PixelShaderGen: Perform some of the fog calculations with integers.
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@ -19,7 +19,8 @@ struct PixelShaderConstants
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float4 indtexscale[2];
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int4 indtexmtx[6];
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int4 fogcolor;
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float4 fog[2];
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int4 fogi[1];
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float4 fogf[2];
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// For pixel lighting
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int4 plight_colors[8];
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@ -291,7 +291,8 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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DeclareUniform(out, ApiType, C_INDTEXSCALE, "float4", I_INDTEXSCALE"[2]");
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DeclareUniform(out, ApiType, C_INDTEXMTX, "int4", I_INDTEXMTX"[6]");
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DeclareUniform(out, ApiType, C_FOGCOLOR, "int4", I_FOGCOLOR);
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DeclareUniform(out, ApiType, C_FOG, "float4", I_FOG"[2]");
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DeclareUniform(out, ApiType, C_FOGI, "int4", I_FOGI"[1]");
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DeclareUniform(out, ApiType, C_FOGF, "float4", I_FOGF"[2]");
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// For pixel lighting - TODO: Should only be defined when per pixel lighting is enabled!
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DeclareUniform(out, ApiType, C_PLIGHT_COLORS, "int4", I_PLIGHT_COLORS"[8]");
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@ -1049,33 +1050,36 @@ static inline void WriteFog(T& out, pixel_shader_uid_data& uid_data)
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uid_data.fog_proj = bpmem.fog.c_proj_fsel.proj;
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out.SetConstantsUsed(C_FOGCOLOR, C_FOGCOLOR);
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out.SetConstantsUsed(C_FOG, C_FOG);
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out.SetConstantsUsed(C_FOGI, C_FOGI);
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out.SetConstantsUsed(C_FOGF, C_FOGF+1);
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if (bpmem.fog.c_proj_fsel.proj == 0)
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{
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// perspective
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// ze = A/(B - (Zs >> B_SHF)
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out.Write("\tfloat ze = " I_FOG"[0].x / (" I_FOG"[0].y - (float(zCoord) / 16777215.0 / " I_FOG"[0].w));\n");
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// TODO: Verify that we want to drop lower bits here! (currently taken over from software renderer)
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out.Write("\tfloat ze = (" I_FOGF"[1].x * 16777215.0) / float(" I_FOGI"[0].y - (zCoord >> " I_FOGI"[0].w));\n");
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}
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else
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{
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// orthographic
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// ze = a*Zs (here, no B_SHF)
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out.Write("\tfloat ze = " I_FOG"[0].x * float(zCoord) / 16777215.0;\n");
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out.Write("\tfloat ze = " I_FOGF"[1].x * float(zCoord) / 16777215.0;\n");
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}
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// x_adjust = sqrt((x-center)^2 + k^2)/k
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// ze *= x_adjust
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// this is completely theoretical as the real hardware seems to use a table intead of calculating the values.
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// TODO Instead of this theoretical calculation, we should use the
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// coefficient table given in the fog range BP registers!
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uid_data.fog_RangeBaseEnabled = bpmem.fogRange.Base.Enabled;
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if (bpmem.fogRange.Base.Enabled)
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{
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out.SetConstantsUsed(C_FOG+1, C_FOG+1);
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out.Write("\tfloat x_adjust = (2.0 * (clipPos.x / " I_FOG"[1].y)) - 1.0 - " I_FOG"[1].x;\n");
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out.Write("\tx_adjust = sqrt(x_adjust * x_adjust + " I_FOG"[1].z * " I_FOG"[1].z) / " I_FOG"[1].z;\n");
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out.SetConstantsUsed(C_FOGF, C_FOGF);
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out.Write("\tfloat x_adjust = (2.0 * (clipPos.x / " I_FOGF"[0].y)) - 1.0 - " I_FOGF"[0].x;\n");
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out.Write("\tx_adjust = sqrt(x_adjust * x_adjust + " I_FOGF"[0].z * " I_FOGF"[0].z) / " I_FOGF"[0].z;\n");
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out.Write("\tze *= x_adjust;\n");
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}
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out.Write("\tfloat fog = clamp(ze - " I_FOG"[0].z, 0.0, 1.0);\n");
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out.Write("\tfloat fog = clamp(ze - " I_FOGF"[1].z, 0.0, 1.0);\n");
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if (bpmem.fog.c_proj_fsel.fsel > 3)
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{
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@ -17,7 +17,8 @@
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#define I_INDTEXSCALE "cindscale"
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#define I_INDTEXMTX "cindmtx"
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#define I_FOGCOLOR "cfogcolor"
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#define I_FOG "cfog"
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#define I_FOGI "cfogi"
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#define I_FOGF "cfogf"
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#define I_PLIGHT_COLORS "cPLightColors"
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#define I_PLIGHTS "cPLights"
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#define I_PMATERIALS "cPmtrl"
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@ -32,9 +33,10 @@
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#define C_INDTEXSCALE (C_ZBIAS + 2) //19
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#define C_INDTEXMTX (C_INDTEXSCALE + 2) //21
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#define C_FOGCOLOR (C_INDTEXMTX + 6) //27
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#define C_FOG (C_FOGCOLOR + 1) //28
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#define C_FOGI (C_FOGCOLOR + 1) //28
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#define C_FOGF (C_FOGI + 1) //29
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#define C_PLIGHT_COLORS (C_FOG + 2)
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#define C_PLIGHT_COLORS (C_FOGF + 2)
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#define C_PLIGHTS (C_PLIGHT_COLORS + 8)
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#define C_PMATERIALS (C_PLIGHTS + 32)
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#define C_PENVCONST_END (C_PMATERIALS + 4)
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@ -85,15 +85,15 @@ void PixelShaderManager::SetConstants()
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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.fog[1][0] = ScreenSpaceCenter;
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constants.fog[1][1] = (float)Renderer::EFBToScaledX((int)(2.0f * xfregs.viewport.wd));
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constants.fog[1][2] = bpmem.fogRange.K[4].HI / 256.0f;
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constants.fogf[0][0] = ScreenSpaceCenter;
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constants.fogf[0][1] = (float)Renderer::EFBToScaledX((int)(2.0f * xfregs.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.fog[1][0] = 0;
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constants.fog[1][1] = 1;
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constants.fog[1][2] = 1;
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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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@ -282,17 +282,17 @@ void PixelShaderManager::SetFogParamChanged()
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{
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if (!g_ActiveConfig.bDisableFog)
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{
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constants.fog[0][0] = bpmem.fog.a.GetA();
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constants.fog[0][1] = (float)bpmem.fog.b_magnitude / 0xFFFFFF;
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constants.fog[0][2] = bpmem.fog.c_proj_fsel.GetC();
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constants.fog[0][3] = (float)(1 << bpmem.fog.b_shift);
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constants.fogf[1][0] = bpmem.fog.a.GetA();
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constants.fogi[0][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[0][3] = bpmem.fog.b_shift;
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}
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else
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{
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constants.fog[0][0] = 0;
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constants.fog[0][1] = 1;
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constants.fog[0][2] = 0;
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constants.fog[0][3] = 1;
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constants.fogf[1][0] = 0.f;
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constants.fogi[0][1] = 1;
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constants.fogf[1][2] = 0.f;
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constants.fogi[0][3] = 1;
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}
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dirty = true;
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}
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