This is the terrible bit that can't be removed until we use UBOs in the GLSL shaders.

This commit is contained in:
Ryan Houdek 2011-12-02 20:20:53 -06:00
parent 804938e9fc
commit 164b56ff73
2 changed files with 29 additions and 29 deletions

View File

@ -87,35 +87,35 @@ void PixelShaderManager::SetConstants()
{ {
for (int i = 0; i < 2; ++i) for (int i = 0; i < 2; ++i)
{ {
if (s_nColorsChanged[i]) if (s_nColorsChanged[i] || g_ActiveConfig.bUseGLSL)
{ {
int baseind = i ? C_KCOLORS : C_COLORS; int baseind = i ? C_KCOLORS : C_COLORS;
for (int j = 0; j < 4; ++j) for (int j = 0; j < 4; ++j)
{ {
if (s_nColorsChanged[i] & (1 << j)) if (s_nColorsChanged[i] & (1 << j) || g_ActiveConfig.bUseGLSL)
SetPSConstant4fv(baseind+j, &lastRGBAfull[i][j][0]); SetPSConstant4fv(baseind+j, &lastRGBAfull[i][j][0]);
} }
s_nColorsChanged[i] = 0; s_nColorsChanged[i] = 0;
} }
} }
if (s_nTexDimsChanged) if (s_nTexDimsChanged || g_ActiveConfig.bUseGLSL)
{ {
for (int i = 0; i < 8; ++i) for (int i = 0; i < 8; ++i)
{ {
if (s_nTexDimsChanged & (1<<i)) if (s_nTexDimsChanged & (1<<i) || g_ActiveConfig.bUseGLSL)
SetPSTextureDims(i); SetPSTextureDims(i);
} }
s_nTexDimsChanged = 0; s_nTexDimsChanged = 0;
} }
if (s_bAlphaChanged) if (s_bAlphaChanged || g_ActiveConfig.bUseGLSL)
{ {
SetPSConstant4f(C_ALPHA, (lastAlpha&0xff)/255.0f, ((lastAlpha>>8)&0xff)/255.0f, 0, ((lastAlpha>>16)&0xff)/255.0f); SetPSConstant4f(C_ALPHA, (lastAlpha&0xff)/255.0f, ((lastAlpha>>8)&0xff)/255.0f, 0, ((lastAlpha>>16)&0xff)/255.0f);
s_bAlphaChanged = false; s_bAlphaChanged = false;
} }
if (s_bZTextureTypeChanged) if (s_bZTextureTypeChanged || g_ActiveConfig.bUseGLSL)
{ {
float ftemp[4]; float ftemp[4];
switch (bpmem.ztex2.type) switch (bpmem.ztex2.type)
@ -137,7 +137,7 @@ void PixelShaderManager::SetConstants()
s_bZTextureTypeChanged = false; s_bZTextureTypeChanged = false;
} }
if (s_bZBiasChanged || s_bDepthRangeChanged) if (s_bZBiasChanged || s_bDepthRangeChanged || g_ActiveConfig.bUseGLSL)
{ {
// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz) // reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
// [0] = width/2 // [0] = width/2
@ -153,12 +153,12 @@ void PixelShaderManager::SetConstants()
} }
// indirect incoming texture scales // indirect incoming texture scales
if (s_nIndTexScaleChanged) if (s_nIndTexScaleChanged || g_ActiveConfig.bUseGLSL)
{ {
// set as two sets of vec4s, each containing S and T of two ind stages. // set as two sets of vec4s, each containing S and T of two ind stages.
float f[8]; float f[8];
if (s_nIndTexScaleChanged & 0x03) if (s_nIndTexScaleChanged & 0x03 || g_ActiveConfig.bUseGLSL)
{ {
for (u32 i = 0; i < 2; ++i) for (u32 i = 0; i < 2; ++i)
{ {
@ -169,7 +169,7 @@ void PixelShaderManager::SetConstants()
SetPSConstant4fv(C_INDTEXSCALE, f); SetPSConstant4fv(C_INDTEXSCALE, f);
} }
if (s_nIndTexScaleChanged & 0x0c) { if (s_nIndTexScaleChanged & 0x0c || g_ActiveConfig.bUseGLSL) {
for (u32 i = 2; i < 4; ++i) { for (u32 i = 2; i < 4; ++i) {
