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