Merge branch 'viewportCorrection'

This commit is contained in:
degasus 2013-10-29 22:33:51 +01:00
commit 498d491942
18 changed files with 91 additions and 86 deletions

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@ -477,30 +477,9 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
} }
} }
// Viewport correction:
// Say you want a viewport at (ix, iy) with size (iw, ih),
// but your viewport must be clamped at (ax, ay) with size (aw, ah).
// Just multiply the projection matrix with the following to get the same
// effect:
// [ (iw/aw) 0 0 ((iw - 2*(ax-ix)) / aw - 1) ]
// [ 0 (ih/ah) 0 ((-ih + 2*(ay-iy)) / ah + 1) ]
// [ 0 0 1 0 ]
// [ 0 0 0 1 ]
static void ViewportCorrectionMatrix(Matrix44& result,
float ix, float iy, float iw, float ih, // Intended viewport (x, y, width, height)
float ax, float ay, float aw, float ah) // Actual viewport (x, y, width, height)
{
Matrix44::LoadIdentity(result);
if (aw == 0.f || ah == 0.f)
return;
result.data[4*0+0] = iw / aw;
result.data[4*0+3] = (iw - 2.f * (ax - ix)) / aw - 1.f;
result.data[4*1+1] = ih / ah;
result.data[4*1+3] = (-ih + 2.f * (ay - iy)) / ah + 1.f;
}
// Called from VertexShaderManager // Called from VertexShaderManager
void Renderer::UpdateViewport(Matrix44& vpCorrection) void Renderer::UpdateViewport()
{ {
// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz) // reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
// [0] = width/2 // [0] = width/2
@ -513,34 +492,26 @@ void Renderer::UpdateViewport(Matrix44& vpCorrection)
int scissorXOff = bpmem.scissorOffset.x * 2; int scissorXOff = bpmem.scissorOffset.x * 2;
int scissorYOff = bpmem.scissorOffset.y * 2; int scissorYOff = bpmem.scissorOffset.y * 2;
float intendedX = Renderer::EFBToScaledXf(xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff); float X = Renderer::EFBToScaledXf(xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff);
float intendedY = Renderer::EFBToScaledYf(xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff); float Y = Renderer::EFBToScaledYf(xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff);
float intendedWd = Renderer::EFBToScaledXf(2.0f * xfregs.viewport.wd); float Wd = Renderer::EFBToScaledXf(2.0f * xfregs.viewport.wd);
float intendedHt = Renderer::EFBToScaledYf(-2.0f * xfregs.viewport.ht); float Ht = Renderer::EFBToScaledYf(-2.0f * xfregs.viewport.ht);
if (intendedWd < 0.f) if (Wd < 0.0f)
{ {
intendedX += intendedWd; X += Wd;
intendedWd = -intendedWd; Wd = -Wd;
} }
if (intendedHt < 0.f) if (Ht < 0.0f)
{ {
intendedY += intendedHt; Y += Ht;
intendedHt = -intendedHt; Ht = -Ht;
} }
// In D3D, the viewport rectangle must fit within the render target. // In D3D, the viewport rectangle must fit within the render target.
float X = (intendedX >= 0.f) ? intendedX : 0.f; X = (X >= 0.f) ? X : 0.f;
float Y = (intendedY >= 0.f) ? intendedY : 0.f; Y = (Y >= 0.f) ? Y : 0.f;
float Wd = (X + intendedWd <= GetTargetWidth()) ? intendedWd : (GetTargetWidth() - X); Wd = (X + Wd <= GetTargetWidth()) ? Wd : (GetTargetWidth() - X);
float Ht = (Y + intendedHt <= GetTargetHeight()) ? intendedHt : (GetTargetHeight() - Y); Ht = (Y + Ht <= GetTargetHeight()) ? Ht : (GetTargetHeight() - Y);
// If GX viewport is off the render target, we must clamp our viewport
// within the bounds. Use the correction matrix to compensate.
ViewportCorrectionMatrix(vpCorrection,
intendedX, intendedY,
intendedWd, intendedHt,
X, Y,
Wd, Ht);
// Some games set invalid values for z-min and z-max so fix them to the max and min allowed and let the shaders do this work // Some games set invalid values for z-min and z-max so fix them to the max and min allowed and let the shaders do this work
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y,
@ -1055,10 +1026,10 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangle& r
} }
// begin next frame // begin next frame
Renderer::RestoreAPIState(); RestoreAPIState();
D3D::BeginFrame(); D3D::BeginFrame();
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV()); D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
VertexShaderManager::SetViewportChanged(); UpdateViewport();
Core::Callback_VideoCopiedToXFB(XFBWrited || (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB)); Core::Callback_VideoCopiedToXFB(XFBWrited || (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB));
XFBWrited = false; XFBWrited = false;
@ -1078,7 +1049,7 @@ void Renderer::RestoreAPIState()
D3D::stateman->PopBlendState(); D3D::stateman->PopBlendState();
D3D::stateman->PopDepthState(); D3D::stateman->PopDepthState();
D3D::stateman->PopRasterizerState(); D3D::stateman->PopRasterizerState();
VertexShaderManager::SetViewportChanged(); UpdateViewport();
BPFunctions::SetScissor(); BPFunctions::SetScissor();
} }

