git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5629 8ced0084-cf51-0410-be5f-012b33b47a6e

This commit is contained in:
Rodolfo Osvaldo Bogado 2010-06-06 14:44:35 +00:00
parent 0af55bd85b
commit b20c04aa45
7 changed files with 30 additions and 24 deletions

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@ -1332,7 +1332,7 @@ void Renderer::SetSamplerState(int stage, int texindex)
min = (tm0.min_filter & 4) ? D3DTEXF_LINEAR : D3DTEXF_POINT; min = (tm0.min_filter & 4) ? D3DTEXF_LINEAR : D3DTEXF_POINT;
mag = tm0.mag_filter ? D3DTEXF_LINEAR : D3DTEXF_POINT; mag = tm0.mag_filter ? D3DTEXF_LINEAR : D3DTEXF_POINT;
mip = (tm0.min_filter == 8)?D3DTEXF_NONE:d3dMipFilters[tm0.min_filter & 3]; mip = (tm0.min_filter == 8)?D3DTEXF_NONE:d3dMipFilters[tm0.min_filter & 3];
if((tm0.min_filter & 3) && (tm0.min_filter != 8) && ((tm1.max_lod >> 5) == 0)) mip = D3DTEXF_NONE; if((tm0.min_filter & 3) && (tm0.min_filter != 8) && ((tm1.max_lod >> 4) == 0)) mip = D3DTEXF_NONE;
} }
if (texindex) if (texindex)
stage += 4; stage += 4;
@ -1350,7 +1350,7 @@ void Renderer::SetSamplerState(int stage, int texindex)
D3D::SetSamplerState(stage, D3DSAMP_ADDRESSV, d3dClamps[tm0.wrap_t]); D3D::SetSamplerState(stage, D3DSAMP_ADDRESSV, d3dClamps[tm0.wrap_t]);
float lodbias = tm0.lod_bias / 32.0f; float lodbias = tm0.lod_bias / 32.0f;
D3D::SetSamplerState(stage,D3DSAMP_MIPMAPLODBIAS,*(DWORD*)&lodbias); D3D::SetSamplerState(stage,D3DSAMP_MIPMAPLODBIAS,*(DWORD*)&lodbias);
D3D::SetSamplerState(stage,D3DSAMP_MAXMIPLEVEL,tm1.min_lod>>5); D3D::SetSamplerState(stage,D3DSAMP_MAXMIPLEVEL,tm1.min_lod>>4);
} }
void Renderer::SetInterlacingMode() void Renderer::SetInterlacingMode()

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@ -188,7 +188,7 @@ TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width,
if (!g_ActiveConfig.bSafeTextureCache) if (!g_ActiveConfig.bSafeTextureCache)
hash_value = ((u32 *)ptr)[0]; hash_value = ((u32 *)ptr)[0];
if (entry.isRenderTarget || ((address == entry.addr) && (hash_value == entry.hash) && FullFormat == entry.fmt && entry.MipLevels <= maxlevel)) if (entry.isRenderTarget || ((address == entry.addr) && (hash_value == entry.hash) && FullFormat == entry.fmt/* && entry.MipLevels == maxlevel*/))
{ {
entry.frameCount = frameCount; entry.frameCount = frameCount;
D3D::SetTexture(stage, entry.texture); D3D::SetTexture(stage, entry.texture);
@ -200,7 +200,7 @@ TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width,
// instead of destroying it and having to create a new one. // instead of destroying it and having to create a new one.
// Might speed up movie playback very, very slightly. // Might speed up movie playback very, very slightly.
if (width == entry.w && height==entry.h && FullFormat == entry.fmt && entry.MipLevels == maxlevel) if (width == entry.w && height==entry.h && FullFormat == entry.fmt/* && entry.MipLevels < maxlevel*/)
{ {
skip_texture_create = true; skip_texture_create = true;
} }
@ -284,8 +284,8 @@ TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width,
entry.isNonPow2 = false; entry.isNonPow2 = false;
int TexLevels = (width > height)?width:height; int TexLevels = (width > height)?width:height;
TexLevels = (isPow2 && UseNativeMips && (maxlevel > 0)) ? (int)(log((double)TexLevels)/log((double)2)) + 1 : ((isPow2)? 0 : 1); TexLevels = (isPow2 && UseNativeMips && (maxlevel > 0)) ? (int)(log((double)TexLevels)/log((double)2)) + 1 : ((isPow2)? 0 : 1);
if(TexLevels > maxlevel && maxlevel > 0) if(TexLevels > (maxlevel + 1) && maxlevel > 0)
TexLevels = maxlevel; TexLevels = (maxlevel + 1);
entry.MipLevels = maxlevel; entry.MipLevels = maxlevel;
if (!skip_texture_create) if (!skip_texture_create)
{ {

