GSDx GSRendererDX code improvement

Replace local copies context and env with m_ prefix originals.
This commit is contained in:
FlatOutPS2 2016-08-19 16:02:49 +02:00
parent c5cd716c20
commit 87eed3965e
1 changed files with 62 additions and 65 deletions

View File

@ -51,9 +51,9 @@ GSRendererDX::~GSRendererDX()
void GSRendererDX::EmulateAtst(const int pass, const GSTextureCache::Source* tex)
{
static const uint32 inverted_atst[] = { ATST_ALWAYS, ATST_NEVER, ATST_GEQUAL, ATST_GREATER, ATST_NOTEQUAL, ATST_LESS, ATST_LEQUAL, ATST_EQUAL };
int atst = (pass == 2) ? inverted_atst[context->TEST.ATST] : context->TEST.ATST;
int atst = (pass == 2) ? inverted_atst[m_context->TEST.ATST] : m_context->TEST.ATST;
if (!context->TEST.ATE) return;
if (!m_context->TEST.ATE) return;
switch (atst) {
case ATST_LESS:
@ -61,30 +61,30 @@ void GSRendererDX::EmulateAtst(const int pass, const GSTextureCache::Source* tex
ps_sel.atst = 0;
}
else {
ps_cb.FogColor_AREF.a = (float)context->TEST.AREF - 0.1f;
ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f;
ps_sel.atst = 1;
}
break;
case ATST_LEQUAL:
ps_cb.FogColor_AREF.a = (float)context->TEST.AREF - 0.1f + 1.0f;
ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f + 1.0f;
ps_sel.atst = 1;
break;
case ATST_GEQUAL:
// Maybe a -1 trick multiplication factor could be used to merge with ATST_LEQUAL case
ps_cb.FogColor_AREF.a = (float)context->TEST.AREF - 0.1f;
ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f;
ps_sel.atst = 2;
break;
case ATST_GREATER:
// Maybe a -1 trick multiplication factor could be used to merge with ATST_LESS case
ps_cb.FogColor_AREF.a = (float)context->TEST.AREF - 0.1f + 1.0f;
ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f + 1.0f;
ps_sel.atst = 2;
break;
case ATST_EQUAL:
ps_cb.FogColor_AREF.a = (float)context->TEST.AREF;
ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF;
ps_sel.atst = 3;
break;
case ATST_NOTEQUAL:
ps_cb.FogColor_AREF.a = (float)context->TEST.AREF;
ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF;
ps_sel.atst = 4;
break;
case ATST_NEVER:
@ -98,11 +98,11 @@ void GSRendererDX::EmulateAtst(const int pass, const GSTextureCache::Source* tex
// to only draw pixels which would cause the destination alpha test to fail in the future once.
// Unfortunately this also means only drawing those pixels at all, which is why this is a hack.
// The interaction with FBA in D3D9 is probably less than ideal.
if (UserHacks_AlphaStencil && DATE && dev->HasStencil() && om_bsel.wa && (!context->TEST.ATE || context->TEST.ATST == 1))
if (UserHacks_AlphaStencil && DATE && dev->HasStencil() && om_bsel.wa && (!m_context->TEST.ATE || m_context->TEST.ATST == 1))
{
if (!context->FBA.FBA)
if (!m_context->FBA.FBA)
{
if (context->TEST.DATM == 0)
if (m_context->TEST.DATM == 0)
ps_sel.atst = 2; // >=
else {
if (tex && tex->m_spritehack_t)
@ -112,17 +112,17 @@ void GSRendererDX::EmulateAtst(const int pass, const GSTextureCache::Source* tex
}
ps_cb.FogColor_AREF.a = (float)0x80;
}
if (!(context->FBA.FBA && context->TEST.DATM == 1))
if (!(m_context->FBA.FBA && m_context->TEST.DATM == 1))
om_dssel.alpha_stencil = 1;
}
}
void GSRendererDX::EmulateZbuffer()
{
if (context->TEST.ZTE)
if (m_context->TEST.ZTE)
{
om_dssel.ztst = context->TEST.ZTST;
om_dssel.zwe = !context->ZBUF.ZMSK;
om_dssel.ztst = m_context->TEST.ZTST;
om_dssel.zwe = !m_context->ZBUF.ZMSK;
}
else
{
@ -130,10 +130,10 @@ void GSRendererDX::EmulateZbuffer()
}
uint32 max_z;
if (context->ZBUF.PSM == PSM_PSMZ32) {
if (m_context->ZBUF.PSM == PSM_PSMZ32) {
max_z = 0xFFFFFFFF;
}
else if (context->ZBUF.PSM == PSM_PSMZ24) {
else if (m_context->ZBUF.PSM == PSM_PSMZ24) {
max_z = 0xFFFFFF;
}
else {
@ -144,13 +144,13 @@ void GSRendererDX::EmulateZbuffer()
// than the buffer supports seems to be an error condition on the real GS, causing it to crash.
