mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-03-12 14:46:49 +01:00
Readability, comments, tiny typo bugfix in gl gfx plugin (fix is on line 322 in pixelshadermanager)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@930 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
parent
e1baf2ead4
commit
58e3c8df8f
@ -161,12 +161,12 @@ void BPWritten(int addr, int changes, int newval)
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case BPMEM_LINEPTWIDTH:
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{
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float fratio = VertexShaderMngr::rawViewport[0] != 0 ? (float)Renderer::GetTargetWidth() / 640.0f : 1.0f;
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if (bpmem.lineptwidth.linesize > 0)
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glLineWidth((float)bpmem.lineptwidth.linesize * fratio / 6.0f); // scale by ratio of widths
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if (bpmem.lineptwidth.pointsize > 0)
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glPointSize((float)bpmem.lineptwidth.pointsize * fratio / 6.0f);
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break;
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float fratio = VertexShaderMngr::GetPixelAspectRatio();
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if (bpmem.lineptwidth.linesize > 0)
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glLineWidth((float)bpmem.lineptwidth.linesize * fratio / 6.0f); // scale by ratio of widths
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if (bpmem.lineptwidth.pointsize > 0)
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glPointSize((float)bpmem.lineptwidth.pointsize * fratio / 6.0f);
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break;
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}
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case 0x43:
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@ -133,8 +133,7 @@ FRAGMENTSHADER* PixelShaderMngr::GetShader()
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}
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PSCacheEntry& newentry = pshaders[uid];
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char *code = GeneratePixelShader(s_texturemask,
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char *code = GeneratePixelShader(s_texturemask,
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Renderer::GetZBufferTarget() != 0,
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Renderer::GetRenderMode() != Renderer::RM_Normal);
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@ -184,12 +183,9 @@ void PixelShaderMngr::Cleanup()
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bool PixelShaderMngr::CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
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{
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// todo: Should error be checked?
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// CGerror cgerr = cgGetError();
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char stropt[64];
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sprintf(stropt, "MaxLocalParams=32,NumInstructionSlots=%d", s_nMaxPixelInstructions);
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const char* opts[] = {"-profileopts",stropt,"-O2","-q",NULL};
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const char* opts[] = {"-profileopts", stropt, "-O2", "-q", NULL};
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CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgfProf, "main", opts);
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if (!cgIsProgram(tempprog) || cgGetError() != CG_NO_ERROR) {
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ERROR_LOG("Failed to create ps %s:\n", cgGetLastListing(g_cgcontext));
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@ -197,9 +193,9 @@ bool PixelShaderMngr::CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrpro
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return false;
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}
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char* pcompiledprog = (char*)cgGetProgramString(tempprog, CG_COMPILED_PROGRAM);
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char* plocal = strstr(pcompiledprog, "program.local");
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while ( plocal != NULL) {
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char *pcompiledprog = (char*)cgGetProgramString(tempprog, CG_COMPILED_PROGRAM);
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char *plocal = strstr(pcompiledprog, "program.local");
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while (plocal != NULL) {
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const char* penv = " program.env";
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memcpy(plocal, penv, 13);
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plocal = strstr(plocal+13, "program.local");
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@ -207,6 +203,7 @@ bool PixelShaderMngr::CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrpro
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if (Renderer::IsUsingATIDrawBuffers()) {
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// sometimes compilation can use ARB_draw_buffers, which would fail for ATI cards
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// replace the three characters ARB with ATI. TODO - check whether this is fixed in modern ATI drivers.
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char* poptions = strstr(pcompiledprog, "ARB_draw_buffers");
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if (poptions != NULL) {
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poptions[0] = 'A';
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@ -313,6 +310,7 @@ void PixelShaderMngr::SetConstants(FRAGMENTSHADER& ps)
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// indirect incoming texture scales, update all!
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if (s_bIndTexScaleChanged) {
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// set as two sets of vec4s, each containing S and T of two ind stages.
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float f[8];
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for (u32 i = 0; i < bpmem.genMode.numindstages; ++i) {
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@ -320,8 +318,8 @@ void PixelShaderMngr::SetConstants(FRAGMENTSHADER& ps)
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int texcoord = bpmem.tevindref.getTexCoord(i);
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TCoordInfo& tc = bpmem.texcoords[texcoord];
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f[2*i] = bpmem.texscale[i/2].getScaleS(i&1) * (float)(tc.s.scale_minus_1+1) / (float)(lastTexDims[srctexmap]&0xffff);
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f[2*i+1] = bpmem.texscale[i/2].getScaleT(i&1) * (float)(tc.t.scale_minus_1+1) / (float)((lastTexDims[srctexmap]>>16)&0xfff);
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f[2*i] = bpmem.texscale[i/2].getScaleS(i&1) * (float)(tc.s.scale_minus_1+1) / (float)(lastTexDims[srctexmap] & 0xffff);
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f[2*i+1] = bpmem.texscale[i/2].getScaleT(i&1) * (float)(tc.t.scale_minus_1+1) / (float)((lastTexDims[srctexmap] >> 16) & 0xffff);
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PRIM_LOG("tex indscale%d: %f %f\n", i, f[2*i], f[2*i+1]);
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}
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@ -340,7 +338,7 @@ void PixelShaderMngr::SetConstants(FRAGMENTSHADER& ps)
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int scale = ((u32)bpmem.indmtx[i].col0.s0 << 0) |
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((u32)bpmem.indmtx[i].col1.s1 << 2) |
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((u32)bpmem.indmtx[i].col2.s2 << 4);
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float fscale = powf(2.0f,(float)(scale - 17)) / 1024.0f;
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float fscale = powf(2.0f, (float)(scale - 17)) / 1024.0f;
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// xyz - static matrix
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//TODO w - dynamic matrix scale / 256...... somehow / 4 works better
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@ -361,7 +359,6 @@ void PixelShaderMngr::SetConstants(FRAGMENTSHADER& ps)
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void PixelShaderMngr::SetPSTextureDims(int texid)
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{
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float fdims[4];
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if (s_texturemask & (1<<texid)) {
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if (maptocoord[texid] >= 0) {
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TCoordInfo& tc = bpmem.texcoords[maptocoord[texid]];
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@ -392,7 +389,6 @@ void PixelShaderMngr::SetPSTextureDims(int texid)
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fdims[3] = 1.0f/(float)((lastTexDims[texid]>>16)&0xfff);
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}
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}
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PRIM_LOG("texdims%d: %f %f %f %f\n", texid, fdims[0], fdims[1], fdims[2], fdims[3]);
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SetPSConstant4fv(C_TEXDIMS + texid, fdims);
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}
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@ -414,26 +410,26 @@ void PixelShaderMngr::SetColorChanged(int type, int num)
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void PixelShaderMngr::SetAlpha(const AlphaFunc& alpha)
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{
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if ((alpha.hex&0xffff) != lastAlpha) {
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lastAlpha = (lastAlpha&~0xffff)|(alpha.hex&0xffff);
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if ((alpha.hex & 0xffff) != lastAlpha) {
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lastAlpha = (lastAlpha & ~0xffff) | (alpha.hex & 0xffff);
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s_bAlphaChanged = true;
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}
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}
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void PixelShaderMngr::SetDestAlpha(const ConstantAlpha& alpha)
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{
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if (alpha.alpha != (lastAlpha>>16)) {
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lastAlpha = (lastAlpha&~0xff0000)|((alpha.hex&0xff)<<16);
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if (alpha.alpha != (lastAlpha >> 16)) {
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lastAlpha = (lastAlpha & ~0xff0000) | ((alpha.hex & 0xff) << 16);
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s_bAlphaChanged = true;
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}
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}
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void PixelShaderMngr::SetTexDims(int texmapid, u32 width, u32 height, u32 wraps, u32 wrapt)
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{
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u32 wh = width | (height<<16) | (wraps<<28) | (wrapt<<30);
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u32 wh = width | (height << 16) | (wraps << 28) | (wrapt << 30);
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if (lastTexDims[texmapid] != wh) {
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lastTexDims[texmapid] = wh;
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s_nTexDimsChanged |= 1<<texmapid;
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s_nTexDimsChanged |= 1 << texmapid;
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}
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}
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@ -487,7 +483,7 @@ void PixelShaderMngr::SetTexturesUsed(u32 nonpow2tex)
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if (nonpow2tex & (0x10101 << i)) {
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// this check was previously implicit, but should it be here?
