DX11: I think I've figured out where the game enables texture offsets for lines and points.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7461 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Nolan Check 2011-04-15 22:34:54 +00:00
parent 9fc12bcaa2
commit 9b697ed28f
6 changed files with 123 additions and 83 deletions

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@ -790,6 +790,9 @@ union TCInfo
u32 scale_minus_1 : 16;
u32 range_bias : 1;
u32 cylindric_wrap : 1;
// These bits only have effect in the s field of TCoordInfo
u32 line_offset : 1;
u32 point_offset : 1;
};
u32 hex;
};

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@ -25,17 +25,20 @@
namespace DX11
{
union LineGSParams
struct LineGSParams
{
struct
{
FLOAT LineWidth; // In units of 1/6 of an EFB pixel
FLOAT TexOffset;
FLOAT VpWidth; // Width and height of the viewport in EFB pixels
FLOAT VpHeight;
};
FLOAT LineWidth; // In units of 1/6 of an EFB pixel
FLOAT TexOffset;
FLOAT VpWidth; // Width and height of the viewport in EFB pixels
FLOAT VpHeight;
FLOAT TexOffsetEnable[8]; // For each tex coordinate, whether to apply offset to it (1 on, 0 off)
};
union LineGSParams_Padded
{
LineGSParams params;
// Constant buffers must be a multiple of 16 bytes in size.
u8 pad[16]; // Pad to the next multiple of 16 bytes
u8 pad[(sizeof(LineGSParams) + 15) & ~15];
};
static const char LINE_GS_COMMON[] =
@ -50,6 +53,7 @@ static const char LINE_GS_COMMON[] =
"float TexOffset;\n"
"float VpWidth;\n"
"float VpHeight;\n"
"float TexOffsetEnable[8];\n"
"} Params;\n"
"}\n"
@ -91,40 +95,39 @@ static const char LINE_GS_COMMON[] =
"#error NUM_TEXCOORDS not defined\n"
"#endif\n"
// Apply TexOffset to all tex coordinates in the vertex
// FIXME: The game may be able to enable TexOffset for some coords and
// disable for others, but where is that information stored?
// Apply TexOffset to all tex coordinates in the vertex.
// They can each be enabled seperately.
"#if NUM_TEXCOORDS >= 1\n"
"r0.tex0.x += Params.TexOffset;\n"
"r1.tex0.x += Params.TexOffset;\n"
"r0.tex0.x += Params.TexOffset * Params.TexOffsetEnable[0];\n"
"r1.tex0.x += Params.TexOffset * Params.TexOffsetEnable[0];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 2\n"
"r0.tex1.x += Params.TexOffset;\n"
"r1.tex1.x += Params.TexOffset;\n"
"r0.tex1.x += Params.TexOffset * Params.TexOffsetEnable[1];\n"
"r1.tex1.x += Params.TexOffset * Params.TexOffsetEnable[1];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 3\n"
"r0.tex2.x += Params.TexOffset;\n"
"r1.tex2.x += Params.TexOffset;\n"
"r0.tex2.x += Params.TexOffset * Params.TexOffsetEnable[2];\n"
"r1.tex2.x += Params.TexOffset * Params.TexOffsetEnable[2];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 4\n"
"r0.tex3.x += Params.TexOffset;\n"
"r1.tex3.x += Params.TexOffset;\n"
"r0.tex3.x += Params.TexOffset * Params.TexOffsetEnable[3];\n"
"r1.tex3.x += Params.TexOffset * Params.TexOffsetEnable[3];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 5\n"
"r0.tex4.x += Params.TexOffset;\n"
"r1.tex4.x += Params.TexOffset;\n"
"r0.tex4.x += Params.TexOffset * Params.TexOffsetEnable[4];\n"
"r1.tex4.x += Params.TexOffset * Params.TexOffsetEnable[4];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 6\n"
"r0.tex5.x += Params.TexOffset;\n"
"r1.tex5.x += Params.TexOffset;\n"
"r0.tex5.x += Params.TexOffset * Params.TexOffsetEnable[5];\n"
"r1.tex5.x += Params.TexOffset * Params.TexOffsetEnable[5];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 7\n"
"r0.tex6.x += Params.TexOffset;\n"
"r1.tex6.x += Params.TexOffset;\n"
"r0.tex6.x += Params.TexOffset * Params.TexOffsetEnable[6];\n"
"r1.tex6.x += Params.TexOffset * Params.TexOffsetEnable[6];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 8\n"
"r0.tex7.x += Params.TexOffset;\n"
"r1.tex7.x += Params.TexOffset;\n"
"r0.tex7.x += Params.TexOffset * Params.TexOffsetEnable[7];\n"
"r1.tex7.x += Params.TexOffset * Params.TexOffsetEnable[7];\n"
"#endif\n"
"outStream.Append(l0);\n"
@ -139,8 +142,8 @@ LineGeometryShader::LineGeometryShader()
{
// Create constant buffer for uploading data to geometry shader
D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(LineGSParams),
D3D11_BIND_CONSTANT_BUFFER);
D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(LineGSParams_Padded),
D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
m_paramsBuffer = CreateBufferShared(&bd, NULL);
CHECK(m_paramsBuffer, "create line geometry shader params buffer");
D3D::SetDebugObjectName(m_paramsBuffer, "line geometry shader params buffer");
@ -149,7 +152,7 @@ LineGeometryShader::LineGeometryShader()
}
bool LineGeometryShader::SetShader(u32 components, float lineWidth,
float texOffset, float vpWidth, float vpHeight)
float texOffset, float vpWidth, float vpHeight, const bool* texOffsetEnable)
{
if (!m_ready)
return false;
@ -191,12 +194,22 @@ bool LineGeometryShader::SetShader(u32 components, float lineWidth,
{
if (shaderIt->second)
{
LineGSParams params = {};
params.LineWidth = lineWidth;
params.TexOffset = texOffset;
params.VpWidth = vpWidth;
params.VpHeight = vpHeight;
D3D::g_context->UpdateSubresource(m_paramsBuffer, 0, NULL, &params, 0, 0);
D3D11_MAPPED_SUBRESOURCE map;
HRESULT hr = D3D::g_context->Map(m_paramsBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
if (SUCCEEDED(hr))
{
LineGSParams* params = (LineGSParams*)map.pData;
params->LineWidth = lineWidth;
params->TexOffset = texOffset;
params->VpWidth = vpWidth;
params->VpHeight = vpHeight;
for (int i = 0; i < 8; ++i)
params->TexOffsetEnable[i] = texOffsetEnable[i] ? 1.f : 0.f;
D3D::g_context->Unmap(m_paramsBuffer, 0);
}
else
ERROR_LOG(VIDEO, "Failed to map line gs params buffer");
DEBUG_LOG(VIDEO, "Line params: width %f, texOffset %f, vpWidth %f, vpHeight %f",
lineWidth, texOffset, vpWidth, vpHeight);

