mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-14 21:37:52 -07:00
Ensure that ZSlopes save/restore state correctly.
Had to re-do *ShaderManager so they saved their constant arrays instead of completly rebuilding them on restore state.
This commit is contained in:
parent
128d303656
commit
e88c02dece
@ -64,7 +64,7 @@ static Common::Event g_compressAndDumpStateSyncEvent;
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static std::thread g_save_thread;
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// Don't forget to increase this after doing changes on the savestate system
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static const u32 STATE_VERSION = 38;
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static const u32 STATE_VERSION = 39;
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enum
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{
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@ -26,7 +26,11 @@ void GeometryShaderManager::Init()
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{
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memset(&constants, 0, sizeof(constants));
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Dirty();
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// Init any intial constants which aren't zero when bpmem is zero.
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SetViewportChanged();
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SetProjectionChanged();
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dirty = true;
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}
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void GeometryShaderManager::Shutdown()
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@ -35,12 +39,9 @@ void GeometryShaderManager::Shutdown()
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void GeometryShaderManager::Dirty()
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{
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SetViewportChanged();
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SetProjectionChanged();
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SetLinePtWidthChanged();
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for (int i = 0; i < 8; i++)
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SetTexCoordChanged(i);
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// This function is called after a savestate is loaded.
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// Any constants that can changed based on settings should be re-calculated
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s_projection_changed = true;
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dirty = true;
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}
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@ -110,9 +111,14 @@ void GeometryShaderManager::SetTexCoordChanged(u8 texmapid)
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void GeometryShaderManager::DoState(PointerWrap &p)
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{
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p.Do(s_projection_changed);
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p.Do(s_viewport_changed);
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p.Do(constants);
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if (p.GetMode() == PointerWrap::MODE_READ)
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{
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// Reload current state from global GPU state
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// Fixup the current state from global GPU state
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// NOTE: This requires that all GPU memory has been loaded already.
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Dirty();
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}
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@ -14,10 +14,6 @@
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bool PixelShaderManager::s_bFogRangeAdjustChanged;
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bool PixelShaderManager::s_bViewPortChanged;
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bool PixelShaderManager::s_bEFBScaleChanged;
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std::array<int4,4> PixelShaderManager::s_tev_color;
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std::array<int4,4> PixelShaderManager::s_tev_konst_color;
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PixelShaderConstants PixelShaderManager::constants;
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bool PixelShaderManager::dirty;
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@ -25,34 +21,12 @@ bool PixelShaderManager::dirty;
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void PixelShaderManager::Init()
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{
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memset(&constants, 0, sizeof(constants));
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memset(s_tev_color.data(), 0, sizeof(s_tev_color));
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memset(s_tev_konst_color.data(), 0, sizeof(s_tev_konst_color));
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Dirty();
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}
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void PixelShaderManager::Dirty()
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{
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// Init any intial constants which aren't zero when bpmem is zero.
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s_bFogRangeAdjustChanged = true;
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s_bViewPortChanged = true;
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s_bViewPortChanged = false;
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for (unsigned index = 0; index < s_tev_color.size(); ++index)
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{
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for (int comp = 0; comp < 4; ++comp)
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{
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SetTevColor(index, comp, s_tev_color[index][comp]);
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SetTevKonstColor(index, comp, s_tev_konst_color[index][comp]);
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}
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}
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SetAlpha();
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SetDestAlpha();
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SetZTextureBias();
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SetViewportChanged();
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SetEfbScaleChanged();
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SetZSlope(0, 0, (float)0xFFFFFF);
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SetIndTexScaleChanged(false);
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SetIndTexScaleChanged(true);
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SetIndMatrixChanged(0);
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SetIndMatrixChanged(1);
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SetIndMatrixChanged(2);
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@ -65,8 +39,20 @@ void PixelShaderManager::Dirty()
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SetTexCoordChanged(5);
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SetTexCoordChanged(6);
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SetTexCoordChanged(7);
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SetFogColorChanged();
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dirty = true;
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}
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void PixelShaderManager::Dirty()
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{
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// This function is called after a savestate is loaded.
