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51a36f27e0
VertexShaderManager: Add an epsilon hack to the perspective projection.
784 lines
25 KiB
C++
784 lines
25 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <cfloat>
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#include <cmath>
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#include <cstring>
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#include <sstream>
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#include <string>
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#include "Common/BitSet.h"
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#include "Common/ChunkFile.h"
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#include "Common/CommonFuncs.h"
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#include "Common/CommonTypes.h"
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#include "Common/MathUtil.h"
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#include "Common/Logging/Log.h"
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#include "Core/ConfigManager.h"
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#include "Core/Core.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/CPMemory.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VertexShaderManager.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h"
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alignas(16) static float g_fProjectionMatrix[16];
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// track changes
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static bool bTexMatricesChanged[2], bPosNormalMatrixChanged, bProjectionChanged, bViewportChanged;
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static BitSet32 nMaterialsChanged;
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static int nTransformMatricesChanged[2]; // min,max
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static int nNormalMatricesChanged[2]; // min,max
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static int nPostTransformMatricesChanged[2]; // min,max
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static int nLightsChanged[2]; // min,max
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static Matrix44 s_viewportCorrection;
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static Matrix33 s_viewRotationMatrix;
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static Matrix33 s_viewInvRotationMatrix;
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static float s_fViewTranslationVector[3];
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static float s_fViewRotation[2];
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VertexShaderConstants VertexShaderManager::constants;
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bool VertexShaderManager::dirty;
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struct ProjectionHack
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{
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float sign;
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float value;
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ProjectionHack() { }
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ProjectionHack(float new_sign, float new_value)
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: sign(new_sign), value(new_value) {}
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};
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namespace
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{
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// Control Variables
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static ProjectionHack g_ProjHack1;
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static ProjectionHack g_ProjHack2;
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} // Namespace
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static float PHackValue(std::string sValue)
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{
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float f = 0;
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bool fp = false;
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const char *cStr = sValue.c_str();
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char *c = new char[strlen(cStr) + 1];
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std::istringstream sTof("");
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for (unsigned int i = 0; i <= strlen(cStr); ++i)
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{
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if (i == 20)
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{
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c[i] = '\0';
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break;
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}
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c[i] = (cStr[i] == ',') ? '.' : *(cStr + i);
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if (c[i] == '.')
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fp = true;
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}
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cStr = c;
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sTof.str(cStr);
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sTof >> f;
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if (!fp)
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f /= 0xF4240;
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delete[] c;
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return f;
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}
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// Due to the BT.601 standard which the GameCube is based on being a compromise
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// between PAL and NTSC, neither standard gets square pixels. They are each off
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// by ~9% in opposite directions.
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// Just in case any game decides to take this into account, we do both these
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// tests with a large amount of slop.
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static bool AspectIs4_3(float width, float height)
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{
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float aspect = fabsf(width / height);
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return fabsf(aspect - 4.0f / 3.0f) < 4.0f / 3.0f * 0.11; // within 11% of 4:3
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}
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static bool AspectIs16_9(float width, float height)
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{
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float aspect = fabsf(width / height);
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return fabsf(aspect - 16.0f / 9.0f) < 16.0f / 9.0f * 0.11; // within 11% of 16:9
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}
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void UpdateProjectionHack(int iPhackvalue[], std::string sPhackvalue[])
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{
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float fhackvalue1 = 0, fhackvalue2 = 0;
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float fhacksign1 = 1.0, fhacksign2 = 1.0;
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const char *sTemp[2];
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if (iPhackvalue[0] == 1)
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{
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NOTICE_LOG(VIDEO, "\t\t--- Orthographic Projection Hack ON ---");
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fhacksign1 *= (iPhackvalue[1] == 1) ? -1.0f : fhacksign1;
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sTemp[0] = (iPhackvalue[1] == 1) ? " * (-1)" : "";
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fhacksign2 *= (iPhackvalue[2] == 1) ? -1.0f : fhacksign2;
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sTemp[1] = (iPhackvalue[2] == 1) ? " * (-1)" : "";
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fhackvalue1 = PHackValue(sPhackvalue[0]);
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NOTICE_LOG(VIDEO, "- zNear Correction = (%f + zNear)%s", fhackvalue1, sTemp[0]);
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fhackvalue2 = PHackValue(sPhackvalue[1]);
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NOTICE_LOG(VIDEO, "- zFar Correction = (%f + zFar)%s", fhackvalue2, sTemp[1]);
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}
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// Set the projections hacks
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g_ProjHack1 = ProjectionHack(fhacksign1, fhackvalue1);
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g_ProjHack2 = ProjectionHack(fhacksign2, fhackvalue2);
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}
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// Viewport correction:
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// In D3D, the viewport rectangle must fit within the render target.
