small code reorganization.

Now efb to ram display correctly but still is misaligned by one pixel
please test and give me feedback

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4618 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Rodolfo Osvaldo Bogado 2009-11-27 19:42:27 +00:00
parent f69184b887
commit 5e31f22e50
8 changed files with 225 additions and 145 deletions

View File

@ -56,6 +56,11 @@ public:
static bool SetScissorRect();
static void SetGenerationMode();
static void SetDepthMode();
static void SetLogicOpMode();
static void SetDitherMode();
static void SetLineWidth();
static void SetSamplerState(int stage,int texindex);
static void SetInterlacingMode();
// Live resolution change
static bool Allow2x();
static bool AllowCustom();

View File

@ -168,7 +168,7 @@ const char *GenerateVertexShader(u32 components, bool D3D)
WRITE(p, " float4 blend_indices : BLENDINDICES,\n");
}
else
WRITE(p, " float posmtx : ATTR%d,\n", SHADER_POSMTX_ATTRIB);
WRITE(p, " float fposmtx : ATTR%d,\n", SHADER_POSMTX_ATTRIB);
}
WRITE(p, " float4 rawpos : POSITION) {\n");
WRITE(p, "VS_OUTPUT o;\n");
@ -180,6 +180,11 @@ const char *GenerateVertexShader(u32 components, bool D3D)
WRITE(p, "int4 indices = D3DCOLORtoUBYTE4(blend_indices);\n"
"int posmtx = indices.x;\n");
}
else
{
WRITE(p, "int posmtx = fposmtx;\n");
}
WRITE(p, "float4 pos = float4(dot("I_TRANSFORMMATRICES".T[posmtx].t, rawpos), dot("I_TRANSFORMMATRICES".T[posmtx+1].t, rawpos), dot("I_TRANSFORMMATRICES".T[posmtx+2].t, rawpos),1);\n");
if (components & VB_HAS_NRMALL) {
@ -188,34 +193,30 @@ const char *GenerateVertexShader(u32 components, bool D3D)
}
if (components & VB_HAS_NRM0)
WRITE(p, "float3 _norm0 = float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0));\n"
"float3 norm0 = normalize(_norm0);\n");
WRITE(p, "float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0)));\n");
if (components & VB_HAS_NRM1)
WRITE(p, "float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n");
//"half3 norm1 = normalize(_norm1);\n");
WRITE(p, "float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n");
if (components & VB_HAS_NRM2)
WRITE(p, "float3 _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n");
//"half3 norm2 = normalize(_norm2);\n");
}
else {
WRITE(p, "float4 pos = float4(dot("I_POSNORMALMATRIX".T0, rawpos), dot("I_POSNORMALMATRIX".T1, rawpos), dot("I_POSNORMALMATRIX".T2, rawpos), 1.0f);\n");
if (components & VB_HAS_NRM0)
WRITE(p, "float3 _norm0 = float3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm0));\n"
"float3 norm0 = normalize(_norm0);\n");
WRITE(p, "float3 _norm0 = normalize(float3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm0)));\n");
if (components & VB_HAS_NRM1)
WRITE(p, "float3 _norm1 = float3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm1));\n");
//"half3 norm1 = normalize(_norm1);\n");
WRITE(p, "float3 _norm1 = float3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm1));\n");
if (components & VB_HAS_NRM2)
WRITE(p, "float3 _norm2 = float3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm2), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm2), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm2));\n");
//"half3 norm2 = normalize(_norm2);\n");
}
if (!(components & VB_HAS_NRM0))
WRITE(p, "float3 _norm0 = float3(0.0f,0.0f,0.0f), norm0 = float3(0.0f,0.0f,0.0f);\n");
WRITE(p, "float3 _norm0 = float3(0.0f,0.0f,0.0f);\n");
WRITE(p, "o.pos = float4(dot("I_PROJECTION".T0, pos), dot("I_PROJECTION".T1, pos), dot("I_PROJECTION".T2, pos), dot("I_PROJECTION".T3, pos));\n");
