Small fix for the last commit, and a little fix for disable fog to really disable it :)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4662 8ced0084-cf51-0410-be5f-012b33b47a6e
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a1d612e946
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@ -281,6 +281,7 @@ void BPWritten(const BPCmd& bp)
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PixelShaderManager::SetFogParamChanged();
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break;
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case BPMEM_FOGCOLOR: // Fog Color
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if (!GetConfig(CONFIG_DISABLEFOG))
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PixelShaderManager::SetFogColorChanged();
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break;
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case BPMEM_ALPHACOMPARE: // Compare Alpha Values
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@ -22,6 +22,7 @@
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#include "Statistics.h"
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#include "PixelShaderManager.h"
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#include "VideoCommon.h"
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#include "VideoConfig.h"
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static int s_nColorsChanged[2]; // 0 - regular colors, 1 - k colors
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static int s_nIndTexMtxChanged;
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@ -202,10 +203,17 @@ void PixelShaderManager::SetConstants()
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}
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if (s_bFogParamChanged)
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{
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if(!g_ActiveConfig.bDisableFog)
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{
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float a = bpmem.fog.a.GetA() * ((float)(1 << bpmem.fog.b_shift));
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float b = ((float)bpmem.fog.b_magnitude / 8388638) * ((float)(1 << (bpmem.fog.b_shift - 1)));
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SetPSConstant4f(C_FOG + 1, a, b, bpmem.fog.c_proj_fsel.GetC(), 0);
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}
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else
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{
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SetPSConstant4f(C_FOG + 1, 0.0, 1.0, 1.0, 0);
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}
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s_bFogParamChanged = false;
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}
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@ -465,14 +465,14 @@ PC_TexFormat TexDecoder_DirectDecode_real(u8 *dst, const u8 *src, int width, int
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for (int y = 0; y < height; y += 8)
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for (int x = 0; x < width; x += 8)
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for (int iy = 0; iy < 8; iy++, src += 4)
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decodebytesC4_5A3_To_BGRA32((u32*)dst + (y + iy) * width + x, src, tlutaddr);
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decodebytesC4_5A3_To_BGRA32(((u32*)((u8*)dst + (y + iy) * Pitch)) + x, src, tlutaddr);
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}
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else
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{
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for (int y = 0; y < height; y += 8)
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for (int x = 0; x < width; x += 8)
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for (int iy = 0; iy < 8; iy++, src += 4)
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decodebytesC4_To_Raw16((u16*)dst + (y + iy) * width + x, src, tlutaddr);
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decodebytesC4_To_Raw16(((u16*)((u8*)dst + (y + iy) * Pitch)) + x, src, tlutaddr);
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}
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return GetPCFormatFromTLUTFormat(tlutfmt);
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case GX_TF_I4:
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@ -483,8 +483,8 @@ PC_TexFormat TexDecoder_DirectDecode_real(u8 *dst, const u8 *src, int width, int
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for (int ix = 0; ix < 4; ix++)
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{
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int val = src[ix];
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dst[(y + iy) * width + x + ix * 2] = Convert4To8(val >> 4);
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dst[(y + iy) * width + x + ix * 2 + 1] = Convert4To8(val & 0xF);
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dst[(y + iy) * Pitch + x + ix * 2] = Convert4To8(val >> 4);
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dst[(y + iy) * Pitch + x + ix * 2 + 1] = Convert4To8(val & 0xF);
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}
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}
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return PC_TEX_FMT_I4_AS_I8;
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@ -493,7 +493,7 @@ PC_TexFormat TexDecoder_DirectDecode_real(u8 *dst, const u8 *src, int width, int
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for (int y = 0; y < height; y += 4)
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for (int x = 0; x < width; x += 8)
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for (int iy = 0; iy < 4; iy++, src += 8)
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memcpy(dst + (y + iy)*width+x, src, 8);
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memcpy((u8*)dst + (y + iy)*Pitch+x, src, 8);
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}
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return PC_TEX_FMT_I8;
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case GX_TF_C8:
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@ -503,14 +503,14 @@ PC_TexFormat TexDecoder_DirectDecode_real(u8 *dst, const u8 *src, int width, int
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for (int y = 0; y < height; y += 4)
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for (int x = 0; x < width; x += 8)
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for (int iy = 0; iy < 4; iy++, src += 8)
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decodebytesC8_5A3_To_BGRA32((u32*)dst + (y + iy) * width + x, src, tlutaddr);
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decodebytesC8_5A3_To_BGRA32(((u32*)((u8*)dst + (y + iy) * Pitch)) + x, src, tlutaddr);
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}
