DX11: Correct line width and point size by taking viewport rect into account. Twilight Princess map looks almost perfect except for the drop shadows around the borders: the lines are too skinny, but the corner points seem to be correct.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7418 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Nolan Check 2011-03-28 05:42:21 +00:00
parent 975ce523b6
commit 40b8db30e3
5 changed files with 40 additions and 14 deletions

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@ -31,6 +31,8 @@ union LineGSParams
{ {
FLOAT LineWidth; // In units of 1/6 of an EFB pixel FLOAT LineWidth; // In units of 1/6 of an EFB pixel
FLOAT TexOffset; FLOAT TexOffset;
FLOAT VpWidth; // Width and height of the viewport in EFB pixels
FLOAT VpHeight;
}; };
// Constant buffers must be a multiple of 16 bytes in size. // Constant buffers must be a multiple of 16 bytes in size.
u8 pad[16]; // Pad to the next multiple of 16 bytes u8 pad[16]; // Pad to the next multiple of 16 bytes
@ -46,6 +48,8 @@ static const char LINE_GS_COMMON[] =
"{\n" "{\n"
"float LineWidth;\n" "float LineWidth;\n"
"float TexOffset;\n" "float TexOffset;\n"
"float VpWidth;\n"
"float VpHeight;\n"
"} Params;\n" "} Params;\n"
"}\n" "}\n"
@ -65,17 +69,17 @@ static const char LINE_GS_COMMON[] =
// horizontal depending the slope of the line. // horizontal depending the slope of the line.
"float2 offset;\n" "float2 offset;\n"
"float2 to = input[1].pos.xy - input[0].pos.xy;\n" "float2 to = abs(input[1].pos.xy - input[0].pos.xy);\n"
// FIXME: What does real hardware do when line is at a 45-degree angle? // FIXME: What does real hardware do when line is at a 45-degree angle?
// FIXME: Lines aren't drawn at the correct width. See Twilight Princess map. // FIXME: Lines aren't drawn at the correct width. See Twilight Princess map.
"if (abs(to.y) > abs(to.x)) {\n" "if (Params.VpHeight*to.y > Params.VpWidth*to.x) {\n"
// Line is more tall. Extend geometry left and right. // Line is more tall. Extend geometry left and right.
// Lerp Params.LineWidth/2 from [0..640] to [-1..1] // Lerp Params.LineWidth/2 from [0..VpWidth] to [-1..1]
"offset = float2(Params.LineWidth/640, 0);\n" "offset = float2(Params.LineWidth/Params.VpWidth, 0);\n"
"} else {\n" "} else {\n"
// Line is more wide. Extend geometry up and down. // Line is more wide. Extend geometry up and down.
// Lerp Params.LineWidth/2 from [0..528] to [1..-1] // Lerp Params.LineWidth/2 from [0..VpHeight] to [1..-1]
"offset = float2(0, -Params.LineWidth/528);\n" "offset = float2(0, -Params.LineWidth/Params.VpHeight);\n"
"}\n" "}\n"
"l0.pos.xy -= offset * input[0].pos.w;\n" "l0.pos.xy -= offset * input[0].pos.w;\n"
@ -164,7 +168,8 @@ void LineGeometryShader::Shutdown()
SAFE_RELEASE(m_paramsBuffer); SAFE_RELEASE(m_paramsBuffer);
} }
bool LineGeometryShader::SetShader(u32 components, float lineWidth, float texOffset) bool LineGeometryShader::SetShader(u32 components, float lineWidth,
float texOffset, float vpWidth, float vpHeight)
{ {
if (!m_ready) if (!m_ready)
return false; return false;
@ -208,8 +213,13 @@ bool LineGeometryShader::SetShader(u32 components, float lineWidth, float texOff
LineGSParams params = { 0 }; LineGSParams params = { 0 };
params.LineWidth = lineWidth; params.LineWidth = lineWidth;
params.TexOffset = texOffset; params.TexOffset = texOffset;
params.VpWidth = vpWidth;
params.VpHeight = vpHeight;
D3D::context->UpdateSubresource(m_paramsBuffer, 0, NULL, &params, 0, 0); D3D::context->UpdateSubresource(m_paramsBuffer, 0, NULL, &params, 0, 0);
DEBUG_LOG(VIDEO, "Line params: width %f, texOffset %f, vpWidth %f, vpHeight %f",
lineWidth, texOffset, vpWidth, vpHeight);
D3D::context->GSSetShader(shaderIt->second, NULL, 0); D3D::context->GSSetShader(shaderIt->second, NULL, 0);
D3D::context->GSSetConstantBuffers(0, 1, &m_paramsBuffer); D3D::context->GSSetConstantBuffers(0, 1, &m_paramsBuffer);

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@ -38,7 +38,8 @@ public:
void Init(); void Init();
void Shutdown(); void Shutdown();
// Returns true on success, false on failure // Returns true on success, false on failure
bool SetShader(u32 components, float lineWidth, float texOffset); bool SetShader(u32 components, float lineWidth, float texOffset,
float vpWidth, float vpHeight);
private: private:

