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
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@ -76,7 +76,7 @@ struct PortableVertexDeclaration
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VarType color_gl_type; // always GL_UNSIGNED_BYTE
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int color_offset[2];
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VarType texcoord_gl_type[8];
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int texcoord_gl_size[8];
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//int texcoord_gl_size[8];
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int texcoord_offset[8];
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int texcoord_size[8];
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int posmtx_offset;
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@ -102,11 +102,12 @@ void LOADERDECL TexMtx_Write_Float2()
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VertexManager::s_pCurBufferPointer += 8;
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}
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void LOADERDECL TexMtx_Write_Short3()
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void LOADERDECL TexMtx_Write_Short4()
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{
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((s16*)VertexManager::s_pCurBufferPointer)[0] = 0;
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((s16*)VertexManager::s_pCurBufferPointer)[1] = 0;
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((s16*)VertexManager::s_pCurBufferPointer)[2] = s_curtexmtx[s_texmtxwrite++];
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((s16*)VertexManager::s_pCurBufferPointer)[3] = 0; // Just to fill out with 0.
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VertexManager::s_pCurBufferPointer += 8;
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}
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@ -260,6 +261,9 @@ void VertexLoader::CompileVertexTranslator()
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WriteCall(pFunc);
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vtx_decl.num_normals = vtx_attr.NormalElements ? 3 : 1;
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vtx_decl.normal_offset[0] = -1;
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vtx_decl.normal_offset[1] = -1;
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vtx_decl.normal_offset[2] = -1;
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switch (vtx_attr.NormalFormat) {
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case FORMAT_UBYTE:
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case FORMAT_BYTE:
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@ -310,6 +314,8 @@ void VertexLoader::CompileVertexTranslator()
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}
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vtx_decl.color_gl_type = VAR_UNSIGNED_BYTE;
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vtx_decl.color_offset[0] = -1;
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vtx_decl.color_offset[1] = -1;
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for (int i = 0; i < 2; i++) {
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m_NativeFmt->m_components |= VB_HAS_COL0 << i;
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switch (col[i])
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@ -366,6 +372,7 @@ void VertexLoader::CompileVertexTranslator()
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// Texture matrix indices (remove if corresponding texture coordinate isn't enabled)
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for (int i = 0; i < 8; i++) {
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vtx_decl.texcoord_offset[i] = -1;
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m_NativeFmt->m_components |= VB_HAS_UV0 << i;
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int elements = m_VtxAttr.texCoord[i].Elements;
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switch (tc[i])
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@ -425,7 +432,7 @@ void VertexLoader::CompileVertexTranslator()
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vtx_decl.texcoord_gl_type[i] = VAR_SHORT;
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vtx_decl.texcoord_size[i] = 4;
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nat_offset += 8; // still include the texture coordinate, but this time as 6 + 2 bytes
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WriteCall(TexMtx_Write_Short3);
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WriteCall(TexMtx_Write_Short4);
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}
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}
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else {
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@ -434,8 +441,6 @@ void VertexLoader::CompileVertexTranslator()
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vtx_decl.texcoord_gl_type[i] = VAR_FLOAT;
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vtx_decl.texcoord_size[i] = vtx_attr.texCoord[i].Elements ? 2 : 1;
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nat_offset += 4 * (vtx_attr.texCoord[i].Elements ? 2 : 1);
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} else {
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vtx_decl.texcoord_offset[i] = -1;
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}
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}
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@ -128,6 +128,14 @@ struct TRectangle
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dest->top = (int)(factor_y * top);
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dest->bottom = (int)(factor_y * bottom);
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}
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void Clamp(int x1, int y1, int x2, int y2)
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{
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if (left < x1) left = x1;
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if (right > x2) right = x2;
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if (top < y1) top = y1;
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if (bottom > y2) bottom = y2;
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}
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};
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// Logging
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@ -1,7 +1,7 @@
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<?xml version="1.0" encoding="Windows-1252"?>
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<VisualStudioProject
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ProjectType="Visual C++"
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Version="9.00"
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Version="9,00"
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Name="Plugin_VideoDX9"
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ProjectGUID="{636FAD5F-02D1-4E9A-BE67-FB8EA99B9A18}"
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RootNamespace="Plugin_VideoDX9"
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@ -1193,14 +1193,14 @@
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RelativePath=".\Src\BPStructs.h"
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>
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</File>
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<File
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RelativePath=".\Src\NativeVertexFormat.cpp"
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>
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</File>
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</Filter>
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<Filter
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Name="Render"
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>
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<File
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RelativePath=".\Src\NativeVertexFormat.cpp"
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>
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</File>
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<File
