VertexShaderManager: Get rid of float pointer casts

This commit is contained in:
Lioncash
2015-09-21 01:16:21 -04:00
parent 28cb62dc7f
commit b5b304cff2
3 changed files with 38 additions and 34 deletions

View File

@ -4,9 +4,11 @@
#include <cfloat>
#include <cmath>
#include <cstring>
#include <sstream>
#include "Common/BitSet.h"
#include "Common/CommonFuncs.h"
#include "Common/CommonTypes.h"
#include "Common/MathUtil.h"
#include "Core/ConfigManager.h"
@ -331,30 +333,30 @@ void VertexShaderManager::SetConstants()
{
bPosNormalMatrixChanged = false;
const float *pos = (const float *)xfmem.posMatrices + g_main_cp_state.matrix_index_a.PosNormalMtxIdx * 4;
const float *norm = (const float *)xfmem.normalMatrices + 3 * (g_main_cp_state.matrix_index_a.PosNormalMtxIdx & 31);
const float* pos = &xfmem.posMatrices[g_main_cp_state.matrix_index_a.PosNormalMtxIdx * 4];
const float* norm = &xfmem.normalMatrices[3 * (g_main_cp_state.matrix_index_a.PosNormalMtxIdx & 31)];
memcpy(constants.posnormalmatrix, pos, 3*16);
memcpy(constants.posnormalmatrix[3], norm, 12);
memcpy(constants.posnormalmatrix[4], norm+3, 12);
memcpy(constants.posnormalmatrix[5], norm+6, 12);
memcpy(constants.posnormalmatrix, pos, 3 * sizeof(float4));
memcpy(constants.posnormalmatrix[3], norm, 3 * sizeof(u32));
memcpy(constants.posnormalmatrix[4], norm + 3, 3 * sizeof(u32));
memcpy(constants.posnormalmatrix[5], norm + 6, 3 * sizeof(u32));
dirty = true;
}
if (bTexMatricesChanged[0])
{
bTexMatricesChanged[0] = false;
const float *fptrs[] =
const float* pos_matrix_ptrs[] =
{
(const float *)&xfmem.posMatrices[g_main_cp_state.matrix_index_a.Tex0MtxIdx * 4],
(const float *)&xfmem.posMatrices[g_main_cp_state.matrix_index_a.Tex1MtxIdx * 4],
(const float *)&xfmem.posMatrices[g_main_cp_state.matrix_index_a.Tex2MtxIdx * 4],
(const float *)&xfmem.posMatrices[g_main_cp_state.matrix_index_a.Tex3MtxIdx * 4]
&xfmem.posMatrices[g_main_cp_state.matrix_index_a.Tex0MtxIdx * 4],
&xfmem.posMatrices[g_main_cp_state.matrix_index_a.Tex1MtxIdx * 4],
&xfmem.posMatrices[g_main_cp_state.matrix_index_a.Tex2MtxIdx * 4],
&xfmem.posMatrices[g_main_cp_state.matrix_index_a.Tex3MtxIdx * 4]
};
for (int i = 0; i < 4; ++i)
for (size_t i = 0; i < ArraySize(pos_matrix_ptrs); ++i)
{
memcpy(constants.texmatrices[3 * i], fptrs[i], 3 * 16);
memcpy(constants.texmatrices[3 * i], pos_matrix_ptrs[i], 3 * sizeof(float4));
}
dirty = true;
}
@ -362,16 +364,16 @@ void VertexShaderManager::SetConstants()
if (bTexMatricesChanged[1])
{
bTexMatricesChanged[1] = false;
const float *fptrs[] = {
(const float *)&xfmem.posMatrices[g_main_cp_state.matrix_index_b.Tex4MtxIdx * 4],
(const float *)&xfmem.posMatrices[g_main_cp_state.matrix_index_b.Tex5MtxIdx * 4],
(const float *)&xfmem.posMatrices[g_main_cp_state.matrix_index_b.Tex6MtxIdx * 4],
(const float *)&xfmem.posMatrices[g_main_cp_state.matrix_index_b.Tex7MtxIdx * 4]
const float* pos_matrix_ptrs[] = {
&xfmem.posMatrices[g_main_cp_state.matrix_index_b.Tex4MtxIdx * 4],
&xfmem.posMatrices[g_main_cp_state.matrix_index_b.Tex5MtxIdx * 4],
&xfmem.posMatrices[g_main_cp_state.matrix_index_b.Tex6MtxIdx * 4],
&xfmem.posMatrices[g_main_cp_state.matrix_index_b.Tex7MtxIdx * 4]
};
for (int i = 0; i < 4; ++i)
for (size_t i = 0; i < ArraySize(pos_matrix_ptrs); ++i)
{
memcpy(constants.texmatrices[3*i + 12], fptrs[i], 3*16);
memcpy(constants.texmatrices[3*i + 12], pos_matrix_ptrs[i], 3 * sizeof(float4));
}
dirty = true;
}
@ -732,16 +734,18 @@ void VertexShaderManager::ResetView()
void VertexShaderManager::TransformToClipSpace(const float* data, float* out, u32 MtxIdx)
{
const float* world_matrix = (const float*)xfmem.posMatrices + (MtxIdx & 0x3f) * 4;
// We use the projection matrix calculated by vertexShaderManager, because it
const float* world_matrix = &xfmem.posMatrices[(MtxIdx & 0x3f) * 4];
// We use the projection matrix calculated by VertexShaderManager, because it
// includes any free look transformations.
// Make sure VertexManager::SetConstants() has been called first.
const float* proj_matrix = &g_fProjectionMatrix[0];
float t[3];
t[0] = data[0] * world_matrix[0] + data[1] * world_matrix[1] + data[2] * world_matrix[2] + world_matrix[3];
t[1] = data[0] * world_matrix[4] + data[1] * world_matrix[5] + data[2] * world_matrix[6] + world_matrix[7];
t[2] = data[0] * world_matrix[8] + data[1] * world_matrix[9] + data[2] * world_matrix[10] + world_matrix[11];
const float t[3] = {
data[0] * world_matrix[0] + data[1] * world_matrix[1] + data[2] * world_matrix[2] + world_matrix[3],
data[0] * world_matrix[4] + data[1] * world_matrix[5] + data[2] * world_matrix[6] + world_matrix[7],
data[0] * world_matrix[8] + data[1] * world_matrix[9] + data[2] * world_matrix[10] + world_matrix[11]
};
out[0] = t[0] * proj_matrix[0] + t[1] * proj_matrix[1] + t[2] * proj_matrix[2] + proj_matrix[3];
out[1] = t[0] * proj_matrix[4] + t[1] * proj_matrix[5] + t[2] * proj_matrix[6] + proj_matrix[7];