WRITE(p, "float4 mat;\n" // = half4(1,1,1,1), lacc = half4(0,0,0,0);\n"
WRITE(p, "float4 mat,lacc;\n" // = half4(1,1,1,1), lacc = half4(0,0,0,0);\n"
"float3 ldir, h;\n"
"float dist, dist2, attn;\n");
@ -228,7 +229,7 @@ const char *GenerateVertexShader(u32 components, bool D3D)
WRITE(p, "{\n");
WRITE(p, "float4 lacc = float4(1.0f,1.0f,1.0f,1.0f);\n");
WRITE(p, "lacc = float4(1.0f,1.0f,1.0f,1.0f);\n");
if (color.matsource) {// from vertex
if (components & (VB_HAS_COL0 << j))
WRITE(p, "mat = color%d;\n", j);
@ -303,18 +304,15 @@ const char *GenerateVertexShader(u32 components, bool D3D)
if (color.enablelighting != alpha.enablelighting) {
if (color.enablelighting)
//WRITE(p, "o.colors[%d].xyz = mat.xyz * clamp(lacc.xyz,float3(0.0f,0.0f,0.0f),float3(1.0f,1.0f,1.0f));\n"
WRITE(p, "o.colors[%d].xyz = mat.xyz * saturate(lacc.xyz);\n"
"o.colors[%d].w = mat.w;\n", j, j);
else
WRITE(p, "o.colors[%d].xyz = mat.xyz;\n"
//"o.colors[%d].w = mat.w * clamp(lacc.w,0.0f,1.0f);\n", j, j);
"o.colors[%d].w = mat.w * saturate(lacc.w);\n", j, j);
"o.colors[%d].w = mat.w * saturate(lacc.w);\n", j, j);
}
else {
if (alpha.enablelighting)
//WRITE(p, "o.colors[%d] = mat * clamp(lacc, float4(0.0f,0.0f,0.0f,0.0f), float4(1.0f,1.0f,1.0f,1.0f));\n", j);
WRITE(p, "o.colors[%d] = mat * saturate(lacc);\n", j);
WRITE(p, "o.colors[%d] = mat * saturate(lacc);\n", j);
else
WRITE(p, "o.colors[%d] = mat;\n", j);
}
@ -431,12 +429,14 @@ const char *GenerateVertexShader(u32 components, bool D3D)
WRITE(p, "o.tex3.w = o.pos.w;\n");
}
if (!D3D) {
if (D3D)
{
WRITE(p, "o.pos.z = o.pos.z + o.pos.w;\n");
}
else
{
// scale to gl clip space - which is -o.pos.w to o.pos.w, hence the addition.
WRITE(p, "o.pos.z = (o.pos.z * 2.0f) + o.pos.w;\n");
} else {
WRITE(p, "o.pos.z = o.pos.z + o.pos.w;\n");
}
WRITE(p, "return o;\n}\n");
@ -462,7 +462,7 @@ char* GenerateLightShader(char* p, int index, const LitChannel& chan, const char
case LIGHTDIF_SIGN:
case LIGHTDIF_CLAMP:
WRITE(p, "ldir = normalize("I_LIGHTS".lights[%d].pos.xyz - pos.xyz);\n", index);
WRITE(p, "%s.%s += %sdot(ldir, norm0)) * "I_LIGHTS".lights[%d].col.%s;\n",
WRITE(p, "%s.%s += %sdot(ldir, _norm0)) * "I_LIGHTS".lights[%d].col.%s;\n",
dest, swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", index, swizzle);
break;
default: _assert_(0);
@ -479,7 +479,7 @@ char* GenerateLightShader(char* p, int index, const LitChannel& chan, const char
WRITE(p, "attn = max(0.0f, dot("I_LIGHTS".lights[%d].cosatt.xyz, float3(1.0f, attn, attn*attn))) / dot("I_LIGHTS".lights[%d].distatt.xyz, float3(1.0f,dist,dist2));\n", index, index);
}
else if (chan.attnfunc == 1) { // specular
WRITE(p, "attn = dot(norm0, "I_LIGHTS".lights[%d].pos.xyz) > 0.0f ? max(0.0f, dot(norm0, "I_LIGHTS".lights[%d].dir.xyz)) : 0.0f;\n", index, index);
WRITE(p, "attn = dot(_norm0, "I_LIGHTS".lights[%d].pos.xyz) > 0.0f ? max(0.0f, dot(_norm0, "I_LIGHTS".lights[%d].dir.xyz)) : 0.0f;\n", index, index);
WRITE(p, "ldir = float3(1,attn,attn*attn);\n");
WRITE(p, "attn = max(0.0f, dot("I_LIGHTS".lights[%d].cosatt.xyz, ldir)) / dot("I_LIGHTS".lights[%d].distatt.xyz, ldir);\n", index, index);
}
@ -490,7 +490,7 @@ char* GenerateLightShader(char* p, int index, const LitChannel& chan, const char
break;
case LIGHTDIF_SIGN:
case LIGHTDIF_CLAMP:
WRITE(p, "%s.%s += attn * %sdot(ldir, norm0)) * "I_LIGHTS".lights[%d].col.%s;\n",
WRITE(p, "%s.%s += attn * %sdot(ldir, _norm0)) * "I_LIGHTS".lights[%d].col.%s;\n",
dest, swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", index, swizzle);
break;
default: _assert_(0);

