435 lines
13 KiB
C++
435 lines
13 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <cmath>
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#include "Common.h"
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#include "Profiler.h"
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#include "Statistics.h"
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#include "PixelShaderManager.h"
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#include "VideoCommon.h"
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#include "VideoConfig.h"
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static float GC_ALIGNED16(s_fMaterials[16]);
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static int s_nColorsChanged[2]; // 0 - regular colors, 1 - k colors
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static int s_nIndTexMtxChanged;
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static bool s_bAlphaChanged;
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static bool s_bZBiasChanged;
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static bool s_bZTextureTypeChanged;
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static bool s_bDepthRangeChanged;
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static bool s_bFogColorChanged;
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static bool s_bFogParamChanged;
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static int nLightsChanged[2]; // min,max
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static float lastDepthRange[2]; // 0 = far z, 1 = far - near
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static float lastRGBAfull[2][4][4];
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static u8 s_nTexDimsChanged;
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static u8 s_nIndTexScaleChanged;
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static u32 lastAlpha;
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static u32 lastTexDims[8]; // width | height << 16 | wrap_s << 28 | wrap_t << 30
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static u32 lastZBias;
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static int nMaterialsChanged;
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void PixelShaderManager::Init()
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{
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lastAlpha = 0;
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memset(lastTexDims, 0, sizeof(lastTexDims));
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lastZBias = 0;
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memset(lastRGBAfull, 0, sizeof(lastRGBAfull));
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Dirty();
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}
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void PixelShaderManager::Dirty()
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{
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s_nColorsChanged[0] = s_nColorsChanged[1] = 15;
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s_nTexDimsChanged = 0xFF;
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s_nIndTexScaleChanged = 0xFF;
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s_nIndTexMtxChanged = 15;
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s_bAlphaChanged = s_bZBiasChanged = s_bZTextureTypeChanged = s_bDepthRangeChanged = true;
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s_bFogColorChanged = s_bFogParamChanged = true;
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nLightsChanged[0] = 0; nLightsChanged[1] = 0x80;
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nMaterialsChanged = 15;
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}
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void PixelShaderManager::Shutdown()
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{
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}
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void PixelShaderManager::SetConstants()
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{
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for (int i = 0; i < 2; ++i)
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{
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if (s_nColorsChanged[i])
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{
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int baseind = i ? C_KCOLORS : C_COLORS;
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for (int j = 0; j < 4; ++j)
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{
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if (s_nColorsChanged[i] & (1 << j))
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SetPSConstant4fv(baseind+j, &lastRGBAfull[i][j][0]);
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}
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s_nColorsChanged[i] = 0;
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}
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}
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if (s_nTexDimsChanged)
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{
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for (int i = 0; i < 8; ++i)
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{
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if (s_nTexDimsChanged & (1<<i))
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SetPSTextureDims(i);
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}
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s_nTexDimsChanged = 0;
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}
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if (s_bAlphaChanged)
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{
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SetPSConstant4f(C_ALPHA, (lastAlpha&0xff)/255.0f, ((lastAlpha>>8)&0xff)/255.0f, 0, ((lastAlpha>>16)&0xff)/255.0f);
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s_bAlphaChanged = false;
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}
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if (s_bZTextureTypeChanged)
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{
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float ftemp[4];
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switch (bpmem.ztex2.type)
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{
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case 0:
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// 8 bits
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ftemp[0] = 0; ftemp[1] = 0; ftemp[2] = 0; ftemp[3] = 255.0f/16777215.0f;
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break;
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case 1:
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// 16 bits
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ftemp[0] = 255.0f/16777215.0f; ftemp[1] = 0; ftemp[2] = 0; ftemp[3] = 65280.0f/16777215.0f;
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break;
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case 2:
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// 24 bits
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ftemp[0] = 16711680.0f/16777215.0f; ftemp[1] = 65280.0f/16777215.0f; ftemp[2] = 255.0f/16777215.0f; ftemp[3] = 0;
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break;
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}
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SetPSConstant4fv(C_ZBIAS, ftemp);
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s_bZTextureTypeChanged = false;
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}
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if (s_bZBiasChanged || s_bDepthRangeChanged)
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{
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//ERROR_LOG("pixel=%x,%x, bias=%x\n", bpmem.zcontrol.pixel_format, bpmem.ztex2.type, lastZBias);
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SetPSConstant4f(C_ZBIAS+1, lastDepthRange[0] / 16777216.0f, lastDepthRange[1] / 16777216.0f, 0, (float)(lastZBias)/16777215.0f);
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s_bZBiasChanged = s_bDepthRangeChanged = false;
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}
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// indirect incoming texture scales
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if (s_nIndTexScaleChanged)
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{
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// set as two sets of vec4s, each containing S and T of two ind stages.