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RelativePath=".\Src\PixelShaderCache.cpp"
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>
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@ -57,13 +57,31 @@ D3DVertexFormat::~D3DVertexFormat()
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}
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}
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D3DDECLTYPE VarToD3D(VarType t)
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D3DDECLTYPE VarToD3D(VarType t, int size)
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{
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static const D3DDECLTYPE lookup[5] =
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{
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D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4, D3DDECLTYPE_SHORT4N, D3DDECLTYPE_USHORT4N, D3DDECLTYPE_FLOAT3,
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static const D3DDECLTYPE lookup1[5] = {
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D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_FLOAT1,
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};
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return lookup[t];
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static const D3DDECLTYPE lookup2[5] = {
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D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_SHORT2N, D3DDECLTYPE_USHORT2N, D3DDECLTYPE_FLOAT2,
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};
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static const D3DDECLTYPE lookup3[5] = {
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D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_FLOAT3,
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};
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static const D3DDECLTYPE lookup4[5] = {
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D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4, D3DDECLTYPE_SHORT4N, D3DDECLTYPE_USHORT4N, D3DDECLTYPE_FLOAT4,
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};
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D3DDECLTYPE retval = D3DDECLTYPE_UNUSED;
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switch (size) {
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case 1: retval = lookup1[t]; break;
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case 2: retval = lookup2[t]; break;
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case 3: retval = lookup3[t]; break;
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case 4: retval = lookup4[t]; break;
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}
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if (retval == D3DDECLTYPE_UNUSED) {
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PanicAlert("VarToD3D: Invalid type/size combo %i , %i", (int)t, size);
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}
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return retval;
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}
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// TODO: Ban signed bytes as normals - not likely that ATI supports them natively.
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@ -91,7 +109,7 @@ void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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if (_vtx_decl.normal_offset[i] > 0)
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{
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elems[elem_idx].Offset = _vtx_decl.normal_offset[i];
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elems[elem_idx].Type = VarToD3D(_vtx_decl.normal_gl_type);
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elems[elem_idx].Type = VarToD3D(_vtx_decl.normal_gl_type, _vtx_decl.normal_gl_size);
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elems[elem_idx].Usage = D3DDECLUSAGE_NORMAL;
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elems[elem_idx].UsageIndex = i;
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++elem_idx;
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@ -103,7 +121,7 @@ void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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if (_vtx_decl.color_offset[i] > 0)
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{
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elems[elem_idx].Offset = _vtx_decl.color_offset[i];
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elems[elem_idx].Type = VarToD3D(_vtx_decl.color_gl_type);
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elems[elem_idx].Type = VarToD3D(_vtx_decl.color_gl_type, 4);
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elems[elem_idx].Usage = D3DDECLUSAGE_COLOR;
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elems[elem_idx].UsageIndex = i;
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++elem_idx;
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@ -115,7 +133,7 @@ void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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if (_vtx_decl.texcoord_offset[i] > 0)
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{
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elems[elem_idx].Offset = _vtx_decl.texcoord_offset[i];
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elems[elem_idx].Type = VarToD3D(_vtx_decl.texcoord_gl_type[i]);
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elems[elem_idx].Type = VarToD3D(_vtx_decl.texcoord_gl_type[i], _vtx_decl.texcoord_size[i]);
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elems[elem_idx].Usage = D3DDECLUSAGE_TEXCOORD;
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elems[elem_idx].UsageIndex = i;
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++elem_idx;
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@ -84,7 +84,6 @@ void __Log(const char *fmt, ...)
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fwrite(Msg, strlen(Msg), 1, pfLog);
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Console::Print(Msg);
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}
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void __Log(int type, const char *fmt, ...)
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@ -587,6 +587,7 @@ GLuint Renderer::ResolveAndGetRenderTarget(const TRectangle &source_rect)
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TRectangle flipped_rect;
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source_rect.FlipYPosition(GetTargetHeight(), &flipped_rect);
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flipped_rect.Clamp(0, 0, GetTargetWidth(), GetTargetHeight());
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// Do the resolve.
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uFramebuffer);
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glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, s_uResolvedFramebuffer);
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@ -612,6 +613,7 @@ GLuint Renderer::ResolveAndGetFakeZTarget(const TRectangle &source_rect)
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TRectangle flipped_rect;
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source_rect.FlipYPosition(GetTargetHeight(), &flipped_rect);
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flipped_rect.Clamp(0, 0, GetTargetWidth(), GetTargetHeight());
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// Do the resolve. We resolve both color channels, not very necessary.
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uFramebuffer);
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glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, s_uResolvedFramebuffer);
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@ -284,6 +284,7 @@ void Video_Prepare(void)
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GL_REPORT_ERRORD();
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VertexLoaderManager::Init();
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TextureConverter::Init();
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INFO_LOG(VIDEO, "Video plugin initialized.");
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}
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void Shutdown(void)
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