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298 lines
8.5 KiB
C++
298 lines
8.5 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 <cmath>
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#include <cstring>
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#include "Common/ChunkFile.h"
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#include "Common/CommonTypes.h"
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#include "VideoCommon/PixelShaderManager.h"
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#include "VideoCommon/RenderBase.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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bool PixelShaderManager::s_bFogRangeAdjustChanged;
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bool PixelShaderManager::s_bViewPortChanged;
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PixelShaderConstants PixelShaderManager::constants;
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bool PixelShaderManager::dirty;
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void PixelShaderManager::Init()
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{
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constants = {};
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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 = false;
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SetIndMatrixChanged(0);
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SetIndMatrixChanged(1);
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SetIndMatrixChanged(2);
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SetZTextureTypeChanged();
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SetTexCoordChanged(0);
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SetTexCoordChanged(1);
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SetTexCoordChanged(2);
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SetTexCoordChanged(3);
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SetTexCoordChanged(4);
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SetTexCoordChanged(5);
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SetTexCoordChanged(6);
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SetTexCoordChanged(7);
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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(g_renderer->EFBToScaledXf(1), g_renderer->EFBToScaledYf(1));
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SetFogParamChanged();
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dirty = true;
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}
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void PixelShaderManager::SetConstants()
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{
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if (s_bFogRangeAdjustChanged)
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{
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// set by two components, so keep changed flag here
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// TODO: try to split both registers and move this logic to the shader
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if (!g_ActiveConfig.bDisableFog && bpmem.fogRange.Base.Enabled == 1)
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{
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// bpmem.fogRange.Base.Center : center of the viewport in x axis. observation:
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// bpmem.fogRange.Base.Center = realcenter + 342;
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int center = ((u32)bpmem.fogRange.Base.Center) - 342;
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// normalize center to make calculations easy
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float ScreenSpaceCenter = center / (2.0f * xfmem.viewport.wd);
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ScreenSpaceCenter = (ScreenSpaceCenter * 2.0f) - 1.0f;
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// bpmem.fogRange.K seems to be a table of precalculated coefficients for the adjust factor
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// observations: bpmem.fogRange.K[0].LO appears to be the lowest value and
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// bpmem.fogRange.K[4].HI the largest
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// they always seems to be larger than 256 so my theory is :
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// they are the coefficients from the center to the border of the screen
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// so to simplify I use the hi coefficient as K in the shader taking 256 as the scale
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// TODO: Shouldn't this be EFBToScaledXf?
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constants.fogf[0][0] = ScreenSpaceCenter;
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constants.fogf[0][1] =
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static_cast<float>(g_renderer->EFBToScaledX(static_cast<int>(2.0f * xfmem.viewport.wd)));
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constants.fogf[0][2] = bpmem.fogRange.K[4].HI / 256.0f;
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}
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else
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{
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constants.fogf[0][0] = 0;
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constants.fogf[0][1] = 1;
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constants.fogf[0][2] = 1;
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}
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dirty = true;
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s_bFogRangeAdjustChanged = false;
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}
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if (s_bViewPortChanged)
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{
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constants.zbias[1][0] = (s32)xfmem.viewport.farZ;
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constants.zbias[1][1] = (s32)xfmem.viewport.zRange;
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dirty = true;
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s_bViewPortChanged = 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] = value;
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dirty = true;
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PRIM_LOG("tev color%d: %d %d %d %d", index, c[0], c[1], c[2], c[3]);
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}
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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] = value;
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dirty = true;
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PRIM_LOG("tev konst color%d: %d %d %d %d", index, c[0], c[1], c[2], c[3]);
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}
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void PixelShaderManager::SetAlpha()
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{
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constants.alpha[0] = bpmem.alpha_test.ref0;
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constants.alpha[1] = bpmem.alpha_test.ref1;
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dirty = true;
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}
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void PixelShaderManager::SetDestAlpha()
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{
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constants.alpha[3] = bpmem.dstalpha.alpha;
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dirty = true;
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}
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void PixelShaderManager::SetTexDims(int texmapid, u32 width, u32 height)
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{
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float rwidth = 1.0f / (width * 128.0f);
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float rheight = 1.0f / (height * 128.0f);
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// TODO: move this check out to callee. There we could just call this function on texture changes
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// or better, use textureSize() in glsl
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if (constants.texdims[texmapid][0] != rwidth || constants.texdims[texmapid][1] != rheight)
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dirty = true;
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constants.texdims[texmapid][0] = rwidth;
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constants.texdims[texmapid][1] = rheight;
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}
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void PixelShaderManager::SetZTextureBias()
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{
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constants.zbias[1][3] = bpmem.ztex1.bias;
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dirty = true;
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}
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void PixelShaderManager::SetViewportChanged()
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{