f[2 * i] = bpmem.texscale[1].getScaleS(i & 1); f[2 * i] = bpmem.texscale[1].getScaleS(i & 1);
f[2 * i + 1] = bpmem.texscale[1].getScaleT(i & 1); f[2 * i + 1] = bpmem.texscale[1].getScaleT(i & 1);
@ -181,11 +181,11 @@ void PixelShaderManager::SetConstants()
s_nIndTexScaleChanged = 0; s_nIndTexScaleChanged = 0;
} }
if (s_nIndTexMtxChanged) if (s_nIndTexMtxChanged || g_ActiveConfig.bUseGLSL)
{ {
for (int i = 0; i < 3; ++i) for (int i = 0; i < 3; ++i)
{ {
if (s_nIndTexMtxChanged & (1 << i)) if (s_nIndTexMtxChanged & (1 << i) || g_ActiveConfig.bUseGLSL)
{ {
int scale = ((u32)bpmem.indmtx[i].col0.s0 << 0) | int scale = ((u32)bpmem.indmtx[i].col0.s0 << 0) |
((u32)bpmem.indmtx[i].col1.s1 << 2) | ((u32)bpmem.indmtx[i].col1.s1 << 2) |
@ -215,13 +215,13 @@ void PixelShaderManager::SetConstants()
s_nIndTexMtxChanged = 0; s_nIndTexMtxChanged = 0;
} }
if (s_bFogColorChanged) if (s_bFogColorChanged || g_ActiveConfig.bUseGLSL)
{ {
SetPSConstant4f(C_FOG, bpmem.fog.color.r / 255.0f, bpmem.fog.color.g / 255.0f, bpmem.fog.color.b / 255.0f, 0); SetPSConstant4f(C_FOG, bpmem.fog.color.r / 255.0f, bpmem.fog.color.g / 255.0f, bpmem.fog.color.b / 255.0f, 0);
s_bFogColorChanged = false; s_bFogColorChanged = false;
} }
if (s_bFogParamChanged) if (s_bFogParamChanged || g_ActiveConfig.bUseGLSL)
{ {
if(!g_ActiveConfig.bDisableFog) if(!g_ActiveConfig.bDisableFog)
{ {
@ -237,7 +237,7 @@ void PixelShaderManager::SetConstants()
s_bFogParamChanged = false; s_bFogParamChanged = false;
} }
if (s_bFogRangeAdjustChanged) if (s_bFogRangeAdjustChanged || g_ActiveConfig.bUseGLSL)
{ {
if(!g_ActiveConfig.bDisableFog && bpmem.fogRange.Base.Enabled == 1) if(!g_ActiveConfig.bDisableFog && bpmem.fogRange.Base.Enabled == 1)
{ {
@ -261,7 +261,7 @@ void PixelShaderManager::SetConstants()
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) // config check added because the code in here was crashing for me inside SetPSConstant4f if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) // config check added because the code in here was crashing for me inside SetPSConstant4f
{ {
if (nLightsChanged[0] >= 0) if (nLightsChanged[0] >= 0 || g_ActiveConfig.bUseGLSL)
{ {
// lights don't have a 1 to 1 mapping, the color component needs to be converted to 4 floats // lights don't have a 1 to 1 mapping, the color component needs to be converted to 4 floats
int istart = nLightsChanged[0] / 0x10; int istart = nLightsChanged[0] / 0x10;
@ -297,14 +297,14 @@ void PixelShaderManager::SetConstants()
nLightsChanged[0] = nLightsChanged[1] = -1; nLightsChanged[0] = nLightsChanged[1] = -1;
} }
if (nMaterialsChanged) if (nMaterialsChanged || g_ActiveConfig.bUseGLSL)
{ {
float GC_ALIGNED16(material[4]); float GC_ALIGNED16(material[4]);
float NormalizationCoef = 1 / 255.0f; float NormalizationCoef = 1 / 255.0f;
for (int i = 0; i < 4; ++i) for (int i = 0; i < 4; ++i)
{ {
if (nMaterialsChanged & (1 << i)) if (nMaterialsChanged & (1 << i) || g_ActiveConfig.bUseGLSL)
{ {
u32 data = *(xfregs.ambColor + i); u32 data = *(xfregs.ambColor + i);