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// Say you want a viewport at (ix, iy) with size (iw, ih),
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// but your viewport must be clamped at (ax, ay) with size (aw, ah).
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// Just multiply the projection matrix with the following to get the same
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// effect:
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// [ (iw/aw) 0 0 ((iw - 2*(ax-ix)) / aw - 1) ]
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// [ 0 (ih/ah) 0 ((-ih + 2*(ay-iy)) / ah + 1) ]
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// [ 0 0 1 0 ]
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// [ 0 0 0 1 ]
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static void ViewportCorrectionMatrix(Matrix44& result)
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{
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int scissorXOff = bpmem.scissorOffset.x * 2;
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int scissorYOff = bpmem.scissorOffset.y * 2;
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// TODO: ceil, floor or just cast to int?
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// TODO: Directly use the floats instead of rounding them?
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float intendedX = xfmem.viewport.xOrig - xfmem.viewport.wd - scissorXOff;
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float intendedY = xfmem.viewport.yOrig + xfmem.viewport.ht - scissorYOff;
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float intendedWd = 2.0f * xfmem.viewport.wd;
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float intendedHt = -2.0f * xfmem.viewport.ht;
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if (intendedWd < 0.f)
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{
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intendedX += intendedWd;
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intendedWd = -intendedWd;
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}
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if (intendedHt < 0.f)
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{
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intendedY += intendedHt;
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intendedHt = -intendedHt;
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}
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// fit to EFB size
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float X = (intendedX >= 0.f) ? intendedX : 0.f;
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float Y = (intendedY >= 0.f) ? intendedY : 0.f;
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float Wd = (X + intendedWd <= EFB_WIDTH) ? intendedWd : (EFB_WIDTH - X);
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float Ht = (Y + intendedHt <= EFB_HEIGHT) ? intendedHt : (EFB_HEIGHT - Y);
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Matrix44::LoadIdentity(result);
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if (Wd == 0 || Ht == 0)
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return;
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result.data[4*0 + 0] = intendedWd / Wd;
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result.data[4*0 + 3] = (intendedWd - 2.f * (X - intendedX)) / Wd - 1.f;
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result.data[4*1 + 1] = intendedHt / Ht;
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result.data[4*1 + 3] = (-intendedHt + 2.f * (Y - intendedY)) / Ht + 1.f;
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}
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void VertexShaderManager::Init()
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{
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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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ResetView();
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// TODO: should these go inside ResetView()?
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Matrix44::LoadIdentity(s_viewportCorrection);
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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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{
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}
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void VertexShaderManager::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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bProjectionChanged = true;
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dirty = true;
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}
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// Syncs the shader constant buffers with xfmem
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// TODO: A cleaner way to control the matrices without making a mess in the parameters field
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void VertexShaderManager::SetConstants()
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{
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if (nTransformMatricesChanged[0] >= 0)
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{
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int startn = nTransformMatricesChanged[0] / 4;
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int endn = (nTransformMatricesChanged[1] + 3) / 4;
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memcpy(constants.transformmatrices[startn], &xfmem.posMatrices[startn * 4], (endn - startn) * sizeof(float4));
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dirty = true;
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nTransformMatricesChanged[0] = nTransformMatricesChanged[1] = -1;
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}
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if (nNormalMatricesChanged[0] >= 0)
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{
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int startn = nNormalMatricesChanged[0] / 3;
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int endn = (nNormalMatricesChanged[1] + 2) / 3;
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for (int i = startn; i < endn; i++)
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{
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memcpy(constants.normalmatrices[i], &xfmem.normalMatrices[3*i], 12);
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}
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dirty = true;
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nNormalMatricesChanged[0] = nNormalMatricesChanged[1] = -1;
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}
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if (nPostTransformMatricesChanged[0] >= 0)
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{
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int startn = nPostTransformMatricesChanged[0] / 4;
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int endn = (nPostTransformMatricesChanged[1] + 3) / 4;
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memcpy(constants.posttransformmatrices[startn], &xfmem.postMatrices[startn * 4], (endn - startn) * sizeof(float4));
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dirty = true;
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nPostTransformMatricesChanged[0] = nPostTransformMatricesChanged[1] = -1;
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}
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if (nLightsChanged[0] >= 0)
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{
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// TODO: Outdated comment
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// lights don't have a 1 to 1 mapping, the color component needs to be converted to 4 floats
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int istart = nLightsChanged[0] / 0x10;
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int iend = (nLightsChanged[1] + 15) / 0x10;
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for (int i = istart; i < iend; ++i)
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{
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const Light& light = xfmem.lights[i];
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VertexShaderConstants::Light& dstlight = constants.lights[i];
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// xfmem.light.color is packed as abgr in u8[4], so we have to swap the order
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dstlight.color[0] = light.color[3];
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dstlight.color[1] = light.color[2];
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dstlight.color[2] = light.color[1];
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dstlight.color[3] = light.color[0];
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dstlight.cosatt[0] = light.cosatt[0];
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dstlight.cosatt[1] = light.cosatt[1];
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dstlight.cosatt[2] = light.cosatt[2];
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if (fabs(light.distatt[0]) < 0.00001f &&
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fabs(light.distatt[1]) < 0.00001f &&
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fabs(light.distatt[2]) < 0.00001f)
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{
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// dist attenuation, make sure not equal to 0!!!