// We are probably receiving bad coordinates from VU1 in these cases.
if (om_dssel.ztst >= ZTST_ALWAYS && om_dssel.zwe && (context->ZBUF.PSM != PSM_PSMZ32)) {
if (om_dssel.ztst >= ZTST_ALWAYS && om_dssel.zwe && (m_context->ZBUF.PSM != PSM_PSMZ32)) {
if (m_vt.m_max.p.z > max_z) {
ASSERT(m_vt.m_min.p.z > max_z); // sfex capcom logo
// Fixme :Following conditional fixes some dialog frame in Wild Arms 3, but may not be what was intended.
if (m_vt.m_min.p.z > max_z) {
#ifdef _DEBUG
fprintf(stdout, "Bad Z size on %s buffers\n", psm_str(context->ZBUF.PSM));
fprintf(stdout, "Bad Z size on %s buffers\n", psm_str(m_context->ZBUF.PSM));
#endif
om_dssel.ztst = ZTST_ALWAYS;
}
@ -161,7 +161,7 @@ void GSRendererDX::EmulateZbuffer()
// Minor optimization of a corner case (it allow to better emulate some alpha test effects)
if (om_dssel.ztst == ZTST_GEQUAL && (m_vt.m_eq.xyzf & 0x8) && v[0].XYZ.Z == max_z) {
#ifdef _DEBUG
fprintf(stdout, "Optimize Z test GEQUAL to ALWAYS (%s)\n", psm_str(context->ZBUF.PSM));
fprintf(stdout, "Optimize Z test GEQUAL to ALWAYS (%s)\n", psm_str(m_context->ZBUF.PSM));
#endif
om_dssel.ztst = ZTST_ALWAYS;
}
@ -169,16 +169,13 @@ void GSRendererDX::EmulateZbuffer()
void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex)
{
context = m_context;
env = m_env;
const GSVector2i& rtsize = ds ? ds->GetSize() : rt->GetSize();
const GSVector2& rtscale = ds ? ds->GetScale() : rt->GetScale();
DATE = m_context->TEST.DATE && context->FRAME.PSM != PSM_PSMCT24;
DATE = m_context->TEST.DATE && m_context->FRAME.PSM != PSM_PSMCT24;
bool ate_first_pass = context->TEST.DoFirstPass();
bool ate_second_pass = context->TEST.DoSecondPass();
bool ate_first_pass = m_context->TEST.DoFirstPass();
bool ate_second_pass = m_context->TEST.DoSecondPass();
GSTexture* rtcopy = NULL;
@ -240,7 +237,7 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
if (m_fba)
{
om_dssel.fba = context->FBA.FBA;
om_dssel.fba = m_context->FBA.FBA;
}
om_bsel.key = 0;
@ -249,12 +246,12 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
{
om_bsel.abe = PRIM->ABE || PRIM->AA1 && m_vt.m_primclass == GS_LINE_CLASS;
om_bsel.a = context->ALPHA.A;
om_bsel.b = context->ALPHA.B;
om_bsel.c = context->ALPHA.C;
om_bsel.d = context->ALPHA.D;
om_bsel.a = m_context->ALPHA.A;
om_bsel.b = m_context->ALPHA.B;
om_bsel.c = m_context->ALPHA.C;
om_bsel.d = m_context->ALPHA.D;
if (env.PABE.PABE)
if (m_env.PABE.PABE)
{
if (om_bsel.a == 0 && om_bsel.b == 1 && om_bsel.c == 0 && om_bsel.d == 1)
{
@ -271,7 +268,7 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
}
}
om_bsel.wrgba = ~GSVector4i::load((int)context->FRAME.FBMSK).eq8(GSVector4i::xffffffff()).mask();
om_bsel.wrgba = ~GSVector4i::load((int)m_context->FRAME.FBMSK).eq8(GSVector4i::xffffffff()).mask();
// vs
@ -286,8 +283,8 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
float sx = 2.0f * rtscale.x / (rtsize.x << 4);
float sy = 2.0f * rtscale.y / (rtsize.y << 4);
float ox = (float)(int)context->XYOFFSET.OFX;
float oy = (float)(int)context->XYOFFSET.OFY;
float ox = (float)(int)m_context->XYOFFSET.OFX;
float oy = (float)(int)m_context->XYOFFSET.OFY;
float ox2 = 2.0f * m_pixelcenter.x / rtsize.x;
float oy2 = 2.0f * m_pixelcenter.y / rtsize.y;
@ -368,7 +365,7 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
// Please bang my head against the wall!
