A fix to D3D NativeVertexFormat. Might not fix much, but should be a step in the right direction. Other misc bits and bobs.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2644 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard 2009-03-10 22:51:17 +00:00
parent d83dd8a4ae
commit c70a472522
9 changed files with 53 additions and 20 deletions

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@ -76,7 +76,7 @@ struct PortableVertexDeclaration
VarType color_gl_type; // always GL_UNSIGNED_BYTE
int color_offset[2];
VarType texcoord_gl_type[8];
int texcoord_gl_size[8];
//int texcoord_gl_size[8];
int texcoord_offset[8];
int texcoord_size[8];
int posmtx_offset;

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@ -102,11 +102,12 @@ void LOADERDECL TexMtx_Write_Float2()
VertexManager::s_pCurBufferPointer += 8;
}
void LOADERDECL TexMtx_Write_Short3()
void LOADERDECL TexMtx_Write_Short4()
{
((s16*)VertexManager::s_pCurBufferPointer)[0] = 0;
((s16*)VertexManager::s_pCurBufferPointer)[1] = 0;
((s16*)VertexManager::s_pCurBufferPointer)[2] = s_curtexmtx[s_texmtxwrite++];
((s16*)VertexManager::s_pCurBufferPointer)[3] = 0; // Just to fill out with 0.
VertexManager::s_pCurBufferPointer += 8;
}
@ -260,6 +261,9 @@ void VertexLoader::CompileVertexTranslator()
WriteCall(pFunc);
vtx_decl.num_normals = vtx_attr.NormalElements ? 3 : 1;
vtx_decl.normal_offset[0] = -1;
vtx_decl.normal_offset[1] = -1;
vtx_decl.normal_offset[2] = -1;
switch (vtx_attr.NormalFormat) {
case FORMAT_UBYTE:
case FORMAT_BYTE:
@ -310,6 +314,8 @@ void VertexLoader::CompileVertexTranslator()
}
vtx_decl.color_gl_type = VAR_UNSIGNED_BYTE;
vtx_decl.color_offset[0] = -1;
vtx_decl.color_offset[1] = -1;
for (int i = 0; i < 2; i++) {
m_NativeFmt->m_components |= VB_HAS_COL0 << i;
switch (col[i])
@ -366,6 +372,7 @@ void VertexLoader::CompileVertexTranslator()
// Texture matrix indices (remove if corresponding texture coordinate isn't enabled)
for (int i = 0; i < 8; i++) {
vtx_decl.texcoord_offset[i] = -1;
m_NativeFmt->m_components |= VB_HAS_UV0 << i;
int elements = m_VtxAttr.texCoord[i].Elements;
switch (tc[i])
@ -425,7 +432,7 @@ void VertexLoader::CompileVertexTranslator()
vtx_decl.texcoord_gl_type[i] = VAR_SHORT;
vtx_decl.texcoord_size[i] = 4;
nat_offset += 8; // still include the texture coordinate, but this time as 6 + 2 bytes
WriteCall(TexMtx_Write_Short3);
WriteCall(TexMtx_Write_Short4);
}
}
else {
@ -434,8 +441,6 @@ void VertexLoader::CompileVertexTranslator()
vtx_decl.texcoord_gl_type[i] = VAR_FLOAT;
vtx_decl.texcoord_size[i] = vtx_attr.texCoord[i].Elements ? 2 : 1;
nat_offset += 4 * (vtx_attr.texCoord[i].Elements ? 2 : 1);
} else {
vtx_decl.texcoord_offset[i] = -1;
}
}

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@ -128,6 +128,14 @@ struct TRectangle
dest->top = (int)(factor_y * top);
dest->bottom = (int)(factor_y * bottom);
}
void Clamp(int x1, int y1, int x2, int y2)
{
if (left < x1) left = x1;
if (right > x2) right = x2;
if (top < y1) top = y1;
if (bottom > y2) bottom = y2;
}
};
// Logging

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@ -1,7 +1,7 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Version="9,00"
Name="Plugin_VideoDX9"
ProjectGUID="{636FAD5F-02D1-4E9A-BE67-FB8EA99B9A18}"
RootNamespace="Plugin_VideoDX9"
@ -1193,14 +1193,14 @@
RelativePath=".\Src\BPStructs.h"
>
</File>
<File
RelativePath=".\Src\NativeVertexFormat.cpp"
>
</File>
</Filter>
<Filter
Name="Render"
>
<File
RelativePath=".\Src\NativeVertexFormat.cpp"
>
</File>
<File
RelativePath=".\Src\PixelShaderCache.cpp"
>