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dstlight.distatt[0] = .00001f;
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}
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else
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{
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dstlight.distatt[0] = light.distatt[0];
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}
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dstlight.distatt[1] = light.distatt[1];
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dstlight.distatt[2] = light.distatt[2];
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dstlight.pos[0] = light.dpos[0];
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dstlight.pos[1] = light.dpos[1];
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dstlight.pos[2] = light.dpos[2];
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double norm = double(light.ddir[0]) * double(light.ddir[0]) +
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double(light.ddir[1]) * double(light.ddir[1]) +
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double(light.ddir[2]) * double(light.ddir[2]);
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norm = 1.0 / sqrt(norm);
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float norm_float = static_cast<float>(norm);
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dstlight.dir[0] = light.ddir[0] * norm_float;
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dstlight.dir[1] = light.ddir[1] * norm_float;
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dstlight.dir[2] = light.ddir[2] * norm_float;
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}
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dirty = true;
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nLightsChanged[0] = nLightsChanged[1] = -1;
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}
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for (int i : nMaterialsChanged)
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{
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u32 data = i >= 2 ? xfmem.matColor[i - 2] : xfmem.ambColor[i];
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constants.materials[i][0] = (data >> 24) & 0xFF;
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constants.materials[i][1] = (data >> 16) & 0xFF;
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constants.materials[i][2] = (data >> 8) & 0xFF;
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constants.materials[i][3] = data & 0xFF;
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dirty = true;
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}
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nMaterialsChanged = BitSet32(0);
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if (bPosNormalMatrixChanged)
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{
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bPosNormalMatrixChanged = false;
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const float* pos = &xfmem.posMatrices[g_main_cp_state.matrix_index_a.PosNormalMtxIdx * 4];
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const float* norm = &xfmem.normalMatrices[3 * (g_main_cp_state.matrix_index_a.PosNormalMtxIdx & 31)];
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memcpy(constants.posnormalmatrix, pos, 3 * sizeof(float4));
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memcpy(constants.posnormalmatrix[3], norm, 3 * sizeof(float));
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memcpy(constants.posnormalmatrix[4], norm + 3, 3 * sizeof(float));
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memcpy(constants.posnormalmatrix[5], norm + 6, 3 * sizeof(float));
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dirty = true;
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}
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if (bTexMatricesChanged[0])
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{
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bTexMatricesChanged[0] = false;
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const float* pos_matrix_ptrs[] =
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{
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&xfmem.posMatrices[g_main_cp_state.matrix_index_a.Tex0MtxIdx * 4],
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&xfmem.posMatrices[g_main_cp_state.matrix_index_a.Tex1MtxIdx * 4],
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&xfmem.posMatrices[g_main_cp_state.matrix_index_a.Tex2MtxIdx * 4],
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&xfmem.posMatrices[g_main_cp_state.matrix_index_a.Tex3MtxIdx * 4]
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};
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for (size_t i = 0; i < ArraySize(pos_matrix_ptrs); ++i)
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{
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memcpy(constants.texmatrices[3 * i], pos_matrix_ptrs[i], 3 * sizeof(float4));
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}
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dirty = true;
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}
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if (bTexMatricesChanged[1])
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{
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bTexMatricesChanged[1] = false;
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const float* pos_matrix_ptrs[] = {
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&xfmem.posMatrices[g_main_cp_state.matrix_index_b.Tex4MtxIdx * 4],
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&xfmem.posMatrices[g_main_cp_state.matrix_index_b.Tex5MtxIdx * 4],
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&xfmem.posMatrices[g_main_cp_state.matrix_index_b.Tex6MtxIdx * 4],
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&xfmem.posMatrices[g_main_cp_state.matrix_index_b.Tex7MtxIdx * 4]
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};
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for (size_t i = 0; i < ArraySize(pos_matrix_ptrs); ++i)
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{
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memcpy(constants.texmatrices[3*i + 12], pos_matrix_ptrs[i], 3 * sizeof(float4));
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}
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dirty = true;
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}
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if (bViewportChanged)
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{
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bViewportChanged = false;
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// The console GPU places the pixel center at 7/12 unless antialiasing
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// is enabled, while D3D and OpenGL place it at 0.5. See the comment
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// in VertexShaderGen.cpp for details.
