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authorNanoByte011 <nanobyte011@hotmail.com>2014-12-26 01:25:24 -0700
committerScott Mansell <phiren@gmail.com>2015-01-23 03:32:31 +1300
commit613781c7650d3cbd494a212eacdff10ea5140894 (patch)
tree78b2c927de7bd2829ee24e3ec4d31c64bc891ce0 /Source/Core/VideoCommon/VertexManagerBase.cpp
parent937844b9e339d1f6b819e90eeb9bde65f45e833f (diff)
Cleanup and refactor of zfreeze port
Based on the feedback from pull request #1767 I have put in most of degasus's suggestions in here now. I think we have a real winner here as moving the code to VertexManagerBase for a function has allowed OGL to utilize zfreeze now :) Correct use of the vertex pointer has also corrected most of the issue found in pull request #1767 that JMC47 stated. Which also for me now has Mario Tennis working with no polygon spikes on the characters anymore! Shadows are still an issue and probably in the other games with shadow problems. Rebel Strike also seems better but random skybox glitches can show up.
Diffstat (limited to 'Source/Core/VideoCommon/VertexManagerBase.cpp')
-rw-r--r--Source/Core/VideoCommon/VertexManagerBase.cpp40
1 files changed, 40 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/VertexManagerBase.cpp b/Source/Core/VideoCommon/VertexManagerBase.cpp
index 38cfd19630..80ea3b5bb9 100644
--- a/Source/Core/VideoCommon/VertexManagerBase.cpp
+++ b/Source/Core/VideoCommon/VertexManagerBase.cpp
@@ -241,3 +241,43 @@ void VertexManager::DoState(PointerWrap& p)
{
g_vertex_manager->vDoState(p);
}
+
+void VertexManager::CalculateZSlope(u32 stride)
+{
+ float vtx[9];
+ float out[12];
+
+ // Lookup vertices of the last rendered triangle and software-transform them
+ // This allows us to determine the depth slope, which will be used if zfreeze
+ // is enabled in the following flush.
+ for (unsigned int i = 0; i < 3; ++i)
+ {
+ u8* vtx_ptr = s_pCurBufferPointer - stride * (3 - i);
+ vtx[0 + i * 3] = ((float*)vtx_ptr)[0];
+ vtx[1 + i * 3] = ((float*)vtx_ptr)[1];
+ vtx[2 + i * 3] = ((float*)vtx_ptr)[2];
+
+ VertexShaderManager::TransformToClipSpace(&vtx[i * 3], &out[i * 4]);
+
+ // viewport offset ignored because we only look at coordinate differences.
+ out[0 + i * 4] = out[0 + i * 4] / out[3 + i * 4] * xfmem.viewport.wd;
+ out[1 + i * 4] = out[1 + i * 4] / out[3 + i * 4] * xfmem.viewport.ht;
+ out[2 + i * 4] = out[2 + i * 4] / out[3 + i * 4] * xfmem.viewport.zRange + xfmem.viewport.farZ;
+ }
+ float dx31 = out[8] - out[0];
+ float dx12 = out[0] - out[4];
+ float dy12 = out[1] - out[5];
+ float dy31 = out[9] - out[1];
+
+ float DF31 = out[10] - out[2];
+ float DF21 = out[6] - out[2];
+ float a = DF31 * -dy12 - DF21 * dy31;
+ float b = dx31 * DF21 + dx12 * DF31;
+ float c = -dx12 * dy31 - dx31 * -dy12;
+
+ float slope_dfdx = -a / c;
+ float slope_dfdy = -b / c;
+ float slope_f0 = out[2];
+
+ PixelShaderManager::SetZSlope(slope_dfdx, slope_dfdy, slope_f0);
+}