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@ -31,6 +31,8 @@ union PointGSParams
{ {
FLOAT PointSize; // In units of 1/6 of an EFB pixel FLOAT PointSize; // In units of 1/6 of an EFB pixel
FLOAT TexOffset; FLOAT TexOffset;
FLOAT VpWidth; // Width and height of viewport in EFB pixels
FLOAT VpHeight;
}; };
// Constant buffers must be a multiple of 16 bytes in size. // Constant buffers must be a multiple of 16 bytes in size.
u8 pad[16]; // Pad to the next multiple of 16 bytes u8 pad[16]; // Pad to the next multiple of 16 bytes
@ -46,6 +48,8 @@ static const char POINT_GS_COMMON[] =
"{\n" "{\n"
"float PointSize;\n" "float PointSize;\n"
"float TexOffset;\n" "float TexOffset;\n"
"float VpWidth;\n"
"float VpHeight;\n"
"} Params;\n" "} Params;\n"
"}\n" "}\n"
@ -58,8 +62,8 @@ static const char POINT_GS_COMMON[] =
"VS_OUTPUT ptUR = ptLL;\n" "VS_OUTPUT ptUR = ptLL;\n"
// Offset from center to upper right vertex // Offset from center to upper right vertex
// Lerp Params.PointSize/2 from [0,0..640,528] to [-1,1..1,-1] // Lerp Params.PointSize/2 from [0,0..VpWidth,VpHeight] to [-1,1..1,-1]
"float2 offset = float2(Params.PointSize/640, -Params.PointSize/528) * input[0].pos.w;\n" "float2 offset = float2(Params.PointSize/Params.VpWidth, -Params.PointSize/Params.VpHeight) * input[0].pos.w;\n"
"ptLL.pos.xy += float2(-1,-1) * offset;\n" "ptLL.pos.xy += float2(-1,-1) * offset;\n"
"ptLR.pos.xy += float2(1,-1) * offset;\n" "ptLR.pos.xy += float2(1,-1) * offset;\n"
@ -157,7 +161,8 @@ void PointGeometryShader::Shutdown()
SAFE_RELEASE(m_paramsBuffer); SAFE_RELEASE(m_paramsBuffer);
} }
bool PointGeometryShader::SetShader(u32 components, float pointSize, float texOffset) bool PointGeometryShader::SetShader(u32 components, float pointSize,
float texOffset, float vpWidth, float vpHeight)
{ {
if (!m_ready) if (!m_ready)
return false; return false;
@ -201,7 +206,12 @@ bool PointGeometryShader::SetShader(u32 components, float pointSize, float texOf
PointGSParams params = { 0 }; PointGSParams params = { 0 };
params.PointSize = pointSize; params.PointSize = pointSize;
params.TexOffset = texOffset; params.TexOffset = texOffset;
params.VpWidth = vpWidth;
params.VpHeight = vpHeight;
D3D::context->UpdateSubresource(m_paramsBuffer, 0, NULL, &params, 0, 0); D3D::context->UpdateSubresource(m_paramsBuffer, 0, NULL, &params, 0, 0);
DEBUG_LOG(VIDEO, "Point params: size %f, texOffset %f, vpWidth %f, vpHeight %f",
pointSize, texOffset, vpWidth, vpHeight);
D3D::context->GSSetShader(shaderIt->second, NULL, 0); D3D::context->GSSetShader(shaderIt->second, NULL, 0);
D3D::context->GSSetConstantBuffers(0, 1, &m_paramsBuffer); D3D::context->GSSetConstantBuffers(0, 1, &m_paramsBuffer);

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@ -38,7 +38,8 @@ public:
void Init(); void Init();
void Shutdown(); void Shutdown();
// Returns true on success, false on failure // Returns true on success, false on failure
bool SetShader(u32 components, float pointSize, float texOffset); bool SetShader(u32 components, float pointSize, float texOffset,
float vpWidth, float vpHeight);
private: private:

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@ -155,8 +155,10 @@ void VertexManager::Draw(UINT stride)
{ {
float lineWidth = float(bpmem.lineptwidth.linesize) / 6.f; float lineWidth = float(bpmem.lineptwidth.linesize) / 6.f;
float texOffset = LINE_PT_TEX_OFFSETS[bpmem.lineptwidth.lineoff]; float texOffset = LINE_PT_TEX_OFFSETS[bpmem.lineptwidth.lineoff];
float vpWidth = 2.0f * xfregs.rawViewport[0];
float vpHeight = -2.0f * xfregs.rawViewport[1];
if (m_lineShader.SetShader(g_nativeVertexFmt->m_components, lineWidth, texOffset)) if (m_lineShader.SetShader(g_nativeVertexFmt->m_components, lineWidth, texOffset, vpWidth, vpHeight))
{ {
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST); D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
D3D::context->DrawIndexed(IndexGenerator::GetLineindexLen(), m_lineDrawIndex, 0); D3D::context->DrawIndexed(IndexGenerator::GetLineindexLen(), m_lineDrawIndex, 0);
@ -169,8 +171,10 @@ void VertexManager::Draw(UINT stride)
{ {
float pointSize = float(bpmem.lineptwidth.pointsize) / 6.f; float pointSize = float(bpmem.lineptwidth.pointsize) / 6.f;
float texOffset = LINE_PT_TEX_OFFSETS[bpmem.lineptwidth.pointoff]; float texOffset = LINE_PT_TEX_OFFSETS[bpmem.lineptwidth.pointoff];
float vpWidth = 2.0f * xfregs.rawViewport[0];
float vpHeight = -2.0f * xfregs.rawViewport[1];
if (m_pointShader.SetShader(g_nativeVertexFmt->m_components, pointSize, texOffset)) if (m_pointShader.SetShader(g_nativeVertexFmt->m_components, pointSize, texOffset, vpWidth, vpHeight))
{ {
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST); D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
D3D::context->DrawIndexed(IndexGenerator::GetPointindexLen(), m_pointDrawIndex, 0); D3D::context->DrawIndexed(IndexGenerator::GetPointindexLen(), m_pointDrawIndex, 0);