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@ -46,7 +46,7 @@ public:
void ReinterpretPixelData(unsigned int convtype); void ReinterpretPixelData(unsigned int convtype);
void UpdateViewport(Matrix44& vpCorrection); void UpdateViewport();
bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc); bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc);

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@ -90,6 +90,7 @@ void InitBackendInfo()
g_Config.backend_info.bSupportsFormatReinterpretation = true; g_Config.backend_info.bSupportsFormatReinterpretation = true;
g_Config.backend_info.bSupportsPixelLighting = true; g_Config.backend_info.bSupportsPixelLighting = true;
g_Config.backend_info.bSupportsPrimitiveRestart = true; g_Config.backend_info.bSupportsPrimitiveRestart = true;
g_Config.backend_info.bSupportsOversizedViewports = false;
IDXGIFactory* factory; IDXGIFactory* factory;
IDXGIAdapter* ad; IDXGIAdapter* ad;

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@ -10,7 +10,6 @@
#include "ConfigManager.h" #include "ConfigManager.h"
#include "Render.h" #include "Render.h"
#include "VertexShaderManager.h"
#include "GLUtil.h" #include "GLUtil.h"

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@ -33,7 +33,6 @@
#include "RasterFont.h" #include "RasterFont.h"
#include "VertexShaderGen.h" #include "VertexShaderGen.h"
#include "DLCache.h" #include "DLCache.h"
#include "PixelShaderManager.h"
#include "ProgramShaderCache.h" #include "ProgramShaderCache.h"
#include "VertexShaderManager.h" #include "VertexShaderManager.h"
#include "VertexLoaderManager.h" #include "VertexLoaderManager.h"
@ -1093,7 +1092,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
} }
// Called from VertexShaderManager // Called from VertexShaderManager
void Renderer::UpdateViewport(Matrix44& vpCorrection) void Renderer::UpdateViewport()
{ {
// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz) // reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
// [0] = width/2 // [0] = width/2
@ -1124,9 +1123,6 @@ void Renderer::UpdateViewport(Matrix44& vpCorrection)
Height *= -1; Height *= -1;
} }
// OpenGL does not require any viewport correct
Matrix44::LoadIdentity(vpCorrection);
// Update the view port // Update the view port
if(g_ogl_config.bSupportViewportFloat) if(g_ogl_config.bSupportViewportFloat)
{ {
@ -1664,7 +1660,7 @@ void Renderer::RestoreAPIState()
SetDepthMode(); SetDepthMode();
SetBlendMode(true); SetBlendMode(true);
SetLogicOpMode(); SetLogicOpMode();
VertexShaderManager::SetViewportChanged(); UpdateViewport();
#ifndef USE_GLES3 #ifndef USE_GLES3
glPolygonMode(GL_FRONT_AND_BACK, g_ActiveConfig.bWireFrame ? GL_LINE : GL_FILL); glPolygonMode(GL_FRONT_AND_BACK, g_ActiveConfig.bWireFrame ? GL_LINE : GL_FILL);

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@ -78,7 +78,7 @@ public:
void ReinterpretPixelData(unsigned int convtype); void ReinterpretPixelData(unsigned int convtype);
void UpdateViewport(Matrix44& vpCorrection); void UpdateViewport();
bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc); bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc);