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if (s_nTexDimsChanged )
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s_nTexDimsChanged |= 1<<i;
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s_nTexDimsChanged |= 1 << i;
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}
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}
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s_texturemask = nonpow2tex;
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@ -497,7 +493,7 @@ void PixelShaderMngr::SetTexturesUsed(u32 nonpow2tex)
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void PixelShaderMngr::SetTexDimsChanged(int texmapid)
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{
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// this check was previously implicit, but should it be here?
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if (s_nTexDimsChanged )
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if (s_nTexDimsChanged)
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s_nTexDimsChanged |= 1 << texmapid;
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SetIndTexScaleChanged();
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@ -517,6 +513,8 @@ GLuint PixelShaderMngr::GetColorMatrixProgram()
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return s_ColorMatrixProgram;
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}
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// Mash together all the inputs that contribute to the code of a generated pixel shader into
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// a unique identifier, basically containing all the bits. Yup, it's a lot ....
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void PixelShaderMngr::GetPixelShaderId(PixelShaderMngr::PIXELSHADERUID& uid)
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{
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u32 projtexcoords = 0;
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@ -524,25 +522,28 @@ void PixelShaderMngr::GetPixelShaderId(PixelShaderMngr::PIXELSHADERUID& uid)
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if (bpmem.tevorders[i/2].getEnable(i&1)) {
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int texcoord = bpmem.tevorders[i/2].getTexCoord(i&1);
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if (xfregs.texcoords[texcoord].texmtxinfo.projection )
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projtexcoords |= 1<<texcoord;
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projtexcoords |= 1 << texcoord;
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}
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}
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u32 zbufrender = (Renderer::GetZBufferTarget() && bpmem.zmode.updateenable) ? 1 : 0;
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u32 zBufRenderToCol0 = Renderer::GetRenderMode() != Renderer::RM_Normal;
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uid.values[0] = (u32)bpmem.genMode.numtevstages |
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((u32)bpmem.genMode.numindstages << 4) |
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((u32)bpmem.genMode.numtexgens << 7) |
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((u32)bpmem.dstalpha.enable << 11) |
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((u32)((bpmem.alphaFunc.hex >> 16) & 0xff) << 12) |
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(projtexcoords << 20) |
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((u32)bpmem.ztex2.op << 28) |
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(zbufrender << 30) |
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(zBufRenderToCol0 << 31);
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u32 zbufrender = (Renderer::GetZBufferTarget()&&bpmem.zmode.updateenable)?1:0;
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u32 zBufRenderToCol0 = Renderer::GetRenderMode()!=Renderer::RM_Normal;
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uid.values[0] = (u32)bpmem.genMode.numtevstages|((u32)bpmem.genMode.numindstages<<4)|((u32)bpmem.genMode.numtexgens<<7)
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|((u32)bpmem.dstalpha.enable<<11)|((u32)((bpmem.alphaFunc.hex>>16)&0xff)<<12)|(projtexcoords<<20)|((u32)bpmem.ztex2.op<<28)
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|(zbufrender<<30)|(zBufRenderToCol0<<31);
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s_curuid.values[0] = (s_curuid.values[0]&~0x0ff00000)|(projtexcoords<<20);
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s_curuid.values[0] = (s_curuid.values[0] & ~0x0ff00000) | (projtexcoords << 20);
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// swap table
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for (int i = 0; i < 8; i += 2)
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((u8*)&uid.values[1])[i/2] = (bpmem.tevksel[i].hex&0xf)|((bpmem.tevksel[i+1].hex&0xf)<<4);
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((u8*)&uid.values[1])[i/2] = (bpmem.tevksel[i].hex & 0xf) | ((bpmem.tevksel[i + 1].hex & 0xf)<<4);
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uid.values[2] = s_texturemask;
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int hdr = 3;
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u32* pcurvalue = &uid.values[hdr];
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for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages+1; ++i) {
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TevStageCombiner::ColorCombiner &cc = bpmem.combiners[i].colorC;
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@ -552,18 +553,21 @@ void PixelShaderMngr::GetPixelShaderId(PixelShaderMngr::PIXELSHADERUID& uid)
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u32 val1 = ac.hex&0xffffff;
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val0 |= bpmem.tevksel[i/2].getKC(i&1)<<24;
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val1 |= bpmem.tevksel[i/2].getKA(i&1)<<24;
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pcurvalue[0] = val0;
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pcurvalue[1] = val1;
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pcurvalue+=2;
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pcurvalue += 2;
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}
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for (u32 i = 0; i < ((u32)bpmem.genMode.numtevstages+1)/2; ++i) {
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u32 val0, val1;
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if (bpmem.tevorders[i].hex&0x40 ) val0 = bpmem.tevorders[i].hex&0x3ff;
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else val0 = bpmem.tevorders[i].hex&0x380;
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if (bpmem.tevorders[i].hex&0x40000 ) val1 = (bpmem.tevorders[i].hex&0x3ff000)>>12;
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else val1 = (bpmem.tevorders[i].hex&0x380000)>>12;
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if (bpmem.tevorders[i].hex & 0x40)
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val0 = bpmem.tevorders[i].hex & 0x3ff;
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else
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val0 = bpmem.tevorders[i].hex & 0x380;
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if (bpmem.tevorders[i].hex & 0x40000)
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val1 = (bpmem.tevorders[i].hex & 0x3ff000) >> 12;
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else
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val1 = (bpmem.tevorders[i].hex & 0x380000) >> 12;
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switch (i % 3) {
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case 0: pcurvalue[0] = val0|(val1<<10); break;
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@ -572,31 +576,34 @@ void PixelShaderMngr::GetPixelShaderId(PixelShaderMngr::PIXELSHADERUID& uid)
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}
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}
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if ((bpmem.genMode.numtevstages+1)&1) { // odd
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if ((bpmem.genMode.numtevstages + 1) & 1) { // odd
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u32 val0;
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if (bpmem.tevorders[bpmem.genMode.numtevstages/2].hex&0x40 ) val0 = bpmem.tevorders[bpmem.genMode.numtevstages/2].hex&0x3ff;
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else val0 = bpmem.tevorders[bpmem.genMode.numtevstages/2].hex&0x380;
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if (bpmem.tevorders[bpmem.genMode.numtevstages/2].hex & 0x40)
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val0 = bpmem.tevorders[bpmem.genMode.numtevstages/2].hex&0x3ff;
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else
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val0 = bpmem.tevorders[bpmem.genMode.numtevstages/2].hex & 0x380;
