dolphin/Source/Core/VideoCommon/GeometryShaderManager.cpp
Ryan Houdek 15f074dd21 Merge pull request #1766 from Armada651/enable-stereo
Enable stereoscopy settings.
2014-12-28 15:14:53 -06:00

119 lines
2.8 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <cfloat>
#include <cmath>
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/GeometryShaderGen.h"
#include "VideoCommon/GeometryShaderManager.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"
static const int LINE_PT_TEX_OFFSETS[8] = {
0, 16, 8, 4, 2, 1, 1, 1
};
GeometryShaderConstants GeometryShaderManager::constants;
bool GeometryShaderManager::dirty;
static bool s_projection_changed;
static bool s_viewport_changed;
void GeometryShaderManager::Init()
{
memset(&constants, 0, sizeof(constants));
Dirty();
}
void GeometryShaderManager::Shutdown()
{
}
void GeometryShaderManager::Dirty()
{
SetViewportChanged();
SetProjectionChanged();
SetLinePtWidthChanged();
for (int i = 0; i < 8; i++)
SetTexCoordChanged(i);
dirty = true;
}
void GeometryShaderManager::SetConstants()
{
if (s_projection_changed && g_ActiveConfig.iStereoMode > 0)
{
s_projection_changed = false;
if (xfmem.projection.type == GX_PERSPECTIVE)
{
float offset = (g_ActiveConfig.iStereoDepth / 1000.0f) * (g_ActiveConfig.iStereoDepthPercentage / 100.0f);
constants.stereoparams[0] = g_ActiveConfig.bStereoSwapEyes ? offset : -offset;
constants.stereoparams[1] = g_ActiveConfig.bStereoSwapEyes ? -offset : offset;
constants.stereoparams[2] = g_ActiveConfig.iStereoConvergence * (g_ActiveConfig.iStereoConvergencePercent / 100.0f);
}
else
{
constants.stereoparams[0] = constants.stereoparams[1] = 0;
}
dirty = true;
}
if (s_viewport_changed)
{
s_viewport_changed = false;
constants.lineptparams[0] = 2.0f * xfmem.viewport.wd;
constants.lineptparams[1] = -2.0f * xfmem.viewport.ht;
dirty = true;
}
}
void GeometryShaderManager::SetViewportChanged()
{
s_viewport_changed = true;
}
void GeometryShaderManager::SetProjectionChanged()
{
s_projection_changed = true;
}
void GeometryShaderManager::SetLinePtWidthChanged()
{
constants.lineptparams[2] = bpmem.lineptwidth.linesize / 6.f;
constants.lineptparams[3] = bpmem.lineptwidth.pointsize / 6.f;
constants.texoffset[2] = LINE_PT_TEX_OFFSETS[bpmem.lineptwidth.lineoff];
constants.texoffset[3] = LINE_PT_TEX_OFFSETS[bpmem.lineptwidth.pointoff];
dirty = true;
}
void GeometryShaderManager::SetTexCoordChanged(u8 texmapid)
{
TCoordInfo& tc = bpmem.texcoords[texmapid];
int bitmask = 1 << texmapid;
constants.texoffset[0] &= ~bitmask;
constants.texoffset[0] |= tc.s.line_offset << texmapid;
constants.texoffset[1] &= ~bitmask;
constants.texoffset[1] |= tc.s.point_offset << texmapid;
dirty = true;
}
void GeometryShaderManager::DoState(PointerWrap &p)
{
if (p.GetMode() == PointerWrap::MODE_READ)
{
// Reload current state from global GPU state
// NOTE: This requires that all GPU memory has been loaded already.
Dirty();
}
}