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float f[8];
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if (s_nIndTexScaleChanged & 0x03)
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{
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for (u32 i = 0; i < 2; ++i)
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{
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f[2 * i] = bpmem.texscale[0].getScaleS(i & 1);
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f[2 * i + 1] = bpmem.texscale[0].getScaleT(i & 1);
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PRIM_LOG("tex indscale%d: %f %f\n", i, f[2 * i], f[2 * i + 1]);
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}
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SetPSConstant4fv(C_INDTEXSCALE, f);
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}
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if (s_nIndTexScaleChanged & 0x0c) {
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for (u32 i = 2; i < 4; ++i) {
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f[2 * i] = bpmem.texscale[1].getScaleS(i & 1);
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f[2 * i + 1] = bpmem.texscale[1].getScaleT(i & 1);
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PRIM_LOG("tex indscale%d: %f %f\n", i, f[2 * i], f[2 * i + 1]);
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}
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SetPSConstant4fv(C_INDTEXSCALE+1, &f[4]);
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}
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s_nIndTexScaleChanged = 0;
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}
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if (s_nIndTexMtxChanged)
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{
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for (int i = 0; i < 3; ++i)
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{
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if (s_nIndTexMtxChanged & (1 << i))
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{
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int scale = ((u32)bpmem.indmtx[i].col0.s0 << 0) |
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((u32)bpmem.indmtx[i].col1.s1 << 2) |
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((u32)bpmem.indmtx[i].col2.s2 << 4);
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float fscale = powf(2.0f, (float)(scale - 17)) / 1024.0f;
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// xyz - static matrix
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// TODO w - dynamic matrix scale / 256...... somehow / 4 works better
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// rev 2972 - now using / 256.... verify that this works
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SetPSConstant4f(C_INDTEXMTX + 2 * i,
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bpmem.indmtx[i].col0.ma * fscale,
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bpmem.indmtx[i].col1.mc * fscale,
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bpmem.indmtx[i].col2.me * fscale,
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fscale * 4.0f);
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SetPSConstant4f(C_INDTEXMTX + 2 * i + 1,
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bpmem.indmtx[i].col0.mb * fscale,
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bpmem.indmtx[i].col1.md * fscale,
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bpmem.indmtx[i].col2.mf * fscale,
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fscale * 4.0f);
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PRIM_LOG("indmtx%d: scale=%f, mat=(%f %f %f; %f %f %f)\n",
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i, 1024.0f*fscale,
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bpmem.indmtx[i].col0.ma * fscale, bpmem.indmtx[i].col1.mc * fscale, bpmem.indmtx[i].col2.me * fscale,
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bpmem.indmtx[i].col0.mb * fscale, bpmem.indmtx[i].col1.md * fscale, bpmem.indmtx[i].col2.mf * fscale);
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}
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}
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s_nIndTexMtxChanged = 0;
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}
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if (s_bFogColorChanged)
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{
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SetPSConstant4f(C_FOG, bpmem.fog.color.r / 255.0f, bpmem.fog.color.g / 255.0f, bpmem.fog.color.b / 255.0f, 0);
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s_bFogColorChanged = false;
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}
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if (s_bFogParamChanged)
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{
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if(!g_ActiveConfig.bDisableFog)
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{
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//downscale magnitude to 0.24 bits
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float b = (float)bpmem.fog.b_magnitude / 0xFFFFFF;
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float b_shf = (float)(1 << bpmem.fog.b_shift);
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SetPSConstant4f(C_FOG + 1, bpmem.fog.a.GetA(), b, bpmem.fog.c_proj_fsel.GetC(), b_shf);
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}
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else
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{
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SetPSConstant4f(C_FOG + 1, 0.0, 1.0, 0.0, 1.0);
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}
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s_bFogParamChanged = false;
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}
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if (g_ActiveConfig.bEnablePixelLigting && nLightsChanged[0] >= 0) // config check added because the code in here was crashing for me inside SetPSConstant4f
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{
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// lights don't have a 1 to 1 mapping, the color component needs to be converted to 4 floats
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int istart = nLightsChanged[0] / 0x10;
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int iend = (nLightsChanged[1] + 15) / 0x10;
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const float* xfmemptr = (const float*)&xfmem[0x10 * istart + XFMEM_LIGHTS];
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for (int i = istart; i < iend; ++i)
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{
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u32 color = *(const u32*)(xfmemptr + 3);
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float NormalizationCoef = 1 / 255.0f;
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SetPSConstant4f(C_PLIGHTS + 5 * i,
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((color >> 24) & 0xFF) * NormalizationCoef,