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// NOTE: If we ever emulate antialiasing, the sample locations set by
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// BP registers 0x01-0x04 need to be considered here.
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const float pixel_center_correction = 7.0f / 12.0f - 0.5f;
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const float pixel_size_x = 2.f / Renderer::EFBToScaledXf(2.f * xfmem.viewport.wd);
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const float pixel_size_y = 2.f / Renderer::EFBToScaledXf(2.f * xfmem.viewport.ht);
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constants.pixelcentercorrection[0] = pixel_center_correction * pixel_size_x;
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constants.pixelcentercorrection[1] = pixel_center_correction * pixel_size_y;
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dirty = true;
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// This is so implementation-dependent that we can't have it here.
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g_renderer->SetViewport();
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// Update projection if the viewport isn't 1:1 useable
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if (!g_ActiveConfig.backend_info.bSupportsOversizedViewports)
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{
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ViewportCorrectionMatrix(s_viewportCorrection);
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bProjectionChanged = true;
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}
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}
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if (bProjectionChanged)
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{
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bProjectionChanged = false;
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float *rawProjection = xfmem.projection.rawProjection;
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switch (xfmem.projection.type)
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{
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case GX_PERSPECTIVE:
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g_fProjectionMatrix[0] = rawProjection[0] * g_ActiveConfig.fAspectRatioHackW;
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g_fProjectionMatrix[1] = 0.0f;
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g_fProjectionMatrix[2] = rawProjection[1];
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g_fProjectionMatrix[3] = 0.0f;
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g_fProjectionMatrix[4] = 0.0f;
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g_fProjectionMatrix[5] = rawProjection[2] * g_ActiveConfig.fAspectRatioHackH;
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g_fProjectionMatrix[6] = rawProjection[3];
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g_fProjectionMatrix[7] = 0.0f;
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g_fProjectionMatrix[8] = 0.0f;
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g_fProjectionMatrix[9] = 0.0f;
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g_fProjectionMatrix[10] = rawProjection[4];
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g_fProjectionMatrix[11] = rawProjection[5];
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g_fProjectionMatrix[12] = 0.0f;
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g_fProjectionMatrix[13] = 0.0f;
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// Hack to fix depth clipping precision issues (such as Sonic Adventure UI)
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g_fProjectionMatrix[14] = -(1.0f + FLT_EPSILON);
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g_fProjectionMatrix[15] = 0.0f;
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// Heuristic to detect if a GameCube game is in 16:9 anamorphic widescreen mode.
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if (!SConfig::GetInstance().bWii)
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{
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bool viewport_is_4_3 = AspectIs4_3(xfmem.viewport.wd, xfmem.viewport.ht);
|
|
if (AspectIs16_9(rawProjection[2], rawProjection[0]) && viewport_is_4_3)
|
|
Core::g_aspect_wide = true; // Projection is 16:9 and viewport is 4:3, we are rendering an anamorphic widescreen picture
|
|
else if (AspectIs4_3(rawProjection[2], rawProjection[0]) && viewport_is_4_3)
|
|
Core::g_aspect_wide = false; // Project and viewports are both 4:3, we are rendering a normal image.