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switch (bpmem.genMode.numtevstages % 3) {
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case 0: pcurvalue[0] = val0; break;
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case 1: pcurvalue[0] |= val0<<20; break;
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case 2: pcurvalue[1] |= (val0<<10); pcurvalue++; break;
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case 1: pcurvalue[0] |= val0 << 20; break;
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case 2: pcurvalue[1] |= val0 << 10; pcurvalue++; break;
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}
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}
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if ((bpmem.genMode.numtevstages % 3) != 2 )
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if ((bpmem.genMode.numtevstages % 3) != 2)
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++pcurvalue;
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uid.tevstages = (u32)(pcurvalue-&uid.values[0]-hdr);
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for (u32 i = 0; i < bpmem.genMode.numindstages; ++i) {
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u32 val = bpmem.tevind[i].hex&0x1fffff; // 21 bits
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u32 val = bpmem.tevind[i].hex & 0x1fffff; // 21 bits
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switch (i%3) {
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case 0: pcurvalue[0] = val; break;
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case 1: pcurvalue[0] |= val<<21; pcurvalue[1] = val>>11; ++pcurvalue; break;
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case 2: pcurvalue[0] |= val<<10; ++pcurvalue; break;
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case 1: pcurvalue[0] |= val << 21; pcurvalue[1] = val >> 11; ++pcurvalue; break;
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case 2: pcurvalue[0] |= val << 10; ++pcurvalue; break;
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}
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}
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uid.indstages = (u32)(pcurvalue-&uid.values[0]-2-uid.tevstages);
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// yeah, well ....
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uid.indstages = (u32)(pcurvalue - &uid.values[0] - 2 - uid.tevstages);
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}
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@ -137,13 +137,15 @@ VertexLoader::~VertexLoader()
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int VertexLoader::ComputeVertexSize()
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{
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if (!m_AttrDirty) {
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if (m_VtxDesc.Hex0 == VertexManager::GetVtxDesc().Hex0 && (m_VtxDesc.Hex1&1)==(VertexManager::GetVtxDesc().Hex1&1))
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// Compare the 33 desc bits.
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if (m_VtxDesc.Hex0 == VertexManager::GetVtxDesc().Hex0 &&
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(m_VtxDesc.Hex1 & 1) == (VertexManager::GetVtxDesc().Hex1 & 1))
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return m_VertexSize;
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m_VtxDesc.Hex = VertexManager::GetVtxDesc().Hex;
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}
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else {
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// set anyway
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// Attributes are dirty so we have to recompute everything anyway.
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m_VtxDesc.Hex = VertexManager::GetVtxDesc().Hex;
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}
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@ -157,14 +159,14 @@ int VertexLoader::ComputeVertexSize()
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m_VertexSize += 1;
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// Texture matrix indices
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if (m_VtxDesc.Tex0MatIdx) {m_VertexSize+=1; }
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if (m_VtxDesc.Tex1MatIdx) {m_VertexSize+=1; }
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if (m_VtxDesc.Tex2MatIdx) {m_VertexSize+=1; }
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if (m_VtxDesc.Tex3MatIdx) {m_VertexSize+=1; }
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if (m_VtxDesc.Tex4MatIdx) {m_VertexSize+=1; }
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if (m_VtxDesc.Tex5MatIdx) {m_VertexSize+=1; }
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if (m_VtxDesc.Tex6MatIdx) {m_VertexSize+=1; }
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if (m_VtxDesc.Tex7MatIdx) {m_VertexSize+=1; }
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if (m_VtxDesc.Tex0MatIdx) m_VertexSize += 1;
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if (m_VtxDesc.Tex1MatIdx) m_VertexSize += 1;
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if (m_VtxDesc.Tex2MatIdx) m_VertexSize += 1;
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if (m_VtxDesc.Tex3MatIdx) m_VertexSize += 1;
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if (m_VtxDesc.Tex4MatIdx) m_VertexSize += 1;
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if (m_VtxDesc.Tex5MatIdx) m_VertexSize += 1;
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if (m_VtxDesc.Tex6MatIdx) m_VertexSize += 1;
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if (m_VtxDesc.Tex7MatIdx) m_VertexSize += 1;
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switch (m_VtxDesc.Position) {
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case NOT_PRESENT: {_assert_("Vertex descriptor without position!");} break;
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@ -181,10 +183,10 @@ int VertexLoader::ComputeVertexSize()
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}
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break;
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case INDEX8:
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m_VertexSize+=1;
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m_VertexSize += 1;
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break;
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case INDEX16:
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m_VertexSize+=2;
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m_VertexSize += 2;
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break;
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||||
}
|
||||
|
||||
@ -202,20 +204,20 @@ int VertexLoader::ComputeVertexSize()
|
||||
case DIRECT:
|
||||
switch (m_VtxAttr.color[i].Comp)
|
||||
{
|
||||
case FORMAT_16B_565: m_VertexSize+=2; break;
|
||||
case FORMAT_24B_888: m_VertexSize+=3; break;
|
||||
case FORMAT_32B_888x: m_VertexSize+=4; break;
|
||||
case FORMAT_16B_4444: m_VertexSize+=2; break;
|
||||
case FORMAT_24B_6666: m_VertexSize+=3; break;
|
||||
case FORMAT_32B_8888: m_VertexSize+=4; break;
|
||||
case FORMAT_16B_565: m_VertexSize += 2; break;
|
||||
case FORMAT_24B_888: m_VertexSize += 3; break;
|
||||
case FORMAT_32B_888x: m_VertexSize += 4; break;
|
||||
case FORMAT_16B_4444: m_VertexSize += 2; break;
|
||||
case FORMAT_24B_6666: m_VertexSize += 3; break;
|
||||
case FORMAT_32B_8888: m_VertexSize += 4; break;
|
||||
default: _assert_(0); break;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case INDEX8:
|
||||
m_VertexSize+=1;
|
||||
m_VertexSize += 1;
|
||||
break;
|
||||
case INDEX16:
|
||||
m_VertexSize+=2;
|
||||
m_VertexSize += 2;
|
||||
break;
|
||||
}
|
||||
}
|
||||
@ -244,10 +246,10 @@ int VertexLoader::ComputeVertexSize()
|
||||
}
|
||||
break;
|
||||
case INDEX8:
|
||||
m_VertexSize+=1;
|
||||
m_VertexSize += 1;
|
||||
break;
|
||||
case INDEX16:
|
||||
m_VertexSize+=2;
|
||||
m_VertexSize += 2;
|
||||
break;
|
||||
}
|
||||
}
|
||||
@ -317,32 +319,32 @@ void VertexLoader::ProcessFormat()
|
||||
case DIRECT:
|
||||
{
|
||||
switch (m_VtxAttr.PosFormat) {
|
||||
case FORMAT_UBYTE: WriteCall(Pos_ReadDirect_UByte); break;
|
||||
case FORMAT_BYTE: WriteCall(Pos_ReadDirect_Byte); break;
|
||||
case FORMAT_UBYTE: WriteCall(Pos_ReadDirect_UByte); break;
|
||||
case FORMAT_BYTE: WriteCall(Pos_ReadDirect_Byte); break;
|
||||
case FORMAT_USHORT: WriteCall(Pos_ReadDirect_UShort); break;
|
||||
case FORMAT_SHORT: WriteCall(Pos_ReadDirect_Short); break;
|
||||
case FORMAT_FLOAT: WriteCall(Pos_ReadDirect_Float); break;
|
||||
case FORMAT_SHORT: WriteCall(Pos_ReadDirect_Short); break;
|
||||
case FORMAT_FLOAT: WriteCall(Pos_ReadDirect_Float); break;
|
||||
default: _assert_(0); break;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case INDEX8:
|
||||
switch (m_VtxAttr.PosFormat) {
|
||||
case FORMAT_UBYTE: WriteCall(Pos_ReadIndex8_UByte); break; //WTF?