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@ -30,14 +30,12 @@
#include "ImageWrite.h" #include "ImageWrite.h"
#include "MemoryUtil.h" #include "MemoryUtil.h"
#include "ProgramShaderCache.h" #include "ProgramShaderCache.h"
#include "PixelShaderManager.h"
#include "Render.h" #include "Render.h"
#include "Statistics.h" #include "Statistics.h"
#include "StringUtil.h" #include "StringUtil.h"
#include "TextureCache.h" #include "TextureCache.h"
#include "TextureConverter.h" #include "TextureConverter.h"
#include "TextureDecoder.h" #include "TextureDecoder.h"
#include "VertexShaderManager.h"
#include "VideoConfig.h" #include "VideoConfig.h"
namespace OGL namespace OGL
@ -391,7 +389,6 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
} }
FramebufferManager::SetFramebuffer(0); FramebufferManager::SetFramebuffer(0);
VertexShaderManager::SetViewportChanged();
GL_REPORT_ERRORD(); GL_REPORT_ERRORD();

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@ -9,7 +9,6 @@
#include "TextureConversionShader.h" #include "TextureConversionShader.h"
#include "TextureCache.h" #include "TextureCache.h"
#include "ProgramShaderCache.h" #include "ProgramShaderCache.h"
#include "VertexShaderManager.h"
#include "FramebufferManager.h" #include "FramebufferManager.h"
#include "Globals.h" #include "Globals.h"
#include "VideoConfig.h" #include "VideoConfig.h"
@ -350,7 +349,6 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* des
EncodeToRamUsingShader(srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, 0, false, false); EncodeToRamUsingShader(srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, 0, false, false);
FramebufferManager::SetFramebuffer(0); FramebufferManager::SetFramebuffer(0);
VertexShaderManager::SetViewportChanged();
TextureCache::DisableStage(0); TextureCache::DisableStage(0);
g_renderer->RestoreAPIState(); g_renderer->RestoreAPIState();
GL_REPORT_ERRORD(); GL_REPORT_ERRORD();
@ -426,8 +424,6 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
GL_REPORT_ERRORD(); GL_REPORT_ERRORD();
VertexShaderManager::SetViewportChanged();
FramebufferManager::SetFramebuffer(0); FramebufferManager::SetFramebuffer(0);
g_renderer->RestoreAPIState(); g_renderer->RestoreAPIState();

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@ -146,6 +146,7 @@ void InitBackendInfo()
g_Config.backend_info.bSupportsFormatReinterpretation = true; g_Config.backend_info.bSupportsFormatReinterpretation = true;
g_Config.backend_info.bSupportsPixelLighting = true; g_Config.backend_info.bSupportsPixelLighting = true;
//g_Config.backend_info.bSupportsEarlyZ = true; // is gpu dependent and must be set in renderer //g_Config.backend_info.bSupportsEarlyZ = true; // is gpu dependent and must be set in renderer
g_Config.backend_info.bSupportsOversizedViewports = true;
// aamodes // aamodes
const char* caamodes[] = {_trans("None"), "2x", "4x", "8x", "8x CSAA", "8xQ CSAA", "16x CSAA", "16xQ CSAA", "4x SSAA"}; const char* caamodes[] = {_trans("None"), "2x", "4x", "8x", "8x CSAA", "8xQ CSAA", "16x CSAA", "16xQ CSAA", "4x SSAA"};

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@ -49,8 +49,6 @@ void SetScissor()
TargetRectangle trc = g_renderer->ConvertEFBRectangle(rc); TargetRectangle trc = g_renderer->ConvertEFBRectangle(rc);
g_renderer->SetScissorRect(trc); g_renderer->SetScissorRect(trc);
UpdateViewportWithCorrection();
} }
void SetLineWidth() void SetLineWidth()

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@ -185,6 +185,7 @@ void BPWritten(const BPCmd& bp)
case BPMEM_SCISSORBR: // Scissor Rectable Bottom, Right case BPMEM_SCISSORBR: // Scissor Rectable Bottom, Right
case BPMEM_SCISSOROFFSET: // Scissor Offset case BPMEM_SCISSOROFFSET: // Scissor Offset
SetScissor(); SetScissor();
VertexShaderManager::SetViewportChanged();
break; break;
case BPMEM_LINEPTWIDTH: // Line Width case BPMEM_LINEPTWIDTH: // Line Width
SetLineWidth(); SetLineWidth();

