as sl1nk3.s say make the updates directly to the viewport and let the scale fixed in 2^24.
please test specially in paper mario and Killer 7 that where games where supposedly this was used. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4470 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -31,7 +31,7 @@ static bool s_bZTextureTypeChanged;
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static bool s_bDepthRangeChanged;
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static bool s_bFogColorChanged;
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static bool s_bFogParamChanged;
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static float lastDepthRange[4]; // 0 = far z, 1 = far - near, 2 = scale , 3 = offset
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static float lastDepthRange[2]; // 0 = far z, 1 = far - near
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static float lastRGBAfull[2][4][4];
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static float lastCustomTexScale[8][2];
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static u8 s_nTexDimsChanged;
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@ -54,10 +54,6 @@ void PixelShaderManager::Init()
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lastZBias = 0;
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s_texturemask = 0;
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memset(lastRGBAfull, 0, sizeof(lastRGBAfull));
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lastDepthRange[0]=16777216.0f;
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lastDepthRange[1]=16777216.0f;
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lastDepthRange[2]=16777216.0f;
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lastDepthRange[3]=0.0f;
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Dirty();
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}
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@ -136,7 +132,7 @@ void PixelShaderManager::SetConstants()
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if (s_bZBiasChanged || s_bDepthRangeChanged)
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{
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//ERROR_LOG("pixel=%x,%x, bias=%x\n", bpmem.zcontrol.pixel_format, bpmem.ztex2.type, lastZBias);
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SetPSConstant4f(C_ZBIAS+1, (lastDepthRange[0] + lastDepthRange[3]) / lastDepthRange[2], (lastDepthRange[1] + lastDepthRange[3]) / lastDepthRange[2], 0, (float)( (((int)lastZBias<<8)>>8))/16777215.0f);
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SetPSConstant4f(C_ZBIAS+1, lastDepthRange[0] / 16777216.0f, lastDepthRange[1] / 16777216.0f, 0, (float)( (((int)lastZBias<<8)>>8))/16777216.0f);
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s_bZBiasChanged = s_bDepthRangeChanged = false;
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}
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@ -332,18 +328,18 @@ void PixelShaderManager::SetViewport(float* viewport)
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void PixelShaderManager::SetZScale(float data)
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{
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if (lastDepthRange[2] != data)
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if (lastDepthRange[0] != data)
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{
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lastDepthRange[2] = data;
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lastDepthRange[0] = data;
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s_bDepthRangeChanged = true;
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}
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}
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void PixelShaderManager::SetZOffset(float data)
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{
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if (lastDepthRange[3] != data)
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if (lastDepthRange[1] != data)
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{
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lastDepthRange[3] = data;
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lastDepthRange[1] = data;
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s_bDepthRangeChanged = true;
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}
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}
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@ -62,8 +62,6 @@ void VertexShaderManager::Init()
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memset(&xfregs, 0, sizeof(xfregs));
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memset(xfmem, 0, sizeof(xfmem));
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xfregs.ZScale = 16777216.0f;
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xfregs.Zoffset = 0.0f;
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ResetView();
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}
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@ -454,13 +452,13 @@ void VertexShaderManager::SetViewport(float* _Viewport)
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void VertexShaderManager::SetZScale(float data)
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{
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xfregs.ZScale = data;
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xfregs.rawViewport[5] = data;
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bViewportChanged = true;
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}
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void VertexShaderManager::SetZOffset(float data)
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{
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xfregs.Zoffset = data;
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xfregs.rawViewport[2] = data;
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bViewportChanged = true;
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}
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@ -228,8 +228,6 @@ struct XFRegisters
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bool bEnableDualTexTransform;
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float rawViewport[6];
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float rawProjection[7];
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float ZScale;
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float Zoffset;
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};
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@ -611,8 +611,8 @@ void UpdateViewport()
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vp.Width = (int)ceil(abs((int)(2 * xfregs.rawViewport[0])) * MValueX);
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vp.Height = (int)ceil(abs((int)(2 * xfregs.rawViewport[1])) * MValueY);
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//new depth equation , don't know if is correct but...
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vp.MinZ = (xfregs.rawViewport[5] - xfregs.rawViewport[2]+xfregs.Zoffset) / xfregs.ZScale;
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vp.MaxZ = (xfregs.rawViewport[5] + xfregs.Zoffset) / xfregs.ZScale;
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vp.MinZ = (xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777216.0f;
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vp.MaxZ = xfregs.rawViewport[5] / 16777216.0f;
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// This seems to happen a lot - the above calc is probably wrong.
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if (vp.MinZ < 0.0f) vp.MinZ = 0.0f;
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@ -1345,8 +1345,8 @@ void UpdateViewport()
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int GLWidth = (int)ceil(abs((int)(2 * xfregs.rawViewport[0])) * MValueX);
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int GLHeight = (int)ceil(abs((int)(2 * xfregs.rawViewport[1])) * MValueY);
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//new dept equation , don't know if is correct but...
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double GLNear = (xfregs.rawViewport[5] - xfregs.rawViewport[2] + xfregs.Zoffset) / xfregs.ZScale;
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double GLFar = (xfregs.rawViewport[5] + xfregs.Zoffset) / xfregs.ZScale;
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double GLNear = (xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777216.0f;
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double GLFar = xfregs.rawViewport[5] / 16777216.0f;
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// Update the view port
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glViewport(GLx, GLy, GLWidth, GLHeight);
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