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@ -256,7 +256,7 @@ void Flush()
tex.texImage0[i&3].format, tex.texTlut[i&3].tmem_offset<<9, tex.texImage0[i&3].format, tex.texTlut[i&3].tmem_offset<<9,
tex.texTlut[i&3].tlut_format, tex.texTlut[i&3].tlut_format,
(tex.texMode0[i&3].min_filter & 3) && (tex.texMode0[i&3].min_filter != 8) && g_ActiveConfig.bUseNativeMips, (tex.texMode0[i&3].min_filter & 3) && (tex.texMode0[i&3].min_filter != 8) && g_ActiveConfig.bUseNativeMips,
(tex.texMode1[i&3].max_lod >> 5)); (tex.texMode1[i&3].max_lod >> 4));
if (tentry) { if (tentry) {
PixelShaderManager::SetTexDims(i, tentry->w, tentry->h, 0, 0); PixelShaderManager::SetTexDims(i, tentry->w, tentry->h, 0, 0);

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@ -84,6 +84,9 @@ void SetMultiPSConstant4fv(int const_number, int count, const float *f)
void PixelShaderCache::Init() void PixelShaderCache::Init()
{ {
glEnable(GL_FRAGMENT_PROGRAM_ARB);
ShaderEnabled = true;
CurrentShader = 0;
GL_REPORT_ERRORD(); GL_REPORT_ERRORD();
for (int i = 0; i < (C_COLORMATRIX+16) * 4; i++) for (int i = 0; i < (C_COLORMATRIX+16) * 4; i++)

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@ -557,9 +557,10 @@ void Renderer::ResetAPIState()
{ {
// Gets us to a reasonably sane state where it's possible to do things like // Gets us to a reasonably sane state where it's possible to do things like
// image copies with textured quads, etc. // image copies with textured quads, etc.
glDisable(GL_VERTEX_PROGRAM_ARB);// needed by nvidia cards to avoid texture problems
glDisable(GL_FRAGMENT_PROGRAM_ARB);// needed by nvidia cards to avoid texture problems
VertexShaderCache::DisableShader(); VertexShaderCache::DisableShader();
PixelShaderCache::DisableShader(); PixelShaderCache::DisableShader();
glDisable(GL_SCISSOR_TEST); glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE); glDisable(GL_CULL_FACE);
@ -590,8 +591,9 @@ void Renderer::RestoreAPIState()
SetColorMask(); SetColorMask();
SetBlendMode(true); SetBlendMode(true);
VertexShaderCache::SetCurrentShader(0);
glEnable(GL_VERTEX_PROGRAM_ARB);// needed by nvidia cards o avoid texture problems glEnable(GL_VERTEX_PROGRAM_ARB);// needed by nvidia cards o avoid texture problems
glEnable(GL_FRAGMENT_PROGRAM_ARB);// needed by nvidia cards o avoid texture problems
VertexShaderCache::SetCurrentShader(0);
PixelShaderCache::SetCurrentShader(0); PixelShaderCache::SetCurrentShader(0);
} }

