879 lines
33 KiB
C++
879 lines
33 KiB
C++
// Copyright (C) 2003-2008 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 "Globals.h"
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#include "Profiler.h"
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#include "GLUtil.h"
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#include <Cg/cg.h>
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#include <Cg/cgGL.h>
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#include <math.h>
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#include "Statistics.h"
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#include "ImageWrite.h"
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#include "Render.h"
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#include "VertexShader.h"
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#include "VertexShaderManager.h"
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#include "VertexManager.h"
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#include "VertexLoader.h"
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#include "BPMemory.h"
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#include "XFMemory.h"
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VertexShaderMngr::VSCache VertexShaderMngr::vshaders;
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VERTEXSHADER* VertexShaderMngr::pShaderLast = NULL;
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float GC_ALIGNED16(g_fProjectionMatrix[16]);
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extern int A, B;
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extern float AR;
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extern int nBackbufferWidth, nBackbufferHeight;
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// Internal Variables
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static int s_nMaxVertexInstructions;
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static float s_fMaterials[16];
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static float rawViewport[6] = {0};
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static float rawProjection[7] = {0};
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// track changes
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static bool bTexMatricesChanged[2], bPosNormalMatrixChanged, bProjectionChanged, bViewportChanged;
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static int nMaterialsChanged;
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static int nTransformMatricesChanged[2]; // min,max
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static int nNormalMatricesChanged[2]; // min,max
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static int nPostTransformMatricesChanged[2]; // min,max
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static int nLightsChanged[2]; // min,max
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void VertexShaderMngr::SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4) {
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glProgramEnvParameter4fARB(GL_VERTEX_PROGRAM_ARB, const_number, f1, f2, f3, f4);
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}
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void VertexShaderMngr::SetVSConstant4fv(int const_number, const float *f) {
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glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number, f);
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}
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void VertexShaderMngr::Init()
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{
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nTransformMatricesChanged[0] = nTransformMatricesChanged[1] = -1;
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nNormalMatricesChanged[0] = nNormalMatricesChanged[1] = -1;
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nPostTransformMatricesChanged[0] = nPostTransformMatricesChanged[1] = -1;
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nLightsChanged[0] = nLightsChanged[1] = -1;
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bTexMatricesChanged[0] = bTexMatricesChanged[1] = false;
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bPosNormalMatrixChanged = bProjectionChanged = bViewportChanged = false;
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nMaterialsChanged = 0;
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memset(&xfregs, 0, sizeof(xfregs));
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memset(xfmem, 0, sizeof(xfmem));
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glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&s_nMaxVertexInstructions);
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}
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void VertexShaderMngr::Shutdown()
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{
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for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); iter++)
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iter->second.Destroy();
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vshaders.clear();
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}
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float VertexShaderMngr::GetPixelAspectRatio() {
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return rawViewport[0] != 0 ? (float)Renderer::GetTargetWidth() / 640.0f : 1.0f;
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}
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VERTEXSHADER* VertexShaderMngr::GetShader(u32 components)
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{
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DVSTARTPROFILE();
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VERTEXSHADERUID uid;
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GetVertexShaderId(uid, components);
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VSCache::iterator iter = vshaders.find(uid);
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if (iter != vshaders.end()) {
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iter->second.frameCount=frameCount;
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VSCacheEntry &entry = iter->second;
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if (&entry.shader != pShaderLast) {
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pShaderLast = &entry.shader;
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}
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return pShaderLast;
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}
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VSCacheEntry& entry = vshaders[uid];
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char *code = GenerateVertexShader(components, Renderer::GetZBufferTarget() != 0);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_Config.iLog & CONF_SAVESHADERS && code) {
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static int counter = 0;
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%s/vs_%04i.txt", g_Config.texDumpPath, counter++);
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SaveData(szTemp, code);
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}
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#endif
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if (!code || !VertexShaderMngr::CompileVertexShader(entry.shader, code)) {
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ERROR_LOG("failed to create vertex shader\n");
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return NULL;
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}
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//Make an entry in the table
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entry.frameCount=frameCount;
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pShaderLast = &entry.shader;
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INCSTAT(stats.numVertexShadersCreated);
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SETSTAT(stats.numVertexShadersAlive,vshaders.size());
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return pShaderLast;
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}
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void VertexShaderMngr::Cleanup()
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{
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VSCache::iterator iter=vshaders.begin();
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while (iter != vshaders.end()) {
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VSCacheEntry &entry = iter->second;
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if (entry.frameCount < frameCount-200) {
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entry.Destroy();
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#ifdef _WIN32
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iter = vshaders.erase(iter);
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#else
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vshaders.erase(iter++);
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#endif
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}
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else {
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++iter;