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else
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{
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for (int y = 0; y < height; y += 4)
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for (int x = 0; x < width; x += 8)
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for (int iy = 0; iy < 4; iy++, src += 8)
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decodebytesC8_To_Raw16((u16*)dst + (y + iy) * width + x, src, tlutaddr);
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decodebytesC8_To_Raw16(((u16*)((u8*)dst + (y + iy) * Pitch)) + x, src, tlutaddr);
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}
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return GetPCFormatFromTLUTFormat(tlutfmt);
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case GX_TF_IA4:
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@ -518,7 +518,7 @@ PC_TexFormat TexDecoder_DirectDecode_real(u8 *dst, const u8 *src, int width, int
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for (int y = 0; y < height; y += 4)
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for (int x = 0; x < width; x += 8)
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for (int iy = 0; iy < 4; iy++, src += 8)
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decodebytesIA4((u16*)dst + (y + iy) * width + x, src);
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decodebytesIA4(((u16*)((u8*)dst + (y + iy) * Pitch)) + x, src);
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}
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return PC_TEX_FMT_IA4_AS_IA8;
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case GX_TF_IA8:
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@ -527,7 +527,7 @@ PC_TexFormat TexDecoder_DirectDecode_real(u8 *dst, const u8 *src, int width, int
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for (int x = 0; x < width; x += 4)
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for (int iy = 0; iy < 4; iy++, src += 8)
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{
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u16 *ptr = (u16 *)dst + (y + iy) * width + x;
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u16 *ptr = ((u16 *)((u8*)dst + (y + iy) * Pitch)) + x;
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u16 *s = (u16 *)src;
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for(int j = 0; j < 4; j++)
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*ptr++ = Common::swap16(*s++);
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@ -542,14 +542,14 @@ PC_TexFormat TexDecoder_DirectDecode_real(u8 *dst, const u8 *src, int width, int
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for (int y = 0; y < height; y += 4)
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for (int x = 0; x < width; x += 4)
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for (int iy = 0; iy < 4; iy++, src += 8)
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decodebytesC14X2_5A3_To_BGRA32((u32*)dst + (y + iy) * width + x, (u16*)src, tlutaddr);
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decodebytesC14X2_5A3_To_BGRA32(((u32*)((u8*)dst + (y + iy) * Pitch)) + x, (u16*)src, tlutaddr);
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}
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else
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{
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for (int y = 0; y < height; y += 4)
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for (int x = 0; x < width; x += 4)
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for (int iy = 0; iy < 4; iy++, src += 8)
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decodebytesC14X2_To_Raw16((u16*)dst + (y + iy) * width + x, (u16*)src, tlutaddr);
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decodebytesC14X2_To_Raw16(((u16*)((u8*)dst + (y + iy) * Pitch)) + x, (u16*)src, tlutaddr);
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}
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return GetPCFormatFromTLUTFormat(tlutfmt);
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case GX_TF_RGB565:
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@ -558,7 +558,7 @@ PC_TexFormat TexDecoder_DirectDecode_real(u8 *dst, const u8 *src, int width, int
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for (int x = 0; x < width; x += 4)
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for (int iy = 0; iy < 4; iy++, src += 8)
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{
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u16 *ptr = (u16 *)dst + (y + iy) * width + x;
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u16 *ptr = ((u16 *)(dst + (y + iy) * Pitch)) + x;
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u16 *s = (u16 *)src;
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for(int j = 0; j < 4; j++)
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*ptr++ = Common::swap16(*s++);
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@ -571,7 +571,7 @@ PC_TexFormat TexDecoder_DirectDecode_real(u8 *dst, const u8 *src, int width, int
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for (int x = 0; x < width; x += 4)
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for (int iy = 0; iy < 4; iy++, src += 8)
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//decodebytesRGB5A3((u32*)dst+(y+iy)*width+x, (u16*)src, 4);
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decodebytesRGB5A3((u32*)dst+(y+iy)*width+x, (u16*)src);
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decodebytesRGB5A3(((u32*)((u8*)dst+(y+iy)*Pitch))+x, (u16*)src);
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}
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return PC_TEX_FMT_BGRA32;
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case GX_TF_RGBA8: // speed critical
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@ -580,7 +580,7 @@ PC_TexFormat TexDecoder_DirectDecode_real(u8 *dst, const u8 *src, int width, int
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for (int x = 0; x < width; x += 4)
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{
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for (int iy = 0; iy < 4; iy++)
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decodebytesARGB8_4((u32*)dst + (y+iy)*width + x, (u16*)src + 4 * iy, (u16*)src + 4 * iy + 16);
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decodebytesARGB8_4(((u32*)((u8*)dst + (y+iy)*Pitch)) + x, (u16*)src + 4 * iy, (u16*)src + 4 * iy + 16);
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src += 64;
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}
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}
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@ -611,13 +611,13 @@ PC_TexFormat TexDecoder_DirectDecode_real(u8 *dst, const u8 *src, int width, int
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{
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for (int x = 0; x < width; x += 8)