View File

@ -33,22 +33,6 @@ const bool renderFog = false;
using namespace D3D;
static const D3DTEXTUREFILTERTYPE d3dMipFilters[4] =
{
D3DTEXF_NONE,
D3DTEXF_POINT,
D3DTEXF_LINEAR,
D3DTEXF_LINEAR, //reserved
};
static const D3DTEXTUREADDRESS d3dClamps[4] =
{
D3DTADDRESS_CLAMP,
D3DTADDRESS_WRAP,
D3DTADDRESS_MIRROR,
D3DTADDRESS_WRAP //reserved
};
namespace BPFunctions
{
@ -69,9 +53,7 @@ void SetScissor(const BPCmd &bp)
void SetLineWidth(const BPCmd &bp)
{
// We can't change line width in D3D unless we use ID3DXLine
float psize = float(bpmem.lineptwidth.pointsize) * 6.0f;
D3D::SetRenderState(D3DRS_POINTSIZE, *((DWORD*)&psize));
Renderer::SetLineWidth();
}
void SetDepthMode(const BPCmd &bp)
@ -85,7 +67,7 @@ void SetBlendMode(const BPCmd &bp)
}
void SetDitherMode(const BPCmd &bp)
{
D3D::SetRenderState(D3DRS_DITHERENABLE,bpmem.blendmode.dither);
Renderer::SetDitherMode();
}
void SetLogicOpMode(const BPCmd &bp)
{
@ -102,16 +84,15 @@ void CopyEFB(const BPCmd &bp, const EFBRectangle &rc, const u32 &address, const
if (!g_ActiveConfig.bEFBCopyDisable)
{
//uncomment this to see the efb to ram work in progress
/*if (g_ActiveConfig.bCopyEFBToRAM)
if (g_ActiveConfig.bCopyEFBToRAM)
{
// To RAM, not implemented yet
//ToRam
TextureConverter::EncodeToRam(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
}
else // To D3D Texture*/
else // To D3D Texture
{
TextureCache::CopyRenderTargetToTexture(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
}
}
}
@ -135,7 +116,7 @@ void ClearScreen(const BPCmd &bp, const EFBRectangle &rc)
void RestoreRenderState(const BPCmd &bp)
{
//Renderer::SetRenderMode(Renderer::RM_Normal);
Renderer::RestoreAPIState();
}
bool GetConfig(const int &type)
@ -161,40 +142,8 @@ u8 *GetPointer(const u32 &address)
void SetSamplerState(const BPCmd &bp)
{
const FourTexUnits &tex = bpmem.tex[(bp.address & 0xE0) == 0xA0];
int stage = (bp.address & 3);//(addr>>4)&2;
const TexMode0 &tm0 = tex.texMode0[stage];
D3DTEXTUREFILTERTYPE min, mag, mip;
if (g_ActiveConfig.bForceFiltering)
{
min = mag = mip = D3DTEXF_LINEAR;
}
else
{
min = (tm0.min_filter & 4) ? D3DTEXF_LINEAR : D3DTEXF_POINT;
mag = tm0.mag_filter ? D3DTEXF_LINEAR : D3DTEXF_POINT;
mip = d3dMipFilters[tm0.min_filter & 3];
}
if ((bp.address & 0xE0) == 0xA0)
stage += 4;
if (mag == D3DTEXF_LINEAR && min == D3DTEXF_LINEAR &&
g_ActiveConfig.iMaxAnisotropy > 1)
{
min = D3DTEXF_ANISOTROPIC;
}
D3D::SetSamplerState(stage, D3DSAMP_MINFILTER, min);
D3D::SetSamplerState(stage, D3DSAMP_MAGFILTER, mag);
D3D::SetSamplerState(stage, D3DSAMP_MIPFILTER, mip);
D3D::SetSamplerState(stage, D3DSAMP_ADDRESSU, d3dClamps[tm0.wrap_s]);
D3D::SetSamplerState(stage, D3DSAMP_ADDRESSV, d3dClamps[tm0.wrap_t]);
//wip
//dev->SetSamplerState(stage,D3DSAMP_MIPMAPLODBIAS,tm0.lod_bias/4.0f);
//char temp[256];
//sprintf(temp,"lod %f",tm0.lod_bias/4.0f);
//g_VideoInitialize.pLog(temp);
Renderer::SetSamplerState(stage,(bp.address & 0xE0) == 0xA0);
}
void SetInterlacingMode(const BPCmd &bp)