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}
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}
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// static int frame = 0;
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// if( frame++ > 30 ) {
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// VSCache::iterator iter=vshaders.begin();
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// while(iter!=vshaders.end()) {
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// iter->second.Destroy();
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// ++iter;
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// }
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// vshaders.clear();
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// }
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SETSTAT(stats.numPixelShadersAlive,vshaders.size());
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}
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bool VertexShaderMngr::CompileVertexShader(VERTEXSHADER& vs, const char* pstrprogram)
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{
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char stropt[64];
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sprintf(stropt, "MaxLocalParams=256,MaxInstructions=%d", s_nMaxVertexInstructions);
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const char *opts[] = {"-profileopts", stropt, "-O2", "-q", NULL};
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CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgvProf, "main", opts);
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if (!cgIsProgram(tempprog) || cgGetError() != CG_NO_ERROR) {
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ERROR_LOG("Failed to load vs %s:\n", cgGetLastListing(g_cgcontext));
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ERROR_LOG(pstrprogram);
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return false;
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}
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//ERROR_LOG(pstrprogram);
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//ERROR_LOG("id: %d\n", g_Config.iSaveTargetId);
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char* pcompiledprog = (char*)cgGetProgramString(tempprog, CG_COMPILED_PROGRAM);
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char* plocal = strstr(pcompiledprog, "program.local");
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while (plocal != NULL) {
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const char* penv = " program.env";
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memcpy(plocal, penv, 13);
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plocal = strstr(plocal+13, "program.local");
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}
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glGenProgramsARB(1, &vs.glprogid);
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glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vs.glprogid);
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glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pcompiledprog), pcompiledprog);
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GLenum err = GL_NO_ERROR;
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GL_REPORT_ERROR();
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if( err != GL_NO_ERROR ) {
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ERROR_LOG(pstrprogram);
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ERROR_LOG(pcompiledprog);
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}
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cgDestroyProgram(tempprog);
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// printf("Compiled vertex shader %i\n", vs.glprogid);
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#ifdef _DEBUG
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vs.strprog = pstrprogram;
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#endif
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return true;
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}
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const u16 s_mtrltable[16][2] = {{0, 0}, {0, 1}, {1, 1}, {0, 2},
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{2, 1}, {0, 3}, {1, 2}, {0, 3},
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{3, 1}, {0, 4}, {1, 3}, {0, 4},
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{2, 2}, {0, 4}, {1, 3}, {0, 4}};
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// =======================================================================================
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// Syncs the shader constant buffers with xfmem
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// ----------------
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void VertexShaderMngr::SetConstants(VERTEXSHADER& vs)
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{
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//nTransformMatricesChanged[0] = 0; nTransformMatricesChanged[1] = 256;
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//nNormalMatricesChanged[0] = 0; nNormalMatricesChanged[1] = 96;
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//nPostTransformMatricesChanged[0] = 0; nPostTransformMatricesChanged[1] = 256;
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//nLightsChanged[0] = 0; nLightsChanged[1] = 0x80;
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//bPosNormalMatrixChanged = true;
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//bTexMatricesChanged[0] = bTexMatricesChanged[1] = true;
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//bProjectionChanged = true;
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// bPosNormalMatrixChanged = bTexMatricesChanged[0] = bTexMatricesChanged[1] = true;
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// nMaterialsChanged = 15;
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if (nTransformMatricesChanged[0] >= 0) {
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int startn = nTransformMatricesChanged[0]/4;
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int endn = (nTransformMatricesChanged[1]+3)/4;
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const float* pstart = (const float*)&xfmem[startn*4];
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for(int i = startn; i < endn; ++i, pstart += 4)
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SetVSConstant4fv(C_TRANSFORMMATRICES+i, pstart);
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nTransformMatricesChanged[0] = nTransformMatricesChanged[1] = -1;
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}
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if (nNormalMatricesChanged[0] >= 0) {
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int startn = nNormalMatricesChanged[0]/3;
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int endn = (nNormalMatricesChanged[1]+2)/3;
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const float* pnstart = (const float*)&xfmem[XFMEM_NORMALMATRICES+3*startn];
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for(int i = startn; i < endn; ++i, pnstart += 3)
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SetVSConstant4fv(C_NORMALMATRICES+i, pnstart);
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nNormalMatricesChanged[0] = nNormalMatricesChanged[1] = -1;
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}
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if (nPostTransformMatricesChanged[0] >= 0) {
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int startn = nPostTransformMatricesChanged[0]/4;
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int endn = (nPostTransformMatricesChanged[1]+3)/4;
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const float* pstart = (const float*)&xfmem[XFMEM_POSTMATRICES + startn*4];
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for(int i = startn; i < endn; ++i, pstart += 4)
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SetVSConstant4fv(C_POSTTRANSFORMMATRICES + i, pstart);
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}
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if (nLightsChanged[0] >= 0) {
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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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u32 color = *(const u32*)(xfmemptr + 3);
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SetVSConstant4f(C_LIGHTS + 5*i,
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((color >> 24) & 0xFF)/255.0f,
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((color >> 16) & 0xFF)/255.0f,
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((color >> 8) & 0xFF)/255.0f,
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((color) & 0xFF)/255.0f);
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xfmemptr += 4;
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for (int j = 0; j < 4; ++j, xfmemptr += 3) {
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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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// dist attenuation, make sure not equal to 0!!!