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s_bViewPortChanged = true;
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s_bFogRangeAdjustChanged =
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true; // TODO: Shouldn't be necessary with an accurate fog range adjust implementation
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}
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void PixelShaderManager::SetEfbScaleChanged(float scalex, float scaley)
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{
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constants.efbscale[0] = 1.0f / scalex;
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constants.efbscale[1] = 1.0f / scaley;
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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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{
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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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dirty = true;
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}
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void PixelShaderManager::SetIndTexScaleChanged(bool high)
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{
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constants.indtexscale[high][0] = bpmem.texscale[high].ss0;
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constants.indtexscale[high][1] = bpmem.texscale[high].ts0;
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constants.indtexscale[high][2] = bpmem.texscale[high].ss1;
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constants.indtexscale[high][3] = bpmem.texscale[high].ts1;
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dirty = true;
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}
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void PixelShaderManager::SetIndMatrixChanged(int matrixidx)
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{
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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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// xyz - static matrix
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// w - dynamic matrix scale / 128
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constants.indtexmtx[2 * matrixidx][0] = bpmem.indmtx[matrixidx].col0.ma;
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constants.indtexmtx[2 * matrixidx][1] = bpmem.indmtx[matrixidx].col1.mc;
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constants.indtexmtx[2 * matrixidx][2] = bpmem.indmtx[matrixidx].col2.me;
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constants.indtexmtx[2 * matrixidx][3] = 17 - scale;
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constants.indtexmtx[2 * matrixidx + 1][0] = bpmem.indmtx[matrixidx].col0.mb;
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constants.indtexmtx[2 * matrixidx + 1][1] = bpmem.indmtx[matrixidx].col1.md;
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constants.indtexmtx[2 * matrixidx + 1][2] = bpmem.indmtx[matrixidx].col2.mf;
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constants.indtexmtx[2 * matrixidx + 1][3] = 17 - scale;
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dirty = true;
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PRIM_LOG("indmtx%d: scale=%d, mat=(%d %d %d; %d %d %d)", matrixidx, scale,
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bpmem.indmtx[matrixidx].col0.ma, bpmem.indmtx[matrixidx].col1.mc,
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bpmem.indmtx[matrixidx].col2.me, bpmem.indmtx[matrixidx].col0.mb,
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bpmem.indmtx[matrixidx].col1.md, bpmem.indmtx[matrixidx].col2.mf);
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}
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void PixelShaderManager::SetZTextureTypeChanged()
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{
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switch (bpmem.ztex2.type)
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{
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case TEV_ZTEX_TYPE_U8:
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constants.zbias[0][0] = 0;
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constants.zbias[0][1] = 0;
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constants.zbias[0][2] = 0;
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constants.zbias[0][3] = 1;
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break;
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case TEV_ZTEX_TYPE_U16:
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constants.zbias[0][0] = 1;
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constants.zbias[0][1] = 0;
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constants.zbias[0][2] = 0;
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constants.zbias[0][3] = 256;
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break;
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case TEV_ZTEX_TYPE_U24:
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constants.zbias[0][0] = 65536;
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constants.zbias[0][1] = 256;
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constants.zbias[0][2] = 1;
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constants.zbias[0][3] = 0;
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break;
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default:
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break;
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}
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dirty = true;
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}
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void PixelShaderManager::SetTexCoordChanged(u8 texmapid)
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{
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TCoordInfo& tc = bpmem.texcoords[texmapid];
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constants.texdims[texmapid][2] = (float)(tc.s.scale_minus_1 + 1) * 128.0f;
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constants.texdims[texmapid][3] = (float)(tc.t.scale_minus_1 + 1) * 128.0f;
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dirty = true;
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}
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void PixelShaderManager::SetFogColorChanged()
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{
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if (g_ActiveConfig.bDisableFog)
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return;
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constants.fogcolor[0] = bpmem.fog.color.r;
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constants.fogcolor[1] = bpmem.fog.color.g;
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constants.fogcolor[2] = bpmem.fog.color.b;
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dirty = true;
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}
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void PixelShaderManager::SetFogParamChanged()
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{
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if (!g_ActiveConfig.bDisableFog)
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{
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constants.fogf[1][0] = bpmem.fog.a.GetA();
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constants.fogi[1] = bpmem.fog.b_magnitude;
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constants.fogf[1][2] = bpmem.fog.c_proj_fsel.GetC();
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constants.fogi[3] = bpmem.fog.b_shift;
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}
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else
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{
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constants.fogf[1][0] = 0.f;
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constants.fogi[1] = 1;
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constants.fogf[1][2] = 0.f;
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constants.fogi[3] = 1;
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}
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dirty = true;
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}
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void PixelShaderManager::SetFogRangeAdjustChanged()
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{
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if (g_ActiveConfig.bDisableFog)
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return;
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s_bFogRangeAdjustChanged = true;
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}
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void PixelShaderManager::DoState(PointerWrap& p)
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{
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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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// 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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}
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