|
||||
case FORMAT_BYTE: WriteCall(Pos_ReadIndex8_Byte); break;
|
||||
case FORMAT_UBYTE: WriteCall(Pos_ReadIndex8_UByte); break; //WTF?
|
||||
case FORMAT_BYTE: WriteCall(Pos_ReadIndex8_Byte); break;
|
||||
case FORMAT_USHORT: WriteCall(Pos_ReadIndex8_UShort); break;
|
||||
case FORMAT_SHORT: WriteCall(Pos_ReadIndex8_Short); break;
|
||||
case FORMAT_FLOAT: WriteCall(Pos_ReadIndex8_Float); break;
|
||||
case FORMAT_SHORT: WriteCall(Pos_ReadIndex8_Short); break;
|
||||
case FORMAT_FLOAT: WriteCall(Pos_ReadIndex8_Float); break;
|
||||
default: _assert_(0); break;
|
||||
}
|
||||
break;
|
||||
case INDEX16:
|
||||
switch (m_VtxAttr.PosFormat) {
|
||||
case FORMAT_UBYTE: WriteCall(Pos_ReadIndex16_UByte); break;
|
||||
case FORMAT_BYTE: WriteCall(Pos_ReadIndex16_Byte); break;
|
||||
case FORMAT_UBYTE: WriteCall(Pos_ReadIndex16_UByte); break;
|
||||
case FORMAT_BYTE: WriteCall(Pos_ReadIndex16_Byte); break;
|
||||
case FORMAT_USHORT: WriteCall(Pos_ReadIndex16_UShort); break;
|
||||
case FORMAT_SHORT: WriteCall(Pos_ReadIndex16_Short); break;
|
||||
case FORMAT_FLOAT: WriteCall(Pos_ReadIndex16_Float); break;
|
||||
case FORMAT_SHORT: WriteCall(Pos_ReadIndex16_Short); break;
|
||||
case FORMAT_FLOAT: WriteCall(Pos_ReadIndex16_Float); break;
|
||||
default: _assert_(0); break;
|
||||
}
|
||||
break;
|
||||
@ -396,8 +398,7 @@ void VertexLoader::ProcessFormat()
|
||||
// Texture matrix indices (remove if corresponding texture coordinate isn't enabled)
|
||||
for (int i = 0; i < 8; i++) {
|
||||
SetupTexCoord(i, tc[i], m_VtxAttr.texCoord[i].Format, m_VtxAttr.texCoord[i].Elements, m_VtxAttr.texCoord[i].Frac);
|
||||
|
||||
if (m_components&(VB_HAS_TEXMTXIDX0<<i)) {
|
||||
if (m_components & (VB_HAS_TEXMTXIDX0 << i)) {
|
||||
if (tc[i] != NOT_PRESENT) {
|
||||
// if texmtx is included, texcoord will always be 3 floats, z will be the texmtx index
|
||||
WriteCall(m_VtxAttr.texCoord[i].Elements ? TexMtx_Write_Float : TexMtx_Write_Float2);
|
||||
@ -412,7 +413,7 @@ void VertexLoader::ProcessFormat()
|
||||
}
|
||||
else {
|
||||
if (tc[i] != NOT_PRESENT)
|
||||
m_VBVertexStride += 4 * (m_VtxAttr.texCoord[i].Elements?2:1);
|
||||
m_VBVertexStride += 4 * (m_VtxAttr.texCoord[i].Elements ? 2 : 1);
|
||||
}
|
||||
|
||||
if (tc[i] == NOT_PRESENT) {
|
||||
@ -719,9 +720,10 @@ void VertexLoader::RunVertices(int primitive, int count)
|
||||
if ((v % granularity) == 0)
|
||||
{
|
||||
if (VertexManager::GetRemainingSize() < granularity*m_VBVertexStride) {
|
||||
// This buffer full - break current primitive and flush, to switch to the next buffer.
|
||||
u8* plastptr = VertexManager::s_pCurBufferPointer;
|
||||
if (v - startv > 0)
|
||||
VertexManager::AddVertices(primitive, v-startv+extraverts);
|
||||
VertexManager::AddVertices(primitive, v - startv + extraverts);
|
||||
VertexManager::Flush();
|
||||
// Why does this need to be so complicated?