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SetVSConstant4f(C_LIGHTS+5*i+j+1, 0.00001f, xfmemptr[1], xfmemptr[2], 0);
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}
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else
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SetVSConstant4fv(C_LIGHTS+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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for (int i = 0; i < 4; ++i) {
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if (nMaterialsChanged & (1 << i))
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SetVSConstant4fv(C_MATERIALS + i, &s_fMaterials[4*i]);
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}
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nMaterialsChanged = 0;
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}
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if (bPosNormalMatrixChanged) {
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bPosNormalMatrixChanged = false;
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float* pos = (float*)xfmem + MatrixIndexA.PosNormalMtxIdx * 4;
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float* norm = (float*)xfmem + XFMEM_NORMALMATRICES + 3 * (MatrixIndexA.PosNormalMtxIdx & 31);
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SetVSConstant4fv(C_POSNORMALMATRIX, pos);
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SetVSConstant4fv(C_POSNORMALMATRIX+1, pos+4);
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SetVSConstant4fv(C_POSNORMALMATRIX+2, pos+8);
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SetVSConstant4fv(C_POSNORMALMATRIX+3, norm);
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SetVSConstant4fv(C_POSNORMALMATRIX+4, norm+3);
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SetVSConstant4fv(C_POSNORMALMATRIX+5, norm+6);
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}
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if (bTexMatricesChanged[0]) {
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bTexMatricesChanged[0] = false;
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float* fptrs[] = {
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(float*)xfmem + MatrixIndexA.Tex0MtxIdx * 4, (float*)xfmem + MatrixIndexA.Tex1MtxIdx * 4,
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(float*)xfmem + MatrixIndexA.Tex2MtxIdx * 4, (float*)xfmem + MatrixIndexA.Tex3MtxIdx * 4
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};
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for (int i = 0; i < 4; ++i) {
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SetVSConstant4fv(C_TEXMATRICES+3*i, fptrs[i]);
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SetVSConstant4fv(C_TEXMATRICES+3*i+1, fptrs[i]+4);
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SetVSConstant4fv(C_TEXMATRICES+3*i+2, fptrs[i]+8);
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}
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}
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if (bTexMatricesChanged[1]) {
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bTexMatricesChanged[1] = false;
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float* fptrs[] = {(float*)xfmem + MatrixIndexB.Tex4MtxIdx * 4, (float*)xfmem + MatrixIndexB.Tex5MtxIdx * 4,
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(float*)xfmem + MatrixIndexB.Tex6MtxIdx * 4, (float*)xfmem + MatrixIndexB.Tex7MtxIdx * 4 };
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for (int i = 0; i < 4; ++i) {
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SetVSConstant4fv(C_TEXMATRICES+3*i+12, fptrs[i]);
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SetVSConstant4fv(C_TEXMATRICES+3*i+12+1, fptrs[i]+4);
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SetVSConstant4fv(C_TEXMATRICES+3*i+12+2, fptrs[i]+8);
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}
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}
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if (bViewportChanged) {
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bViewportChanged = false;
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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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/*INFO_LOG("view: topleft=(%f,%f), wh=(%f,%f), z=(%f,%f)\n",
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rawViewport[3]-rawViewport[0]-342, rawViewport[4]+rawViewport[1]-342,
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2 * rawViewport[0], 2 * rawViewport[1],
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(rawViewport[5] - rawViewport[2]) / 16777215.0f, rawViewport[5] / 16777215.0f);*/
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// Keep aspect ratio at 4:3
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// rawViewport[0] = 320, rawViewport[1] = -240
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int scissorXOff = bpmem.scissorOffset.x * 2 - 342;
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int scissorYOff = bpmem.scissorOffset.y * 2 - 342;
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float fourThree = 4.0f / 3.0f;
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float ratio = AR / fourThree;
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float wAdj, hAdj;
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float actualRatiow, actualRatioh;
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int overfl;
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int xoffs = 0, yoffs = 0;
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int wid, hei, actualWid, actualHei;
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int winw = nBackbufferWidth;
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int winh = nBackbufferHeight;
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if (g_Config.bKeepAR)
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{