View File

@ -398,16 +398,16 @@ void drawShadedTexQuad(IDirect3DTexture9 *texture,
{
SaveRenderStates();
D3D::SetTexture(0, 0);
float u1=((float)rSource->left+1.0f)/(float) SourceWidth;
float u2=((float)rSource->right-1.0f)/(float) SourceWidth;
float v1=((float)rSource->top+1.0f)/(float) SourceHeight;
float v2=((float)rSource->bottom-1.0f)/(float) SourceHeight;
float u1=((float)rSource->left)/(float) SourceWidth;
float u2=((float)rSource->right)/(float) SourceWidth;
float v1=((float)rSource->top)/(float) SourceHeight;
float v2=((float)rSource->bottom)/(float) SourceHeight;
struct Q2DVertex { float x,y,z,rhw,u,v; } coords[4] = {
{(float)rDest->left-0.5f, (float)rDest->top-0.5f, 0.0f, 1.0f, u1, v1},
{(float)rDest->right-0.5f, (float)rDest->top-0.5f, 0.0f,1.0f, u2, v1},
{(float)rDest->right-0.5f, (float)rDest->bottom-0.5f, 0.0f,1.0f, u2, v2},
{(float)rDest->left-0.5f, (float)rDest->bottom-0.5f, 0.0f,1.0f, u1, v2}
{(float)rDest->left - 0.5f, (float)rDest->top- 0.5f, 0.0f, 1.0f, u1, v1},
{(float)rDest->right- 0.5f, (float)rDest->top- 0.5f, 0.0f,1.0f, u2, v1},
{(float)rDest->right- 0.5f, (float)rDest->bottom- 0.5f, 0.0f,1.0f, u2, v2},
{(float)rDest->left- 0.5f, (float)rDest->bottom- 0.5f, 0.0f,1.0f, u1, v2}
};
HRESULT hr = 0;
hr = dev->SetFVF(D3DFVF_XYZRHW | D3DFVF_TEX1);