View File

@ -33,7 +33,7 @@ public:
// Returns true on success, false on failure
bool SetShader(u32 components, float lineWidth, float texOffset,
float vpWidth, float vpHeight);
float vpWidth, float vpHeight, const bool* texOffsetEnable);
private:
bool m_ready;

View File

@ -25,17 +25,20 @@
namespace DX11
{
union PointGSParams
struct PointGSParams
{
struct
{
FLOAT PointSize; // In units of 1/6 of an EFB pixel
FLOAT TexOffset;
FLOAT VpWidth; // Width and height of viewport in EFB pixels
FLOAT VpHeight;
};
FLOAT PointSize; // In units of 1/6 of an EFB pixel
FLOAT TexOffset;
FLOAT VpWidth; // Width and height of viewport in EFB pixels
FLOAT VpHeight;
FLOAT TexOffsetEnable[8]; // For each tex coordinate, whether to apply offset to it (1 on, 0 off)
};
union PointGSParams_Padded
{
PointGSParams params;
// Constant buffers must be a multiple of 16 bytes in size.
u8 pad[16]; // Pad to the next multiple of 16 bytes
u8 pad[(sizeof(PointGSParams) + 15) & ~15];
};
static const char POINT_GS_COMMON[] =
@ -50,6 +53,7 @@ static const char POINT_GS_COMMON[] =
"float TexOffset;\n"
"float VpWidth;\n"
"float VpHeight;\n"
"float TexOffsetEnable[8];\n"
"} Params;\n"
"}\n"
@ -80,44 +84,44 @@ static const char POINT_GS_COMMON[] =
// FIXME: The game may be able to enable TexOffset for some coords and
// disable for others, but where is that information stored?
"#if NUM_TEXCOORDS >= 1\n"
"ptLL.tex0.xy += float2(0,1) * texOffset;\n"
"ptLR.tex0.xy += texOffset;\n"
"ptUR.tex0.xy += float2(1,0) * texOffset;\n"
"ptLL.tex0.xy += float2(0,1) * texOffset * Params.TexOffsetEnable[0];\n"
"ptLR.tex0.xy += texOffset * Params.TexOffsetEnable[0];\n"
"ptUR.tex0.xy += float2(1,0) * texOffset * Params.TexOffsetEnable[0];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 2\n"
"ptLL.tex1.xy += float2(0,1) * texOffset;\n"
"ptLR.tex1.xy += texOffset;\n"
"ptUR.tex1.xy += float2(1,0) * texOffset;\n"
"ptLL.tex1.xy += float2(0,1) * texOffset * Params.TexOffsetEnable[1];\n"
"ptLR.tex1.xy += texOffset * Params.TexOffsetEnable[1];\n"
"ptUR.tex1.xy += float2(1,0) * texOffset * Params.TexOffsetEnable[1];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 3\n"
"ptLL.tex2.xy += float2(0,1) * texOffset;\n"
"ptLR.tex2.xy += texOffset;\n"
"ptUR.tex2.xy += float2(1,0) * texOffset;\n"
"ptLL.tex2.xy += float2(0,1) * texOffset * Params.TexOffsetEnable[2];\n"
"ptLR.tex2.xy += texOffset * Params.TexOffsetEnable[2];\n"
"ptUR.tex2.xy += float2(1,0) * texOffset * Params.TexOffsetEnable[2];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 4\n"
"ptLL.tex3.xy += float2(0,1) * texOffset;\n"
"ptLR.tex3.xy += texOffset;\n"
"ptUR.tex3.xy += float2(1,0) * texOffset;\n"
"ptLL.tex3.xy += float2(0,1) * texOffset * Params.TexOffsetEnable[3];\n"
"ptLR.tex3.xy += texOffset * Params.TexOffsetEnable[3];\n"
"ptUR.tex3.xy += float2(1,0) * texOffset * Params.TexOffsetEnable[3];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 5\n"
"ptLL.tex4.xy += float2(0,1) * texOffset;\n"
"ptLR.tex4.xy += texOffset;\n"
"ptUR.tex4.xy += float2(1,0) * texOffset;\n"
"ptLL.tex4.xy += float2(0,1) * texOffset * Params.TexOffsetEnable[4];\n"