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// Check if height or width is the limiting factor
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if (ratio > 1) // then we are to wide and have to limit the width
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{
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wAdj = ratio;
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hAdj = 1;
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wid = ceil(fabs(2 * rawViewport[0]) / wAdj);
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hei = ceil(fabs(2 * rawViewport[1]) / hAdj);
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actualWid = ceil((float)winw / ratio);
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actualRatiow = (float)actualWid / (float)wid; // the picture versus the screen
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overfl = (winw - actualWid) / actualRatiow;
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xoffs = overfl / 2;
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}
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else // the window is to high, we have to limit the height
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{
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ratio = 1 / ratio;
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wAdj = 1;
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hAdj = ratio;
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wid = ceil(fabs(2 * rawViewport[0]) / wAdj);
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hei = ceil(fabs(2 * rawViewport[1]) / hAdj);
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actualHei = ceil((float)winh / ratio);
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actualRatioh = (float)actualHei / (float)hei; // the picture versus the screen
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overfl = (winh - actualHei) / actualRatioh;
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yoffs = overfl / 2;
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}
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}
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else
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{
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wid = ceil(fabs(2 * rawViewport[0]));
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hei = ceil(fabs(2 * rawViewport[1]));
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}
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if (g_Config.bStretchToFit && g_Config.renderToMainframe)
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{
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glViewport(
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(int)(rawViewport[3]-rawViewport[0]-342-scissorXOff) + xoffs,
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Renderer::GetTargetHeight() - ((int)(rawViewport[4]-rawViewport[1]-342-scissorYOff)) + yoffs,
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wid, // width
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hei // height
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);
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}
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else
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{
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glViewport((int)(rawViewport[3]-rawViewport[0]-342-scissorXOff) * MValueX,
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Renderer::GetTargetHeight()-((int)(rawViewport[4]-rawViewport[1]-342-scissorYOff)) * MValueY,
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abs((int)(2 * rawViewport[0])) * MValueX, abs((int)(2 * rawViewport[1])) * MValueY);
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}
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glDepthRange(-(0.0f - (rawViewport[5]-rawViewport[2])/-16777215.0f), rawViewport[5]/16777215.0f);
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}
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if (bProjectionChanged) {
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bProjectionChanged = false;
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if (rawProjection[6] == 0) {
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g_fProjectionMatrix[0] = rawProjection[0];
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g_fProjectionMatrix[1] = 0.0f;
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g_fProjectionMatrix[2] = rawProjection[1];
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g_fProjectionMatrix[3] = 0;
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g_fProjectionMatrix[4] = 0.0f;
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g_fProjectionMatrix[5] = rawProjection[2];
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g_fProjectionMatrix[6] = rawProjection[3];
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g_fProjectionMatrix[7] = 0;
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g_fProjectionMatrix[8] = 0.0f;
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|
g_fProjectionMatrix[9] = 0.0f;
|
|
g_fProjectionMatrix[10] = rawProjection[4];
|
|
g_fProjectionMatrix[11] = -(0.0f - rawProjection[5]); // Yes, it's important that it's done this way.
|
|
|
|
g_fProjectionMatrix[12] = 0.0f;
|
|
g_fProjectionMatrix[13] = 0.0f;
|
|
g_fProjectionMatrix[14] = -1.0f;
|
|
g_fProjectionMatrix[15] = 0.0f;
|
|
}
|
|
else {
|
|
g_fProjectionMatrix[0] = rawProjection[0];
|
|
g_fProjectionMatrix[1] = 0.0f;
|
|
g_fProjectionMatrix[2] = 0.0f;
|
|
g_fProjectionMatrix[3] = rawProjection[1];
|
|
|
|
g_fProjectionMatrix[4] = 0.0f;
|
|
g_fProjectionMatrix[5] = rawProjection[2];
|
|
g_fProjectionMatrix[6] = 0.0f;
|
|
g_fProjectionMatrix[7] = rawProjection[3];
|
|
|
|
g_fProjectionMatrix[8] = 0.0f;
|
|
g_fProjectionMatrix[9] = 0.0f;
|
|
g_fProjectionMatrix[10] = rawProjection[4];
|
|
g_fProjectionMatrix[11] = -(0.0f - rawProjection[5]); // Yes, it's important that it's done this way.