|
|
}
|
|
|
|
SETSTAT_FT(stats.gproj_0, g_fProjectionMatrix[0]);
|
|
SETSTAT_FT(stats.gproj_1, g_fProjectionMatrix[1]);
|
|
SETSTAT_FT(stats.gproj_2, g_fProjectionMatrix[2]);
|
|
SETSTAT_FT(stats.gproj_3, g_fProjectionMatrix[3]);
|
|
SETSTAT_FT(stats.gproj_4, g_fProjectionMatrix[4]);
|
|
SETSTAT_FT(stats.gproj_5, g_fProjectionMatrix[5]);
|
|
SETSTAT_FT(stats.gproj_6, g_fProjectionMatrix[6]);
|
|
SETSTAT_FT(stats.gproj_7, g_fProjectionMatrix[7]);
|
|
SETSTAT_FT(stats.gproj_8, g_fProjectionMatrix[8]);
|
|
SETSTAT_FT(stats.gproj_9, g_fProjectionMatrix[9]);
|
|
SETSTAT_FT(stats.gproj_10, g_fProjectionMatrix[10]);
|
|
SETSTAT_FT(stats.gproj_11, g_fProjectionMatrix[11]);
|
|
SETSTAT_FT(stats.gproj_12, g_fProjectionMatrix[12]);
|
|
SETSTAT_FT(stats.gproj_13, g_fProjectionMatrix[13]);
|
|
SETSTAT_FT(stats.gproj_14, g_fProjectionMatrix[14]);
|
|
SETSTAT_FT(stats.gproj_15, g_fProjectionMatrix[15]);
|
|
break;
|
|
|
|
case GX_ORTHOGRAPHIC:
|
|
|
|
g_fProjectionMatrix[0] = rawProjection[0];
|
|
g_fProjectionMatrix[1] = 0.0f;
|
|
g_fProjectionMatrix[2] = 0.0f;
|
|
g_fProjectionMatrix[3] = rawProjection[1];
|
|
|
|
g_fProjectionMatrix[4] = 0.0f;
|
|
g_fProjectionMatrix[5] = rawProjection[2];
|
|
g_fProjectionMatrix[6] = 0.0f;
|
|
g_fProjectionMatrix[7] = rawProjection[3];
|
|
|
|
g_fProjectionMatrix[8] = 0.0f;
|
|
g_fProjectionMatrix[9] = 0.0f;
|
|
g_fProjectionMatrix[10] = (g_ProjHack1.value + rawProjection[4]) * ((g_ProjHack1.sign == 0) ? 1.0f : g_ProjHack1.sign);
|
|
g_fProjectionMatrix[11] = (g_ProjHack2.value + rawProjection[5]) * ((g_ProjHack2.sign == 0) ? 1.0f : g_ProjHack2.sign);
|
|
|
|
g_fProjectionMatrix[12] = 0.0f;
|
|
g_fProjectionMatrix[13] = 0.0f;
|
|
|
|
g_fProjectionMatrix[14] = 0.0f;
|
|
|
|
// Hack to fix depth clipping precision issues (such as Sonic Unleashed UI)
|
|
g_fProjectionMatrix[15] = 1.0f + FLT_EPSILON;
|
|
|
|
SETSTAT_FT(stats.g2proj_0, g_fProjectionMatrix[0]);
|
|
SETSTAT_FT(stats.g2proj_1, g_fProjectionMatrix[1]);
|
|
SETSTAT_FT(stats.g2proj_2, g_fProjectionMatrix[2]);
|
|
SETSTAT_FT(stats.g2proj_3, g_fProjectionMatrix[3]);
|
|
SETSTAT_FT(stats.g2proj_4, g_fProjectionMatrix[4]);
|
|
SETSTAT_FT(stats.g2proj_5, g_fProjectionMatrix[5]);
|
|
SETSTAT_FT(stats.g2proj_6, g_fProjectionMatrix[6]);
|
|
SETSTAT_FT(stats.g2proj_7, g_fProjectionMatrix[7]);
|
|
SETSTAT_FT(stats.g2proj_8, g_fProjectionMatrix[8]);
|
|
SETSTAT_FT(stats.g2proj_9, g_fProjectionMatrix[9]);
|
|
SETSTAT_FT(stats.g2proj_10, g_fProjectionMatrix[10]);
|
|
SETSTAT_FT(stats.g2proj_11, g_fProjectionMatrix[11]);
|
|
SETSTAT_FT(stats.g2proj_12, g_fProjectionMatrix[12]);
|
|
SETSTAT_FT(stats.g2proj_13, g_fProjectionMatrix[13]);
|
|
SETSTAT_FT(stats.g2proj_14, g_fProjectionMatrix[14]);
|
|
SETSTAT_FT(stats.g2proj_15, g_fProjectionMatrix[15]);
|
|
SETSTAT_FT(stats.proj_0, rawProjection[0]);
|
|
SETSTAT_FT(stats.proj_1, rawProjection[1]);
|
|
SETSTAT_FT(stats.proj_2, rawProjection[2]);