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{
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decodeDXTBlock((u32*)dst + y * width + x, (DXTBlock*)src, width);
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decodeDXTBlock(((u32*)((u8*)dst + y * Pitch)) + x, (DXTBlock*)src, width);
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src += sizeof(DXTBlock);
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decodeDXTBlock((u32*)dst + y * width + x + 4, (DXTBlock*)src, width);
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decodeDXTBlock(((u32*)((u8*)dst + y * Pitch)) + x + 4, (DXTBlock*)src, width);
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src += sizeof(DXTBlock);
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decodeDXTBlock((u32*)dst + (y + 4) * width + x, (DXTBlock*)src, width);
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decodeDXTBlock(((u32*)((u8*)dst + (y + 4) * Pitch)) + x, (DXTBlock*)src, width);
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src += sizeof(DXTBlock);
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decodeDXTBlock((u32*)dst + (y + 4) * width + x + 4, (DXTBlock*)src, width);
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decodeDXTBlock(((u32*)((u8*)dst + (y + 4) * Pitch)) + x + 4, (DXTBlock*)src, width);
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src += sizeof(DXTBlock);
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}
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}
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@ -835,7 +835,6 @@ void UpdateViewport()
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int Y = (int)(ceil(xfregs.rawViewport[4] + xfregs.rawViewport[1] - (scissorYOff)) * MValueY);
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int Width = (int)ceil((int)(2 * xfregs.rawViewport[0]) * MValueX);
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int Height = (int)ceil((int)(-2 * xfregs.rawViewport[1]) * MValueY);
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if(Width < 0)
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{
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X += Width;
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@ -863,20 +862,6 @@ void UpdateViewport()
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//some games set invalids values for z min and z max so fix them to the max an min alowed and let the shaders do this work
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vp.MinZ = 0.0f;//(xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777216.0f;
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vp.MaxZ =1.0f;// xfregs.rawViewport[5] / 16777216.0f;
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/*if(vp.MinZ < 0.0f)
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vp.MinZ = 0.0f;
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if(vp.MinZ > 1.0f)
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vp.MinZ = 1.0f;
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if(vp.MaxZ < 0.0f)
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vp.MaxZ = 0.0f;
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if(vp.MaxZ > 1.0f)
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vp.MaxZ = 1.0f;
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if(vp.MinZ > vp.MaxZ)
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{
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float temp = vp.MinZ;
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vp.MinZ = vp.MaxZ;
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vp.MaxZ = temp;
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}*/
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D3D::dev->SetViewport(&vp);
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}
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@ -918,7 +903,7 @@ void Renderer::SetBlendMode(bool forceUpdate)
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// 2 - reverse subtract enable (else add)
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// 3-5 - srcRGB function
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// 6-8 - dstRGB function
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if(bpmem.blendmode.logicopenable)
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if(bpmem.blendmode.logicopenable && bpmem.blendmode.logicmode != 3)
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return;
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u32 newval = bpmem.blendmode.subtract << 2;
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@ -1043,8 +1028,9 @@ void Renderer::SetDepthMode()
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void Renderer::SetLogicOpMode()
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{
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if (bpmem.blendmode.logicopenable)
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if (bpmem.blendmode.logicopenable && bpmem.blendmode.logicmode != 3)
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{
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s_blendMode = 0;
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D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, 1);
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D3D::SetRenderState(D3DRS_BLENDOP, d3dLogincOPop[bpmem.blendmode.logicmode]);
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D3D::SetRenderState(D3DRS_SRCBLEND, d3dLogicOpSrcFactors[bpmem.blendmode.logicmode]);
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@ -251,6 +251,7 @@ void TextureCache::Cleanup()
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}
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D3DLOCKED_RECT Lock;
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entry.texture->LockRect(0, &Lock, NULL, 0);
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if(pcfmt != PC_TEX_FMT_I8 && pcfmt != PC_TEX_FMT_I4_AS_I8)
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TexDecoder_DirectDecode((u8*)Lock.pBits,ptr,expandedWidth,height,Lock.Pitch,tex_format,tlutaddr,tlutfmt);
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entry.texture->UnlockRect(0);
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entry.frameCount = frameCount;
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@ -1413,7 +1413,7 @@ void Renderer::SetDepthMode()
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void Renderer::SetLogicOpMode()
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{
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if (bpmem.blendmode.logicopenable)
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if (bpmem.blendmode.logicopenable && bpmem.blendmode.logicmode != 3)
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{
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glEnable(GL_COLOR_LOGIC_OP);
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glLogicOp(glLogicOpCodes[bpmem.blendmode.logicmode]);
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