|
||||
switch (primitive) {
|
||||
|
@ -24,7 +24,7 @@ static u32 s_prevcomponents; // previous state set
|
||||
|
||||
u8* VertexManager::s_pCurBufferPointer = NULL;
|
||||
|
||||
const GLenum c_primitiveType[8] =
|
||||
static const GLenum c_primitiveType[8] =
|
||||
{
|
||||
GL_QUADS,
|
||||
0, //nothing
|
||||
@ -57,6 +57,7 @@ bool VertexManager::Init()
|
||||
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
fnSetupVertexPointers = NULL;
|
||||
s_vStoredPrimitives.reserve(1000);
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
return true;
|
||||
@ -149,7 +150,7 @@ void VertexManager::Flush()
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, s_vboBuffers[s_nCurVBOIndex]);
|
||||
glBufferData(GL_ARRAY_BUFFER, s_pCurBufferPointer-s_pBaseBufferPointer, s_pBaseBufferPointer, GL_STREAM_DRAW);
|
||||
glBufferData(GL_ARRAY_BUFFER, s_pCurBufferPointer - s_pBaseBufferPointer, s_pBaseBufferPointer, GL_STREAM_DRAW);
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
// setup the pointers
|
||||
@ -159,17 +160,17 @@ void VertexManager::Flush()
|
||||
// set the textures
|
||||
{
|
||||
DVProfileFunc _pf("VertexManager::Flush:textures");
|
||||
|
||||
|
||||
u32 usedtextures = 0;
|
||||
for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i) {
|
||||
if (bpmem.tevorders[i/2].getEnable(i & 1))
|
||||
usedtextures |= 1<<bpmem.tevorders[i/2].getTexMap(i & 1);
|
||||
usedtextures |= 1 << bpmem.tevorders[i/2].getTexMap(i & 1);
|
||||
}
|
||||
|
||||
if (bpmem.genMode.numindstages > 0) {
|
||||
for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i) {
|
||||
if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages) {
|
||||
usedtextures |= 1<<bpmem.tevindref.getTexMap(bpmem.tevind[i].bt);
|
||||
usedtextures |= 1 << bpmem.tevindref.getTexMap(bpmem.tevind[i].bt);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -177,7 +178,7 @@ void VertexManager::Flush()
|
||||
u32 nonpow2tex = 0;
|
||||
for (int i = 0; i < 8; i++) {
|
||||
if (usedtextures & (1 << i)) {
|
||||
glActiveTexture(GL_TEXTURE0+i);
|
||||
glActiveTexture(GL_TEXTURE0 + i);
|
||||
|
||||
FourTexUnits &tex = bpmem.tex[i>>2];
|
||||
TextureMngr::TCacheEntry* tentry = TextureMngr::Load(i, (tex.texImage3[i&3].image_base/* & 0x1FFFFF*/) << 5,
|
||||
@ -245,6 +246,9 @@ void VertexManager::Flush()
|
||||
PixelShaderMngr::SetConstants(*ps);
|
||||
|
||||
// finally bind
|
||||
|
||||
// TODO - cache progid, check if same as before. Maybe GL does this internally, though.
|
||||
// This is the really annoying problem with GL - you never know whether it's worth caching stuff yourself.
|
||||
glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vs->glprogid);
|
||||
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ps->glprogid);
|
||||
|
||||
@ -253,7 +257,8 @@ void VertexManager::Flush()
|
||||
#endif
|
||||
|
||||
int offset = 0;
|
||||
for (vector< pair<int, int> >::const_iterator it = s_vStoredPrimitives.begin(); it != s_vStoredPrimitives.end(); ++it) {
|
||||
for (vector< pair<int, int> >::const_iterator it = s_vStoredPrimitives.begin(); it != s_vStoredPrimitives.end(); ++it)
|
||||
{
|
||||
glDrawArrays(it->first, offset, it->second);
|
||||
offset += it->second;
|
||||
}
|
||||
@ -314,7 +319,7 @@ void VertexManager::LoadCPReg(u32 SubCmd, u32 Value)
|
||||
case 0x90: g_VertexLoaders[SubCmd & 7].SetVAT_group2(Value); _assert_((SubCmd & 0x0F) < 8); break;
|
||||
|
||||
case 0xA0: arraybases[SubCmd & 0xF] = Value & 0xFFFFFFFF; break;
|
||||
case 0xB0: arraystrides[SubCmd & 0xF] = Value & 0xFF; break;
|
||||
case 0xB0: arraystrides[SubCmd & 0xF] = Value & 0xFF; break;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -36,24 +36,23 @@
|
||||
|
||||
VertexShaderMngr::VSCache VertexShaderMngr::vshaders;
|
||||
VERTEXSHADER* VertexShaderMngr::pShaderLast = NULL;
|
||||
float VertexShaderMngr::rawViewport[6] = {0};
|
||||
float VertexShaderMngr::rawProjection[7] = {0};
|
||||
|
||||
float GC_ALIGNED16(g_fProjectionMatrix[16]);
|
||||
|
||||
static int s_nMaxVertexInstructions;
|
||||
extern int A, B;
|
||||
extern float AR;
|
||||
extern int nBackbufferWidth, nBackbufferHeight;
|
||||
|
||||
////////////////////////
|
||||
// Internal Variables //
|
||||
////////////////////////
|
||||
static float s_fMaterials[16];
|
||||
// Internal Variables
|
||||
static int s_nMaxVertexInstructions;
|
||||
|
||||
static float s_fMaterials[16];
|
||||
static float rawViewport[6] = {0};
|
||||
static float rawProjection[7] = {0};
|
||||
|
||||
// track changes
|
||||
static bool bTexMatricesChanged[2], bPosNormalMatrixChanged, bProjectionChanged, bViewportChanged;
|
||||
int nMaterialsChanged;
|
||||
static int nMaterialsChanged;
|
||||
static int nTransformMatricesChanged[2]; // min,max
|
||||
static int nNormalMatricesChanged[2]; // min,max
|
||||
static int nPostTransformMatricesChanged[2]; // min,max
|
||||
@ -85,12 +84,15 @@ void VertexShaderMngr::Init()
|
||||
|
||||
void VertexShaderMngr::Shutdown()
|
||||
{
|
||||
VSCache::iterator iter = vshaders.begin();
|
||||
for (;iter!=vshaders.end();iter++)
|
||||
for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); iter++)
|
||||
iter->second.Destroy();
|
||||