|
|
SETSTAT_FT(stats.proj_3, rawProjection[3]);
|
|
SETSTAT_FT(stats.proj_4, rawProjection[4]);
|
|
SETSTAT_FT(stats.proj_5, rawProjection[5]);
|
|
break;
|
|
|
|
default:
|
|
ERROR_LOG(VIDEO, "Unknown projection type: %d", xfmem.projection.type);
|
|
}
|
|
|
|
PRIM_LOG("Projection: %f %f %f %f %f %f\n", rawProjection[0], rawProjection[1], rawProjection[2], rawProjection[3], rawProjection[4], rawProjection[5]);
|
|
|
|
if (g_ActiveConfig.bFreeLook && xfmem.projection.type == GX_PERSPECTIVE)
|
|
{
|
|
Matrix44 mtxA;
|
|
Matrix44 mtxB;
|
|
Matrix44 viewMtx;
|
|
|
|
Matrix44::Translate(mtxA, s_fViewTranslationVector);
|
|
Matrix44::LoadMatrix33(mtxB, s_viewRotationMatrix);
|
|
Matrix44::Multiply(mtxB, mtxA, viewMtx); // view = rotation x translation
|
|
Matrix44::Set(mtxB, g_fProjectionMatrix);
|
|
Matrix44::Multiply(mtxB, viewMtx, mtxA); // mtxA = projection x view
|
|
Matrix44::Multiply(s_viewportCorrection, mtxA, mtxB); // mtxB = viewportCorrection x mtxA
|
|
memcpy(constants.projection, mtxB.data, 4 * sizeof(float4));
|
|
}
|
|
else
|
|
{
|
|
Matrix44 projMtx;
|
|
Matrix44::Set(projMtx, g_fProjectionMatrix);
|
|
|
|
Matrix44 correctedMtx;
|
|
Matrix44::Multiply(s_viewportCorrection, projMtx, correctedMtx);
|
|
memcpy(constants.projection, correctedMtx.data, 4 * sizeof(float4));
|
|
}
|
|
|
|
dirty = true;
|
|
}
|
|
}
|
|
|
|
void VertexShaderManager::InvalidateXFRange(int start, int end)
|
|
{
|
|
if (((u32)start >= (u32)g_main_cp_state.matrix_index_a.PosNormalMtxIdx * 4 &&
|
|
(u32)start < (u32)g_main_cp_state.matrix_index_a.PosNormalMtxIdx * 4 + 12) ||
|
|
((u32)start >= XFMEM_NORMALMATRICES + ((u32)g_main_cp_state.matrix_index_a.PosNormalMtxIdx & 31) * 3 &&
|
|
(u32)start < XFMEM_NORMALMATRICES + ((u32)g_main_cp_state.matrix_index_a.PosNormalMtxIdx & 31) * 3 + 9))
|
|
{
|
|
bPosNormalMatrixChanged = true;
|
|
}
|
|
|
|
if (((u32)start >= (u32)g_main_cp_state.matrix_index_a.Tex0MtxIdx*4 && (u32)start < (u32)g_main_cp_state.matrix_index_a.Tex0MtxIdx*4+12) ||
|
|
((u32)start >= (u32)g_main_cp_state.matrix_index_a.Tex1MtxIdx*4 && (u32)start < (u32)g_main_cp_state.matrix_index_a.Tex1MtxIdx*4+12) ||
|
|
((u32)start >= (u32)g_main_cp_state.matrix_index_a.Tex2MtxIdx*4 && (u32)start < (u32)g_main_cp_state.matrix_index_a.Tex2MtxIdx*4+12) ||
|
|
((u32)start >= (u32)g_main_cp_state.matrix_index_a.Tex3MtxIdx*4 && (u32)start < (u32)g_main_cp_state.matrix_index_a.Tex3MtxIdx*4+12))
|
|
{
|
|
bTexMatricesChanged[0] = true;
|
|
}
|
|
|
|
if (((u32)start >= (u32)g_main_cp_state.matrix_index_b.Tex4MtxIdx*4 && (u32)start < (u32)g_main_cp_state.matrix_index_b.Tex4MtxIdx*4+12) ||
|
|
((u32)start >= (u32)g_main_cp_state.matrix_index_b.Tex5MtxIdx*4 && (u32)start < (u32)g_main_cp_state.matrix_index_b.Tex5MtxIdx*4+12) ||
|
|
((u32)start >= (u32)g_main_cp_state.matrix_index_b.Tex6MtxIdx*4 && (u32)start < (u32)g_main_cp_state.matrix_index_b.Tex6MtxIdx*4+12) ||
|
|