"ptLR.tex4.xy += texOffset * Params.TexOffsetEnable[4];\n"
"ptUR.tex4.xy += float2(1,0) * texOffset * Params.TexOffsetEnable[4];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 6\n"
"ptLL.tex5.xy += float2(0,1) * texOffset;\n"
"ptLR.tex5.xy += texOffset;\n"
"ptUR.tex5.xy += float2(1,0) * texOffset;\n"
"ptLL.tex5.xy += float2(0,1) * texOffset * Params.TexOffsetEnable[5];\n"
"ptLR.tex5.xy += texOffset * Params.TexOffsetEnable[5];\n"
"ptUR.tex5.xy += float2(1,0) * texOffset * Params.TexOffsetEnable[5];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 7\n"
"ptLL.tex6.xy += float2(0,1) * texOffset;\n"
"ptLR.tex6.xy += texOffset;\n"
"ptUR.tex6.xy += float2(1,0) * texOffset;\n"
"ptLL.tex6.xy += float2(0,1) * texOffset * Params.TexOffsetEnable[6];\n"
"ptLR.tex6.xy += texOffset * Params.TexOffsetEnable[6];\n"
"ptUR.tex6.xy += float2(1,0) * texOffset * Params.TexOffsetEnable[6];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 8\n"
"ptLL.tex7.xy += float2(0,1) * texOffset;\n"
"ptLR.tex7.xy += texOffset;\n"
"ptUR.tex7.xy += float2(1,0) * texOffset;\n"
"ptLL.tex7.xy += float2(0,1) * texOffset * Params.TexOffsetEnable[7];\n"
"ptLR.tex7.xy += texOffset * Params.TexOffsetEnable[7];\n"
"ptUR.tex7.xy += float2(1,0) * texOffset * Params.TexOffsetEnable[7];\n"
"#endif\n"
"outStream.Append(ptLL);\n"
@ -132,8 +136,8 @@ PointGeometryShader::PointGeometryShader()
{
// Create constant buffer for uploading data to geometry shader
D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(PointGSParams),
D3D11_BIND_CONSTANT_BUFFER);
D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(PointGSParams_Padded),
D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
m_paramsBuffer = CreateBufferShared(&bd, NULL);
CHECK(m_paramsBuffer, "create point geometry shader params buffer");
D3D::SetDebugObjectName(m_paramsBuffer, "point geometry shader params buffer");
@ -142,7 +146,7 @@ PointGeometryShader::PointGeometryShader()
}
bool PointGeometryShader::SetShader(u32 components, float pointSize,
float texOffset, float vpWidth, float vpHeight)
float texOffset, float vpWidth, float vpHeight, const bool* texOffsetEnable)
{
if (!m_ready)
return false;
@ -184,12 +188,22 @@ bool PointGeometryShader::SetShader(u32 components, float pointSize,
{
if (shaderIt->second)
{
PointGSParams params = {};
params.PointSize = pointSize;
params.TexOffset = texOffset;
params.VpWidth = vpWidth;
params.VpHeight = vpHeight;
D3D::g_context->UpdateSubresource(m_paramsBuffer, 0, NULL, &params, 0, 0);
D3D11_MAPPED_SUBRESOURCE map;
HRESULT hr = D3D::g_context->Map(m_paramsBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
if (SUCCEEDED(hr))
{
PointGSParams* params = (PointGSParams*)map.pData;
params->PointSize = pointSize;
params->TexOffset = texOffset;
params->VpWidth = vpWidth;
params->VpHeight = vpHeight;
for (int i = 0; i < 8; ++i)
params->TexOffsetEnable[i] = texOffsetEnable[i] ? 1.f : 0.f;
D3D::g_context->Unmap(m_paramsBuffer, 0);
}
else
ERROR_LOG(VIDEO, "Failed to map point gs params buffer");
DEBUG_LOG(VIDEO, "Point params: size %f, texOffset %f, vpWidth %f, vpHeight %f",
pointSize, texOffset, vpWidth, vpHeight);