|
|
|
|
g_fProjectionMatrix[12] = 0;
|
|
g_fProjectionMatrix[13] = 0;
|
|
g_fProjectionMatrix[14] = 0.0f;
|
|
g_fProjectionMatrix[15] = 1.0f;
|
|
}
|
|
|
|
PRIM_LOG("Projection: %f %f %f %f %f %f\n", rawProjection[0], rawProjection[1], rawProjection[2], rawProjection[3], rawProjection[4], rawProjection[5]);
|
|
SetVSConstant4fv(C_PROJECTION, &g_fProjectionMatrix[0]);
|
|
SetVSConstant4fv(C_PROJECTION+1, &g_fProjectionMatrix[4]);
|
|
SetVSConstant4fv(C_PROJECTION+2, &g_fProjectionMatrix[8]);
|
|
SetVSConstant4fv(C_PROJECTION+3, &g_fProjectionMatrix[12]);
|
|
}
|
|
}
|
|
|
|
void VertexShaderMngr::InvalidateXFRange(int start, int end)
|
|
{
|
|
if (((u32)start >= (u32)MatrixIndexA.PosNormalMtxIdx*4 &&
|
|
(u32)start < (u32)MatrixIndexA.PosNormalMtxIdx*4 + 12) ||
|
|
((u32)start >= XFMEM_NORMALMATRICES + ((u32)MatrixIndexA.PosNormalMtxIdx & 31)*3 &&
|
|
(u32)start < XFMEM_NORMALMATRICES + ((u32)MatrixIndexA.PosNormalMtxIdx & 31)*3 + 9)) {
|
|
bPosNormalMatrixChanged = true;
|
|
}
|
|
|
|
if (((u32)start >= (u32)MatrixIndexA.Tex0MtxIdx*4 && (u32)start < (u32)MatrixIndexA.Tex0MtxIdx*4+12) ||
|
|
((u32)start >= (u32)MatrixIndexA.Tex1MtxIdx*4 && (u32)start < (u32)MatrixIndexA.Tex1MtxIdx*4+12) ||
|
|
((u32)start >= (u32)MatrixIndexA.Tex2MtxIdx*4 && (u32)start < (u32)MatrixIndexA.Tex2MtxIdx*4+12) ||
|
|
((u32)start >= (u32)MatrixIndexA.Tex3MtxIdx*4 && (u32)start < (u32)MatrixIndexA.Tex3MtxIdx*4+12)) {
|
|
bTexMatricesChanged[0] = true;
|
|
}
|
|
|
|
if (((u32)start >= (u32)MatrixIndexB.Tex4MtxIdx*4 && (u32)start < (u32)MatrixIndexB.Tex4MtxIdx*4+12) ||
|
|
((u32)start >= (u32)MatrixIndexB.Tex5MtxIdx*4 && (u32)start < (u32)MatrixIndexB.Tex5MtxIdx*4+12) ||
|
|
((u32)start >= (u32)MatrixIndexB.Tex6MtxIdx*4 && (u32)start < (u32)MatrixIndexB.Tex6MtxIdx*4+12) ||
|
|
((u32)start >= (u32)MatrixIndexB.Tex7MtxIdx*4 && (u32)start < (u32)MatrixIndexB.Tex7MtxIdx*4+12)) {
|
|
bTexMatricesChanged[1] = true;
|
|
}
|
|
|
|
if (start < XFMEM_POSMATRICES_END) {
|
|
if (nTransformMatricesChanged[0] == -1) {
|
|
nTransformMatricesChanged[0] = start;
|
|
nTransformMatricesChanged[1] = end>XFMEM_POSMATRICES_END?XFMEM_POSMATRICES_END:end;
|
|
}
|
|
else {
|
|
if (nTransformMatricesChanged[0] > start) nTransformMatricesChanged[0] = start;
|
|
if (nTransformMatricesChanged[1] < end) nTransformMatricesChanged[1] = end>XFMEM_POSMATRICES_END?XFMEM_POSMATRICES_END:end;
|
|
}
|
|
}
|
|
|
|
if (start < XFMEM_NORMALMATRICES_END && end > XFMEM_NORMALMATRICES) {
|
|
int _start = start < XFMEM_NORMALMATRICES ? 0 : start-XFMEM_NORMALMATRICES;
|
|
int _end = end < XFMEM_NORMALMATRICES_END ? end-XFMEM_NORMALMATRICES : XFMEM_NORMALMATRICES_END-XFMEM_NORMALMATRICES;
|
|
|
|
if (nNormalMatricesChanged[0] == -1 ) {
|
|
nNormalMatricesChanged[0] = _start;
|
|
nNormalMatricesChanged[1] = _end;
|
|
}
|
|
else {
|
|
if (nNormalMatricesChanged[0] > _start) nNormalMatricesChanged[0] = _start;
|
|
if (nNormalMatricesChanged[1] < _end) nNormalMatricesChanged[1] = _end;
|
|
}
|
|
}
|
|
|
|
if (start < XFMEM_POSTMATRICES_END && end > XFMEM_POSTMATRICES) {
|
|
int _start = start < XFMEM_POSTMATRICES ? XFMEM_POSTMATRICES : start-XFMEM_POSTMATRICES;
|
|
int _end = end < XFMEM_POSTMATRICES_END ? end-XFMEM_POSTMATRICES : XFMEM_POSTMATRICES_END-XFMEM_POSTMATRICES;
|
|
|
|
if (nPostTransformMatricesChanged[0] == -1 ) {
|
|
nPostTransformMatricesChanged[0] = _start;
|
|
nPostTransformMatricesChanged[1] = _end;
|
|
}
|
|
else {
|
|
if (nPostTransformMatricesChanged[0] > _start) nPostTransformMatricesChanged[0] = _start;
|
|
if (nPostTransformMatricesChanged[1] < _end) nPostTransformMatricesChanged[1] = _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 VertexShaderMngr::SetTexMatrixChangedA(u32 Value)
|
|
{
|
|
if (MatrixIndexA.Hex != Value) {
|
|
VertexManager::Flush();
|
|
if (MatrixIndexA.PosNormalMtxIdx != (Value&0x3f))
|
|
bPosNormalMatrixChanged = true;
|
|
bTexMatricesChanged[0] = true;
|
|
MatrixIndexA.Hex = Value;
|
|
}
|
|
}
|
|
|
|
void VertexShaderMngr::SetTexMatrixChangedB(u32 Value)
|
|
{
|
|
if (MatrixIndexB.Hex != Value) {
|
|
VertexManager::Flush();
|
|
bTexMatricesChanged[1] = true;
|
|
MatrixIndexB.Hex = Value;
|
|
}
|
|
}
|
|
|
|
void VertexShaderMngr::SetViewport(float* _Viewport)
|
|
{
|
|
// Workaround for paper mario, yep this is bizarre.