// 1/ Reduce the frame mask to a 16 bit format
const uint32& m = context->FRAME.FBMSK;
const uint32& m = m_context->FRAME.FBMSK;
uint32 fbmask = ((m >> 3) & 0x1F) | ((m >> 6) & 0x3E0) | ((m >> 9) & 0x7C00) | ((m >> 31) & 0x8000);
om_bsel.wrgba = 0;
@ -402,9 +399,9 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
}
else {
//ps_sel.fmt = GSLocalMemory::m_psm[context->FRAME.PSM].fmt;
//ps_sel.fmt = GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt;
om_bsel.wrgba = ~GSVector4i::load((int)context->FRAME.FBMSK).eq8(GSVector4i::xffffffff()).mask();
om_bsel.wrgba = ~GSVector4i::load((int)m_context->FRAME.FBMSK).eq8(GSVector4i::xffffffff()).mask();
}
if(DATE)
@ -415,18 +412,18 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
}
else
{
ps_sel.date = 1 + context->TEST.DATM;
ps_sel.date = 1 + m_context->TEST.DATM;
}
}
if(env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
if(m_env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
{
ps_sel.colclip = 1;
}
ps_sel.clr1 = om_bsel.IsCLR1();
ps_sel.fba = context->FBA.FBA;
ps_sel.aout = context->FRAME.PSM == PSM_PSMCT16 || context->FRAME.PSM == PSM_PSMCT16S || (context->FRAME.FBMSK & 0xff000000) == 0x7f000000 ? 1 : 0;
ps_sel.fba = m_context->FBA.FBA;
ps_sel.aout = m_context->FRAME.PSM == PSM_PSMCT16 || m_context->FRAME.PSM == PSM_PSMCT16S || (m_context->FRAME.FBMSK & 0xff000000) == 0x7f000000 ? 1 : 0;
ps_sel.aout &= !ps_sel.shuffle;
if(UserHacks_AlphaHack) ps_sel.aout = 1;
@ -434,7 +431,7 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
{
ps_sel.fog = 1;
ps_cb.FogColor_AREF = GSVector4::rgba32(env.FOGCOL.u32[0]) / 255;
ps_cb.FogColor_AREF = GSVector4::rgba32(m_env.FOGCOL.u32[0]) / 255;
}
// Warning must be done after EmulateZbuffer
@ -442,9 +439,9 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
// The idea is to compute first the color which is independent of the alpha test. And then do a 2nd
// pass to handle the depth based on the alpha test.
bool complex_ate = ate_first_pass & ate_second_pass;
bool ate_all_color_then_depth = complex_ate & (context->TEST.AFAIL == AFAIL_FB_ONLY) & (om_dssel.ztst == ZTST_ALWAYS);
bool ate_all_color_then_depth = complex_ate & (m_context->TEST.AFAIL == AFAIL_FB_ONLY) & (om_dssel.ztst == ZTST_ALWAYS);
// In FB_ONLY mode, only the z buffer is impacted by the alpha test. No depth => useless alpha test
bool ate_skip = complex_ate & (context->TEST.AFAIL == AFAIL_FB_ONLY) & (ds == nullptr);
bool ate_skip = complex_ate & (m_context->TEST.AFAIL == AFAIL_FB_ONLY) & (ds == nullptr);
if (ate_skip) {
#ifdef _DEBUG
@ -465,23 +462,23 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
if(tex)
{
const GSLocalMemory::psm_t &psm = GSLocalMemory::m_psm[context->TEX0.PSM];
const GSLocalMemory::psm_t &cpsm = psm.pal > 0 ? GSLocalMemory::m_psm[context->TEX0.CPSM] : psm;
const GSLocalMemory::psm_t &psm = GSLocalMemory::m_psm[m_context->TEX0.PSM];
const GSLocalMemory::psm_t &cpsm = psm.pal > 0 ? GSLocalMemory::m_psm[m_context->TEX0.CPSM] : psm;
bool bilinear = m_filter == 2 ? m_vt.IsLinear() : m_filter != 0;
bool simple_sample = !tex->m_palette && cpsm.fmt == 0 && context->CLAMP.WMS < 3 && context->CLAMP.WMT < 3;
bool simple_sample = !tex->m_palette && cpsm.fmt == 0 && m_context->CLAMP.WMS < 3 && m_context->CLAMP.WMT < 3;
// Don't force extra filtering on sprite (it creates various upscaling issue)
bilinear &= !((m_vt.m_primclass == GS_SPRITE_CLASS) && m_userhacks_round_sprite_offset && !m_vt.IsLinear());
ps_sel.wms = context->CLAMP.WMS;
ps_sel.wmt = context->CLAMP.WMT;
