Move Zfreeze code out individual backends into videoCommon
Also: * Implement support for per-vertex PosMatrixIndex * Only update zslope constant once when zfreeze is activated. * Added a bunch of comments.
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daf760b202
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5510c86b81
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@ -59,7 +59,7 @@ DXGI_FORMAT VarToD3D(VarType t, int size, bool integer)
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void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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{
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vertex_stride = _vtx_decl.stride;
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vtx_decl = _vtx_decl;
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memset(m_elems, 0, sizeof(m_elems));
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const AttributeFormat* format = &_vtx_decl.position;
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@ -181,13 +181,6 @@ void VertexManager::vFlush(bool useDstAlpha)
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PrepareDrawBuffers(stride);
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if (!bpmem.genMode.zfreeze)
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CalculateZSlope(stride);
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// If cull mode is CULL_ALL, do not render these triangles
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if (bpmem.genMode.cullmode == GenMode::CULL_ALL && current_primitive_type == PRIMITIVE_TRIANGLES)
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return;
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VertexLoaderManager::GetCurrentVertexFormat()->SetupVertexPointers();
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g_renderer->ApplyState(useDstAlpha);
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@ -200,9 +193,6 @@ void VertexManager::ResetBuffer(u32 stride)
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{
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s_pCurBufferPointer = s_pBaseBufferPointer;
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IndexGenerator::Start(GetIndexBuffer());
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if (bpmem.genMode.zfreeze)
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PixelShaderManager::SetZSlope(ZSlope.dfdx, ZSlope.dfdy, ZSlope.f0);
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}
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} // namespace
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@ -58,7 +58,7 @@ static void SetPointer(u32 attrib, u32 stride, const AttributeFormat &format)
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void GLVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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{
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this->vtx_decl = _vtx_decl;
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vertex_stride = vtx_decl.stride;
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u32 vertex_stride = _vtx_decl.stride;
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// We will not allow vertex components causing uneven strides.
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if (vertex_stride & 3)
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@ -89,9 +89,6 @@ void VertexManager::ResetBuffer(u32 stride)
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buffer = s_indexBuffer->Map(MAXIBUFFERSIZE * sizeof(u16));
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IndexGenerator::Start((u16*)buffer.first);
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s_index_offset = buffer.second;
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if (bpmem.genMode.zfreeze)
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PixelShaderManager::SetZSlope(ZSlope.dfdx, ZSlope.dfdy, ZSlope.f0);
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}
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void VertexManager::Draw(u32 stride)
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@ -143,13 +140,6 @@ void VertexManager::vFlush(bool useDstAlpha)
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PrepareDrawBuffers(stride);
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if (!bpmem.genMode.zfreeze)
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CalculateZSlope(stride);
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// If cull mode is CULL_ALL, do not render these triangles
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if (bpmem.genMode.cullmode == GenMode::CULL_ALL && current_primitive_type == PRIMITIVE_TRIANGLES)
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return;
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// Makes sure we can actually do Dual source blending
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bool dualSourcePossible = g_ActiveConfig.backend_info.bSupportsDualSourceBlend;
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@ -13,8 +13,6 @@ namespace OGL
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{
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class GLVertexFormat : public NativeVertexFormat
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{
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PortableVertexDeclaration vtx_decl;
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public:
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GLVertexFormat();
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~GLVertexFormat();
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@ -109,7 +109,8 @@ public:
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virtual void Initialize(const PortableVertexDeclaration &vtx_decl) = 0;
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virtual void SetupVertexPointers() = 0;
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u32 GetVertexStride() const { return vertex_stride; }
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u32 GetVertexStride() const { return vtx_decl.stride; }
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PortableVertexDeclaration GetVertexDeclaration() const { return vtx_decl; }
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// TODO: move this under private:
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u32 m_components; // VB_HAS_X. Bitmask telling what vertex components are present.
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@ -118,5 +119,5 @@ protected:
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// Let subclasses construct.
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NativeVertexFormat() {}
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u32 vertex_stride;
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PortableVertexDeclaration vtx_decl;
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};
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@ -12,6 +12,7 @@
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/TextureCacheBase.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VertexShaderManager.h"
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#include "VideoCommon/VideoConfig.h"
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@ -220,6 +221,30 @@ void VertexManager::Flush()
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GeometryShaderManager::SetConstants();
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PixelShaderManager::SetConstants();
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// Calculate ZSlope for zfreeze
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if (!bpmem.genMode.zfreeze)
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{
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// Must be done after VertexShaderManager::SetConstants()
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CalculateZSlope(VertexLoaderManager::GetCurrentVertexFormat());
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}
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else if (ZSlope.dirty) // or apply any dirty ZSlopes
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{
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PixelShaderManager::SetZSlope(ZSlope.dfdx, ZSlope.dfdy, ZSlope.f0);
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ZSlope.dirty = false;
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}
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// If cull mode is CULL_ALL, we shouldn't render any triangles/quads (points and lines don't get culled)
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// vertex loader has already converted any quads into triangles, so we just check for triangles.
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// TODO: These culled primites need to get this far through the pipeline to be used as zfreeze refrence
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// planes. But currently we apply excessive processing and store the vertices in buffers on the
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// video card, which is a waste of bandwidth.