|
|
for (size_t i = 0; i < ARRAYSIZE(rawViewport); ++i) {
|
|
if (*(u32*)(_Viewport + i) == 0x7f800000) // invalid fp number
|
|
return;
|
|
}
|
|
memcpy(rawViewport, _Viewport, sizeof(rawViewport));
|
|
bViewportChanged = true;
|
|
}
|
|
|
|
void VertexShaderMngr::SetViewportChanged()
|
|
{
|
|
bViewportChanged = true;
|
|
}
|
|
|
|
void VertexShaderMngr::SetProjection(float* _pProjection, int constantIndex)
|
|
{
|
|
memcpy(rawProjection, _pProjection, sizeof(rawProjection));
|
|
bProjectionChanged = true;
|
|
}
|
|
|
|
// LoadXFReg 0x10
|
|
void VertexShaderMngr::LoadXFReg(u32 transferSize, u32 baseAddress, u32 *pData)
|
|
{
|
|
u32 address = baseAddress;
|
|
for (int i = 0; i < (int)transferSize; i++)
|
|
{
|
|
address = baseAddress + i;
|
|
|
|
// Setup a Matrix
|
|
if (address < 0x1000)
|
|
{
|
|
VertexManager::Flush();
|
|
InvalidateXFRange(address, address+transferSize);
|
|
//PRIM_LOG("xfmem write: 0x%x-0x%x\n", address, address+transferSize);
|
|
|
|
u32* p1 = &xfmem[address];
|
|
memcpy_gc(p1, &pData[i], transferSize*4);
|
|
i += transferSize;
|
|
}
|
|
else if (address<0x2000)
|
|
{
|
|
u32 data = pData[i];
|
|
switch (address)
|
|
{
|
|
case 0x1000: // error
|
|
break;
|
|
case 0x1001: // diagnostics
|
|
break;
|
|
case 0x1002: // internal state 0
|
|
break;
|
|
case 0x1003: // internal state 1
|
|
break;
|
|
case 0x1004: // xf_clock
|
|
break;
|
|
case 0x1005: // clipdisable
|
|
if (data & 1) { // disable clipping detection
|
|
}
|
|
if (data & 2) { // disable trivial rejection
|
|
}
|
|
if (data & 4) { // disable cpoly clipping acceleration
|
|
}
|
|
break;
|
|
case 0x1006: //SetGPMetric
|
|
break;
|
|
case 0x1008: //__GXXfVtxSpecs, wrote 0004
|
|
xfregs.hostinfo = *(INVTXSPEC*)&data;
|
|
break;
|
|
case 0x1009: //GXSetNumChans (no)
|
|
if ((u32)xfregs.nNumChans != (data&3)) {
|
|
VertexManager::Flush();
|
|
xfregs.nNumChans = data&3;
|
|
}
|
|
break;
|
|
case 0x100a: //GXSetChanAmbientcolor
|
|
if (xfregs.colChans[0].ambColor != data) {
|
|
VertexManager::Flush();
|
|
nMaterialsChanged |= 1;
|
|
xfregs.colChans[0].ambColor = data;
|
|
s_fMaterials[0] = ((data>>24)&0xFF)/255.0f;
|
|
s_fMaterials[1] = ((data>>16)&0xFF)/255.0f;
|
|
s_fMaterials[2] = ((data>>8)&0xFF)/255.0f;
|
|
s_fMaterials[3] = ((data)&0xFF)/255.0f;
|
|
}
|
|
break;
|
|
case 0x100b: //GXSetChanAmbientcolor
|
|
if (xfregs.colChans[1].ambColor != data) {
|
|
VertexManager::Flush();
|
|
nMaterialsChanged |= 2;
|
|
xfregs.colChans[1].ambColor = data;
|
|
s_fMaterials[4] = ((data>>24)&0xFF)/255.0f;
|
|
s_fMaterials[5] = ((data>>16)&0xFF)/255.0f;
|
|
s_fMaterials[6] = ((data>>8)&0xFF)/255.0f;
|
|
s_fMaterials[7] = ((data)&0xFF)/255.0f;
|
|
}
|
|
break;
|
|
case 0x100c: //GXSetChanMatcolor (rgba)
|
|
if (xfregs.colChans[0].matColor != data) {
|
|
VertexManager::Flush();
|
|
nMaterialsChanged |= 4;
|
|
xfregs.colChans[0].matColor = data;
|
|
s_fMaterials[8] = ((data>>24)&0xFF)/255.0f;
|
|
s_fMaterials[9] = ((data>>16)&0xFF)/255.0f;
|
|
s_fMaterials[10] = ((data>>8)&0xFF)/255.0f;
|
|
s_fMaterials[11] = ((data)&0xFF)/255.0f;
|
|
}
|
|
break;
|
|
case 0x100d: //GXSetChanMatcolor (rgba)
|
|
if (xfregs.colChans[1].matColor != data) {
|
|
VertexManager::Flush();
|
|
nMaterialsChanged |= 8;
|
|
xfregs.colChans[1].matColor = data;
|
|
s_fMaterials[12] = ((data>>24)&0xFF)/255.0f;
|
|
s_fMaterials[13] = ((data>>16)&0xFF)/255.0f;
|
|
s_fMaterials[14] = ((data>>8)&0xFF)/255.0f;
|
|
