
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// Create constant buffer for uploading data to geometry shader
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D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(LineGSParams),
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D3D11_BIND_CONSTANT_BUFFER);
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D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(LineGSParams_Padded),
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D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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m_paramsBuffer = CreateBufferShared(&bd, NULL);
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CHECK(m_paramsBuffer, "create line geometry shader params buffer");
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D3D::SetDebugObjectName(m_paramsBuffer, "line geometry shader params buffer");
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@ -149,7 +152,7 @@ LineGeometryShader::LineGeometryShader()
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}
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bool LineGeometryShader::SetShader(u32 components, float lineWidth,
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float texOffset, float vpWidth, float vpHeight)
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float texOffset, float vpWidth, float vpHeight, const bool* texOffsetEnable)
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{
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if (!m_ready)
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return false;
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@ -191,12 +194,22 @@ bool LineGeometryShader::SetShader(u32 components, float lineWidth,
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{
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if (shaderIt->second)
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{
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LineGSParams params = {};
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params.LineWidth = lineWidth;
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params.TexOffset = texOffset;
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params.VpWidth = vpWidth;
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params.VpHeight = vpHeight;
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D3D::g_context->UpdateSubresource(m_paramsBuffer, 0, NULL, ¶ms, 0, 0);
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D3D11_MAPPED_SUBRESOURCE map;
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HRESULT hr = D3D::g_context->Map(m_paramsBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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if (SUCCEEDED(hr))
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{
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LineGSParams* params = (LineGSParams*)map.pData;
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params->LineWidth = lineWidth;
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params->TexOffset = texOffset;
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params->VpWidth = vpWidth;
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params->VpHeight = vpHeight;
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for (int i = 0; i < 8; ++i)
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params->TexOffsetEnable[i] = texOffsetEnable[i] ? 1.f : 0.f;
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D3D::g_context->Unmap(m_paramsBuffer, 0);
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}
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else
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ERROR_LOG(VIDEO, "Failed to map line gs params buffer");
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DEBUG_LOG(VIDEO, "Line params: width %f, texOffset %f, vpWidth %f, vpHeight %f",
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lineWidth, texOffset, vpWidth, vpHeight);
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