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PixelShaderGen: Use integer math for indirect tev stage texcoord calculation.
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@ -212,25 +212,24 @@ void PixelShaderManager::SetIndMatrixChanged(int matrixidx)
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int scale = ((u32)bpmem.indmtx[matrixidx].col0.s0 << 0) |
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((u32)bpmem.indmtx[matrixidx].col1.s1 << 2) |
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((u32)bpmem.indmtx[matrixidx].col2.s2 << 4);
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float fscale = powf(2.0f, (float)(scale - 17)) / 1024.0f;
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float fscale = powf(2.0f, (float)(scale - 17)) / 8.0f;
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// xyz - static matrix
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// TODO w - dynamic matrix scale / 256...... somehow / 4 works better
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// rev 2972 - now using / 256.... verify that this works
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// w - dynamic matrix scale / 128
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constants.indtexmtx[2*matrixidx][0] = bpmem.indmtx[matrixidx].col0.ma * fscale;
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constants.indtexmtx[2*matrixidx][1] = bpmem.indmtx[matrixidx].col1.mc * fscale;
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constants.indtexmtx[2*matrixidx][2] = bpmem.indmtx[matrixidx].col2.me * fscale;
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constants.indtexmtx[2*matrixidx][3] = fscale * 4.0f;
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constants.indtexmtx[2*matrixidx][3] = fscale / 128.0f;
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constants.indtexmtx[2*matrixidx+1][0] = bpmem.indmtx[matrixidx].col0.mb * fscale;
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constants.indtexmtx[2*matrixidx+1][1] = bpmem.indmtx[matrixidx].col1.md * fscale;
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constants.indtexmtx[2*matrixidx+1][2] = bpmem.indmtx[matrixidx].col2.mf * fscale;
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constants.indtexmtx[2*matrixidx+1][3] = fscale * 4.0f;
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constants.indtexmtx[2*matrixidx+1][3] = fscale / 128.0f;
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dirty = true;
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PRIM_LOG("indmtx%d: scale=%f, mat=(%f %f %f; %f %f %f)\n",
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matrixidx, 1024.0f*fscale,
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matrixidx, fscale,
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bpmem.indmtx[matrixidx].col0.ma * fscale, bpmem.indmtx[matrixidx].col1.mc * fscale, bpmem.indmtx[matrixidx].col2.me * fscale,
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bpmem.indmtx[matrixidx].col0.mb * fscale, bpmem.indmtx[matrixidx].col1.md * fscale, bpmem.indmtx[matrixidx].col2.mf * fscale);
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bpmem.indmtx[matrixidx].col0.mb * fscale, bpmem.indmtx[matrixidx].col1.md * fscale, bpmem.indmtx[matrixidx].col2.mf * fscale);
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}
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