some work on zscale and zoffset, don't know if this is correct but at least it seem to fix one or two games.

thanks a lot to chaoscode he make possible to test this on nvidia. please test this a lot and give me feedback :)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4468 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Rodolfo Osvaldo Bogado
2009-10-25 23:10:30 +00:00
parent 1adc944115
commit 0511d6e185
11 changed files with 65 additions and 17 deletions

View File

@ -31,7 +31,7 @@ static bool s_bZTextureTypeChanged;
static bool s_bDepthRangeChanged;
static bool s_bFogColorChanged;
static bool s_bFogParamChanged;
static float lastDepthRange[2]; // 0 = far z, 1 = far - near
static float lastDepthRange[4]; // 0 = far z, 1 = far - near, 2 = scale , 3 = offset
static float lastRGBAfull[2][4][4];
static float lastCustomTexScale[8][2];
static u8 s_nTexDimsChanged;
@ -54,6 +54,10 @@ void PixelShaderManager::Init()
lastZBias = 0;
s_texturemask = 0;
memset(lastRGBAfull, 0, sizeof(lastRGBAfull));
lastDepthRange[0]=16777216.0f;
lastDepthRange[1]=16777216.0f;
lastDepthRange[2]=16777216.0f;
lastDepthRange[3]=0.0f;
Dirty();
}
@ -132,7 +136,7 @@ void PixelShaderManager::SetConstants()
if (s_bZBiasChanged || s_bDepthRangeChanged)
{
//ERROR_LOG("pixel=%x,%x, bias=%x\n", bpmem.zcontrol.pixel_format, bpmem.ztex2.type, lastZBias);
SetPSConstant4f(C_ZBIAS+1, lastDepthRange[0] / 16777215.0f, lastDepthRange[1] / 16777215.0f, 0, (float)( (((int)lastZBias<<8)>>8))/16777215.0f);
SetPSConstant4f(C_ZBIAS+1, (lastDepthRange[0] + lastDepthRange[3]) / lastDepthRange[2], (lastDepthRange[1] + lastDepthRange[3]) / lastDepthRange[2], 0, (float)( (((int)lastZBias<<8)>>8))/16777215.0f);
s_bZBiasChanged = s_bDepthRangeChanged = false;
}
@ -326,6 +330,24 @@ void PixelShaderManager::SetViewport(float* viewport)
}
}
void PixelShaderManager::SetZScale(float data)
{
if (lastDepthRange[2] != data)
{
lastDepthRange[2] = data;
s_bDepthRangeChanged = true;
}
}
void PixelShaderManager::SetZOffset(float data)
{
if (lastDepthRange[3] != data)
{
lastDepthRange[3] = data;
s_bDepthRangeChanged = true;
}
}
void PixelShaderManager::SetIndTexScaleChanged(u8 stagemask)
{
s_nIndTexScaleChanged |= stagemask;