// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include #include "Common.h" #include "Statistics.h" #include "PixelShaderManager.h" #include "VideoCommon.h" #include "VideoConfig.h" #include "RenderBase.h" static bool s_bFogRangeAdjustChanged; static bool s_bViewPortChanged; static int nLightsChanged[2]; // min,max PixelShaderConstants PixelShaderManager::constants; bool PixelShaderManager::dirty; void PixelShaderManager::Init() { memset(&constants, 0, sizeof(constants)); Dirty(); } void PixelShaderManager::Dirty() { s_bFogRangeAdjustChanged = true; s_bViewPortChanged = true; nLightsChanged[0] = 0; nLightsChanged[1] = 0x80; SetColorChanged(0, 0); SetColorChanged(0, 1); SetColorChanged(0, 2); SetColorChanged(0, 3); SetColorChanged(1, 0); SetColorChanged(1, 1); SetColorChanged(1, 2); SetColorChanged(1, 3); SetAlpha(); SetDestAlpha(); SetZTextureBias(); SetViewportChanged(); SetIndTexScaleChanged(false); SetIndTexScaleChanged(true); SetIndMatrixChanged(0); SetIndMatrixChanged(1); SetIndMatrixChanged(2); SetZTextureTypeChanged(); SetTexCoordChanged(0); SetTexCoordChanged(1); SetTexCoordChanged(2); SetTexCoordChanged(3); SetTexCoordChanged(4); SetTexCoordChanged(5); SetTexCoordChanged(6); SetTexCoordChanged(7); SetFogColorChanged(); SetFogParamChanged(); } void PixelShaderManager::Shutdown() { } void PixelShaderManager::SetConstants() { if (s_bFogRangeAdjustChanged) { // set by two components, so keep changed flag here // TODO: try to split both registers and move this logic to the shader if(!g_ActiveConfig.bDisableFog && bpmem.fogRange.Base.Enabled == 1) { //bpmem.fogRange.Base.Center : center of the viewport in x axis. observation: bpmem.fogRange.Base.Center = realcenter + 342; int center = ((u32)bpmem.fogRange.Base.Center) - 342; // normalize center to make calculations easy float ScreenSpaceCenter = center / (2.0f * xfregs.viewport.wd); ScreenSpaceCenter = (ScreenSpaceCenter * 2.0f) - 1.0f; //bpmem.fogRange.K seems to be a table of precalculated coefficients for the adjust factor //observations: bpmem.fogRange.K[0].LO appears to be the lowest value and bpmem.fogRange.K[4].HI the largest // they always seems to be larger than 256 so my theory is : // they are the coefficients from the center to the border of the screen // so to simplify I use the hi coefficient as K in the shader taking 256 as the scale constants.fog[2][0] = ScreenSpaceCenter; constants.fog[2][1] = (float)Renderer::EFBToScaledX((int)(2.0f * xfregs.viewport.wd)); constants.fog[2][2] = bpmem.fogRange.K[4].HI / 256.0f; } else { constants.fog[2][0] = 0; constants.fog[2][1] = 1; constants.fog[2][2] = 1; } dirty = true; s_bFogRangeAdjustChanged = false; } if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) // config check added because the code in here was crashing for me inside SetPSConstant4f { if (nLightsChanged[0] >= 0) { // lights don't have a 1 to 1 mapping, the color component needs to be converted to 4 floats int istart = nLightsChanged[0] / 0x10; int iend = (nLightsChanged[1] + 15) / 0x10; const float* xfmemptr = (const float*)&xfmem[0x10 * istart + XFMEM_LIGHTS]; for (int i = istart; i < iend; ++i) { u32 color = *(const u32*)(xfmemptr + 3); constants.plights[5*i][0] = ((color >> 24) & 0xFF) / 255.0f; constants.plights[5*i][1] = ((color >> 16) & 0xFF) / 255.0f; constants.plights[5*i][2] = ((color >> 8) & 0xFF) / 