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// Any constants that can changed based on settings should be re-calculated
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s_bFogRangeAdjustChanged = true;
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SetEfbScaleChanged();
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SetFogParamChanged();
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dirty = true;
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}
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void PixelShaderManager::Shutdown()
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@ -115,20 +101,12 @@ void PixelShaderManager::SetConstants()
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dirty = true;
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s_bViewPortChanged = false;
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}
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if (s_bEFBScaleChanged)
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{
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constants.efbscale[0] = 1.0f / float(Renderer::EFBToScaledXf(1));
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constants.efbscale[1] = 1.0f / float(Renderer::EFBToScaledYf(1));
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dirty = true;
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s_bEFBScaleChanged = false;
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}
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}
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void PixelShaderManager::SetTevColor(int index, int component, s32 value)
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{
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auto& c = constants.colors[index];
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c[component] = s_tev_color[index][component] = value;
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c[component] = value;
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dirty = true;
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PRIM_LOG("tev color%d: %d %d %d %d\n", index, c[0], c[1], c[2], c[3]);
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@ -137,7 +115,7 @@ void PixelShaderManager::SetTevColor(int index, int component, s32 value)
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void PixelShaderManager::SetTevKonstColor(int index, int component, s32 value)
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{
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auto& c = constants.kcolors[index];
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c[component] = s_tev_konst_color[index][component] = value;
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c[component] = value;
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dirty = true;
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PRIM_LOG("tev konst color%d: %d %d %d %d\n", index, c[0], c[1], c[2], c[3]);
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@ -181,8 +159,9 @@ void PixelShaderManager::SetViewportChanged()
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void PixelShaderManager::SetEfbScaleChanged()
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{
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s_bEFBScaleChanged = true;
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s_bViewPortChanged = true;
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constants.efbscale[0] = 1.0f / float(Renderer::EFBToScaledXf(1));
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constants.efbscale[1] = 1.0f / float(Renderer::EFBToScaledYf(1));
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dirty = true;
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}
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void PixelShaderManager::SetZSlope(float dfdx, float dfdy, float f0)
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@ -190,7 +169,6 @@ void PixelShaderManager::SetZSlope(float dfdx, float dfdy, float f0)
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constants.zslope[0] = dfdx;
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constants.zslope[1] = dfdy;
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constants.zslope[2] = f0;
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constants.zslope[3] = 0;
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dirty = true;
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}
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@ -304,12 +282,14 @@ void PixelShaderManager::SetFogRangeAdjustChanged()
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void PixelShaderManager::DoState(PointerWrap &p)
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{
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p.DoArray(s_tev_color);
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p.DoArray(s_tev_konst_color);
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p.Do(s_bFogRangeAdjustChanged);
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p.Do(s_bViewPortChanged);
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p.Do(constants);
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if (p.GetMode() == PointerWrap::MODE_READ)
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{
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// Reload current state from global GPU state
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// Fixup the current state from global GPU state
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// NOTE: This requires that all GPU memory has been loaded already.
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Dirty();
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}
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@ -52,10 +52,4 @@ public:
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static bool s_bFogRangeAdjustChanged;
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static bool s_bViewPortChanged;
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static bool s_bEFBScaleChanged;
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// These colors aren't available from global BP state,
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// hence we keep a copy of them around.
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static std::array<int4,4> s_tev_color;
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static std::array<int4,4> s_tev_konst_color;
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};
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@ -241,6 +241,7 @@ void VertexManager::Flush()
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void VertexManager::DoState(PointerWrap& p)
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{
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p.Do(ZSlope);
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g_vertex_manager->vDoState(p);
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}
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@ -167,7 +167,21 @@ static void ViewportCorrectionMatrix(Matrix44& result)
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void VertexShaderManager::Init()
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{
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Dirty();
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// Initialize state tracking variables
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nTransformMatricesChanged[0] = -1;
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nTransformMatricesChanged[1] = -1;
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nNormalMatricesChanged[0] = -1;
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nNormalMatricesChanged[1] = -1;
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nPostTransformMatricesChanged[0] = -1;
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nPostTransformMatricesChanged[1] = -1;
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nLightsChanged[0] = -1;
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nLightsChanged[1] = -1;
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nMaterialsChanged = BitSet32(0);
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bTexMatricesChanged[0] = false;
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bTexMatricesChanged[1] = false;
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bPosNormalMatrixChanged = false;
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bProjectionChanged = true;
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bViewportChanged = false;
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memset(&xfmem, 0, sizeof(xfmem));
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memset(&constants, 0 , sizeof(constants));
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@ -178,6 +192,8 @@ void VertexShaderManager::Init()
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memset(g_fProjectionMatrix, 0, sizeof(g_fProjectionMatrix));
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for (int i = 0; i < 4; ++i)
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g_fProjectionMatrix[i*5] = 1.0f;
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dirty = true;
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}
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void VertexShaderManager::Shutdown()
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@ -186,26 +202,10 @@ void VertexShaderManager::Shutdown()
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void VertexShaderManager::Dirty()
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{
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nTransformMatricesChanged[0] = 0;
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nTransformMatricesChanged[1] = 256;
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nNormalMatricesChanged[0] = 0;
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nNormalMatricesChanged[1] = 96;
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nPostTransformMatricesChanged[0] = 0;
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nPostTransformMatricesChanged[1] = 256;
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nLightsChanged[0] = 0;
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nLightsChanged[1] = 0x80;
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bPosNormalMatrixChanged = true;
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bTexMatricesChanged[0] = true;
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bTexMatricesChanged[1] = true;
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// This function is called after a savestate is loaded.
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// Any constants that can changed based on settings should be re-calculated
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bProjectionChanged = true;
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nMaterialsChanged = BitSet32::AllTrue(4);
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dirty = true;
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}
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@ -715,8 +715,19 @@ void VertexShaderManager::DoState(PointerWrap &p)
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p.Do(s_viewInvRotationMatrix);
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p.Do(s_fViewTranslationVector);
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p.Do(s_fViewRotation);
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p.Do(nTransformMatricesChanged);
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p.Do(nNormalMatricesChanged);
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p.Do(nPostTransformMatricesChanged);
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p.Do(nLightsChanged);
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p.Do(nMaterialsChanged);
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p.Do(bTexMatricesChanged);
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p.Do(bPosNormalMatrixChanged);
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p.Do(bProjectionChanged);
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p.Do(bViewportChanged);
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p.Do(constants);
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p.Do(dirty);
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if (p.GetMode() == PointerWrap::MODE_READ)
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{
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