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((color >> 16) & 0xFF) * NormalizationCoef,
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((color >> 8) & 0xFF) * NormalizationCoef,
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((color) & 0xFF) * NormalizationCoef);
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xfmemptr += 4;
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for (int j = 0; j < 4; ++j, xfmemptr += 3)
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{
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if (j == 1 &&
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fabs(xfmemptr[0]) < 0.00001f &&
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fabs(xfmemptr[1]) < 0.00001f &&
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fabs(xfmemptr[2]) < 0.00001f)
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{
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// dist attenuation, make sure not equal to 0!!!
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SetPSConstant4f(C_PLIGHTS+5*i+j+1, 0.00001f, xfmemptr[1], xfmemptr[2], 0);
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}
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else
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SetPSConstant4fv(C_PLIGHTS+5*i+j+1, xfmemptr);
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}
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}
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nLightsChanged[0] = nLightsChanged[1] = -1;
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}
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if (nMaterialsChanged)
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{
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for (int i = 0; i < 4; ++i)
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if (nMaterialsChanged & (1 << i))
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SetPSConstant4fv(C_PMATERIALS + i, &s_fMaterials[4 * i]);
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nMaterialsChanged = 0;
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}
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}
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void PixelShaderManager::SetPSTextureDims(int texid)
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{
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// texdims.xy are reciprocals of the real texture dimensions
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// texdims.zw are the scaled dimensions
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float fdims[4];
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TCoordInfo& tc = bpmem.texcoords[texid];
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fdims[0] = 1.0f / (float)(lastTexDims[texid] & 0xffff);
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fdims[1] = 1.0f / (float)((lastTexDims[texid] >> 16) & 0xfff);
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fdims[2] = (float)(tc.s.scale_minus_1 + 1);
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fdims[3] = (float)(tc.t.scale_minus_1 + 1);
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PRIM_LOG("texdims%d: %f %f %f %f\n", texid, fdims[0], fdims[1], fdims[2], fdims[3]);
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SetPSConstant4fv(C_TEXDIMS + texid, fdims);
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}
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// This one is high in profiles (0.5%). TODO: Move conversion out, only store the raw color value
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// and update it when the shader constant is set, only.
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void PixelShaderManager::SetColorChanged(int type, int num)
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{
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int r = bpmem.tevregs[num].low.a;
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int a = bpmem.tevregs[num].low.b;
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int b = bpmem.tevregs[num].high.a;
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int g = bpmem.tevregs[num].high.b;
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float *pf = &lastRGBAfull[type][num][0];
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pf[0] = (float)r * (1.0f / 255.0f);
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pf[1] = (float)g * (1.0f / 255.0f);
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pf[2] = (float)b * (1.0f / 255.0f);
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pf[3] = (float)a * (1.0f / 255.0f);
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s_nColorsChanged[type] |= 1 << num;
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PRIM_LOG("pixel %scolor%d: %f %f %f %f\n", type?"k":"", num, pf[0], pf[1], pf[2], pf[3]);
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}
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void PixelShaderManager::SetAlpha(const AlphaFunc& alpha)
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{
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if ((alpha.hex & 0xffff) != lastAlpha)
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{
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lastAlpha = (lastAlpha & ~0xffff) | (alpha.hex & 0xffff);
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s_bAlphaChanged = true;
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}
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}
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void PixelShaderManager::SetDestAlpha(const ConstantAlpha& alpha)
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{
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if (alpha.alpha != (lastAlpha >> 16))
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{
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lastAlpha = (lastAlpha & ~0xff0000) | ((alpha.hex & 0xff) << 16);
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s_bAlphaChanged = true;
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}
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}
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void PixelShaderManager::SetTexDims(int texmapid, u32 width, u32 height, u32 wraps, u32 wrapt)
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{
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u32 wh = width | (height << 16) | (wraps << 28) | (wrapt << 30);
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if (lastTexDims[texmapid] != wh)
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{
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lastTexDims[texmapid] = wh;
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s_nTexDimsChanged |= 1 << texmapid;
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}
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}
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void PixelShaderManager::SetZTextureBias(u32 bias)
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{
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if (lastZBias != bias)
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{
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s_bZBiasChanged = true;