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@ -33,7 +33,7 @@ public:
// Returns true on success, false on failure
bool SetShader(u32 components, float pointSize, float texOffset,
float vpWidth, float vpHeight);
float vpWidth, float vpHeight, const bool* texOffsetEnable);
private:
bool m_ready;

View File

@ -136,7 +136,12 @@ void VertexManager::Draw(UINT stride)
float vpWidth = 2.0f * xfregs.viewport.wd;
float vpHeight = -2.0f * xfregs.viewport.ht;
if (m_lineShader.SetShader(g_nativeVertexFmt->m_components, lineWidth, texOffset, vpWidth, vpHeight))
bool texOffsetEnable[8];
for (int i = 0; i < 8; ++i)
texOffsetEnable[i] = bpmem.texcoords[i].s.line_offset;
if (m_lineShader.SetShader(g_nativeVertexFmt->m_components, lineWidth,
texOffset, vpWidth, vpHeight, texOffsetEnable))
{
D3D::g_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
D3D::g_context->DrawIndexed(IndexGenerator::GetLineindexLen(), m_lineDrawIndex, 0);
@ -152,7 +157,12 @@ void VertexManager::Draw(UINT stride)
float vpWidth = 2.0f * xfregs.viewport.wd;
float vpHeight = -2.0f * xfregs.viewport.ht;
if (m_pointShader.SetShader(g_nativeVertexFmt->m_components, pointSize, texOffset, vpWidth, vpHeight))
bool texOffsetEnable[8];
for (int i = 0; i < 8; ++i)
texOffsetEnable[i] = bpmem.texcoords[i].s.point_offset;
if (m_pointShader.SetShader(g_nativeVertexFmt->m_components, pointSize,
texOffset, vpWidth, vpHeight, texOffsetEnable))
{
D3D::g_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
D3D::g_context->DrawIndexed(IndexGenerator::GetPointindexLen(), m_pointDrawIndex, 0);