View File

@ -173,7 +173,7 @@ void VertexShaderManager::Dirty()
// TODO: A cleaner way to control the matricies without making a mess in the parameters field // TODO: A cleaner way to control the matricies without making a mess in the parameters field
void VertexShaderManager::SetConstants() void VertexShaderManager::SetConstants()
{ {
if (nTransformMatricesChanged[0] >= 0) if (nTransformMatricesChanged[0] >= 0 || g_ActiveConfig.bUseGLSL)
{ {
int startn = nTransformMatricesChanged[0] / 4; int startn = nTransformMatricesChanged[0] / 4;
int endn = (nTransformMatricesChanged[1] + 3) / 4; int endn = (nTransformMatricesChanged[1] + 3) / 4;
@ -181,7 +181,7 @@ void VertexShaderManager::SetConstants()
SetMultiVSConstant4fv(C_TRANSFORMMATRICES + startn, endn - startn, pstart); SetMultiVSConstant4fv(C_TRANSFORMMATRICES + startn, endn - startn, pstart);
nTransformMatricesChanged[0] = nTransformMatricesChanged[1] = -1; nTransformMatricesChanged[0] = nTransformMatricesChanged[1] = -1;
} }
if (nNormalMatricesChanged[0] >= 0) if (nNormalMatricesChanged[0] >= 0 || g_ActiveConfig.bUseGLSL)
{ {
int startn = nNormalMatricesChanged[0] / 3; int startn = nNormalMatricesChanged[0] / 3;
int endn = (nNormalMatricesChanged[1] + 2) / 3; int endn = (nNormalMatricesChanged[1] + 2) / 3;
@ -190,7 +190,7 @@ void VertexShaderManager::SetConstants()
nNormalMatricesChanged[0] = nNormalMatricesChanged[1] = -1; nNormalMatricesChanged[0] = nNormalMatricesChanged[1] = -1;
} }
if (nPostTransformMatricesChanged[0] >= 0) if (nPostTransformMatricesChanged[0] >= 0 || g_ActiveConfig.bUseGLSL)
{ {
int startn = nPostTransformMatricesChanged[0] / 4; int startn = nPostTransformMatricesChanged[0] / 4;
int endn = (nPostTransformMatricesChanged[1] + 3 ) / 4; int endn = (nPostTransformMatricesChanged[1] + 3 ) / 4;
@ -198,7 +198,7 @@ void VertexShaderManager::SetConstants()
SetMultiVSConstant4fv(C_POSTTRANSFORMMATRICES + startn, endn - startn, pstart); SetMultiVSConstant4fv(C_POSTTRANSFORMMATRICES + startn, endn - startn, pstart);
} }
if (nLightsChanged[0] >= 0) if (nLightsChanged[0] >= 0 || g_ActiveConfig.bUseGLSL)
{ {
// lights don't have a 1 to 1 mapping, the color component needs to be converted to 4 floats // lights don't have a 1 to 1 mapping, the color component needs to be converted to 4 floats
int istart = nLightsChanged[0] / 0x10; int istart = nLightsChanged[0] / 0x10;
@ -234,14 +234,14 @@ void VertexShaderManager::SetConstants()
nLightsChanged[0] = nLightsChanged[1] = -1; nLightsChanged[0] = nLightsChanged[1] = -1;
} }
if (nMaterialsChanged) if (nMaterialsChanged || g_ActiveConfig.bUseGLSL)
{ {
float GC_ALIGNED16(material[4]); float GC_ALIGNED16(material[4]);
float NormalizationCoef = 1 / 255.0f; float NormalizationCoef = 1 / 255.0f;
for (int i = 0; i < 4; ++i) for (int i = 0; i < 4; ++i)
{ {
if (nMaterialsChanged & (1 << i)) if (nMaterialsChanged & (1 << i) || g_ActiveConfig.bUseGLSL)
{ {
u32 data = *(xfregs.ambColor + i); u32 data = *(xfregs.ambColor + i);
@ -257,7 +257,7 @@ void VertexShaderManager::SetConstants()
nMaterialsChanged = 0; nMaterialsChanged = 0;
} }
if (bPosNormalMatrixChanged) if (bPosNormalMatrixChanged || g_ActiveConfig.bUseGLSL)
{ {
bPosNormalMatrixChanged = false; bPosNormalMatrixChanged = false;
@ -268,7 +268,7 @@ void VertexShaderManager::SetConstants()
SetMultiVSConstant3fv(C_POSNORMALMATRIX + 3, 3, norm); SetMultiVSConstant3fv(C_POSNORMALMATRIX + 3, 3, norm);
} }
if (bTexMatricesChanged[0]) if (bTexMatricesChanged[0] || g_ActiveConfig.bUseGLSL)
{ {
bTexMatricesChanged[0] = false; bTexMatricesChanged[0] = false;
const float *fptrs[] = const float *fptrs[] =
@ -283,7 +283,7 @@ void VertexShaderManager::SetConstants()
} }
} }
if (bTexMatricesChanged[1]) if (bTexMatricesChanged[1] || g_ActiveConfig.bUseGLSL)
{ {
bTexMatricesChanged[1] = false; bTexMatricesChanged[1] = false;
const float *fptrs[] = { const float *fptrs[] = {
@ -297,7 +297,7 @@ void VertexShaderManager::SetConstants()
} }
} }
if (bViewportChanged) if (bViewportChanged || g_ActiveConfig.bUseGLSL)
{ {
bViewportChanged = false; bViewportChanged = false;
SetVSConstant4f(C_DEPTHPARAMS,xfregs.viewport.farZ / 16777216.0f,xfregs.viewport.zRange / 16777216.0f,0.0f,0.0f); SetVSConstant4f(C_DEPTHPARAMS,xfregs.viewport.farZ / 16777216.0f,xfregs.viewport.zRange / 16777216.0f,0.0f,0.0f);
@ -306,7 +306,7 @@ void VertexShaderManager::SetConstants()
bProjectionChanged = true; bProjectionChanged = true;
} }
if (bProjectionChanged) if (bProjectionChanged || g_ActiveConfig.bUseGLSL)
{ {
bProjectionChanged = false; bProjectionChanged = false;