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lastZBias = bias;
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}
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}
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void PixelShaderManager::SetViewport(float* viewport,int VIndex)
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{
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// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
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// [0] = width/2
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// [1] = height/2
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// [2] = 16777215 * (farz - nearz)
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// [3] = xorig + width/2 + 342
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// [4] = yorig + height/2 + 342
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// [5] = 16777215 * farz
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if(VIndex <= 0)
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{
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if (lastDepthRange[0] != viewport[5] || lastDepthRange[1] != viewport[2])
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{
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lastDepthRange[0] = viewport[5];
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lastDepthRange[1] = viewport[2];
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s_bDepthRangeChanged = true;
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}
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}
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else
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{
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if (VIndex == 2 && lastDepthRange[1] != viewport[0])
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{
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lastDepthRange[1] = viewport[0];
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s_bDepthRangeChanged = true;
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}
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else if(VIndex == 5 && lastDepthRange[0] != viewport[0])
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{
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lastDepthRange[0] = viewport[0];
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s_bDepthRangeChanged = true;
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}
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}
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}
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void PixelShaderManager::SetIndTexScaleChanged(u8 stagemask)
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{
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s_nIndTexScaleChanged |= stagemask;
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}
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void PixelShaderManager::SetIndMatrixChanged(int matrixidx)
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{
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s_nIndTexMtxChanged |= 1 << matrixidx;
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}
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void PixelShaderManager::SetZTextureTypeChanged()
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{
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s_bZTextureTypeChanged = true;
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}
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void PixelShaderManager::SetTexCoordChanged(u8 texmapid)
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{
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s_nTexDimsChanged |= 1 << texmapid;
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}
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void PixelShaderManager::SetFogColorChanged()
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{
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s_bFogColorChanged = true;
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}
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void PixelShaderManager::SetFogParamChanged()
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{
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s_bFogParamChanged = true;
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}
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void PixelShaderManager::SetColorMatrix(const float* pmatrix, const float* pfConstAdd)
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{
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SetMultiPSConstant4fv(C_COLORMATRIX,4,pmatrix);
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SetPSConstant4fv(C_COLORMATRIX+4, pfConstAdd);
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}
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void PixelShaderManager::InvalidateXFRange(int start, int end)
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{
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if (start < XFMEM_LIGHTS_END && end > XFMEM_LIGHTS)
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{
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int _start = start < XFMEM_LIGHTS ? XFMEM_LIGHTS : start-XFMEM_LIGHTS;
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int _end = end < XFMEM_LIGHTS_END ? end-XFMEM_LIGHTS : XFMEM_LIGHTS_END-XFMEM_LIGHTS;
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if (nLightsChanged[0] == -1 )
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{
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nLightsChanged[0] = _start;
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nLightsChanged[1] = _end;
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}
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else
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{
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if (nLightsChanged[0] > _start) nLightsChanged[0] = _start;
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if (nLightsChanged[1] < _end) nLightsChanged[1] = _end;
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}
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}
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}
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void PixelShaderManager::SetMaterialColor(int index, u32 data)
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{
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int ind = index * 4;
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nMaterialsChanged |= (1 << index);
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float NormalizationCoef = 1 / 255.0f;
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s_fMaterials[ind++] = ((data >> 24) & 0xFF) * NormalizationCoef;
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s_fMaterials[ind++] = ((data >> 16) & 0xFF) * NormalizationCoef;
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s_fMaterials[ind++] = ((data >> 8) & 0xFF) * NormalizationCoef;
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s_fMaterials[ind] = ( data & 0xFF) * NormalizationCoef;
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}
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