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@ -132,9 +132,9 @@ void TextureMngr::TCacheEntry::SetTextureParameters(TexMode0 &newmode,TexMode1 &
if (g_ActiveConfig.bForceFiltering && newmode.min_filter < 4) if (g_ActiveConfig.bForceFiltering && newmode.min_filter < 4)
mode.min_filter += 4; // take equivalent forced linear mode.min_filter += 4; // take equivalent forced linear
int filt = newmode.min_filter; int filt = newmode.min_filter;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, c_MinLinearFilter[filt & (((newmode1.max_lod >> 5) > 0)?7:4)]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, c_MinLinearFilter[filt & 7]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, newmode1.min_lod >> 5); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, newmode1.min_lod >> 4);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, newmode1.max_lod >> 5); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, newmode1.max_lod >> 4);
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, (newmode.lod_bias/32.0f)); glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, (newmode.lod_bias/32.0f));
} }
@ -259,9 +259,8 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
TexMode0 &tm0 = bpmem.tex[texstage >> 2].texMode0[texstage & 3]; TexMode0 &tm0 = bpmem.tex[texstage >> 2].texMode0[texstage & 3];
TexMode1 &tm1 = bpmem.tex[texstage >> 2].texMode1[texstage & 3]; TexMode1 &tm1 = bpmem.tex[texstage >> 2].texMode1[texstage & 3];
int maxlevel = (tm1.max_lod >> 4);
bool UseNativeMips = (tm0.min_filter & 3) && (tm0.min_filter != 8) && g_ActiveConfig.bUseNativeMips; bool UseNativeMips = (tm0.min_filter & 3) && (tm0.min_filter != 8) && g_ActiveConfig.bUseNativeMips;
int maxlevel = tm1.max_lod >> 4;//this ir realy strange should be 5 but that breaks some textures
u8 *ptr = g_VideoInitialize.pGetMemoryPointer(address); u8 *ptr = g_VideoInitialize.pGetMemoryPointer(address);
int bsw = TexDecoder_GetBlockWidthInTexels(tex_format) - 1; int bsw = TexDecoder_GetBlockWidthInTexels(tex_format) - 1;
@ -309,14 +308,14 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
if (!g_ActiveConfig.bSafeTextureCache) if (!g_ActiveConfig.bSafeTextureCache)
hash_value = ((u32 *)ptr)[0]; hash_value = ((u32 *)ptr)[0];
if (entry.isRenderTarget || ((address == entry.addr) && (hash_value == entry.hash) && ((int) FullFormat == entry.fmt) && maxlevel <= entry.MipLevels )) if (entry.isRenderTarget || ((address == entry.addr) && (hash_value == entry.hash) && ((int) FullFormat == entry.fmt && entry.MipLevels >= maxlevel)))
{ {
entry.frameCount = frameCount; entry.frameCount = frameCount;
glEnable(entry.isRectangle ? GL_TEXTURE_RECTANGLE_ARB : GL_TEXTURE_2D); glEnable(entry.isRectangle ? GL_TEXTURE_RECTANGLE_ARB : GL_TEXTURE_2D);
// entry.isRectangle ? TextureMngr::EnableTex2D(texstage) : TextureMngr::EnableTexRECT(texstage); // entry.isRectangle ? TextureMngr::EnableTex2D(texstage) : TextureMngr::EnableTexRECT(texstage);
glBindTexture(entry.isRectangle ? GL_TEXTURE_RECTANGLE_ARB : GL_TEXTURE_2D, entry.texture); glBindTexture(entry.isRectangle ? GL_TEXTURE_RECTANGLE_ARB : GL_TEXTURE_2D, entry.texture);
GL_REPORT_ERRORD(); GL_REPORT_ERRORD();
if (entry.mode.hex != tm0.hex || entry.mode1.hex != tm1.hex) //if (entry.mode.hex != tm0.hex || entry.mode1.hex != tm1.hex)//gl needs this refreshed for every texture to work right
entry.SetTextureParameters(tm0,tm1); entry.SetTextureParameters(tm0,tm1);