View File

@ -111,7 +111,21 @@ static const D3DCMPFUNC d3dCmpFuncs[8] =
D3DCMP_ALWAYS
};
static const D3DTEXTUREFILTERTYPE d3dMipFilters[4] =
{
D3DTEXF_NONE,
D3DTEXF_POINT,
D3DTEXF_LINEAR,
D3DTEXF_LINEAR, //reserved
};
static const D3DTEXTUREADDRESS d3dClamps[4] =
{
D3DTADDRESS_CLAMP,
D3DTADDRESS_WRAP,
D3DTADDRESS_MIRROR,
D3DTADDRESS_WRAP //reserved
};
void SetupDeviceObjects()
{
@ -243,10 +257,10 @@ void dumpMatrix(D3DXMATRIX &mtx)
TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
{
TargetRectangle result;
result.left = (rc.left * s_target_width) / EFB_WIDTH ;
result.top = (rc.top * s_target_height) / EFB_HEIGHT;
result.right = (rc.right * s_target_width) / EFB_WIDTH ;
result.bottom = (rc.bottom * s_target_height) / EFB_HEIGHT;
result.left = (int)ceilf((((float)rc.left * s_target_width) / (float)EFB_WIDTH)-0.5f) ;
result.top = (int)ceilf((((float)rc.top * s_target_height) / (float)EFB_HEIGHT)-0.5f);
result.right = (int)floorf((((float)rc.right * s_target_width) / (float)EFB_WIDTH)+0.5f) ;
result.bottom = (int)floorf((((float)rc.bottom * s_target_height) / (float)EFB_HEIGHT)+0.5f);
return result;
}
@ -764,8 +778,22 @@ void UpdateViewport()
vp.Width = Width;
vp.Height = Height;
//some games set invalids values for z min and z max so fix them to the max an min alowed and let the shaders do this work
vp.MinZ = 0.0f;//(xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777216.0f;
vp.MaxZ = 1.0f;//xfregs.rawViewport[5] / 16777216.0f;
vp.MinZ = (xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777216.0f;
vp.MaxZ = xfregs.rawViewport[5] / 16777216.0f;
if(vp.MinZ < 0.0f)
vp.MinZ = 0.0f;
if(vp.MinZ > 1.0f)
vp.MinZ = 1.0f;
if(vp.MaxZ < 0.0f)
vp.MaxZ = 0.0f;
if(vp.MaxZ > 1.0f)
vp.MaxZ = 1.0f;
if(vp.MinZ > vp.MaxZ)
{
float temp = vp.MinZ;
vp.MinZ = vp.MaxZ;
vp.MaxZ = temp;
}
D3D::dev->SetViewport(&vp);
}
@ -888,7 +916,7 @@ void Renderer::RestoreAPIState()
// Gets us back into a more game-like state.
UpdateViewport();
D3D::SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]);
if (bpmem.zmode.testenable) D3D::SetRenderState(D3DRS_ZENABLE, TRUE);
if (bpmem.zmode.updateenable) D3D::SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
@ -932,3 +960,62 @@ void Renderer::SetDepthMode()
D3D::SetRenderState(D3DRS_ZWRITEENABLE, FALSE); // ??
}
}
void Renderer::SetLogicOpMode()
{
//TODO
}
void Renderer::SetDitherMode()
{
D3D::SetRenderState(D3DRS_DITHERENABLE,bpmem.blendmode.dither);
}
void Renderer::SetLineWidth()
{
// We can't change line width in D3D unless we use ID3DXLine
float psize = float(bpmem.lineptwidth.pointsize) * 6.0f;
D3D::SetRenderState(D3DRS_POINTSIZE, *((DWORD*)&psize));
}
void Renderer::SetSamplerState(int stage,int texindex)
{
const FourTexUnits &tex = bpmem.tex[texindex];
const TexMode0 &tm0 = tex.texMode0[stage];
D3DTEXTUREFILTERTYPE min, mag, mip;
if (g_ActiveConfig.bForceFiltering)
{
min = mag = mip = D3DTEXF_LINEAR;
}
else
{
min = (tm0.min_filter & 4) ? D3DTEXF_LINEAR : D3DTEXF_POINT;
mag = tm0.mag_filter ? D3DTEXF_LINEAR : D3DTEXF_POINT;
mip = d3dMipFilters[tm0.min_filter & 3];
}
if (texindex)
stage += 4;
if (mag == D3DTEXF_LINEAR && min == D3DTEXF_LINEAR &&
g_ActiveConfig.iMaxAnisotropy > 1)
{
min = D3DTEXF_ANISOTROPIC;
}
D3D::SetSamplerState(stage, D3DSAMP_MINFILTER, min);
D3D::SetSamplerState(stage, D3DSAMP_MAGFILTER, mag);
D3D::SetSamplerState(stage, D3DSAMP_MIPFILTER, mip);
D3D::SetSamplerState(stage, D3DSAMP_ADDRESSU, d3dClamps[tm0.wrap_s]);
D3D::SetSamplerState(stage, D3DSAMP_ADDRESSV, d3dClamps[tm0.wrap_t]);
//wip
//dev->SetSamplerState(stage,D3DSAMP_MIPMAPLODBIAS,tm0.lod_bias/4.0f);
//char temp[256];
//sprintf(temp,"lod %f",tm0.lod_bias/4.0f);
//g_VideoInitialize.pLog(temp);
}
void Renderer::SetInterlacingMode()
{
// TODO
}