ps_sel.wms = m_context->CLAMP.WMS;
ps_sel.wmt = m_context->CLAMP.WMT;
if (ps_sel.shuffle) {
ps_sel.fmt = 0;
} else {
ps_sel.fmt = tex->m_palette ? cpsm.fmt | 4 : cpsm.fmt;
}
ps_sel.aem = env.TEXA.AEM;
ps_sel.tfx = context->TEX0.TFX;
ps_sel.tcc = context->TEX0.TCC;
ps_sel.aem = m_env.TEXA.AEM;
ps_sel.tfx = m_context->TEX0.TFX;
ps_sel.tcc = m_context->TEX0.TCC;
ps_sel.ltf = bilinear && !simple_sample;
ps_sel.rt = tex->m_target;
ps_sel.spritehack = tex->m_spritehack_t;
@ -490,8 +487,8 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
int w = tex->m_texture->GetWidth();
int h = tex->m_texture->GetHeight();
int tw = (int)(1 << context->TEX0.TW);
int th = (int)(1 << context->TEX0.TH);
int tw = (int)(1 << m_context->TEX0.TW);
int th = (int)(1 << m_context->TEX0.TH);
GSVector4 WH(tw, th, w, h);
@ -505,20 +502,20 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
ps_cb.WH = WH;
ps_cb.HalfTexel = GSVector4(-0.5f, 0.5f).xxyy() / WH.zwzw();
ps_cb.MskFix = GSVector4i(context->CLAMP.MINU, context->CLAMP.MINV, context->CLAMP.MAXU, context->CLAMP.MAXV);
ps_cb.MskFix = GSVector4i(m_context->CLAMP.MINU, m_context->CLAMP.MINV, m_context->CLAMP.MAXU, m_context->CLAMP.MAXV);
// TC Offset Hack
ps_sel.tcoffsethack = !!UserHacks_TCOffset;
ps_cb.TC_OffsetHack = GSVector4(UserHacks_TCO_x, UserHacks_TCO_y).xyxy() / WH.xyxy();
GSVector4 clamp(ps_cb.MskFix);
GSVector4 ta(env.TEXA & GSVector4i::x000000ff());
GSVector4 ta(m_env.TEXA & GSVector4i::x000000ff());
ps_cb.MinMax = clamp / WH.xyxy();
ps_cb.MinF_TA = (clamp + 0.5f).xyxy(ta) / WH.xyxy(GSVector4(255, 255));
ps_ssel.tau = (context->CLAMP.WMS + 3) >> 1;
ps_ssel.tav = (context->CLAMP.WMT + 3) >> 1;
ps_ssel.tau = (m_context->CLAMP.WMS + 3) >> 1;
ps_ssel.tav = (m_context->CLAMP.WMT + 3) >> 1;
ps_ssel.ltf = bilinear && simple_sample;
}
else
@ -528,14 +525,14 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
// rs
GSVector4i scissor = GSVector4i(GSVector4(rtscale).xyxy() * context->scissor.in).rintersect(GSVector4i(rtsize).zwxy());
GSVector4i scissor = GSVector4i(GSVector4(rtscale).xyxy() * m_context->scissor.in).rintersect(GSVector4i(rtsize).zwxy());
dev->OMSetRenderTargets(rt, ds, &scissor);
dev->PSSetShaderResource(0, tex ? tex->m_texture : NULL);
dev->PSSetShaderResource(1, tex ? tex->m_palette : NULL);
dev->PSSetShaderResource(2, rtcopy);
uint8 afix = context->ALPHA.FIX;
uint8 afix = m_context->ALPHA.FIX;
SetupIA();
@ -550,7 +547,7 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
{
dev->DrawIndexedPrimitive();
if (env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
if (m_env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
{
GSDeviceDX::OMBlendSelector om_bselneg(om_bsel);
GSDeviceDX::PSSelector ps_selneg(ps_sel);
@ -568,7 +565,7 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
if (ate_second_pass)
{
ASSERT(!env.PABE.PABE);
ASSERT(!m_env.PABE.PABE);
if (ate_all_color_then_depth) {
// Enable ATE as first pass to update the depth
@ -589,7 +586,7 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
bool b = om_bsel.wb;
bool a = om_bsel.wa;
switch(context->TEST.AFAIL)
switch(m_context->TEST.AFAIL)
{
case 0: z = r = g = b = a = false; break; // none
case 1: z = false; break; // rgba
@ -615,7 +612,7 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
dev->DrawIndexedPrimitive();
if (env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
if (m_env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
{
GSDeviceDX::OMBlendSelector om_bselneg(om_bsel);
GSDeviceDX::PSSelector ps_selneg(ps_sel);