((u32)start >= (u32)g_main_cp_state.matrix_index_b.Tex7MtxIdx*4 && (u32)start < (u32)g_main_cp_state.matrix_index_b.Tex7MtxIdx*4+12))
|
|
{
|
|
bTexMatricesChanged[1] = true;
|
|
}
|
|
|
|
if (start < XFMEM_POSMATRICES_END)
|
|
{
|
|
if (nTransformMatricesChanged[0] == -1)
|
|
{
|
|
nTransformMatricesChanged[0] = start;
|
|
nTransformMatricesChanged[1] = end > XFMEM_POSMATRICES_END ? XFMEM_POSMATRICES_END : end;
|
|
}
|
|
else
|
|
{
|
|
if (nTransformMatricesChanged[0] > start)
|
|
nTransformMatricesChanged[0] = start;
|
|
|
|
if (nTransformMatricesChanged[1] < end)
|
|
nTransformMatricesChanged[1] = end>XFMEM_POSMATRICES_END ? XFMEM_POSMATRICES_END : end;
|
|
}
|
|
}
|
|
|
|
if (start < XFMEM_NORMALMATRICES_END && end > XFMEM_NORMALMATRICES)
|
|
{
|
|
int _start = start < XFMEM_NORMALMATRICES ? 0 : start-XFMEM_NORMALMATRICES;
|
|
int _end = end < XFMEM_NORMALMATRICES_END ? end-XFMEM_NORMALMATRICES : XFMEM_NORMALMATRICES_END-XFMEM_NORMALMATRICES;
|
|
|
|
if (nNormalMatricesChanged[0] == -1)
|
|
{
|
|
nNormalMatricesChanged[0] = _start;
|
|
nNormalMatricesChanged[1] = _end;
|
|
}
|
|
else
|
|
{
|
|
if (nNormalMatricesChanged[0] > _start)
|
|
nNormalMatricesChanged[0] = _start;
|
|
|
|
if (nNormalMatricesChanged[1] < _end)
|
|
nNormalMatricesChanged[1] = _end;
|
|
}
|
|
}
|
|
|
|
if (start < XFMEM_POSTMATRICES_END && end > XFMEM_POSTMATRICES)
|
|
{
|
|
int _start = start < XFMEM_POSTMATRICES ? XFMEM_POSTMATRICES : start-XFMEM_POSTMATRICES;
|
|
int _end = end < XFMEM_POSTMATRICES_END ? end-XFMEM_POSTMATRICES : XFMEM_POSTMATRICES_END-XFMEM_POSTMATRICES;
|
|
|
|
if (nPostTransformMatricesChanged[0] == -1)
|
|
{
|
|
nPostTransformMatricesChanged[0] = _start;
|
|
nPostTransformMatricesChanged[1] = _end;
|
|
}
|
|
else
|
|
{
|
|
if (nPostTransformMatricesChanged[0] > _start)
|
|
nPostTransformMatricesChanged[0] = _start;
|
|
|
|
if (nPostTransformMatricesChanged[1] < _end)
|
|
nPostTransformMatricesChanged[1] = _end;
|
|
}
|
|
}
|
|
|
|
if (start < XFMEM_LIGHTS_END && end > XFMEM_LIGHTS)
|
|
{
|
|
int _start = start < XFMEM_LIGHTS ? XFMEM_LIGHTS : start-XFMEM_LIGHTS;
|
|
int _end = end < XFMEM_LIGHTS_END ? end-XFMEM_LIGHTS : XFMEM_LIGHTS_END-XFMEM_LIGHTS;
|
|
|
|
if (nLightsChanged[0] == -1)
|
|
{
|
|
nLightsChanged[0] = _start;
|
|
nLightsChanged[1] = _end;
|
|
}
|
|
else
|
|
{
|
|
if (nLightsChanged[0] > _start)
|
|
nLightsChanged[0] = _start;
|
|
|
|
if (nLightsChanged[1] < _end)
|
|
nLightsChanged[1] = _end;
|
|
}
|
|
}
|
|
}
|
|
|
|
void VertexShaderManager::SetTexMatrixChangedA(u32 Value)
|
|
{
|
|
if (g_main_cp_state.matrix_index_a.Hex != Value)
|
|
{
|
|
VertexManagerBase::Flush();
|
|
if (g_main_cp_state.matrix_index_a.PosNormalMtxIdx != (Value & 0x3f))
|
|
bPosNormalMatrixChanged = true;
|
|
bTexMatricesChanged[0] = true;
|
|
g_main_cp_state.matrix_index_a.Hex = Value;
|
|
}
|
|
}
|
|
|
|
void VertexShaderManager::SetTexMatrixChangedB(u32 Value)
|
|
{
|
|