vshaders.clear();
|
||||
}
|
||||
|
||||
float VertexShaderMngr::GetPixelAspectRatio() {
|
||||
return rawViewport[0] != 0 ? (float)Renderer::GetTargetWidth() / 640.0f : 1.0f;
|
||||
}
|
||||
|
||||
VERTEXSHADER* VertexShaderMngr::GetShader(u32 components)
|
||||
{
|
||||
DVSTARTPROFILE();
|
||||
@ -170,7 +172,7 @@ bool VertexShaderMngr::CompileVertexShader(VERTEXSHADER& vs, const char* pstrpro
|
||||
{
|
||||
char stropt[64];
|
||||
sprintf(stropt, "MaxLocalParams=256,MaxInstructions=%d", s_nMaxVertexInstructions);
|
||||
const char* opts[] = {"-profileopts",stropt,"-O2", "-q", NULL};
|
||||
const char *opts[] = {"-profileopts", stropt, "-O2", "-q", NULL};
|
||||
CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgvProf, "main", opts);
|
||||
if (!cgIsProgram(tempprog) || cgGetError() != CG_NO_ERROR) {
|
||||
ERROR_LOG("Failed to load vs %s:\n", cgGetLastListing(g_cgcontext));
|
||||
@ -190,9 +192,9 @@ bool VertexShaderMngr::CompileVertexShader(VERTEXSHADER& vs, const char* pstrpro
|
||||
plocal = strstr(plocal+13, "program.local");
|
||||
}
|
||||
|
||||
glGenProgramsARB( 1, &vs.glprogid );
|
||||
glBindProgramARB( GL_VERTEX_PROGRAM_ARB, vs.glprogid );
|
||||
glProgramStringARB( GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pcompiledprog), pcompiledprog);
|
||||
glGenProgramsARB(1, &vs.glprogid);
|
||||
glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vs.glprogid);
|
||||
glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pcompiledprog), pcompiledprog);
|
||||
|
||||
GLenum err = GL_NO_ERROR;
|
||||
GL_REPORT_ERROR();
|
||||
@ -254,25 +256,31 @@ void VertexShaderMngr::SetConstants(VERTEXSHADER& vs)
|
||||
if (nPostTransformMatricesChanged[0] >= 0) {
|
||||
int startn = nPostTransformMatricesChanged[0]/4;
|
||||
int endn = (nPostTransformMatricesChanged[1]+3)/4;
|
||||
const float* pstart = (const float*)&xfmem[XFMEM_POSTMATRICES+startn*4];
|
||||
const float* pstart = (const float*)&xfmem[XFMEM_POSTMATRICES + startn*4];
|
||||
for(int i = startn; i < endn; ++i, pstart += 4)
|
||||
SetVSConstant4fv(C_POSTTRANSFORMMATRICES+i, pstart);
|
||||
SetVSConstant4fv(C_POSTTRANSFORMMATRICES + i, pstart);
|
||||
}
|
||||
|
||||
if (nLightsChanged[0] >= 0) {
|
||||
// lights don't have a 1 to 1 mapping, the color component needs to be converted to 4 floats
|
||||
int istart = nLightsChanged[0]/0x10;
|
||||
int iend = (nLightsChanged[1]+15)/0x10;
|
||||
const float* xfmemptr = (const float*)&xfmem[0x10*istart+XFMEM_LIGHTS];
|
||||
int istart = nLightsChanged[0] / 0x10;
|
||||
int iend = (nLightsChanged[1] + 15) / 0x10;
|
||||
const float* xfmemptr = (const float*)&xfmem[0x10*istart + XFMEM_LIGHTS];
|
||||
|
||||
for(int i = istart; i < iend; ++i) {
|
||||
u32 color = *(const u32*)(xfmemptr+3);
|
||||
SetVSConstant4f(C_LIGHTS+5*i,
|
||||
((color>>24)&0xFF)/255.0f, ((color>>16)&0xFF)/255.0f, ((color>>8)&0xFF)/255.0f, ((color)&0xFF)/255.0f);
|
||||
for (int i = istart; i < iend; ++i) {
|
||||
u32 color = *(const u32*)(xfmemptr + 3);
|
||||
SetVSConstant4f(C_LIGHTS + 5*i,
|
||||
((color >> 24) & 0xFF)/255.0f,
|
||||
((color >> 16) & 0xFF)/255.0f,
|
||||
((color >> 8) & 0xFF)/255.0f,
|
||||
((color) & 0xFF)/255.0f);
|
||||
xfmemptr += 4;
|
||||
for(int j = 0; j < 4; ++j, xfmemptr += 3) {
|
||||
if( j == 1 && fabs(xfmemptr[0]) < 0.00001f && fabs(xfmemptr[1]) < 0.00001f && fabs(xfmemptr[2]) < 0.00001f) {
|
||||
// dist atten, make sure not equal to 0!!!
|
||||
for (int j = 0; j < 4; ++j, xfmemptr += 3) {
|
||||
if (j == 1 &&
|
||||
fabs(xfmemptr[0]) < 0.00001f &&
|
||||
fabs(xfmemptr[1]) < 0.00001f &&
|
||||
fabs(xfmemptr[2]) < 0.00001f) {
|
||||
// dist attenuation, make sure not equal to 0!!!
|
||||
SetVSConstant4f(C_LIGHTS+5*i+j+1, 0.00001f, xfmemptr[1], xfmemptr[2], 0);
|
||||
}
|
||||
else
|
||||
@ -284,9 +292,9 @@ void VertexShaderMngr::SetConstants(VERTEXSHADER& vs)
|
||||
}
|
||||
|
||||
if (nMaterialsChanged) {
|
||||
for(int i = 0; i < 4; ++i) {
|
||||
if( nMaterialsChanged&(1<<i) )
|
||||
SetVSConstant4fv(C_MATERIALS+i, &s_fMaterials[4*i]);
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
if (nMaterialsChanged & (1 << i))
|
||||
SetVSConstant4fv(C_MATERIALS + i, &s_fMaterials[4*i]);
|
||||
}
|
||||
nMaterialsChanged = 0;
|
||||
}
|
||||
@ -307,11 +315,12 @@ void VertexShaderMngr::SetConstants(VERTEXSHADER& vs)
|
||||
|
||||
if (bTexMatricesChanged[0]) {
|
||||
bTexMatricesChanged[0] = false;
|
||||
|
||||
float* fptrs[] = {(float*)xfmem + MatrixIndexA.Tex0MtxIdx * 4, (float*)xfmem + MatrixIndexA.Tex1MtxIdx * 4,
|
||||
(float*)xfmem + MatrixIndexA.Tex2MtxIdx * 4, (float*)xfmem + MatrixIndexA.Tex3MtxIdx * 4 };
|
||||
float* fptrs[] = {
|
||||
(float*)xfmem + MatrixIndexA.Tex0MtxIdx * 4, (float*)xfmem + MatrixIndexA.Tex1MtxIdx * 4,
|
||||
(float*)xfmem + MatrixIndexA.Tex2MtxIdx * 4, (float*)xfmem + MatrixIndexA.Tex3MtxIdx * 4
|
||||
};
|
||||
|
||||
for(int i = 0; i < 4; ++i) {
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
SetVSConstant4fv(C_TEXMATRICES+3*i, fptrs[i]);
|
||||
SetVSConstant4fv(C_TEXMATRICES+3*i+1, fptrs[i]+4);
|
||||
SetVSConstant4fv(C_TEXMATRICES+3*i+2, fptrs[i]+8);
|
||||
@ -324,7 +333,7 @@ void VertexShaderMngr::SetConstants(VERTEXSHADER& vs)
