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https://github.com/dolphin-emu/dolphin.git
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this commit is divided in 4 parts:
1 - Optimize pixelshadergen to avoid redundant register overflow math, with this if a game don't need this will be not applied. this must bring some fill rate back and improve speed a little in fill rate limited systems. 2- some corrections to vertexshadergen to avoid uninitialized texture coordinates, dono if is the correct way to fix it but t least it will make house of the dead overkill playable in dx11. the bad thing: still missing geometri in dx9, in dx11 it works exactly as on opengl. 3 - some optimization made to improve fps a little wih the latests changes made to fifo. * back to the original code in beginfield as now it will work right. * check for efb access more often as a lot of time is lost waiting for efb access 4 - apply a little fix for missing textures in nvidia opengl tanks to Wagnard28 for finding that nvidia does not like invalid shader id :) please test for any regression git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5812 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -332,7 +332,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
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// zero left over channels
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for (int i = xfregs.nNumChans; i < 2; ++i)
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WRITE(p, "o.colors[%d] = float4(0.0f,0.0f,0.0f,0.0f);\n", i);
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WRITE(p, "o.colors[%d] = float4(0.0f,0.0f,0.0f,1.0f);\n", i);
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// special case if only pos and tex coord 0 and tex coord input is AB11
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// donko - this has caused problems in some games. removed for now.
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@ -349,6 +349,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
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TexMtxInfo& texinfo = xfregs.texcoords[i].texmtxinfo;
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WRITE(p, "{\n");
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WRITE(p, "coord = float4(0.0f,0.0f,1.0f,1.0f);\n");
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switch (texinfo.sourcerow) {
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case XF_SRCGEOM_INROW:
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_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
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@ -384,7 +385,26 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
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// firs transformation
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switch (texinfo.texgentype) {
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case XF_TEXGEN_REGULAR:
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case XF_TEXGEN_EMBOSS_MAP: // calculate tex coords into bump map
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if (components & (VB_HAS_NRM1|VB_HAS_NRM2)) {
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// transform the light dir into tangent space
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WRITE(p, "ldir = normalize("I_LIGHTS".lights[%d].pos.xyz - pos.xyz);\n", texinfo.embosslightshift);
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WRITE(p, "o.tex%d.xyz = coord.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0f);\n", i, texinfo.embosssourceshift);
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}
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else _assert_(0); // should have normals
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break;
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case XF_TEXGEN_COLOR_STRGBC0:
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_assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
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WRITE(p, "o.tex%d.xyz = float3(o.colors[0].x, o.colors[0].y, 1);\n", i);
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break;
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case XF_TEXGEN_COLOR_STRGBC1:
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_assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
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WRITE(p, "o.tex%d.xyz = float3(o.colors[1].x, o.colors[1].y, 1);\n", i);
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break;
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case XF_TEXGEN_REGULAR:
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default:
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if (components & (VB_HAS_TEXMTXIDX0<<i)) {
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if (texinfo.projection == XF_TEXPROJ_STQ )
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WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z].t), dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z+1].t), dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z+2].t));\n", i, i, i, i);
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@ -399,24 +419,6 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
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WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TEXMATRICES".T[%d].t), dot(coord, "I_TEXMATRICES".T[%d].t), 1);\n", i, 3*i, 3*i+1);
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}
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break;
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case XF_TEXGEN_EMBOSS_MAP: // calculate tex coords into bump map
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if (components & (VB_HAS_NRM1|VB_HAS_NRM2)) {
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// transform the light dir into tangent space
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WRITE(p, "ldir = normalize("I_LIGHTS".lights[%d].pos.xyz - pos.xyz);\n", texinfo.embosslightshift);
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WRITE(p, "o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0f);\n", i, texinfo.embosssourceshift);
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}
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else _assert_(0); // should have normals
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break;
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case XF_TEXGEN_COLOR_STRGBC0:
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_assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
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WRITE(p, "o.tex%d.xyz = float3(o.colors[0].x, o.colors[0].y, 1);\n", i);
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break;
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case XF_TEXGEN_COLOR_STRGBC1:
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_assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
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WRITE(p, "o.tex%d.xyz = float3(o.colors[1].x, o.colors[1].y, 1);\n", i);
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break;
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}
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if (xfregs.bEnableDualTexTransform && texinfo.texgentype == XF_TEXGEN_REGULAR) { // only works for regular tex gen types?
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