s_fMaterials[15] = ((data)&0xFF)/255.0f;
|
|
}
|
|
break;
|
|
|
|
case 0x100e: // color0
|
|
if (xfregs.colChans[0].color.hex != (data&0x7fff) ) {
|
|
VertexManager::Flush();
|
|
xfregs.colChans[0].color.hex = data;
|
|
}
|
|
break;
|
|
case 0x100f: // color1
|
|
if (xfregs.colChans[1].color.hex != (data&0x7fff) ) {
|
|
VertexManager::Flush();
|
|
xfregs.colChans[1].color.hex = data;
|
|
}
|
|
break;
|
|
case 0x1010: // alpha0
|
|
if (xfregs.colChans[0].alpha.hex != (data&0x7fff) ) {
|
|
VertexManager::Flush();
|
|
xfregs.colChans[0].alpha.hex = data;
|
|
}
|
|
break;
|
|
case 0x1011: // alpha1
|
|
if (xfregs.colChans[1].alpha.hex != (data&0x7fff) ) {
|
|
VertexManager::Flush();
|
|
xfregs.colChans[1].alpha.hex = data;
|
|
}
|
|
break;
|
|
case 0x1012: // dual tex transform
|
|
if (xfregs.bEnableDualTexTransform != (data&1)) {
|
|
VertexManager::Flush();
|
|
xfregs.bEnableDualTexTransform = data&1;
|
|
}
|
|
break;
|
|
|
|
case 0x1013:
|
|
case 0x1014:
|
|
case 0x1015:
|
|
case 0x1016:
|
|
case 0x1017:
|
|
DEBUG_LOG("xf addr: %x=%x\n", address, data);
|
|
break;
|
|
case 0x1018:
|
|
//_assert_msg_(GX_XF, 0, "XF matrixindex0");
|
|
SetTexMatrixChangedA(data); //?
|
|
break;
|
|
case 0x1019:
|
|
//_assert_msg_(GX_XF, 0, "XF matrixindex1");
|
|
SetTexMatrixChangedB(data); //?
|
|
break;
|
|
|
|
case 0x101a:
|
|
VertexManager::Flush();
|
|
SetViewport((float*)&pData[i]);
|
|
i += 6;
|
|
break;
|
|
|
|
case 0x101c: // paper mario writes 16777216.0f, 1677721.75
|
|
break;
|
|
case 0x101f: // paper mario writes 16777216.0f, 5033165.0f
|
|
break;
|
|
|
|
case 0x1020:
|
|
VertexManager::Flush();
|
|
VertexShaderMngr::SetProjection((float*)&pData[i]);
|
|
i += 7;
|
|
return;
|
|
|
|
case 0x103f: // GXSetNumTexGens
|
|
if ((u32)xfregs.numTexGens != data) {
|
|
VertexManager::Flush();
|
|
xfregs.numTexGens = data;
|
|
}
|
|
break;
|
|
|
|
case 0x1040: xfregs.texcoords[0].texmtxinfo.hex = data; break;
|
|
case 0x1041: xfregs.texcoords[1].texmtxinfo.hex = data; break;
|
|
case 0x1042: xfregs.texcoords[2].texmtxinfo.hex = data; break;
|
|
case 0x1043: xfregs.texcoords[3].texmtxinfo.hex = data; break;
|
|
case 0x1044: xfregs.texcoords[4].texmtxinfo.hex = data; break;
|
|
case 0x1045: xfregs.texcoords[5].texmtxinfo.hex = data; break;
|
|
case 0x1046: xfregs.texcoords[6].texmtxinfo.hex = data; break;
|
|
case 0x1047: xfregs.texcoords[7].texmtxinfo.hex = data; break;
|
|
|
|
case 0x1048:
|
|
case 0x1049:
|
|
case 0x104a:
|
|
case 0x104b:
|
|
case 0x104c:
|
|
case 0x104d:
|
|
case 0x104e:
|
|
case 0x104f:
|
|
DEBUG_LOG("xf addr: %x=%x\n", address, data);
|
|
break;
|
|
case 0x1050: xfregs.texcoords[0].postmtxinfo.hex = data; break;
|
|
case 0x1051: xfregs.texcoords[1].postmtxinfo.hex = data; break;
|
|
case 0x1052: xfregs.texcoords[2].postmtxinfo.hex = data; break;
|
|
case 0x1053: xfregs.texcoords[3].postmtxinfo.hex = data; break;
|
|
case 0x1054: xfregs.texcoords[4].postmtxinfo.hex = data; break;
|
|
case 0x1055: xfregs.texcoords[5].postmtxinfo.hex = data; break;
|
|
case 0x1056: xfregs.texcoords[6].postmtxinfo.hex = data; break;
|
|
case 0x1057: xfregs.texcoords[7].postmtxinfo.hex = data; break;
|
|
|
|
default:
|
|
DEBUG_LOG("xf addr: %x=%x\n", address, data);
|
|
break;
|
|
}
|
|
}
|
|
else if (address>=0x4000)
|
|
{
|
|
// MessageBox(NULL, "1", "1", MB_OK);
|
|
//4010 __GXSetGenMode
|
|
}
|
|
}
|
|
}
|
|
|
|
// TODO - verify that it is correct. Seems to work, though.
