graphics are STILL BROKEN D:

This commit is contained in:
espes 2013-02-11 10:42:30 +11:00
parent ba48bf0fb0
commit a4ec1bf805
2 changed files with 59 additions and 24 deletions

View File

@ -360,6 +360,8 @@
# define NV097_SET_CONTEXT_DMA_VERTEX_A 0x0097019C
# define NV097_SET_CONTEXT_DMA_VERTEX_B 0x009701A0
# define NV097_SET_CONTEXT_DMA_SEMAPHORE 0x009701A4
# define NV097_SET_VIEWPORT_OFFSET 0x00970A20
# define NV097_SET_VIEWPORT_SCALE 0x00970AF0
# define NV097_SET_TRANSFORM_PROGRAM 0x00970B00
# define NV097_SET_TRANSFORM_CONSTANT 0x00970B80
# define NV097_SET_VERTEX_DATA_ARRAY_OFFSET 0x00971720
@ -543,7 +545,7 @@ typedef struct VertexAttribute {
typedef struct VertexShaderConstant {
bool dirty;
uint32 data[16];
uint32 data[4];
} VertexShaderConstant;
typedef struct VertexShader {
@ -1282,6 +1284,25 @@ static void pgraph_method(NV2AState *d,
kelvin->dma_semaphore = parameter;
break;
case NV097_SET_VIEWPORT_OFFSET ...
NV097_SET_VIEWPORT_OFFSET + 12:
slot = (class_method - NV097_SET_VIEWPORT_OFFSET) / 4;
/* populate magic viewport offset constant */
kelvin->constants[59].data[slot] = parameter;
kelvin->constants[59].dirty = true;
break;
case NV097_SET_VIEWPORT_SCALE ...
NV097_SET_VIEWPORT_SCALE + 12:
slot = (class_method - NV097_SET_VIEWPORT_SCALE) / 4;
/* populate magic viewport scale constant */
kelvin->constants[58].data[slot] = parameter;
kelvin->constants[58].dirty = true;
break;
case NV097_SET_TRANSFORM_PROGRAM ...
NV097_SET_TRANSFORM_PROGRAM + 0x7c:
@ -1299,8 +1320,8 @@ static void pgraph_method(NV2AState *d,
slot = (class_method - NV097_SET_TRANSFORM_CONSTANT) / 4;
constant = &kelvin->constants[kelvin->constant_load_slot];
constant->data[slot] = parameter;
constant = &kelvin->constants[kelvin->constant_load_slot+slot/4];
constant->data[slot%4] = parameter;
constant->dirty = true;
break;
@ -1357,14 +1378,6 @@ static void pgraph_method(NV2AState *d,
case NV097_SET_BEGIN_END:
if (parameter == NV097_SET_BEGIN_END_OP_END) {
if (kelvin->use_vertex_program) {
glEnable(GL_VERTEX_PROGRAM_ARB);
kelvin_bind_vertexshader(kelvin);
} else {
glDisable(GL_VERTEX_PROGRAM_ARB);
}
kelvin_bind_textures(d, kelvin);
if (kelvin->inline_vertex_data_length) {
unsigned int vertex_size =
@ -1374,8 +1387,6 @@ static void pgraph_method(NV2AState *d,
glDrawArrays(kelvin->gl_primitive_mode,
0, index_count);
} else if (kelvin->array_batch_length) {
kelvin_bind_vertex_attribute_offsets(d, kelvin);
glDrawElements(kelvin->gl_primitive_mode,
kelvin->array_batch_length,
GL_UNSIGNED_INT,
@ -1387,6 +1398,17 @@ static void pgraph_method(NV2AState *d,
} else {
assert(parameter <= NV097_SET_BEGIN_END_OP_POLYGON);
if (kelvin->use_vertex_program) {
glEnable(GL_VERTEX_PROGRAM_ARB);
kelvin_bind_vertexshader(kelvin);
} else {
glDisable(GL_VERTEX_PROGRAM_ARB);
}
kelvin_bind_textures(d, kelvin);
kelvin_bind_vertex_attribute_offsets(d, kelvin);
kelvin->gl_primitive_mode = kelvin_primitive_map[parameter];
kelvin->array_batch_length = 0;
@ -1461,10 +1483,9 @@ static void pgraph_method(NV2AState *d,
kelvin->array_batch_length++] = parameter;
break;
case NV097_DRAW_ARRAYS:
kelvin_bind_vertex_attribute_offsets(d, kelvin);
glDrawArrays(kelvin->gl_primitive_mode,
GET_MASK(parameter, NV097_DRAW_ARRAYS_COUNT),
GET_MASK(parameter, NV097_DRAW_ARRAYS_START_INDEX));
GET_MASK(parameter, NV097_DRAW_ARRAYS_START_INDEX),
GET_MASK(parameter, NV097_DRAW_ARRAYS_COUNT)+1);
break;
case NV097_INLINE_ARRAY:
assert(kelvin->inline_vertex_data_length < NV2A_MAX_BATCH_LENGTH);

View File

@ -662,14 +662,28 @@ QString* vsh_translate(uint16_t version,
"MOV R12, R0;"
*/
/* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection
* in state.c
*
* Basically we want (in homogeneous coordinates) z = z * 2 - 1. However,
* shaders are run before the homogeneous divide, so we have to take the w
* into account: z = ((z / w) * 2 - 1) * w, which is the same as
* z = z * 2 - w.
*/
/* the shaders leave the result in screen space, while
* opengl expects it in normalised device coords.
* Use the magic viewport constants for now,
* but they're not necessarily present.
* Same idea as above I think, but dono what the mvp stuff is about...
*/
"# un-screenspace transform\n"
"ADD R12, R12, -c[59];\n"
"RCP R1.x, c[58].x;\n"
"RCP R1.y, c[58].y;\n"
"RCP R1.z, c[58].z;\n"
"MUL R12.xyz, R12, R1;\n"
/* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection
* in state.c
*
* Basically we want (in homogeneous coordinates) z = z * 2 - 1. However,
* shaders are run before the homogeneous divide, so we have to take the w
* into account: z = ((z / w) * 2 - 1) * w, which is the same as
* z = z * 2 - w.
*/
"# Apply Z coord mapping\n"
"ADD R12.z, R12.z, R12.z;\n"
"ADD R12.z, R12.z, -R12.w;\n"