VideoCommon: Always update pixel shader constants when tevregs change

This time, it doesn't break the games i tested, and still fixes
Metroid Prime 3 texts/colors.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7668 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
pierre 2011-07-04 13:49:40 +00:00
parent 951e20ae73
commit 1f2adf0563
3 changed files with 20 additions and 12 deletions

View File

@ -553,11 +553,16 @@ void BPWritten(const BPCmd& bp)
case BPMEM_TEV_REGISTER_H+4:
case BPMEM_TEV_REGISTER_L+6: // Reg 4
case BPMEM_TEV_REGISTER_H+6:
if (bp.address & 1) // only run this code for the _H! is this right? what if L is set independently?
// some games only send the _L part, so always update
// there actually are 2 register behind each of these
// addresses, selected by the type bit.
{
// don't compare with changes!
int num = (bp.address >> 1) & 0x3;
PixelShaderManager::SetColorChanged(bpmem.tevregs[num].high.type, num);
if ((bp.address & 1) == 0)
PixelShaderManager::SetColorChanged(bpmem.tevregs[num].low.type, num, false);
else
PixelShaderManager::SetColorChanged(bpmem.tevregs[num].high.type, num, true);
}
break;

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@ -340,17 +340,20 @@ void PixelShaderManager::SetPSTextureDims(int texid)
// This one is high in profiles (0.5%). TODO: Move conversion out, only store the raw color value
// and update it when the shader constant is set, only.
void PixelShaderManager::SetColorChanged(int type, int num)
void PixelShaderManager::SetColorChanged(int type, int num, bool high)
{
int r = bpmem.tevregs[num].low.a;
int a = bpmem.tevregs[num].low.b;
int b = bpmem.tevregs[num].high.a;
int g = bpmem.tevregs[num].high.b;
float *pf = &lastRGBAfull[type][num][0];
pf[0] = (float)r * (1.0f / 255.0f);
pf[1] = (float)g * (1.0f / 255.0f);
pf[2] = (float)b * (1.0f / 255.0f);
pf[3] = (float)a * (1.0f / 255.0f);
if (!high) {
int r = bpmem.tevregs[num].low.a;
int a = bpmem.tevregs[num].low.b;
pf[0] = (float)r * (1.0f / 255.0f);
pf[3] = (float)a * (1.0f / 255.0f);
} else {
int b = bpmem.tevregs[num].high.a;
int g = bpmem.tevregs[num].high.b;
pf[1] = (float)g * (1.0f / 255.0f);
pf[2] = (float)b * (1.0f / 255.0f);
}
s_nColorsChanged[type] |= 1 << num;
PRIM_LOG("pixel %scolor%d: %f %f %f %f\n", type?"k":"", num, pf[0], pf[1], pf[2], pf[3]);
}

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@ -34,7 +34,7 @@ public:
static void SetConstants(); // sets pixel shader constants
// constant management, should be called after memory is committed
static void SetColorChanged(int type, int index);
static void SetColorChanged(int type, int index, bool high);
static void SetAlpha(const AlphaFunc& alpha);
static void SetDestAlpha(const ConstantAlpha& alpha);
static void SetTexDims(int texmapid, u32 width, u32 height, u32 wraps, u32 wrapt);