|
||||
float* fptrs[] = {(float*)xfmem + MatrixIndexB.Tex4MtxIdx * 4, (float*)xfmem + MatrixIndexB.Tex5MtxIdx * 4,
|
||||
(float*)xfmem + MatrixIndexB.Tex6MtxIdx * 4, (float*)xfmem + MatrixIndexB.Tex7MtxIdx * 4 };
|
||||
|
||||
for(int i = 0; i < 4; ++i) {
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
SetVSConstant4fv(C_TEXMATRICES+3*i+12, fptrs[i]);
|
||||
SetVSConstant4fv(C_TEXMATRICES+3*i+12+1, fptrs[i]+4);
|
||||
SetVSConstant4fv(C_TEXMATRICES+3*i+12+2, fptrs[i]+8);
|
||||
@ -350,10 +359,12 @@ void VertexShaderMngr::SetConstants(VERTEXSHADER& vs)
|
||||
// rawViewport[0] = 320, rawViewport[1] = -240
|
||||
int scissorXOff = bpmem.scissorOffset.x * 2 - 342;
|
||||
int scissorYOff = bpmem.scissorOffset.y * 2 - 342;
|
||||
float fourThree = 4.0f/3.0f;
|
||||
float fourThree = 4.0f / 3.0f;
|
||||
float ratio = AR / fourThree;
|
||||
float hAdj; float wAdj; float actualRatiow; float actualRatioh;
|
||||
int overfl; int xoffs = 0; int yoffs = 0;
|
||||
float wAdj, hAdj;
|
||||
float actualRatiow, actualRatioh;
|
||||
int overfl;
|
||||
int xoffs = 0, yoffs = 0;
|
||||
int wid, hei, actualWid, actualHei;
|
||||
int winw = nBackbufferWidth; int winh = nBackbufferHeight;
|
||||
if (g_Config.bKeepAR)
|
||||
@ -396,18 +407,18 @@ void VertexShaderMngr::SetConstants(VERTEXSHADER& vs)
|
||||
|
||||
if(g_Config.bStretchToFit && g_Config.renderToMainframe)
|
||||
{
|
||||
glViewport(
|
||||
(int)(rawViewport[3]-rawViewport[0]-342-scissorXOff) + xoffs,
|
||||
Renderer::GetTargetHeight() - ((int)(rawViewport[4]-rawViewport[1]-342-scissorYOff)) + yoffs,
|
||||
wid, // width
|
||||
hei // height
|
||||
);
|
||||
glViewport(
|
||||
(int)(rawViewport[3]-rawViewport[0]-342-scissorXOff) + xoffs,
|
||||
Renderer::GetTargetHeight() - ((int)(rawViewport[4]-rawViewport[1]-342-scissorYOff)) + yoffs,
|
||||
wid, // width
|
||||
hei // height
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
glViewport((int)(rawViewport[3]-rawViewport[0]-342-scissorXOff) * MValueX,
|
||||
Renderer::GetTargetHeight()-((int)(rawViewport[4]-rawViewport[1]-342-scissorYOff)) * MValueY,
|
||||
abs((int)(2 * rawViewport[0])) * MValueX, abs((int)(2 * rawViewport[1])) * MValueY);
|
||||
glViewport((int)(rawViewport[3]-rawViewport[0]-342-scissorXOff) * MValueX,
|
||||
Renderer::GetTargetHeight()-((int)(rawViewport[4]-rawViewport[1]-342-scissorYOff)) * MValueY,
|
||||
abs((int)(2 * rawViewport[0])) * MValueX, abs((int)(2 * rawViewport[1])) * MValueY);
|
||||
}
|
||||
|
||||
glDepthRange(-(0.0f - (rawViewport[5]-rawViewport[2])/-16777215.0f), rawViewport[5]/16777215.0f);
|
||||
@ -420,17 +431,17 @@ void VertexShaderMngr::SetConstants(VERTEXSHADER& vs)
|
||||
g_fProjectionMatrix[0] = rawProjection[0];
|
||||
g_fProjectionMatrix[1] = 0.0f;
|
||||
g_fProjectionMatrix[2] = rawProjection[1];
|
||||
g_fProjectionMatrix[3] = 0;//-0.5f/Renderer::GetTargetWidth();
|
||||
g_fProjectionMatrix[3] = 0;
|
||||
|
||||
g_fProjectionMatrix[4] = 0.0f;
|
||||
g_fProjectionMatrix[5] = rawProjection[2];
|
||||
g_fProjectionMatrix[6] = rawProjection[3];
|
||||
g_fProjectionMatrix[7] = 0;//+0.5f/Renderer::GetTargetHeight();
|
||||
g_fProjectionMatrix[7] = 0;
|
||||
|
||||
g_fProjectionMatrix[8] = 0.0f;
|
||||
g_fProjectionMatrix[9] = 0.0f;
|
||||
g_fProjectionMatrix[10] = rawProjection[4];
|
||||
g_fProjectionMatrix[11] = -(0.0f - rawProjection[5]);
|
||||
g_fProjectionMatrix[11] = -(0.0f - rawProjection[5]); // Yes, it's important that it's done this way.
|
||||
|
||||
g_fProjectionMatrix[12] = 0.0f;
|
||||
g_fProjectionMatrix[13] = 0.0f;
|
||||
@ -451,7 +462,7 @@ void VertexShaderMngr::SetConstants(VERTEXSHADER& vs)
|
||||
g_fProjectionMatrix[8] = 0.0f;
|
||||
g_fProjectionMatrix[9] = 0.0f;
|
||||
g_fProjectionMatrix[10] = rawProjection[4];
|
||||
g_fProjectionMatrix[11] = -(0.0f - rawProjection[5]);
|
||||
g_fProjectionMatrix[11] = -(0.0f - rawProjection[5]); // Yes, it's important that it's done this way.
|
||||
|
||||
g_fProjectionMatrix[12] = 0;
|
||||
g_fProjectionMatrix[13] = 0;
|
||||
@ -564,10 +575,10 @@ void VertexShaderMngr::SetTexMatrixChangedB(u32 Value)
|
||||
|
||||
void VertexShaderMngr::SetViewport(float* _Viewport)
|
||||
{
|
||||
// check for paper mario
|
||||
// Workaround for paper mario, yep this is bizarre.
|
||||
for (size_t i = 0; i < ARRAYSIZE(rawViewport); ++i) {
|
||||
if( *(u32*)(_Viewport + i) == 0x7f800000 )
|
||||
return; // invalid number
|
||||
if (*(u32*)(_Viewport + i) == 0x7f800000) // invalid fp number
|
||||
return;
|
||||
}
|
||||
memcpy(rawViewport, _Viewport, sizeof(rawViewport));
|
||||
bViewportChanged = true;
|
||||
@ -589,7 +600,7 @@ void VertexShaderMngr::LoadXFReg(u32 transferSize, u32 baseAddress, u32 *pData)
|
||||
{
|
||||
|
||||
u32 address = baseAddress;
|
||||
for (int i=0; i<(int)transferSize; i++)
|
||||
for (int i = 0; i < (int)transferSize; i++)
|
||||
{
|
||||
address = baseAddress + i;
|
||||
|
||||
@ -723,16 +734,16 @@ void VertexShaderMngr::LoadXFReg(u32 transferSize, u32 baseAddress, u32 *pData)
|
||||
break;
|
||||
case 0x1018:
|
||||
//_assert_msg_(GX_XF, 0, "XF matrixindex0");
|
||||
VertexShaderMngr::SetTexMatrixChangedA(data); //?
|
||||
SetTexMatrixChangedA(data); //?