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if (bpmem.genMode.cullmode == GenMode::CULL_ALL && current_primitive_type == PRIMITIVE_TRIANGLES)
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
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IsFlushed = true;
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return;
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}
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bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass &&
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bpmem.dstalpha.enable &&
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bpmem.blendmode.alphaupdate &&
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@ -245,24 +270,34 @@ void VertexManager::DoState(PointerWrap& p)
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g_vertex_manager->vDoState(p);
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}
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void VertexManager::CalculateZSlope(u32 stride)
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void VertexManager::CalculateZSlope(NativeVertexFormat *format)
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{
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float vtx[9];
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float out[12];
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float viewOffset[2] = { xfmem.viewport.xOrig - bpmem.scissorOffset.x * 2,
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xfmem.viewport.yOrig - bpmem.scissorOffset.y * 2};
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// Global matrix ID.
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u32 mtxIdx = g_main_cp_state.matrix_index_a.PosNormalMtxIdx;
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PortableVertexDeclaration vert_decl = format->GetVertexDeclaration();
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size_t posOff = vert_decl.position.offset;
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size_t mtxOff = vert_decl.posmtx.offset;
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// Lookup vertices of the last rendered triangle and software-transform them
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// This allows us to determine the depth slope, which will be used if zfreeze
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// This allows us to determine the depth slope, which will be used if z--freeze
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// is enabled in the following flush.
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for (unsigned int i = 0; i < 3; ++i)
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{
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u8* vtx_ptr = s_pCurBufferPointer - stride * (3 - i);
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vtx[0 + i * 3] = ((float*)vtx_ptr)[0];
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vtx[1 + i * 3] = ((float*)vtx_ptr)[1];
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vtx[2 + i * 3] = ((float*)vtx_ptr)[2];
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u8* vtx_ptr = s_pCurBufferPointer - vert_decl.stride * (3 - i);
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vtx[0 + i * 3] = ((float*)(vtx_ptr + posOff))[0];
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vtx[1 + i * 3] = ((float*)(vtx_ptr + posOff))[1];
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vtx[2 + i * 3] = ((float*)(vtx_ptr + posOff))[2];
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VertexShaderManager::TransformToClipSpace(&vtx[i * 3], &out[i * 4]);
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// If this vertex format has per-vertex position matrix IDs, look it up.
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if(vert_decl.posmtx.enable)
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mtxIdx = *((u32*)(vtx_ptr + mtxOff));
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VertexShaderManager::TransformToClipSpace(&vtx[i * 3], &out[i * 4], mtxIdx);
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// Transform to Screenspace
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float inv_w = 1.0f / out[3 + i * 4];
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@ -283,11 +318,12 @@ void VertexManager::CalculateZSlope(u32 stride)
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float b = dx31 * DF21 + dx12 * DF31;
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float c = -dx12 * dy31 - dx31 * -dy12;
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// Stop divide by zero
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// Sometimes we process de-generate triangles. Stop any divide by zeros
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if (c == 0)
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return;
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ZSlope.dfdx = -a / c;
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ZSlope.dfdy = -b / c;
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ZSlope.f0 = out[2] - (out[0] * ZSlope.dfdx + out[1] * ZSlope.dfdy);
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ZSlope.dirty = true;
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}
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@ -4,6 +4,7 @@
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#include "Common/CommonFuncs.h"
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#include "Common/CommonTypes.h"
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#include "VideoCommon/DataReader.h"
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#include "VideoCommon/NativeVertexFormat.h"
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class NativeVertexFormat;
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class PointerWrap;
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@ -19,6 +20,7 @@ struct Slope
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float dfdx;
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float dfdy;
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float f0;
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bool dirty;
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};
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class VertexManager
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@ -63,7 +65,7 @@ protected:
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static u32 GetRemainingIndices(int primitive);
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static Slope ZSlope;
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static void CalculateZSlope(u32 stride);
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static void CalculateZSlope(NativeVertexFormat *format);
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private:
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static bool IsFlushed;
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@ -690,10 +690,12 @@ void VertexShaderManager::ResetView()
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bProjectionChanged = true;
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}
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void VertexShaderManager::TransformToClipSpace(const float* data, float *out)
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void VertexShaderManager::TransformToClipSpace(const float* data, float *out, u32 MtxIdx)
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{
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// Can we use constants.posnormalmatrix here instead?
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const float *world_matrix = (const float *)xfmem.posMatrices + g_main_cp_state.matrix_index_a.PosNormalMtxIdx * 4;
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const float *world_matrix = (const float *)xfmem.posMatrices + (MtxIdx & 0x3f) * 4;
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// We use the projection matrix calculated by vertexShaderManager, because it
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// includes any free look transformations.
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// Make sure VertexManager::SetConstants() has been called first.
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const float *proj_matrix = &g_fProjectionMatrix[0];
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float t[3];
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@ -34,11 +34,11 @@ public:
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static void RotateView(float x, float y);
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static void ResetView();
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// data: 3 floats representing the X, Y and Z vertex model coordinates
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// data: 3 floats representing the X, Y and Z vertex model coordinates and the posmatrix index.
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// out: 4 floats which will be initialized with the corresponding clip space coordinates
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// NOTE: g_fProjectionMatrix must be up to date when this is called
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// (i.e. VertexShaderManager::SetConstants needs to be called before using this!)
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static void TransformToClipSpace(const float* data, float *out);
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static void TransformToClipSpace(const float* data, float *out, u32 mtxIdx);
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static VertexShaderConstants constants;
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static bool dirty;
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