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@ -30,7 +30,6 @@
#include "XFMemory.h" #include "XFMemory.h"
#include "FifoPlayer/FifoRecorder.h" #include "FifoPlayer/FifoRecorder.h"
#include "AVIDump.h" #include "AVIDump.h"
#include "VertexShaderManager.h"
#include <cmath> #include <cmath>
#include <string> #include <string>
@ -231,7 +230,6 @@ bool Renderer::CalculateTargetSize(unsigned int framebuffer_width, unsigned int
{ {
s_target_width = newEFBWidth; s_target_width = newEFBWidth;
s_target_height = newEFBHeight; s_target_height = newEFBHeight;
VertexShaderManager::SetViewportChanged();
return true; return true;
} }
return false; return false;
@ -520,8 +518,8 @@ void Renderer::RecordVideoMemory()
FifoRecorder::GetInstance().SetVideoMemory(bpMem, cpMem, xfMem, xfRegs, sizeof(XFRegisters) / 4); FifoRecorder::GetInstance().SetVideoMemory(bpMem, cpMem, xfMem, xfRegs, sizeof(XFRegisters) / 4);
} }
void UpdateViewport(Matrix44& vpCorrection) void UpdateViewport()
{ {
if (xfregs.viewport.wd != 0 && xfregs.viewport.ht != 0) if (xfregs.viewport.wd != 0 && xfregs.viewport.ht != 0)
g_renderer->UpdateViewport(vpCorrection); g_renderer->UpdateViewport();
} }

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@ -108,7 +108,7 @@ public:
// Finish up the current frame, print some stats // Finish up the current frame, print some stats
virtual void Swap(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& rc,float Gamma = 1.0f) = 0; virtual void Swap(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& rc,float Gamma = 1.0f) = 0;
virtual void UpdateViewport(Matrix44& vpCorrection) = 0; virtual void UpdateViewport() = 0;
virtual bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc) = 0; virtual bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc) = 0;
@ -163,6 +163,6 @@ private:
extern Renderer *g_renderer; extern Renderer *g_renderer;
void UpdateViewport(Matrix44& vpCorrection); void UpdateViewport();
#endif // _COMMON_RENDERBASE_H_ #endif // _COMMON_RENDERBASE_H_

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@ -12,7 +12,6 @@
#include "TextureConversionShader.h" #include "TextureConversionShader.h"
#include "TextureDecoder.h" #include "TextureDecoder.h"
#include "PixelShaderManager.h"
#include "PixelShaderGen.h" #include "PixelShaderGen.h"
#include "BPMemory.h" #include "BPMemory.h"
#include "RenderBase.h" #include "RenderBase.h"

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@ -39,7 +39,7 @@
#define I_TRANSFORMMATRICES "ctrmtx" #define I_TRANSFORMMATRICES "ctrmtx"
#define I_NORMALMATRICES "cnmtx" #define I_NORMALMATRICES "cnmtx"
#define I_POSTTRANSFORMMATRICES "cpostmtx" #define I_POSTTRANSFORMMATRICES "cpostmtx"
#define I_DEPTHPARAMS "cDepth" // farZ, zRange, scaled viewport width, scaled viewport height #define I_DEPTHPARAMS "cDepth" // farZ, zRange
//TODO: get rid of them, they aren't used at all //TODO: get rid of them, they aren't used at all
#define C_POSNORMALMATRIX 0 #define C_POSNORMALMATRIX 0