if (g_main_cp_state.matrix_index_b.Hex != Value)
|
|
{
|
|
VertexManagerBase::Flush();
|
|
bTexMatricesChanged[1] = true;
|
|
g_main_cp_state.matrix_index_b.Hex = Value;
|
|
}
|
|
}
|
|
|
|
void VertexShaderManager::SetViewportChanged()
|
|
{
|
|
bViewportChanged = true;
|
|
}
|
|
|
|
void VertexShaderManager::SetProjectionChanged()
|
|
{
|
|
bProjectionChanged = true;
|
|
}
|
|
|
|
void VertexShaderManager::SetMaterialColorChanged(int index)
|
|
{
|
|
nMaterialsChanged[index] = true;
|
|
}
|
|
|
|
void VertexShaderManager::TranslateView(float x, float y, float z)
|
|
{
|
|
float result[3];
|
|
float vector[3] = { x, z, y };
|
|
|
|
Matrix33::Multiply(s_viewInvRotationMatrix, vector, result);
|
|
|
|
for (size_t i = 0; i < ArraySize(result); i++)
|
|
s_fViewTranslationVector[i] += result[i];
|
|
|
|
bProjectionChanged = true;
|
|
}
|
|
|
|
void VertexShaderManager::RotateView(float x, float y)
|
|
{
|
|
s_fViewRotation[0] += x;
|
|
s_fViewRotation[1] += y;
|
|
|
|
Matrix33 mx;
|
|
Matrix33 my;
|
|
Matrix33::RotateX(mx, s_fViewRotation[1]);
|
|
Matrix33::RotateY(my, s_fViewRotation[0]);
|
|
Matrix33::Multiply(mx, my, s_viewRotationMatrix);
|
|
|
|
// reverse rotation
|
|
Matrix33::RotateX(mx, -s_fViewRotation[1]);
|
|
Matrix33::RotateY(my, -s_fViewRotation[0]);
|
|
Matrix33::Multiply(my, mx, s_viewInvRotationMatrix);
|
|
|
|
bProjectionChanged = true;
|
|
}
|
|
|
|
void VertexShaderManager::ResetView()
|
|
{
|
|
memset(s_fViewTranslationVector, 0, sizeof(s_fViewTranslationVector));
|
|
Matrix33::LoadIdentity(s_viewRotationMatrix);
|
|
Matrix33::LoadIdentity(s_viewInvRotationMatrix);
|
|
s_fViewRotation[0] = s_fViewRotation[1] = 0.0f;
|
|
|
|
bProjectionChanged = true;
|
|
}
|
|
|
|
void VertexShaderManager::TransformToClipSpace(const float* data, float* out, u32 MtxIdx)
|
|
{
|
|
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 VertexShaderManager::SetConstants() has been called first.
|
|
const float* proj_matrix = &g_fProjectionMatrix[0];
|
|
|
|
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];
|
|
out[2] = t[0] * proj_matrix[8] + t[1] * proj_matrix[9] + t[2] * proj_matrix[10] + proj_matrix[11];
|
|
out[3] = t[0] * proj_matrix[12] + t[1] * proj_matrix[13] + t[2] * proj_matrix[14] + proj_matrix[15];
|
|
}
|
|
|
|
void VertexShaderManager::DoState(PointerWrap &p)
|
|
{
|
|
p.Do(g_fProjectionMatrix);
|
|
p.Do(s_viewportCorrection);
|
|
p.Do(s_viewRotationMatrix);
|
|
p.Do(s_viewInvRotationMatrix);
|
|
p.Do(s_fViewTranslationVector);
|
|
p.Do(s_fViewRotation);
|
|
|
|
p.Do(nTransformMatricesChanged);
|
|
p.Do(nNormalMatricesChanged);
|
|
p.Do(nPostTransformMatricesChanged);
|
|
p.Do(nLightsChanged);
|
|
|
|
p.Do(nMaterialsChanged);
|
|
p.Do(bTexMatricesChanged);
|
|
p.Do(bPosNormalMatrixChanged);
|
|
p.Do(bProjectionChanged);
|
|
p.Do(bViewportChanged);
|
|
|
|
p.Do(constants);
|
|
|
|
if (p.GetMode() == PointerWrap::MODE_READ)
|
|
{
|
|
Dirty();
|
|
}
|
|
}
|