|
|
void VertexShaderMngr::LoadIndexedXF(u32 val, int array)
|
|
{
|
|
int index = val >> 16;
|
|
int address = val & 0xFFF; //check mask
|
|
int size = ((val >> 12) & 0xF) + 1;
|
|
//load stuff from array to address in xf mem
|
|
|
|
VertexManager::Flush();
|
|
InvalidateXFRange(address, address+size);
|
|
//PRIM_LOG("xfmem iwrite: 0x%x-0x%x\n", address, address+size);
|
|
|
|
for (int i = 0; i < size; i++)
|
|
xfmem[address + i] = Memory_Read_U32(arraybases[array] + arraystrides[array]*index + i*4);
|
|
}
|
|
|
|
float* VertexShaderMngr::GetPosNormalMat()
|
|
{
|
|
return (float*)xfmem + MatrixIndexA.PosNormalMtxIdx * 4;
|
|
}
|
|
|
|
// Mash together all the inputs that contribute to the code of a generated vertex shader into
|
|
// a unique identifier, basically containing all the bits. Yup, it's a lot ....
|
|
void VertexShaderMngr::GetVertexShaderId(VERTEXSHADERUID& id, u32 components)
|
|
{
|
|
u32 zbufrender = (bpmem.ztex2.op == ZTEXTURE_ADD) || Renderer::GetZBufferTarget() != 0;
|
|
id.values[0] = components |
|
|
(xfregs.numTexGens << 23) |
|
|
(xfregs.nNumChans << 27) |
|
|
((u32)xfregs.bEnableDualTexTransform << 29) |
|
|
(zbufrender << 30);
|
|
|
|
for (int i = 0; i < 2; ++i) {
|
|
id.values[1+i] = xfregs.colChans[i].color.enablelighting ?
|
|
(u32)xfregs.colChans[i].color.hex :
|
|
(u32)xfregs.colChans[i].color.matsource;
|
|
id.values[1+i] |= (xfregs.colChans[i].alpha.enablelighting ?
|
|
(u32)xfregs.colChans[i].alpha.hex :
|
|
(u32)xfregs.colChans[i].alpha.matsource) << 15;
|
|
}
|
|
|
|
// fog
|
|
id.values[1] |= (((u32)bpmem.fog.c_proj_fsel.fsel & 3) << 30);
|
|
id.values[2] |= (((u32)bpmem.fog.c_proj_fsel.fsel >> 2) << 30);
|
|
|
|
u32* pcurvalue = &id.values[3];
|
|
for (int i = 0; i < xfregs.numTexGens; ++i) {
|
|
TexMtxInfo tinfo = xfregs.texcoords[i].texmtxinfo;
|
|
if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP)
|
|
tinfo.hex &= 0x7ff;
|
|
if (tinfo.texgentype != XF_TEXGEN_REGULAR)
|
|
tinfo.projection = 0;
|
|
|
|
u32 val = ((tinfo.hex >> 1) & 0x1ffff);
|
|
if (xfregs.bEnableDualTexTransform && tinfo.texgentype == XF_TEXGEN_REGULAR) {
|
|
// rewrite normalization and post index
|
|
val |= ((u32)xfregs.texcoords[i].postmtxinfo.index << 17) | ((u32)xfregs.texcoords[i].postmtxinfo.normalize << 23);
|
|
}
|
|
|
|
switch (i & 3) {
|
|
case 0: pcurvalue[0] |= val; break;
|
|
case 1: pcurvalue[0] |= val << 24; pcurvalue[1] = val >> 8; ++pcurvalue; break;
|
|
case 2: pcurvalue[0] |= val << 16; pcurvalue[1] = val >> 16; ++pcurvalue; break;
|
|
case 3: pcurvalue[0] |= val << 8; ++pcurvalue; break;
|
|
}
|
|
}
|
|
}
|