View File

@ -34,14 +34,6 @@ namespace BPFunctions
// Reference: Yet Another Gamecube Documentation
// ----------------------------------------------
static const GLenum glCmpFuncs[8] = {
GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL, GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, GL_ALWAYS
};
static const GLenum glLogicOpCodes[16] = {
GL_CLEAR, GL_AND, GL_AND_REVERSE, GL_COPY, GL_AND_INVERTED, GL_NOOP, GL_XOR,
GL_OR, GL_NOR, GL_EQUIV, GL_INVERT, GL_OR_REVERSE, GL_COPY_INVERTED, GL_OR_INVERTED, GL_NAND, GL_SET
};
void FlushPipeline()
{
@ -49,17 +41,9 @@ void FlushPipeline()
}
void SetGenerationMode(const BPCmd &bp)
{
// none, ccw, cw, ccw
if (bpmem.genMode.cullmode > 0)
{
glEnable(GL_CULL_FACE);
glFrontFace(bpmem.genMode.cullmode == 2 ? GL_CCW : GL_CW);
}
else
glDisable(GL_CULL_FACE);
Renderer::SetGenerationMode();
}
void SetScissor(const BPCmd &bp)
{
if (!Renderer::SetScissorRect())
@ -68,26 +52,11 @@ void SetScissor(const BPCmd &bp)
}
void SetLineWidth(const BPCmd &bp)
{
float fratio = xfregs.rawViewport[0] != 0 ? ((float)Renderer::GetTargetWidth() / EFB_WIDTH) : 1.0f;
if (bpmem.lineptwidth.linesize > 0)
glLineWidth((float)bpmem.lineptwidth.linesize * fratio / 6.0f); // scale by ratio of widths
if (bpmem.lineptwidth.pointsize > 0)
glPointSize((float)bpmem.lineptwidth.pointsize * fratio / 6.0f);
Renderer::SetLineWidth();
}
void SetDepthMode(const BPCmd &bp)
{
if (bpmem.zmode.testenable)
{
glEnable(GL_DEPTH_TEST);
glDepthMask(bpmem.zmode.updateenable ? GL_TRUE : GL_FALSE);
glDepthFunc(glCmpFuncs[bpmem.zmode.func]);
}
else
{
// if the test is disabled write is disabled too
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
}
Renderer::SetDepthMode();
}
void SetBlendMode(const BPCmd &bp)
{
@ -95,20 +64,11 @@ void SetBlendMode(const BPCmd &bp)
}
void SetDitherMode(const BPCmd &bp)
{
if (bpmem.blendmode.dither)
glEnable(GL_DITHER);
else
glDisable(GL_DITHER);
Renderer::SetDitherMode();
}
void SetLogicOpMode(const BPCmd &bp)
{
if (bpmem.blendmode.logicopenable)
{
glEnable(GL_COLOR_LOGIC_OP);
glLogicOp(glLogicOpCodes[bpmem.blendmode.logicmode]);
}
else
glDisable(GL_COLOR_LOGIC_OP);
Renderer::SetLogicOpMode();
}
void SetColorMask(const BPCmd &bp)

