D3D: More reset fixes
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4282 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -47,19 +47,24 @@ static u32 s_texturemask = 0;
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void PixelShaderManager::Init()
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{
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s_nColorsChanged[0] = s_nColorsChanged[1] = 15;
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s_nTexDimsChanged = true;
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s_nIndTexScaleChanged = true;
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s_nIndTexMtxChanged = 15;
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s_bAlphaChanged = s_bZBiasChanged = s_bZTextureTypeChanged = s_bDepthRangeChanged = true;
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s_bFogColorChanged = s_bFogParamChanged = true;
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memset(lastRGBAfull, 0, sizeof(lastRGBAfull));
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for (int i = 0; i < 8; i++)
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for (int i = 0; i < 8; i++)
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lastCustomTexScale[i][0] = lastCustomTexScale[i][1] = 1.0f;
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lastAlpha = 0;
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memset(lastTexDims, 0, sizeof(lastTexDims));
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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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Dirty();
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}
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void PixelShaderManager::Dirty()
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{
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s_nColorsChanged[0] = s_nColorsChanged[1] = 15;
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s_nTexDimsChanged = true;
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s_nIndTexScaleChanged = true;
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s_nIndTexMtxChanged = 15;
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s_bAlphaChanged = s_bZBiasChanged = s_bZTextureTypeChanged = s_bDepthRangeChanged = true;
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s_bFogColorChanged = s_bFogParamChanged = true;
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}
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void PixelShaderManager::Shutdown()
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@ -31,6 +31,7 @@ class PixelShaderManager
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static void SetPSTextureDims(int texid);
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public:
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static void Init();
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static void Dirty();
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static void Shutdown();
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static void SetConstants(); // sets pixel shader constants
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@ -49,8 +50,8 @@ public:
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static void SetIndTexScaleChanged(u8 stagemask);
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static void SetTexturesUsed(u32 nonpow2tex);
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static void SetTexCoordChanged(u8 texmapid);
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static void SetFogColorChanged();
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static void SetFogParamChanged();
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static void SetFogColorChanged();
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static void SetFogParamChanged();
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static void SetColorMatrix(const float* pmatrix, const float* pfConstAdd);
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static u32 GetTextureMask();
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};
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@ -58,39 +58,35 @@ void UpdateViewport();
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void VertexShaderManager::Init()
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{
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nTransformMatricesChanged[0] = nTransformMatricesChanged[1] = -1;
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nNormalMatricesChanged[0] = nNormalMatricesChanged[1] = -1;
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nPostTransformMatricesChanged[0] = nPostTransformMatricesChanged[1] = -1;
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nLightsChanged[0] = nLightsChanged[1] = -1;
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bTexMatricesChanged[0] = bTexMatricesChanged[1] = false;
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bPosNormalMatrixChanged = bProjectionChanged = bViewportChanged = false;
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nMaterialsChanged = 0;
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Dirty();
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memset(&xfregs, 0, sizeof(xfregs));
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memset(xfmem, 0, sizeof(xfmem));
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memset(&xfregs, 0, sizeof(xfregs));
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memset(xfmem, 0, sizeof(xfmem));
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ResetView();
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ResetView();
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}
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void VertexShaderManager::Shutdown()
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{
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}
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void VertexShaderManager::Dirty()
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{
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nTransformMatricesChanged[0] = 0; nTransformMatricesChanged[1] = 256;
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nNormalMatricesChanged[0] = 0; nNormalMatricesChanged[1] = 96;
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nPostTransformMatricesChanged[0] = 0; nPostTransformMatricesChanged[1] = 256;
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nLightsChanged[0] = 0; nLightsChanged[1] = 0x80;
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bPosNormalMatrixChanged = true;
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bTexMatricesChanged[0] = bTexMatricesChanged[1] = true;
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bProjectionChanged = true;
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bPosNormalMatrixChanged = bTexMatricesChanged[0] = bTexMatricesChanged[1] = true;
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nMaterialsChanged = 15;
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}
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// Syncs the shader constant buffers with xfmem
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// TODO: A cleaner way to control the matricies without making a mess in the parameters field
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void VertexShaderManager::SetConstants()
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{
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// TODO: Is this still needed?
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//nTransformMatricesChanged[0] = 0; nTransformMatricesChanged[1] = 256;
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//nNormalMatricesChanged[0] = 0; nNormalMatricesChanged[1] = 96;
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//nPostTransformMatricesChanged[0] = 0; nPostTransformMatricesChanged[1] = 256;
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//nLightsChanged[0] = 0; nLightsChanged[1] = 0x80;
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//bPosNormalMatrixChanged = true;
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//bTexMatricesChanged[0] = bTexMatricesChanged[1] = true;
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//bProjectionChanged = true;
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//bPosNormalMatrixChanged = bTexMatricesChanged[0] = bTexMatricesChanged[1] = true;
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//nMaterialsChanged = 15;
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if (nTransformMatricesChanged[0] >= 0)
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{
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int startn = nTransformMatricesChanged[0] / 4;
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@ -487,7 +483,7 @@ void VertexShaderManager::TranslateView(float x, float y)
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Matrix33::Multiply(s_viewInvRotationMatrix, vector, result);
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for(int i = 0; i < 3; i++)
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for (int i = 0; i < 3; i++)
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s_fViewTranslationVector[i] += result[i];
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bProjectionChanged = true;
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@ -24,23 +24,24 @@
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class VertexShaderManager
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{
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public:
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static void Init();
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static void Shutdown();
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static void Init();
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static void Dirty();
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static void Shutdown();
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// constant management
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// constant management
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static void SetConstants();
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static void SetViewport(float* _Viewport);
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static void SetViewportChanged();
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static void SetProjection(float* _pProjection, int constantIndex = -1);
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static void InvalidateXFRange(int start, int end);
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static void SetTexMatrixChangedA(u32 Value);
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static void SetTexMatrixChangedB(u32 Value);
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static void SetViewport(float* _Viewport);
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static void SetViewportChanged();
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static void SetProjection(float* _pProjection, int constantIndex = -1);
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static void InvalidateXFRange(int start, int end);
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static void SetTexMatrixChangedA(u32 Value);
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static void SetTexMatrixChangedB(u32 Value);
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static void SetMaterialColor(int index, u32 data);
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static void TranslateView(float x, float y);
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static void RotateView(float x, float y);
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static void ResetView();
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static void TranslateView(float x, float y);
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static void RotateView(float x, float y);
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static void ResetView();
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};
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void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4);
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@ -69,8 +69,8 @@ void SetupDeviceObjects()
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VertexLoaderManager::Init();
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FBManager::Create();
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VertexShaderManager::Init();
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PixelShaderManager::Init();
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VertexShaderManager::Dirty();
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PixelShaderManager::Dirty();
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// Tex and shader caches will recreate themselves over time.
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}
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@ -78,9 +78,6 @@ void SetupDeviceObjects()
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// Kill off all POOL_DEFAULT device objects.
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void TeardownDeviceObjects()
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{
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VertexShaderManager::Shutdown();
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PixelShaderManager::Shutdown();
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D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
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D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
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FBManager::Destroy();
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