|
||||
break;
|
||||
case 0x1019:
|
||||
//_assert_msg_(GX_XF, 0, "XF matrixindex1");
|
||||
VertexShaderMngr::SetTexMatrixChangedB(data); //?
|
||||
SetTexMatrixChangedB(data); //?
|
||||
break;
|
||||
|
||||
case 0x101a:
|
||||
VertexManager::Flush();
|
||||
VertexShaderMngr::SetViewport((float*)&pData[i]);
|
||||
SetViewport((float*)&pData[i]);
|
||||
i += 6;
|
||||
break;
|
||||
|
||||
@ -795,12 +806,12 @@ void VertexShaderMngr::LoadXFReg(u32 transferSize, u32 baseAddress, u32 *pData)
|
||||
}
|
||||
}
|
||||
|
||||
// Check docs for this sucker...
|
||||
// TODO - verify that it is correct. Seems to work, though.
|
||||
void VertexShaderMngr::LoadIndexedXF(u32 val, int array)
|
||||
{
|
||||
int index = val>>16;
|
||||
int address = val&0xFFF; //check mask
|
||||
int size = ((val>>12)&0xF)+1;
|
||||
int index = val >> 16;
|
||||
int address = val & 0xFFF; //check mask
|
||||
int size = ((val >> 12) & 0xF) + 1;
|
||||
//load stuff from array to address in xf mem
|
||||
|
||||
VertexManager::Flush();
|
||||
@ -816,39 +827,49 @@ float* VertexShaderMngr::GetPosNormalMat()
|
||||
return (float*)xfmem + MatrixIndexA.PosNormalMtxIdx * 4;
|
||||
}
|
||||
|
||||
// Mash together all the inputs that contribute to the code of a generated vertex shader into
|
||||
// a unique identifier, basically containing all the bits. Yup, it's a lot ....
|
||||
void VertexShaderMngr::GetVertexShaderId(VERTEXSHADERUID& id, u32 components)
|
||||
{
|
||||
u32 zbufrender = (bpmem.ztex2.op==ZTEXTURE_ADD)||Renderer::GetZBufferTarget()!=0;
|
||||
id.values[0] = components|(xfregs.numTexGens<<23)|(xfregs.nNumChans<<27)|((u32)xfregs.bEnableDualTexTransform<<29)|(zbufrender<<30);
|
||||
u32 zbufrender = (bpmem.ztex2.op == ZTEXTURE_ADD) || Renderer::GetZBufferTarget() != 0;
|
||||
id.values[0] = components |
|
||||
(xfregs.numTexGens << 23) |
|
||||
(xfregs.nNumChans << 27) |
|
||||
((u32)xfregs.bEnableDualTexTransform << 29) |
|
||||
(zbufrender << 30);
|
||||
|
||||
for(int i = 0; i < 2; ++i) {
|
||||
id.values[1+i] = xfregs.colChans[i].color.enablelighting?(u32)xfregs.colChans[i].color.hex:(u32)xfregs.colChans[i].color.matsource;
|
||||
id.values[1+i] |= (xfregs.colChans[i].alpha.enablelighting?(u32)xfregs.colChans[i].alpha.hex:(u32)xfregs.colChans[i].alpha.matsource)<<15;
|
||||
for (int i = 0; i < 2; ++i) {
|
||||
id.values[1+i] = xfregs.colChans[i].color.enablelighting ?
|
||||
(u32)xfregs.colChans[i].color.hex :
|
||||
(u32)xfregs.colChans[i].color.matsource;
|
||||
id.values[1+i] |= (xfregs.colChans[i].alpha.enablelighting ?
|
||||
(u32)xfregs.colChans[i].alpha.hex :
|
||||
(u32)xfregs.colChans[i].alpha.matsource) << 15;
|
||||
}
|
||||
// fog
|
||||
id.values[1] |= (((u32)bpmem.fog.c_proj_fsel.fsel&3)<<30);
|
||||
id.values[2] |= (((u32)bpmem.fog.c_proj_fsel.fsel>>2)<<30);
|
||||
|
||||
// fog
|
||||
id.values[1] |= (((u32)bpmem.fog.c_proj_fsel.fsel & 3) << 30);
|
||||
id.values[2] |= (((u32)bpmem.fog.c_proj_fsel.fsel >> 2) << 30);
|
||||
|
||||
u32* pcurvalue = &id.values[3];
|
||||
|
||||
for(int i = 0; i < xfregs.numTexGens; ++i) {
|
||||
for (int i = 0; i < xfregs.numTexGens; ++i) {
|
||||
TexMtxInfo tinfo = xfregs.texcoords[i].texmtxinfo;
|
||||
if( tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP )
|
||||
if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP)
|
||||
tinfo.hex &= 0x7ff;
|
||||
if( tinfo.texgentype != XF_TEXGEN_REGULAR )
|
||||
if (tinfo.texgentype != XF_TEXGEN_REGULAR)
|
||||
tinfo.projection = 0;
|
||||
|
||||
u32 val = ((tinfo.hex>>1)&0x1ffff);
|
||||
if( xfregs.bEnableDualTexTransform && tinfo.texgentype == XF_TEXGEN_REGULAR ) {
|
||||
u32 val = ((tinfo.hex >> 1) & 0x1ffff);
|
||||
if (xfregs.bEnableDualTexTransform && tinfo.texgentype == XF_TEXGEN_REGULAR) {
|
||||
// rewrite normalization and post index
|
||||
val |= ((u32)xfregs.texcoords[i].postmtxinfo.index<<17)|((u32)xfregs.texcoords[i].postmtxinfo.normalize<<23);
|
||||
val |= ((u32)xfregs.texcoords[i].postmtxinfo.index << 17) | ((u32)xfregs.texcoords[i].postmtxinfo.normalize << 23);
|
||||
}
|
||||
|
||||
switch(i & 3) {
|
||||
switch (i & 3) {
|
||||
case 0: pcurvalue[0] |= val; break;
|
||||
case 1: pcurvalue[0] |= val<<24; pcurvalue[1] = val>>8; ++pcurvalue; break;
|
||||
case 2: pcurvalue[0] |= val<<16; pcurvalue[1] = val>>16; ++pcurvalue; break;
|
||||
case 3: pcurvalue[0] |= val<<8; ++pcurvalue; break;
|
||||
case 1: pcurvalue[0] |= val << 24; pcurvalue[1] = val >> 8; ++pcurvalue; break;
|
||||
case 2: pcurvalue[0] |= val << 16; pcurvalue[1] = val >> 16; ++pcurvalue; break;
|
||||
case 3: pcurvalue[0] |= val << 8; ++pcurvalue; break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -123,9 +123,7 @@ public:
|
||||
static void LoadIndexedXF(u32 val, int array);
|
||||
|
||||
static float* GetPosNormalMat();
|
||||
|
||||
static float rawViewport[6];
|
||||
static float rawProjection[7];
|
||||
static float GetPixelAspectRatio();
|
||||
};
|
||||
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user