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https://github.com/dolphin-emu/dolphin.git
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VertexShaderManager: Get rid of float pointer casts
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28cb62dc7f
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@ -73,7 +73,7 @@ static void MultipleVec3Ortho(const Vec3 &vec, const float *proj, Vec4 &result)
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void TransformPosition(const InputVertexData *src, OutputVertexData *dst)
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{
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const float* mat = (const float*)&xfmem.posMatrices[src->posMtx * 4];
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const float* mat = &xfmem.posMatrices[src->posMtx * 4];
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MultiplyVec3Mat34(src->position, mat, dst->mvPosition);
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if (xfmem.projection.type == GX_PERSPECTIVE)
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@ -88,7 +88,7 @@ void TransformPosition(const InputVertexData *src, OutputVertexData *dst)
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void TransformNormal(const InputVertexData *src, bool nbt, OutputVertexData *dst)
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{
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const float* mat = (const float*)&xfmem.normalMatrices[(src->posMtx & 31) * 3];
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const float* mat = &xfmem.normalMatrices[(src->posMtx & 31) * 3];
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if (nbt)
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{
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@ -127,8 +127,8 @@ static void TransformTexCoordRegular(const TexMtxInfo &texinfo, int coordNum, bo
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break;
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}
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const float *mat = (const float*)&xfmem.posMatrices[srcVertex->texMtx[coordNum] * 4];
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Vec3 *dst = &dstVertex->texCoords[coordNum];
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const float* mat = &xfmem.posMatrices[srcVertex->texMtx[coordNum] * 4];
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Vec3* dst = &dstVertex->texCoords[coordNum];
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if (texinfo.projection == XF_TEXPROJ_ST)
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{
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@ -153,7 +153,7 @@ static void TransformTexCoordRegular(const TexMtxInfo &texinfo, int coordNum, bo
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// normalize
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const PostMtxInfo &postInfo = xfmem.postMtxInfo[coordNum];
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const float *postMat = (const float*)&xfmem.postMatrices[postInfo.index * 4];
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const float* postMat = &xfmem.postMatrices[postInfo.index * 4];
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if (specialCase)
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{
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@ -4,9 +4,11 @@
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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 "Common/BitSet.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 "Core/ConfigManager.h"
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@ -331,30 +333,30 @@ void VertexShaderManager::SetConstants()
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{
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bPosNormalMatrixChanged = false;
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const float *pos = (const float *)xfmem.posMatrices + g_main_cp_state.matrix_index_a.PosNormalMtxIdx * 4;
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const float *norm = (const float *)xfmem.normalMatrices + 3 * (g_main_cp_state.matrix_index_a.PosNormalMtxIdx & 31);
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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*16);
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memcpy(constants.posnormalmatrix[3], norm, 12);
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memcpy(constants.posnormalmatrix[4], norm+3, 12);
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memcpy(constants.posnormalmatrix[5], norm+6, 12);
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memcpy(constants.posnormalmatrix, pos, 3 * sizeof(float4));
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memcpy(constants.posnormalmatrix[3], norm, 3 * sizeof(u32));
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memcpy(constants.posnormalmatrix[4], norm + 3, 3 * sizeof(u32));
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memcpy(constants.posnormalmatrix[5], norm + 6, 3 * sizeof(u32));
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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 *fptrs[] =
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const float* pos_matrix_ptrs[] =
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{
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(const float *)&xfmem.posMatrices[g_main_cp_state.matrix_index_a.Tex0MtxIdx * 4],
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(const float *)&xfmem.posMatrices[g_main_cp_state.matrix_index_a.Tex1MtxIdx * 4],
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(const float *)&xfmem.posMatrices[g_main_cp_state.matrix_index_a.Tex2MtxIdx * 4],
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(const float *)&xfmem.posMatrices[g_main_cp_state.matrix_index_a.Tex3MtxIdx * 4]
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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 (int i = 0; i < 4; ++i)
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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], fptrs[i], 3 * 16);
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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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@ -362,16 +364,16 @@ void VertexShaderManager::SetConstants()
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if (bTexMatricesChanged[1])
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{
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bTexMatricesChanged[1] = false;
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const float *fptrs[] = {
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(const float *)&xfmem.posMatrices[g_main_cp_state.matrix_index_b.Tex4MtxIdx * 4],
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(const float *)&xfmem.posMatrices[g_main_cp_state.matrix_index_b.Tex5MtxIdx * 4],
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(const float *)&xfmem.posMatrices[g_main_cp_state.matrix_index_b.Tex6MtxIdx * 4],
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(const float *)&xfmem.posMatrices[g_main_cp_state.matrix_index_b.Tex7MtxIdx * 4]
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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 (int i = 0; i < 4; ++i)
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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], fptrs[i], 3*16);
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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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@ -732,16 +734,18 @@ void VertexShaderManager::ResetView()
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void VertexShaderManager::TransformToClipSpace(const float* data, float* out, u32 MtxIdx)
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{
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const float* world_matrix = (const float*)xfmem.posMatrices + (MtxIdx & 0x3f) * 4;
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// We use the projection matrix calculated by vertexShaderManager, because it
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const float* world_matrix = &xfmem.posMatrices[(MtxIdx & 0x3f) * 4];
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// We use the projection matrix calculated by VertexShaderManager, because it
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// includes any free look transformations.
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// Make sure VertexManager::SetConstants() has been called first.
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const float* proj_matrix = &g_fProjectionMatrix[0];
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float t[3];
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t[0] = data[0] * world_matrix[0] + data[1] * world_matrix[1] + data[2] * world_matrix[2] + world_matrix[3];
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t[1] = data[0] * world_matrix[4] + data[1] * world_matrix[5] + data[2] * world_matrix[6] + world_matrix[7];
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t[2] = data[0] * world_matrix[8] + data[1] * world_matrix[9] + data[2] * world_matrix[10] + world_matrix[11];
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const float t[3] = {
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data[0] * world_matrix[0] + data[1] * world_matrix[1] + data[2] * world_matrix[2] + world_matrix[3],
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data[0] * world_matrix[4] + data[1] * world_matrix[5] + data[2] * world_matrix[6] + world_matrix[7],
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data[0] * world_matrix[8] + data[1] * world_matrix[9] + data[2] * world_matrix[10] + world_matrix[11]
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};
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out[0] = t[0] * proj_matrix[0] + t[1] * proj_matrix[1] + t[2] * proj_matrix[2] + proj_matrix[3];
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out[1] = t[0] * proj_matrix[4] + t[1] * proj_matrix[5] + t[2] * proj_matrix[6] + proj_matrix[7];
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@ -267,11 +267,11 @@ struct Projection
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struct XFMemory
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{
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u32 posMatrices[256]; // 0x0000 - 0x00ff
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float posMatrices[256]; // 0x0000 - 0x00ff
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u32 unk0[768]; // 0x0100 - 0x03ff
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u32 normalMatrices[96]; // 0x0400 - 0x045f
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float normalMatrices[96]; // 0x0400 - 0x045f
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u32 unk1[160]; // 0x0460 - 0x04ff
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u32 postMatrices[256]; // 0x0500 - 0x05ff
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float postMatrices[256]; // 0x0500 - 0x05ff
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Light lights[8]; // 0x0600 - 0x067f
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u32 unk2[2432]; // 0x0680 - 0x0fff
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u32 error; // 0x1000
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