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@ -118,9 +118,12 @@ void PixelShaderCache::Init()
"TEMP R1;\n"
"TEMP R2;\n"
"PARAM K0 = { 65535.0, 255.0,1.0,16777215.0};\n"
"PARAM K1 = { 0.999999940395355224609375, 1.0000000596046483281045155587504,0.0,0.0};\n"
"TEX R2, fragment.texcoord[0], texture[0], RECT;\n"
"MUL R0, R2.x, K0;\n"
"MUL R0, R2.x, K1.x;\n"
"MUL R0, R0.x, K0;\n"
"FRC R0, R0;\n"
"MUL R0, R0, K1.y;\n"
"DP4 R1.x, R0, program.env[%d];\n"
"DP4 R1.y, R0, program.env[%d];\n"
"DP4 R1.z, R0, program.env[%d];\n"

View File

@ -154,6 +154,15 @@ static const GLenum glDestFactors[8] = {
GL_ONE_MINUS_DST_ALPHA
};
static const GLenum glCmpFuncs[8] = {
GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL, GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, GL_ALWAYS
};
static const GLenum glLogicOpCodes[16] = {
GL_CLEAR, GL_AND, GL_AND_REVERSE, GL_COPY, GL_AND_INVERTED, GL_NOOP, GL_XOR,
GL_OR, GL_NOR, GL_EQUIV, GL_INVERT, GL_OR_REVERSE, GL_COPY_INVERTED, GL_OR_INVERTED, GL_NAND, GL_SET
};
void SetDefaultRectTexParams()
{
// Set some standard texture filter modes.
@ -1374,3 +1383,70 @@ void UpdateViewport()
glViewport(GLx, GLy, GLWidth, GLHeight);
glDepthRange(GLNear, GLFar);
}
void Renderer::SetGenerationMode()
{
// none, ccw, cw, ccw
if (bpmem.genMode.cullmode > 0)
{
glEnable(GL_CULL_FACE);
glFrontFace(bpmem.genMode.cullmode == 2 ? GL_CCW : GL_CW);
}
else
glDisable(GL_CULL_FACE);
}
void Renderer::SetDepthMode()
{
if (bpmem.zmode.testenable)
{
glEnable(GL_DEPTH_TEST);
glDepthMask(bpmem.zmode.updateenable ? GL_TRUE : GL_FALSE);
glDepthFunc(glCmpFuncs[bpmem.zmode.func]);
}
else
{
// if the test is disabled write is disabled too
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
}
}
void Renderer::SetLogicOpMode()
{
if (bpmem.blendmode.logicopenable)
{
glEnable(GL_COLOR_LOGIC_OP);
glLogicOp(glLogicOpCodes[bpmem.blendmode.logicmode]);
}
else
glDisable(GL_COLOR_LOGIC_OP);
}
void Renderer::SetDitherMode()
{
if (bpmem.blendmode.dither)
glEnable(GL_DITHER);
else
glDisable(GL_DITHER);
}
void Renderer::SetLineWidth()
{
float fratio = xfregs.rawViewport[0] != 0 ? ((float)Renderer::GetTargetWidth() / EFB_WIDTH) : 1.0f;
if (bpmem.lineptwidth.linesize > 0)
glLineWidth((float)bpmem.lineptwidth.linesize * fratio / 6.0f); // scale by ratio of widths
if (bpmem.lineptwidth.pointsize > 0)
glPointSize((float)bpmem.lineptwidth.pointsize * fratio / 6.0f);
}
void Renderer::SetSamplerState(int stage,int texindex)
{
// TODO
}
void Renderer::SetInterlacingMode()
{
// TODO
}