//DebugLog("%cC addr: %08x | fmt: %i | e.hash: %08x | w:%04i h:%04i", g_ActiveConfig.bSafeTextureCache ? 'S' : 'U' //DebugLog("%cC addr: %08x | fmt: %i | e.hash: %08x | w:%04i h:%04i", g_ActiveConfig.bSafeTextureCache ? 'S' : 'U'
// , address, tex_format, entry.hash, width, height); // , address, tex_format, entry.hash, width, height);
@ -327,11 +326,11 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
// Let's reload the new texture data into the same texture, // Let's reload the new texture data into the same texture,
// instead of destroying it and having to create a new one. // instead of destroying it and having to create a new one.
// Might speed up movie playback very, very slightly. // Might speed up movie playback very, very slightly.
if (width == entry.w && height == entry.h && (int) FullFormat == entry.fmt && maxlevel <= entry.MipLevels ) if (width == entry.w && height == entry.h && (int) FullFormat == entry.fmt)
{ {
glBindTexture(entry.isRectangle ? GL_TEXTURE_RECTANGLE_ARB : GL_TEXTURE_2D, entry.texture); glBindTexture(entry.isRectangle ? GL_TEXTURE_RECTANGLE_ARB : GL_TEXTURE_2D, entry.texture);
GL_REPORT_ERRORD(); GL_REPORT_ERRORD();
if (entry.mode.hex != tm0.hex || entry.mode1.hex != tm1.hex) //if (entry.mode.hex != tm0.hex || entry.mode1.hex != tm1.hex) //gl needs this refreshed for every texture to work right
entry.SetTextureParameters(tm0,tm1); entry.SetTextureParameters(tm0,tm1);
skip_texture_create = true; skip_texture_create = true;
} }
@ -395,9 +394,9 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
bool isPow2 = !((width & (width - 1)) || (height & (height - 1))); bool isPow2 = !((width & (width - 1)) || (height & (height - 1)));
int TexLevels = (width > height)?width:height; int TexLevels = (width > height)?width:height;
TexLevels = (isPow2 && UseNativeMips && (maxlevel > 0)) ? (int)(log((double)TexLevels)/log((double)2)) + 1 : (isPow2? 0 : 1); TexLevels = (isPow2 && UseNativeMips && (maxlevel > 0)) ? (int)(log((double)TexLevels)/log((double)2))+ 1 : (isPow2? 0 : 1);
if(TexLevels > maxlevel && maxlevel > 0) if(TexLevels > (maxlevel + 1) && maxlevel > 0)
TexLevels = maxlevel; TexLevels = (maxlevel + 1);
entry.MipLevels = maxlevel; entry.MipLevels = maxlevel;
bool GenerateMipmaps = TexLevels > 1 || TexLevels == 0; bool GenerateMipmaps = TexLevels > 1 || TexLevels == 0;
entry.bHaveMipMaps = GenerateMipmaps; entry.bHaveMipMaps = GenerateMipmaps;

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@ -102,14 +102,16 @@ void SetMultiVSConstant3fv(int const_number, int count, const float *f)
void VertexShaderCache::Init() void VertexShaderCache::Init()
{ {
glEnable(GL_VERTEX_PROGRAM_ARB);
ShaderEnabled = true;
CurrentShader = 0;
for (int i = 0; i < (C_FOGPARAMS + 8) * 4; i++) for (int i = 0; i < (C_FOGPARAMS + 8) * 4; i++)
lastVSconstants[i / 4][i % 4] = -100000000.0f; lastVSconstants[i / 4][i % 4] = -100000000.0f;
memset(&last_vertex_shader_uid, 0xFF, sizeof(last_vertex_shader_uid)); memset(&last_vertex_shader_uid, 0xFF, sizeof(last_vertex_shader_uid));
s_displayCompileAlert = true; s_displayCompileAlert = true;
glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&s_nMaxVertexInstructions); glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&s_nMaxVertexInstructions);
SetCurrentShader(0);
} }
void VertexShaderCache::Shutdown() void VertexShaderCache::Shutdown()