255.0f; constants.plights[5*i][3] = ((color) & 0xFF) / 255.0f; xfmemptr += 4; for (int j = 0; j < 4; ++j, xfmemptr += 3) { if (j == 1 && fabs(xfmemptr[0]) < 0.00001f && fabs(xfmemptr[1]) < 0.00001f && fabs(xfmemptr[2]) < 0.00001f) // dist attenuation, make sure not equal to 0!!! constants.plights[5*i+j+1][0] = 0.00001f; else constants.plights[5*i+j+1][0] = xfmemptr[0]; constants.plights[5*i+j+1][1] = xfmemptr[1]; constants.plights[5*i+j+1][2] = xfmemptr[2]; } } dirty = true; nLightsChanged[0] = nLightsChanged[1] = -1; } } if(s_bViewPortChanged) { constants.zbias[1][0] = xfregs.viewport.farZ / 16777216.0f; constants.zbias[1][1] = xfregs.viewport.zRange / 16777216.0f; dirty = true; s_bViewPortChanged = false; } } // This one is high in profiles (0.5%). // TODO: Move conversion out, only store the raw color value // and update it when the shader constant is set, only. // TODO: Conversion should be checked in the context of tev_fixes.. void PixelShaderManager::SetColorChanged(int type, int num) { float4* c = type ? constants.kcolors : constants.colors; c[num][0] = bpmem.tevregs[num].low.a / 255.0f; c[num][3] = bpmem.tevregs[num].low.b / 255.0f; c[num][2] = bpmem.tevregs[num].high.a / 255.0f; c[num][1] = bpmem.tevregs[num].high.b / 255.0f; dirty = true; PRIM_LOG("pixel %scolor%d: %f %f %f %f\n", type?"k":"", num, c[num][0], c[num][1], c[num][2], c[num][3]); } void PixelShaderManager::SetAlpha() { constants.alpha[0] = bpmem.alpha_test.ref0 / 255.0f; constants.alpha[1] = bpmem.alpha_test.ref1 / 255.0f; dirty = true; } void PixelShaderManager::SetDestAlpha() { constants.alpha[3] = bpmem.dstalpha.alpha / 255.0f; dirty = true; } void PixelShaderManager::SetTexDims(int texmapid, u32 width, u32 height, u32 wraps, u32 wrapt) { // TODO: move this check out to callee. There we could just call this function on texture changes // or better, use textureSize() in glsl if(constants.texdims[texmapid][0] != 1.0f/width || constants.texdims[texmapid][1] != 1.0f/height) dirty = true; constants.texdims[texmapid][0] = 1.0f/width; constants.texdims[texmapid][1] = 1.0f/height; } void PixelShaderManager::SetZTextureBias() { constants.zbias[1][3] = bpmem.ztex1.bias/16777215.0f; dirty = true; } void PixelShaderManager::SetViewportChanged() { s_bViewPortChanged = true; s_bFogRangeAdjustChanged = true; // TODO: Shouldn't be necessary with an accurate fog range adjust implementation } void PixelShaderManager::SetIndTexScaleChanged(bool high) { constants.indtexscale[high][0] = bpmem.texscale[high].getScaleS(0); constants.indtexscale[high][1] = bpmem.texscale[high].getScaleT(0); constants.indtexscale[high][2] = bpmem.texscale[high].getScaleS(1); constants.indtexscale[high][3] = bpmem.texscale[high].getScaleT(1); dirty = true; } void PixelShaderManager::SetIndMatrixChanged(int matrixidx) { int scale = ((u32)bpmem.indmtx[matrixidx].col0.s0 << 0) | ((u32)bpmem.indmtx[matrixidx].col1.s1 << 2) | ((u32)bpmem.indmtx[matrixidx].col2.s2 << 4); float fscale = powf(2.0f, (float)(scale - 17)) / 1024.0f; // xyz - static matrix // TODO w - dynamic matrix scale / 256...... somehow / 4 works better // rev 2972 - now using / 256.... verify that this works constants.indtexmtx[2*matrixidx][0] = bpmem.indmtx[matrixidx].col0.ma * fscale; constants.indtexmtx[2*matrixidx][1] = bpmem.indmtx[matrixidx].col1.mc * fscale; constants.indtexmtx[2*matrixidx][2] = bpmem.indmtx[matrixidx].col2.me * fscale; constants.indtexmtx[2*matrixidx][3] = fscale * 4.0f; constants.indtexmtx[2*matrixidx+1][0] = bpmem.indmtx[matrixidx].col0.mb * fscale; constants.indtexmtx[2*matrixidx+1][1] = bpmem.indmtx[matrixidx].col1.md * fscale; constants.indtexmtx[2*matrixidx+1][2] = bpmem.indmtx[matrixidx].col2.mf * fscale; constants.indtexmtx[2*matrixidx+1][3] = fscale * 4.0f; dirty = true; PRIM_LOG("indmtx%d: scale=%f, mat=(%f %f %f; %f %f %f)\n", matrixidx, 1024.0f*fscale, bpmem.indmtx[matrixidx].col0.ma * fscale, bpmem.indmtx[matrixidx].col1.mc * fscale, bpmem.indmtx[matrixidx].col2.me * fscale, bpmem.indmtx[matrixidx].col0.mb * fscale, bpmem.indmtx[matrixidx].col1.md * fscale, bpmem.indmtx[matrixidx].col2.mf * fscale); } void PixelShaderManager::SetZTextureTypeChanged() { switch (bpmem.ztex2.type) { case TEV_ZTEX_TYPE_U8: constants.zbias[0][0] = 0; constants.zbias[0][1] = 0; constants.zbias[0][2] = 0; constants.zbias[0][3] = 255.0f/16777215.0f; break; case TEV_ZTEX_TYPE_U16: constants.zbias[0][0] = 255.0f/16777215.0f; constants.zbias[0][1] = 0; constants.zbias[0][2] = 0; constants.zbias[0][3] = 65280.0f/16777215.0f; break; case TEV_ZTEX_TYPE_U24: constants.zbias[0][0] = 16711680.0f/16777215.0f; constants.zbias[0][1] = 65280.0f/16777215.0f; constants.zbias[0][2] = 255.0f/16777215.0f; constants.zbias[0][3] = 0; break; default: break; } dirty = true; } void PixelShaderManager::SetTexCoordChanged(u8 texmapid) { TCoordInfo& tc = bpmem.texcoords[texmapid]; constants.texdims[texmapid][2] = (float)(tc.s.scale_minus_1 + 1); constants.texdims[texmapid][3] = (float)(tc.t.scale_minus_1 + 1); dirty = true; } void PixelShaderManager::SetFogColorChanged() { constants.fog[0][0] = bpmem.fog.color.r / 255.0f; constants.fog[0][1] = bpmem.fog.color.g / 255.0f; constants.fog[0][2] = bpmem.fog.color.b / 255.0f; dirty = true; } void PixelShaderManager::SetFogParamChanged() { if(!g_ActiveConfig.bDisableFog) { constants.fog[1][0] = bpmem.fog.a.GetA(); constants.fog[1][1] = (float)bpmem.fog.b_magnitude / 0xFFFFFF; constants.fog[1][2] = bpmem.fog.c_proj_fsel.GetC(); constants.fog[1][3] = (float)(1 << bpmem.fog.b_shift); } else { constants.fog[1][0] = 0; constants.fog[1][1] = 1; constants.fog[1][2] = 0; constants.fog[1][3] = 1; } dirty = true; } void PixelShaderManager::SetFogRangeAdjustChanged() { s_bFogRangeAdjustChanged = true; } void PixelShaderManager::InvalidateXFRange(int start, int end) { if (start < XFMEM_LIGHTS_END && end > XFMEM_LIGHTS) { int _start = start < XFMEM_LIGHTS ? XFMEM_LIGHTS : start-XFMEM_LIGHTS; int _end = end < XFMEM_LIGHTS_END ? end-XFMEM_LIGHTS : XFMEM_LIGHTS_END-XFMEM_LIGHTS; if (nLightsChanged[0] == -1 ) { nLightsChanged[0] = _start; nLightsChanged[1] = _end; } else { if (nLightsChanged[0] > _start) nLightsChanged[0] = _start; if (nLightsChanged[1] < _end) nLightsChanged[1] = _end; } } } void PixelShaderManager::SetMaterialColorChanged(int index, u32 color) { if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) { constants.pmaterials[index][0] = ((color >> 24) & 0xFF) / 255.0f; constants.pmaterials[index][1] = ((color >> 16) & 0xFF) / 255.0f; constants.pmaterials[index][2] = ((color >> 8) & 0xFF) / 255.0f; constants.pmaterials[index][3] = ( color & 0xFF) / 255.0f; dirty = true; } } void PixelShaderManager::DoState(PointerWrap &p) { p.Do(constants); p.Do(dirty); if (p.GetMode() == PointerWrap::MODE_READ) { Dirty(); } }