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@ -57,13 +57,31 @@ D3DVertexFormat::~D3DVertexFormat()
}
}
D3DDECLTYPE VarToD3D(VarType t)
D3DDECLTYPE VarToD3D(VarType t, int size)
{
static const D3DDECLTYPE lookup[5] =
{
D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4, D3DDECLTYPE_SHORT4N, D3DDECLTYPE_USHORT4N, D3DDECLTYPE_FLOAT3,
static const D3DDECLTYPE lookup1[5] = {
D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_FLOAT1,
};
return lookup[t];
static const D3DDECLTYPE lookup2[5] = {
D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_SHORT2N, D3DDECLTYPE_USHORT2N, D3DDECLTYPE_FLOAT2,
};
static const D3DDECLTYPE lookup3[5] = {
D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_FLOAT3,
};
static const D3DDECLTYPE lookup4[5] = {
D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4, D3DDECLTYPE_SHORT4N, D3DDECLTYPE_USHORT4N, D3DDECLTYPE_FLOAT4,
};
D3DDECLTYPE retval = D3DDECLTYPE_UNUSED;
switch (size) {
case 1: retval = lookup1[t]; break;
case 2: retval = lookup2[t]; break;
case 3: retval = lookup3[t]; break;
case 4: retval = lookup4[t]; break;
}
if (retval == D3DDECLTYPE_UNUSED) {
PanicAlert("VarToD3D: Invalid type/size combo %i , %i", (int)t, size);
}
return retval;
}
// TODO: Ban signed bytes as normals - not likely that ATI supports them natively.
@ -91,7 +109,7 @@ void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
if (_vtx_decl.normal_offset[i] > 0)
{
elems[elem_idx].Offset = _vtx_decl.normal_offset[i];
elems[elem_idx].Type = VarToD3D(_vtx_decl.normal_gl_type);
elems[elem_idx].Type = VarToD3D(_vtx_decl.normal_gl_type, _vtx_decl.normal_gl_size);
elems[elem_idx].Usage = D3DDECLUSAGE_NORMAL;
elems[elem_idx].UsageIndex = i;
++elem_idx;
@ -103,7 +121,7 @@ void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
if (_vtx_decl.color_offset[i] > 0)
{
elems[elem_idx].Offset = _vtx_decl.color_offset[i];
elems[elem_idx].Type = VarToD3D(_vtx_decl.color_gl_type);
elems[elem_idx].Type = VarToD3D(_vtx_decl.color_gl_type, 4);
elems[elem_idx].Usage = D3DDECLUSAGE_COLOR;
elems[elem_idx].UsageIndex = i;
++elem_idx;
@ -115,7 +133,7 @@ void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
if (_vtx_decl.texcoord_offset[i] > 0)
{
elems[elem_idx].Offset = _vtx_decl.texcoord_offset[i];
elems[elem_idx].Type = VarToD3D(_vtx_decl.texcoord_gl_type[i]);
elems[elem_idx].Type = VarToD3D(_vtx_decl.texcoord_gl_type[i], _vtx_decl.texcoord_size[i]);
elems[elem_idx].Usage = D3DDECLUSAGE_TEXCOORD;
elems[elem_idx].UsageIndex = i;
++elem_idx;

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@ -72,7 +72,7 @@ void Config::Load()
iniFile.Get("Enhancements", "MaxAnisotropy", &iMaxAnisotropy, 3); // NOTE - this is x in (1 << x)
iniFile.Get("Hacks", "EFBCopyDisable", &bEFBCopyDisable, 0);
iniFile.Get("Hacks", "EFBCopyDisableHotKey", &bEFBCopyDisableHotKey, 0);
iniFile.Get("Hacks", "EFBCopyDisableHotKey", &bEFBCopyDisableHotKey, 0);
iniFile.Get("Hacks", "ProjectionHax1", &bProjectionHax1, 0);
iniFile.Get("Hacks", "EFBToTextureEnable", &bCopyEFBToRAM, 0);
}

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@ -84,7 +84,6 @@ void __Log(const char *fmt, ...)
fwrite(Msg, strlen(Msg), 1, pfLog);
Console::Print(Msg);
}
void __Log(int type, const char *fmt, ...)

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@ -587,6 +587,7 @@ GLuint Renderer::ResolveAndGetRenderTarget(const TRectangle &source_rect)
TRectangle flipped_rect;
source_rect.FlipYPosition(GetTargetHeight(), &flipped_rect);
flipped_rect.Clamp(0, 0, GetTargetWidth(), GetTargetHeight());
// Do the resolve.
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uFramebuffer);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, s_uResolvedFramebuffer);
@ -612,6 +613,7 @@ GLuint Renderer::ResolveAndGetFakeZTarget(const TRectangle &source_rect)
TRectangle flipped_rect;
source_rect.FlipYPosition(GetTargetHeight(), &flipped_rect);
flipped_rect.Clamp(0, 0, GetTargetWidth(), GetTargetHeight());
// Do the resolve. We resolve both color channels, not very necessary.
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uFramebuffer);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, s_uResolvedFramebuffer);

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@ -284,6 +284,7 @@ void Video_Prepare(void)
GL_REPORT_ERRORD();
VertexLoaderManager::Init();
TextureConverter::Init();
INFO_LOG(VIDEO, "Video plugin initialized.");
}
void Shutdown(void)