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@ -39,13 +39,6 @@ static float s_fViewRotation[2];
VertexShaderConstants VertexShaderManager::constants; VertexShaderConstants VertexShaderManager::constants;
bool VertexShaderManager::dirty; bool VertexShaderManager::dirty;
void UpdateViewport(Matrix44& vpCorrection);
void UpdateViewportWithCorrection()
{
UpdateViewport(s_viewportCorrection);
}
struct ProjectionHack struct ProjectionHack
{ {
float sign; float sign;
@ -130,6 +123,58 @@ void UpdateProjectionHack(int iPhackvalue[], std::string sPhackvalue[])
g_ProjHack3 = bProjHack3; g_ProjHack3 = bProjHack3;
} }
// Viewport correction:
// In D3D, the viewport rectangle must fit within the render target.
// Say you want a viewport at (ix, iy) with size (iw, ih),
// but your viewport must be clamped at (ax, ay) with size (aw, ah).
// Just multiply the projection matrix with the following to get the same
// effect:
// [ (iw/aw) 0 0 ((iw - 2*(ax-ix)) / aw - 1) ]
// [ 0 (ih/ah) 0 ((-ih + 2*(ay-iy)) / ah + 1) ]
// [ 0 0 1 0 ]
// [ 0 0 0 1 ]
static void ViewportCorrectionMatrix(Matrix44& result)
{
int scissorXOff = bpmem.scissorOffset.x * 2;
int scissorYOff = bpmem.scissorOffset.y * 2;
// TODO: ceil, floor or just cast to int?
// TODO: Directly use the floats instead of rounding them?
float intendedX = xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff;
float intendedY = xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff;
float intendedWd = 2.0f * xfregs.viewport.wd;
float intendedHt = -2.0f * xfregs.viewport.ht;
if (intendedWd < 0.f)
{
intendedX += intendedWd;
intendedWd = -intendedWd;
}
if (intendedHt < 0.f)
{
intendedY += intendedHt;
intendedHt = -intendedHt;
}
// fit to EFB size
float X = (intendedX >= 0.f) ? intendedX : 0.f;
float Y = (intendedY >= 0.f) ? intendedY : 0.f;
float Wd = (X + intendedWd <= EFB_WIDTH) ? intendedWd : (EFB_WIDTH - X);
float Ht = (Y + intendedHt <= EFB_HEIGHT) ? intendedHt : (EFB_HEIGHT - Y);
Matrix44::LoadIdentity(result);
if (Wd == 0 || Ht == 0)
return;
result.data[4*0+0] = intendedWd / Wd;
result.data[4*0+3] = (intendedWd - 2.f * (X - intendedX)) / Wd - 1.f;
result.data[4*1+1] = intendedHt / Ht;
result.data[4*1+3] = (-intendedHt + 2.f * (Y - intendedY)) / Ht + 1.f;
}
void UpdateViewport();
void VertexShaderManager::Init() void VertexShaderManager::Init()
{ {
Dirty(); Dirty();
@ -326,13 +371,17 @@ void VertexShaderManager::SetConstants()
bViewportChanged = false; bViewportChanged = false;
constants.depthparams[0] = xfregs.viewport.farZ / 16777216.0f; constants.depthparams[0] = xfregs.viewport.farZ / 16777216.0f;
constants.depthparams[1] = xfregs.viewport.zRange / 16777216.0f; constants.depthparams[1] = xfregs.viewport.zRange / 16777216.0f;
constants.depthparams[2] = -1.f / g_renderer->EFBToScaledX(ceilf(2.0f * xfregs.viewport.wd));
constants.depthparams[3] = 1.f / g_renderer->EFBToScaledY(ceilf(-2.0f * xfregs.viewport.ht));
dirty = true; dirty = true;
// This is so implementation-dependent that we can't have it here. // This is so implementation-dependent that we can't have it here.
UpdateViewport(s_viewportCorrection); UpdateViewport();
// Update projection if the viewport isn't 1:1 useable
if(!g_ActiveConfig.backend_info.bSupportsOversizedViewports)
{
ViewportCorrectionMatrix(s_viewportCorrection);
bProjectionChanged = true; bProjectionChanged = true;
} }
}
if (bProjectionChanged) if (bProjectionChanged)
{ {

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@ -12,8 +12,6 @@ class PointerWrap;
void UpdateProjectionHack(int iParams[], std::string sParams[]); void UpdateProjectionHack(int iParams[], std::string sParams[]);
void UpdateViewportWithCorrection();
// The non-API dependent parts. // The non-API dependent parts.
class VertexShaderManager class VertexShaderManager
{ {

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@ -153,6 +153,7 @@ struct VideoConfig
bool bSupportsPixelLighting; bool bSupportsPixelLighting;
bool bSupportsPrimitiveRestart; bool bSupportsPrimitiveRestart;
bool bSupportsSeparateAlphaFunction; bool bSupportsSeparateAlphaFunction;
bool bSupportsOversizedViewports;
bool bSupportsGLSLUBO; // needed by PixelShaderGen, so must stay in VideoCommon bool bSupportsGLSLUBO; // needed by PixelShaderGen, so must stay in VideoCommon
bool bSupportsEarlyZ; // needed by PixelShaderGen, so must stay in VideoCommon bool bSupportsEarlyZ; // needed by PixelShaderGen, so must stay in VideoCommon
} backend_info; } backend_info;